Character Classes and Optimization

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The purpose of this guide is to get you slaughtering the denizens of MMX as efficiently as you would like to. I won't be dicussing unique items or weapons but will give you an overview of what makes the most sense for your party The first thing to understand about Might and Magic X is that it does not favor specialization in damage. All damage bonuses are addative with the exception of critical damage. A character who focuses entirely on might won't crit as often as someone who puts point into destiny and so, while they will hit a bit harder normally, won't crit nearly as often. There are exceptions to this, but they're weapon and class specific We can also note that weapon/magic skills, at 5%/rank to 10%/rank are farm more potent than attributes (at 2%/rank). Specifically we would note that 1 Rank Endurance = 5 HP = 1.66 points of vitality (1.2 for dwarves) 1 Rank Mysticism = 5 MP = 1.66 points of spirit 1 Rank Warfare = 3 MP = 1 point of Spirit 1 Rank Weapon = 5% damage = 2.5 points of might, 2 points of perception 1 Rank evade = 1 evade < 1 point of destiny This shows us that the most efficient distribution if we are going to worry about are overall effectiveness is spirit, vitaility, and destiny and weapon skills. This won't hold forever depending on whether or not you find destiny valuable and depending on how much mana/hp you find you need. Once you "have enough" then might is clearly better. But in the early game when you're just starting out, being as efficient as possible is really valuable. The Damage Calcualtion Listed Damage = Weapon Base Damage x Damage Multiplier Regular Damage = Listed Damage * (1-Armor/100) Critical damage= (Listed Damge x critical multiplier) * (1-Armor/100) Damage is linear. Armor penetration is non-linear, being better the more armor an enemy has. Melee Damage Bonuses Anyway, now that we know that damage values are addative what does this tell us about the difference between someone who say GM's Axes and someone who simply Masters Axes? GM Axe is 25 ranks at +8% damage/rank = 200% damage bonus Master Axe is 15 ranks at +5% damage/rank = 75% damage bonus This is a big difference, equivalent to 62.5 might. Its so large that, if given the choice between two melee weapons always choose the one you can GM. Windswords can't GM but don't worry they have other advantages. Magic Bonuses Magic schools have an even larger step up compared to melee weapons. Additionally this applies to non damage effects as well as damaging effects. Compare GM fire to Master fire: Master Fire: 15 ranks at +5% effect/rank = 75% effect bonus GM Fire: 25 Ranks at +10% effect/rank = 300% effect bonus The only reason to ever put points into a magic skill that you cannot GM is if you want the special effect from a spell. Ranged Bonuses Ranged Weapons are a bit strange. Because their mastery effects are not directly damage related GM'ing isn't necessarily important to being decent at them. The extra range on bows will make "pulling" enemies easier and provide two to three rounds of free damage because moving into an enemies aggro radius constitutes an action (whereby they move) being able to hit someone from outside of that gives you the first attack and then an attack during the turn where they would have triggered) GM Crossbow: 25 ranks at +5%/rank = 125% damage bonus Master Crossbow: 15 ranks at +5%/rank = 75% damage bonus As we can see, the GM bonus isn't that great. The GM bow bonus is pretty amazing, 2x +125% attacks is necessarily stronger than 1x +200% attack given the armor ratings. That being said, the ability to hit from 7 spaces out is much more valuable than being able to hit harder. I am of the opinion that near every melee class should at least expert and possibly master a ranged weapon type by the end of the game. While in the damage section we learned that specializing in a single aspect of damage has advantages and disadvantages in tanking we will learn that specialization is king. Every character in your party should be able to take a few hits. This can be achived through buffing spells, debuffing spells, or simply raw HP/armor/evade. But there will be times when you can't taunt an enemy and your mage will get hit for 400 damage when they have only 200 HP. The only way to stop this from happening is to ehtier have a bunch of HP, or armor, or evade. Armor Armor reduces damage from all non-elemental typed damage. Physical damage is, by far, the most common type of damage in the game and so armor is, by far the most effective way to consistently reduce damage. Damage for enemies works precisely in the same way that damage for allies works. Each point of armor reduces final damage taken by 1%. This means that the easiest way to read your armor value is "% reduced damage". This is neutral to enemy damage type. Additionally the armor mastery bonuses are very good. Not only do better types of armor require higher mastery (maxing out at master) but the reduction in critical damage taken afforded by the mastery bonuses is actually very significant. Armor does nothing against magic Evade Evade gives you a chance for your enemies to miss depending on your evade skill and their attack value. A high evade value makes you unlikely to be hit by anyone or anything, but when you are you're going to take the full brunt of the damage. When compared to armor this is generally better against enemies who swing once for a lot of damage and worse against enemies who swing a lot for a lower amount. However you must maximize evade to get much use out of it because small changes in the probability of getting hit can mean significant reductions in effectiveness Evade does nothign against magic Blocking Blocking is a % reduction in damage against physical attacks so long as you have block attempts left. Everyone should maximize their block attempts in all situations as there is basically no reason not to. Similar to evade this is much stronger against enemies who don't attack as often Resistances Resistances are damage reduction as a % just like armor. A 75% resist will mean you take only 25% damage from that type (and you ignore 37.5% of the spells as well) Everyone likes high resistances and just like armor, the mastery bonuses on disicipline are much stronger than they look. Hit Points Hit Points defend against everything. If for some reason you don't know what to put points into there is no reason to not put points into vitality or endurance. Hit points are the only multiplictaive scaling in tanking. That is choose one of blocking, resistances, evade, or armor and also stack hit points. This is going to be very short, but warfare deserves its own section because of its ridiculous power for certain classes. The bonus per rank is pretty low, but the new abilities at Novice, Expert, and Grandmaster make the tree eminently worthwhile and the mana you get as you traverse to those levels negates a lot of the need to put many points into spirit. Novice Challenge : Forces an enemy to attack the taunter very good for keeping specific enemies who aren't immune from splatting your mage. At Master level "intercept" does this much better but doesn't do any damage. Taunt is essentially free Shatter : Shatter scales with your might value and reduces armor. This works on every enemy in the game and is a significant damage increase for everyone. If we remember how we looked at armor prior we find that armor is worth x damage per attack this is very strong in conjunction with dual weilders or dagger weilders since they attack many more times per round. Expert Skull Crack : This prevents mages from casting. For the most part mages hit weaker with the melee attacks (though some monsters hit harder). For many enemies this will entirely negate their effect, letting you deal with them last. It only works for 1 round but you can reapply it Unstoppable Assault : This is the strongest skill in the game for non-dual wielders as it enti

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GHub Platform · автор23.08.2026, 01:13:59

The purpose of this guide is to get you slaughtering the denizens of MMX as efficiently as you would like to. I won't be dicussing unique items or weapons but will give you an overview of what makes the most sense for your party The first thing to understand about Might and Magi…

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Character Classes and Optimization — Might & Magic X: Legacy · GHub Cloud