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> What's the last thing you've (not) accomplished?, Anything that doesn't fit in other threads

 
post Oct 13 2018, 17:14
Post #24341
Fudo Masamune



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QUOTE(Juggernaut Santa @ Oct 13 2018, 01:54) *

Players are not monsters.
Dark is like the 3rd worst resistance you can have (IMG:[invalid] style_emoticons/default/duck.gif)


QUOTE
Dark is arguable but I think it's the second best elemental resistance especially since I am going to switch back from a holy to a dark rapier. (Dark weapons struggle to kill undeads who may attack back with dark and are arguably the 4th most dangerous monster species). And I still think schoolgirls hit harder than most regular monsters without dark mitigation.


I guess it's true about dark resistance is "one of the worst to have", I got 19% Dark Mitigation, and 51% fire mitigation, yet on almost every grindfest received more fire damage than dark damage in total. the elements that I usually receive less damage than dark are cold and elec, which are on 59% and 48% resistance.

and yeah, I use dark rapier, so... I don't think those undeads are that much problem in the end.

though, it's actually changed on GF arena as 2 out of 4 GF uses dark spirit attack, but hey, 3 gf at the same time doesn't actually hit hard ¯\(ツ)/¯ they just take long time to kill compared to other monsters that they hit more times than most monster, also if it's for arena, I think the right equip is dark-cold, not dark-holy as none of the gf uses holy damage but dark, cold, and void.

This post has been edited by Fudo Masamune: Oct 13 2018, 17:17
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post Oct 13 2018, 18:42
Post #24342
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post Oct 13 2018, 21:12
Post #24343
ALL_MIGHT



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QUOTE(decondelite @ Oct 13 2018, 00:24) *

Juggernaut 5, is, NOT, +10% HP.
The actual effect is very meager, especially for higher proficiencies.

(IMG:[invalid] style_emoticons/default/mellow.gif)
then what is Juggernaut ?
Attached Image

Please explain because i was planning to send my equip for IW service to get +10% HP
(IMG:[invalid] style_emoticons/default/mellow.gif)
Thanks
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post Oct 13 2018, 21:36
Post #24344
jantch



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QUOTE(ALL_MIGHT @ Oct 13 2018, 15:12) *

(IMG:[invalid] style_emoticons/default/mellow.gif)
then what is Juggernaut ?
Attached Image

Please explain because i was planning to send my equip for IW service to get +10% HP
(IMG:[invalid] style_emoticons/default/mellow.gif)
Thanks

It's +10% of your base HP, not +10% of your maximum HP, so at higher proficiences it's about 4% to 5% of your maximum HP for cloth armor, and less than that for light or heavy.
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post Oct 13 2018, 22:04
Post #24345
ALL_MIGHT



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QUOTE(jantch @ Oct 14 2018, 01:06) *

It's +10% of your base HP, not +10% of your maximum HP, so at higher proficiences it's about 4% to 5% of your maximum HP for cloth armor, and less than that for light or heavy.

Thanks
So, IW is still worth doing
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post Oct 13 2018, 22:45
Post #24346
_LMF_



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Current wiki equations are simple multiplicatives (base*Tank ability*HathPerk),
CODE
Health Points = (500 + (Level * 10) + (END * 6)) * HP Tank * vigorous_vitality
Magic Points = (10 + Level + WIS) * MP Tank * effluent_ether
Spirit Points = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * SP Tank * suffusive_spirit
Any potions/gems/spells modifying player's HP/MP/SP refers to player's base HP/MP/SP (i.e. before ability bonuses are applied).

which makes single Jug/Cap level 5 looks like a real 10% gain. I suppose it should look something like this?

base*potions/gems/spells modifiers + base*XX Tank*Hath Perk

base*(potions/gems/spells modifiers + XX Tank*Hath Perk)
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post Oct 13 2018, 23:02
Post #24347
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IW is surely worth doing but Juggernaut may be slightly overrated I guess is the result of this latest discussion. I saw a few strong players with max forge armors and terrible potencies or unfinished IW.

The best thing about Juggernaut is that it's the only potency that can help against void damage. The worst thing is that Juggernaut could be considered fake HP as it doesn't improve the amount of Cure, Regen, or Draught. If you are weak enough to be beaten down slowly then Juggernaut won't help, its HP is only a buffer to survive isolated damage spikes. If you are so strong you can't ever die then you don't need it either.

QUOTE(Fudo Masamune) *
on almost every grindfest received more fire damage than dark damage in total. the elements that I usually receive less damage than dark are cold and elec... I don't think those undeads are that much problem in the end.

Total damage taken is not the only way to consider the importance of each damage type. How much damage you could take in a single huge blow, even though it's much more rare, is also important because that's what make you occasionally spark or lose spirit.

