No way to evenly divide this without XP left over. I say do 800-1200 XP into Durability to hit 900 within 2-3 good rolls and then dump the rest into Strength and Speed.
 
@Mazrick what happens if we stack a bunch of 400xp options and it bypasses 900? Would it automatically shift to the 1000 xp price, or would we get those ranks at a discount?
 
[X] Plan Tank Boi
-[X] 9 Rolls in Durability
-[X] Durabilty

It makes the most sense to take the opportunity we have to spend over the roll cap for something that'll go over 900, because it'll be more expensive later. 900+ Durability is also the big limit we have in terms of our build - we need it to tank hits. And getting Durability as another break in the cap will make us Marine Kaido.
 
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Shouldn't we finally uncap endurence seeing as it's been our strongest factor?

Not necessarily. Endurance seems to be highly enhanced already by our Celestial Dragon traits, but a big thing we've always dealt with is that we're beaten to a bloody pulp by the end of most of our endurance contests. So imagine Ken's Endurance in combination with broken Durability. Plus Scales is still his favored Dragon Style move.

So with Durability above 1000 eventually, we'll be able to fight for a long, long time while taking minimal damage, and regenerating whatever damage we do take thanks to Bottomless Well.
 
Pyre, sooner or later we will have to spend on Endurance but right now it is just not worth it when we can be boosting other stats ever higher.
 
[X] Plan Tank Boi

We currently hit as hard as Katakuri, one of the top Yonko Commanders. That's good enough for now.
 
[X] Plan Tank Boi

I do think we should spend for at least 1 roll on speed to actually catch pirates if they run but fair enough.
 
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