Hi guy wire , welcome to Megaloot Meta Build . The cool affair about Jace is that he gets to use Excalibur without it taking up an extra equipment one-armed bandit . This puts him in a class along with Fael and Viran where his built - in do shred is exceedingly relevant in the endgame allowing for some supernumerary freedom in his build .

This build is go to focus on pure , fair attack damage . No wonky jazz band , no slow synergism : we ’re just attack for as much harm as we possibly can by leverage the Shadow set and its many damage multiplier .

The Basics of Damage Multipliers and the Value of Shadow Set

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Your flack type is mold by whichever individual time value of ( attack * attack% ) is highest . It does n’t check other values ( like wisdom or armed combat ) , and whatever attack type you apply is used to the exclusion of other fire types . For example , if you have 100 physical attack and 99 magical attempt , your attacks will deal 100 forcible damage and 0 sorcerous damage .

Physical tone-beginning harm is calculate as something like ( ( ( physical + physical% ) + ( fighting + combat% ) ) * criticaldamage% * power * thanksgiving )

vital rate determines the likelihood for your attacks to hit critically . If you have 50 % crit rate , then one-half of your hits will be see vital hits . On a non - critical hit , the “ criticaldamage% ” of the equation above is removed .

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Crit pace can not be raze in v1.14 , and it only comes from talent trees and from actively equip items . Critical damage can be dismantled ( to great effect ) .

brainwave is an detail stat that can not be dismantled and grant you that many stacks of Magic Blitz at the startle of combat . Each stack of Magic Blitz increases your magic wrong by 100 % , but only on the first round of struggle . Magic Blitz dissipates after the first rung and there is no way of life to benefit from it again in the same battle .

Shadow exercise set countenance your magic legal injury to hit critically and for your physical hurt to do good from your Magic Blitz . This allow us to benefit from crit AND blitz

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Talents – For this build , you need to habituate Jace ’s Harbinger spec for three reasons :

1 ) Harbinger allow you do 10x damage to the target mark from Jace ’s build - in Legacy adjust starting on the second turn . This , in combination with Grace , is enough of a multiplier to make up for fall back Magic Blitz after bit one .

2 ) This spec has a path to get Jace a very - important excess 20 % critical rate ( which , combined with our endgame gear , bring in us up to 95 % crit rate totality ) .

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3 ) Jace ’s other spec trees are trash in v1.14 . Challenger is actively detrimental and Lionheart basically does nothing ( and its gift nodes are super broken impact ) .

It ’s tantalising to go formidability > Armor Steal > Armor Steal , since Armor Steal is a very powerful power . But we ’re going to go for Physical > Crit > Crit to about guarantee critical hits on every attack .

Challenges – I urge you spark the Swarm Challenge and incapacitate the Honor Challenge ( even though that superfluous 5 % crit from Honor Challenge would fetch you to exactly 100 % ) . I urge this for all runs since Swarm Challenge is worth it and Honor Challenge is not .

Early Game ( Floors 1 - 15 )

Jace can be a tough in the early biz because he only has one onrush and his built - in Legacy tag is useless . Just do what you may to survive . scratch by on Wood and Silver until you may piece together a set of Orion and start the Swarm chest for your additional attack .

Your gearing should look something like this until you get your first Demonic Blood . Then , everything change .

Midgame ( storey ~16 - 59 )

Once you get Demonic Blood , you should be ready to switch over to murder style . With very few exceptions , you should be able to one - round - toss off everything clear to floor 110 ( where your outpouring will all of a sudden end because of the roll in the hay bug at that storey 😂 ) .

The crucial constituent in your build are the Alchemist ’s Wisdom ring ( for Insight ) and the Shadow Cloak ( for Shadow set and also a Brobdingnagian amount of crit rate ) . Your other slots should just be wait to maximize your forcible wrong and onset tally . I recommend lead off with the dingy section of the mental image below , then working your path up to the purple side as you get up to floor 30 .

Note – Consider Soul Collector alternatively of Throngler as your weapon . ( See : Dismantle section below for more info ) .

For Kotyas , you ’ll require to keep a Zephyron ’s Tome around and murder them with Silence . This means you ’ll need to point them when they appear . If they show up in multiple , just turn off your satanic stemma potion or vamoose the first act . Note that if you skip , you do n’t spend your potion or your Magic Blitz wad . legerity from Corward ’s Ring and Pantaloons of Greatness is also very in effect against Kotyas – admit you to evade their parries or to hold out a skipped play against them without any trouble .

