Talk:Damage Calculation/@comment-26896624-20151018163517

"... and also equips  Clout  and  Vehemence, in that order, on their  Augment  list. "

What?? What is this "order"? In the list I see only chaos :p Seriously, what comes 1st, the one closest to the top or the bottom? The order is from top to bottom or vice verca? In another comment in the augments page of this wiki, some1 mentions order doesn't matter. Something common logic dictates as well. I suppose on of the contributors of this page tested to see order mattered, but then why arent't the specifics mentioned in any page?

On another note, if we forget about augments and Srength boosts, is a pure Strength build(properly leveled) better off with physical, or a permanently enchanted weapon(barring any extra temporary enchantments(solo assassin for example))? I suppose this depends on which is true for a single mixed hit:

a)MDEF doesn't matter if DEF is broken

b)vice versa

c)both matter for their own armor brakes(for example an enemy with high DEF and low MDEF receing full Magick and no Strength damage from a bolide or enchanted weapon).

We don't know which of the 3 cases apply, but there is speculation for the first being true, correct? Then a pure Strength build could benefit from permanently enchanted weapons. If the sum of Magick and Strength of such a weapon is greater or equal than the Strength of a normal one minus the character's Magick stat, then the perm enchant is better. It has added effects and will most prolly break the enemy's DEF, due to high base attack of character.

Even if the third case is true, the weapon with the highest sum is best. The only problem is the second case. Could high MDEF block? Who knows how this damned game works? But prolly not, cause it would be strange for a temporary enchantent of a very strong weapon make its hits weaker, because of the character's low base Magick.

Even if we count augments and Strength boosts, do they really produce more Strength points than the Magick stat of even a pure Strength build? Even if they do, it feels fair to have a bit weaker weapon for a permanent effect, like freeze(not to mention some cases like phantasms, which need Magick damage). But you could also try gear and augments, which boost Magick, making a hybrid character out of a purely Strength leveled one. This has its own merit, as you can switch styles by merely switching gear. You could level for assassin and go for a magick archer with strong enchanted daggers, if it makes sense to mainly use those and then the mbow or staff for support and long range tactics.

Wow, I'm so confused by this game XD