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How to make a good build in Eternal Return (with Orb Walking Theory)

#1
So I reveal the core mechanic of how this game's build system works like that nobody else will ever let you know.

Without knowing this you will probably end up trying as many builds as possible out there on dak.gg website in real matches without making much of your thoughts on each builds you tested, but probably be unable to reach to the conclusion on what was actually good one among many builds unless something showed you a good winrate continuously over many days at the same testing condition omitting luck/unluck factors, or you will also end up swapping only little things on your build over and over again which also doens't really improve your performance for many days. This entire process is kinds of huge waste of time for you since you will have to test as much as possible in practices. But if you know the secret of this game's internal build mechanic by reading this post, you will save huge amount of time making your overall performance as good as those who spent minimum 2~3 times than you into this game. You save huge amount of time by reading this.

First of all, is making a good build really important in Eternal Return?
No. Build takes only 20% of your entire winning factors. It's 10% in duo, or even 6.6% in squad (cut by # of people you play with).  Rather, your micro-control will have much more impact on your winrate like 40% (20% in duo, 13% in squad). If you play duo or squad, getting good premade party member is the most important and largest factor to win over your build and your micro-control. In duo, existence of your partners will impact by 50%, and is 66% if you play squad. Reversely your existence impacts 50% in duo, or 33% in squad. Thus, having who you play with is the most important factor to win in Eternal Return's duo and squad, rather than your build stuff or your performance. Sound pathetic ya? but it's confirmed by its leaderboard. 

Addtionally, another important thing is what OP character you play. The game balance is complete random, it changes every 2~3 weeks by the update. And the performance gap between highest tier character and lowest tier character is about 16 times, which is huge. 

[Image: P2FcTLE.jpg]

[Image: Y7kb5DG.jpg]

(this win% of character list has taken on June 8th, 2022)

As you see the highest performing character has 16% winrate while lowest performing has 0.8% (let's say 1% by rounding up). The gap is 16 times. By looking at average of top 5 highest characters and average of top 5 lowest characters, I assume there is at least 6 times gap between them. So what character you will impact your winrate huge, and the only way to overcome is to play many different characters.

About builds, they do not affect more than 33% of your performance by its fundamental system design, which shows that the impact of build part upon your win is low anyways, affecting no more than 33%. If you don't understand what this means, please go practice arena and use attacking skill upon dummy (hp 2400, def 200) with melee focused meta build, then do same but with skill amplification focused meta build. The gap you will see between them in damage will be approx. 33%, for any characters (e.g. if one of your skill inflicts 300 damage with skill amplication build, by changing your build to melee build and do same skill then you get 200 for same skill you used. So total decrease in damage is 33%). But since both melee has its way to fight well but skill focused also has its own way to fight well, let's put it that build will not affect more than 20% of your winning factors instead of 33% because, if you say it affects 33% in winning factor for using some working build, then another non-working build doesn't mean that it affects 0%, right? 20% is quite middle. (We probably will see more dramas in the game if it affect more than or around 50% lol).

To sum up, your winrate will be determined by mostly premade party you play with if duo/squad, then the OP character you play in all game modes, then your micro-control and your build in all game modes.

Regardless of the fact that build doesn't do much things in this game, you still want to create or utilize good build although your build doesn't impact too much. The another secret here that no one else will ever tell you here is that combo design actually affects your micro-control performance and this combo design is the outcome of good build design. As stated above, combo (micro-control) is more important than build thing by at least 2 times, in total they affect 40% of your winning factors (20% in duo, 13% in squad). So you still want to know about how to create good build to design combo as well.

You can test your build with many ways such as playing the game over and over again, test in practice arena, repeatedly kill Wickeline in Practice arena to check the build performance, etc.

However, the most working and fastest way to measure the build performance I found is:
In practice arena, make your character max level with max weapon skill level, then spawn a dummy with def 200 and HP 2400, and measure following 4 things (all of these tests can be done in only 10 minutes)
1. Skill Damage that inflicts the highest numerical value.
2. Performance of 5 hits of Melee Attack. Repeat this 5 times and divide by 5 to get the average of accumulated damages.
3. Performance of continuous Melee attacks for 10 second on Dummy and check for accumulated damages. Repeat this 3 times and divide by 3 to get the average of accumulated damages.
4. (this part can be omitted) Damage output of your combo. If you made a combo, test it 3 times then divide by 3 to get the average of accumulated combo damages. If you do have attack speed or attack range increase attribute in your build, try to put melee or ranged attack in your combo. If your build includes boosts on only skill amplification then you don't need to put a step of melee or ranged attack in your combo.

If you are going to make skill amplification focused build, you can focus on 1.
if you are going to make melee focused build then you want to focus 2 and 3, both well balanced.
If you are going to make a hybrid build then you want to test of all those 3.
If you make combo, I strongly suggest testing 4.

