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2) Your summon's minimum hit and your minimum hit are both high. Ideally you want to guarantee the enemy will die within the window above, but if your minimum hit is not high enough, it may only be high probability that this occurs. A minimum hit too low will lose too much time for this method to be worthwhile. | 2) Your summon's minimum hit and your minimum hit are both high. Ideally you want to guarantee the enemy will die within the window above, but if your minimum hit is not high enough, it may only be high probability that this occurs. A minimum hit too low will lose too much time for this method to be worthwhile. | ||
3) You attain desyncing by putting on interval reduction rather than taking off your best weapon for a slower one. There's more wiggle room in this criterion. A 2h weapon may be a good choice, especially one like [[Big ol Ron]] which provides a lot of doubling or [[Ultima | 3) You attain desyncing by putting on interval reduction rather than taking off your best weapon for a slower one. There's more wiggle room in this criterion. A 2h weapon may be a good choice, especially one like [[Big ol Ron]] which provides a lot of doubling or [[Ultima Godsword]] which can guarantee the enemy dies in the first swing after its barrier is depleted. However, normally you want to attain desyncing by putting on attack interval reduction or taking on or off summon interval reduction. | ||
Taking off or putting on the three summon interval reduction items mentioned earlier are good ways to attain desyncing. In addition, you can use [[Heavy Boots]], [[Knight's Defender]] (sometimes the non-summoning version may be more useful), [[Sand Treaders]], etc. | Taking off or putting on the three summon interval reduction items mentioned earlier are good ways to attain desyncing. In addition, you can use [[Heavy Boots]], [[Knight's Defender]] (sometimes the non-summoning version may be more useful), [[Sand Treaders]], etc. | ||
One last note: Weapon special attacks usually have finite durations, commonly 0.2s but sometimes longer and not always stated in the tooltip. Combat simulator does not display this time in its attack interval stat, so if you are attempting this strategy, some light testing of special attack durations may be in order. Adding the special attack interval to the rest of the swing timer may make desyncing possible where it might otherwise seem unattainable. | One last note: Weapon special attacks usually have finite durations, commonly 0.2s but sometimes longer and not always stated in the tooltip. Combat simulator does not display this time in its attack interval stat, so if you are attempting this strategy, some light testing of special attack durations may be in order. Adding the special attack interval to the rest of the swing timer may make desyncing possible where it might otherwise seem unattainable. | ||
=Placeholders for now, stop reading here= | =Placeholders for now, stop reading here= | ||
==Preparing for combat== | ==Preparing for combat== |
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