Maximizing Your Combat Initiative: Difference between revisions
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Revision as of 17:23, 7 June 2014
There comes a time in every adventurer's life when battle is unavoidable. Combat Initiative is the mechanic that governs who attacks first in combat with monsters. In the tradition of the other Dressing For Success articles, this is a guide to maximizing your combat initiative so you can make the first move on that cute monster next door.
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Legend | |
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Ultra rares and Raffle House/Radio prizes | Tradable and still obtainable, but rare |
Semi-rares and war hero drops | |
Mr. Store/KoL Con accessible derivatives | Tradable (directly or ingredients or zone access consumable), unlimited generation to those who own source, source no longer obtainable |
Mr. Store/KoL Con items and inaccessible derivatives | Tradable, but no longer obtainable |
Other limited time content | |
Clan Dungeon non-tradables | Untradable, but still obtainable |
Other non-tradables | |
Non-tradables from past holidays and world events | Untradable, and no longer obtainable |
* | Single-equip restriction, or two-handed/three-handed weapon |
^ | Equipment disappears at the end of the day or the equipment (or its associated enchantment) has a limited duration |
Notes
- According to Combat Initiative, most monsters have a point where your bonus initiative will ensure that you can attack first. Once that point is reached, it will be beneficial to replace the configuration above with other equipment instead.
- Gaze of the Trickster God is an intrinsic effect that requires the Juju Mojo Mask to be equipped and a combat item or moxie-related skill used in combat to activate.
Dressing Up | |
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Maximizing | |
Mus ·
Mys ·
Mox ·
HP ·
MP ·
WDmg ·
SDmg ·
Init | |
Modifiers | |
Mus ·
Mys ·
Mox ·
HP ·
MP ·
WDmg ·
SDmg ·
Init PrismDmg ·
RDmg ·
SCrit ·
Fumb ·
Stun ·
Passive Dmg |