For Magma Golems , you probably wo n’t care about them too much early on , but by the time they become a problem around base 35 you ’ll want to be close to 100 % legerity from your Cloak , Pants , and Coward ’s Ring .

For Saturn , your damage output should smash straight past these . Later on , Excalibur breaks Armor Shield and your Shard of Power rent you bypass their armour , so they ’re never an issue .

For Jupiters and Suns , you ’ll call for to drink Moonflower Extract .

For Iron Golems , your damage output will savage these until the very late game . By the time their armor start to catch up , your Shard of Power should be charge up enough to bypass it anyways .

Endgame ( level 60 + )

You ’ll desire to swap over to Excalibur immediately as soon as you pip floor 60 ! Do n’t get caught Excaliburless by your first shield Perfect Slave at the final stage of floor 60 , because it will have a passably effective chance of ending your run !

By this point , your flack tally should be pretty decent ( thanks to your levelled up Pantaloons ) , your crit charge per unit should be closing in on 95 % ( thanks to your dismantle up Shadow Cloak and your 20 % crit rate from talents ) , and your legerity should be over 100 % ( thanks to your tear down up Pantaloons and Coward ’s Ring ) . You do n’t really need anything else , so your last equipment / localise one-armed bandit ( helmet ) can be dedicated to stark terms .

Your viable options here are Warrior , Cataclysm , Berserker , Flesh , and Demonic . Warrior gives you 4 more attacks , which increases your harm turnout by 50 % . Cataclysm efficaciously duplicate your damage . anatomy is bad , and Berserker only embark on work after turning 1 ( when everything is hopefully already bushed ) . That go away Demonic , which is actually very brawny since its physical damage multiplier exists in a whole separate multiplier stratum from your even strong-arm attack% stat . It just means you ’ll need to give your hp a little dear ( which is no problem as it widen your dismantle rotation ) .

I recommend the particular below for your endgame equipment set .

For Perfect Slaves , Excalibur and your damage output should tear through these like tissue paper .

Dismantles

In general , you want to exercise a right dismantle rotation with this build so that you could avoid diminishing return . In other row , you do n’t want to rase one matter over and over again , you require to keep things rotating over clip . If you spam one stat then its relative value starts to fade . ( For example , your first 100 % mogul will double your attack damage , while your 2nd 100 % power will only increase your onrush damage by 50 % ) .

The divine point in the effigy below are your favored dismantles , and you ’ll want to include these in your rotation as often as you’re able to . They have the best values of the multipliers you like to see , which include physical attempt , power% , strong-arm attack% , and vital damage% . Note on Dismantling Thronglers – Dismantling Thronglers is so good that it ’s probably better to level them than equip them . For that reason , I ’d suggest you equip Soul Collector as your weapon from 30 - 60 even though Throngler is probably a bit better . ( Do n’t concern , your flack wo n’t swap to magic eccentric ) .

The Cosmic items are ones you want to sprinkle in from time to time in your rotation . The Shadow Ring has swell crit damage to bolster what you get from Thronglers , and Giant ’s Ring can aid scale up your fiendish set damage .

The Abyssal item are fillers that you should include from fourth dimension to time , peculiarly if you ’re run ironic on the better things . The Faith% from Ring of Unity is theoretically good because your thanksgiving damage multiplier can help on good turn 2 and beyond , but in v1.14 you should n’t ever need to interest about that .

The gray items in the image are particular display case . If you tear down just one item with Dazzle , you may get the Ephemeral Locked debuff from enemies that you do n’t toss off in one round of golf and that will allow you to cleanse the debuff and access your trust multiplier . Celestial Plate has great categoric armor , so dismantling one of them at some point is courteous . Bloodedge and Locket are just former game stand - IN .

Essential Items

Zephyron ’s Tome is your main direction to deal with Kotyas . Your lightness can keep them from killing you , but you ’d really choose to shoot down them on act 1 so you could hit the thing behind them before your Magic Blitz falls off .

Ethercrest ’s Tome is there because , why not ? You have 2 mana , you might as well spend it . It never came up in my run , but it ’s nice having the peace of intellect that even if enemies did take a turn somehow , they would n’t damage you 😂

Moonflower Extract – Critically important for dealing with Suns and Jupiters .

Holy Water – This did n’t come up in my running because everything died before turn 2 . But if you ’re playing on the PTB and get to the late later endgame , this will help you unlock your religion multiplier and stay in the fight after your Insight go aside .

Demonic Blood – Critically significant . This is how you down everything or else of just one thing .

Gold potion , mana potion , and armor potions just are n’t meaningful for this figure .

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