Let me explain what each number in the list specifically means when it comes to the performance as a build.

"1. Skill Damage that inflicts the highest numerical value" is pretty much straightforward and clear. You just want to make a build that is strong when using skills. However, just one tip is, I recommend that you want to make a combo utilizing yours skills. Focus on hitting as many skills as possible correctly in a shorter time as short as possible if you do focus on this thing.

"2. Performance of 5 hits of Melee Attack" will show the performance of your attack move, AKA "orb walking" as a official terminology used in various Dota-like MOBA games.



However, from my experiences, in Eternal Return, there is no actual cancellation of your melee animation and also no instance recharge of your melee from cutting animation. You will see some says "by performing Orb Walking, you can cut the animation of finishing (aka "recovery") part of the melee and immediately cast the next melee in Eternal Return", but this is untrue. Even though you do it and cut the finishing part of melee animation, you will still need to wait until next melee goes. So what is the secret of doing this thing behind that no one else is telling you? The answer is melee range. Although you have slower attack speed than your enemy but if you do have longer range, you can inflict one hit of melee to your enemy while that enemy is moving, and you immediately cut the melee animation by moving. Since you already cut the animation and moved while your enemy is getting close, although enemy has faster attack speed than you, it will result in the case like that you hit one time and your enemy can also hit you only one time just like you, so your enemy does not get benefits from faster attack speed than yours. This is huge benefits and I saw many top notch players utilizing it. You can do this by hitting one melee, click somewhere else, then immediately attack again, repeat it.

* Regular attack (melee or ranged) has 3 part : windup -> attack -> recovery.
* Cutting windup part of melee animation won't do anything but just move. It's considered as "melee is not even started", so you can cast melee anytime later. However, if you cut the animation during recovery time, you will still need to wait until unvisible melee is ready and that is same time as you don't cut the animation during the recovery time.

"3. Performance of continuous Melee attacks for 10 second on Dummy" means how strong your melee build when Orb Walking isn't involved. This basically determines how strong your melee is when being stationary.

So, for having good value upon 2 and 3 is the important as a melee build, while 1 is the most important for skill amplification build, and all of 1~3 for hybrid builds. If your goal is full melee build, you should aim both of orb walking and stationary melee being effective together for all the situation.

So, test all your wondering builds upon those 4 basis, then you will want to choose one with the highest value upon either 1 (skill amp), or 2 & 3 (melee), or 1 & 2 & 3 (hybrid).

* If you want to make a hybrid build focusing on all of 1 & 2 & 3, then you may want to aim the criteria 1 of your hybrid build does output 75% performance of another full skill amplification build you have. Similarly, 2 & 3 of your hybrid build should output its damage at 75% of your another full melee build's criteria 2 & 3. This is the secret of the real hybrid. It can be 75% or more, but cannot be 100% otherwise it doesn't make sense as a hybrid, right?

* Usually you can easily increase performance of criteria 1 by having skill amplication in your item (of course), easily increase performance of criteria 2 by having attack power (or crit chance/damage) in your item, and easily increase performance of criteria 3 by having attack speed in your item. Attack range isn't involved any of them. However, attack range is the most concerned if you utilize Orb Walking a lot, then attack power since criteria 2 is for increasing performance of Orb Walking.

* About defense, as of May 25th 2022, you might not want to put too much points on defense. Defense in this game isn't useful in general. I mean even 300 defense does nothing.

* As of May 25th 2022, movement speed also doesn't do much thing in this game. Rather, using skills for mobility or slowing down your enemy works far better.

* Life stealing is important if you want to be good in melee fights. However, you don't have to have it on purpose unless your build somehow had this trait by luck. It's good to have, but not mandatory.

Route Explained
Your build is ok as long as it takes less than or equal to 5 paths. Try to make a build that all the components can be crafted by the day 2 night in which the respawns are available lastly. Go to aya.gg and use route simulator. I think this one is the stronger path generator over dak.gg's one because aya.gg 's generator allow you to without putting all 6 items. Aya.gg's generator will generate all the routes you can take. Take anything less than or equal to 5 paths. It's better if one of those paths includes Beach, Uptown or Dock because you can then get fish which you can make fish and chips later (But in this case you should also go through paths that includes lighter, oil, and potato). If the path that you go does not have teleport system, put that path at the last site to go, or as last as possible.

To be updated... measurement for tanking and supporting, and also sum of the build score.
Jotaku, Anime Game Gamer
I. Super Mecha Champions NA Legendary Tier
II. Tokyo Ghoul: re Call to Exist NA Top #2
III. Fate/EXTELLA Link: NA Top #9
IV. Senran Kagura PEACH BEACH SPLASH: NA Top #3
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