no artifact build / budget build for late DLC1, Berserker - Monk (see Desc)
0:00 Skipped Summoner 120% Chain Cancel, Pre-Battle Buff
0:08 Bikke
0:44 Bahamut Trials In Effect
1:19 Affinity and Special Effects
Using an axe and Brutal Tackle.
Affinity (Berserker)
Breaker 250% for a damage boost from Strength (approximately 18% multiplier separate from damage dealt passives on gear).
Marauder 250% for stage 4 axes, which may feel roughly 40% stronger compared to a stage 3 axe attack for some attacks.
Red Mage 250% to reduce charging time of axe attacks and slightly help with MP recovery on normal attacks.
Berserker 120% to refill break gauge since we'll definitely be getting hit and with Lunatic - will be relying on this and Lightbringer to maintain our break gauge.
Affinity (Second Job - Monk)
Samurai 250% for the damage boost when chain canceling (switching job just after using a job action or combo ability).
Red Mage 250% to reduce charge time of Focus to get its going quicker.
Summoner 120% to increase max MP with a chain cancel. In this case, using this with Focus, chain canceling, use cubes to restore MP, and repeat until at full MP.
Smithing Effects overall:
Strength for physical damage (and physical break damage dealt).
Stamina to help with axe combo abilities that have a potency modifier from Stamina - and for also taking less physical damage and less physical break damage.
One application of Silence Resistance, Paralysis Resistance, Petrification Resistance, and at least one Status Ailment Resistance on gear. Also to increase the level of these pieces of gear to 400, since we need the combined Status Ailment Resistance + specific Resistance to reach over 100% to become immune to it.
Opted to go for Poison and Slow Resistance, but ideally would have only did Slow and Curse, but Curse Resistance is bugged as of July 20 to the time of this video publishing.
Master Points:
Category 1
Strength
Stamina
Berserker Affinity to get to 120%
Intellect to help with MP generation on normal attacks.
Category 2
Damage Taken at Max HP - because sometimes that first hit is going to hurt, but perhaps we can recover our HP to full between Mighty Strikes and Lancet.
Should have spent the rest in Charge Attack Damage Dealt.
Category 4
Status Ailment Resistance in combination with our gear passives and Evocation/Ultima job tree passive to become immune to the subjectively most debilitating status ailments.
Break Damage Taken to avoid being broken and lose all our buffs.
Command Abilities
Lunatic to increase attack speed and slightly reduce charge time of axe attacks.
Mighty Strikes to bypass enemy's defenses by 25% and overall increase damage dealt.
Lancet to generate HP and MP when attacking an enemy's weakness, in this case, from Mighty Strikes. Combining this, Mighty Strikes, Berserk, Focus, and stage 4 Brutal Tackle, we can recover more MP than we spend (if the enemy has HP left) and often face tank for the duration of the Brutal Tackle.
Other Thoughts
The other Berserker, Desperado, would have been ideal for this also since it can effectively ignore Curse Resistance and avoid being broken that way - but would just have to refresh Berserk effect more often.
This axe build can also work with Marauder. Would recommend tweaks before using it with Dark Knight.
If you have artifacts, Dark Knight 400% would be the next thing to shoot for additional damage - then switching to Near Death Damage Dealt and Near Damage Damage Taken on master points. And then sneaking Berserker up to 250% for the Protect and Shell effect on top of that to reduce incoming damage by 30~33% along with slightly less break damage taken.
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