By volume of damage, crushing/slashing/piercing and physical damage are by far the most common, that is why everyone goes for protection suffix. But warding is what heavy armor users need to fend off the rare blows that drain spirit. After we discussed warding last year I have noticed that prices for the protection suffix have dropped. Warding is still least popular.

Dark is the most rare damage type from regular monsters because only undeads should use them, and only some undeads do. It can be either physical or magical but undeads have better physical stats, so most of their dark attacks can be parried. Yet the extremely rare ones that hit can hurt if you have low dark mitigation.
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post Oct 14 2018, 01:27
Post #24348
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QUOTE(monkey_lmf @ Oct 13 2018, 22:45) *

Current wiki equations are simple multiplicatives (base*Tank ability*HathPerk),
CODE
Health Points = (500 + (Level * 10) + (END * 6)) * HP Tank * vigorous_vitality
Magic Points = (10 + Level + WIS) * MP Tank * effluent_ether
Spirit Points = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * SP Tank * suffusive_spirit
Any potions/gems/spells modifying player's HP/MP/SP refers to player's base HP/MP/SP (i.e. before ability bonuses are applied).

which makes single Jug/Cap level 5 looks like a real 10% gain. I suppose it should look something like this?

base*potions/gems/spells modifiers + base*XX Tank*Hath Perk

base*(potions/gems/spells modifiers + XX Tank*Hath Perk)

I thought I did write how "HP tank" was made in that page. Looks like I did not and need to do it in the future.
So the "HP tank" here refers to (HP tank ability + Juggernaut + Heavy HP + Light HP/MP). They are all additive.

So, for a mage, the first Jug5 increases the total HP by only 5%, and then subsequent have a lower effect. For 1H, the effect is lower than that.
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post Oct 14 2018, 02:12
Post #24349
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QUOTE(BlueWaterSplash @ Oct 14 2018, 04:02) *
The worst thing is that Juggernaut could be considered fake HP as it doesn't improve the amount of Cure, Regen, or Draught. If you are weak enough to be beaten down slowly then Juggernaut won't help, its HP is only a buffer to survive isolated damage spikes. If you are so strong you can't ever die then you don't need it either.


It still increase the efficiency for spirit shield and full cure, and if jug didn't help then any other proficiency won't help either.
While it's true that strong ones are not necessarily need jug, it turns into a luxury that could shaft your clear time by decreasing time when you have to cure, simply because your buffer is long enough that those 'isolated damage spikes' won't force you to stop and cast cure.

QUOTE
Total damage taken is not the only way to consider the importance of each damage type. How much damage you could take in a single huge blow, even though it's much more rare, is also important because that's what make you occasionally spark or lose spirit.

By volume of damage, crushing/slashing/piercing and physical damage are by far the most common, that is why everyone goes for protection suffix. But warding is what heavy armor users need to fend off the rare blows that drain spirit. After we discussed warding last year I have noticed that prices for the protection suffix have dropped. Warding is still least popular.

Dark is the most rare damage type from regular monsters because only undeads should use them, and only some undeads do. It can be either physical or magical but undeads have better physical stats, so most of their dark attacks can be parried. Yet the extremely rare ones that hit can hurt if you have low dark mitigation.


true, but still, it's 2.5x more resistance yet still taking 10~30% more damage. From normal monsters, dark-elemental damage is much more uncommon compared to fire, that's a fact.

not everyone goes for protection, cotton of protection doesn't sell. and why you're talking about crush/slash/pierce when we're talking about elemental mitigation, from armor potency moreover.

also, it's funny that you diminish juggernaut for 'only a buffer to survive isolated damage spikes' yet push the necessity for dark mitigation because of 'extremely rare ones that hurt', choice supportive bias?
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post Oct 14 2018, 02:20
Post #24350
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QUOTE(Uncle Stu @ Oct 11 2018, 05:30) *

Only 3% remain. (IMG:[invalid] style_emoticons/default/happy.gif)

And no, you dont actually want to know how many ED it did cost me to do this. (IMG:[invalid] style_emoticons/default/sad.gif)

Only 2% remain. (IMG:[invalid] style_emoticons/default/happy.gif)
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post Oct 14 2018, 03:33
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QUOTE(Fudo Masamune) *
It still increase the efficiency for spirit shield and full cure, and if jug didn't help then any other proficiency won't help either. also, it's funny that you diminish juggernaut for 'only a buffer to survive isolated damage spikes' yet push the necessity for dark mitigation because of 'extremely rare ones that hurt', choice supportive bias?

Although this recent discussion makes me think less of Juggernaut, I still think it is the best potency. If it has a rival, it could only be Holyproof. All others are much below. And as someone who thinks Darkproof is third best, as you said this means I have to like Juggernaut more.

But after today I think it's less necessary to get Jug25 on 1H. We should consider how good the equipment is and whether it is worth the cost. Jug5 doesn't cost too much but 2-potency Jug5 + Any5 costs a lot, and Jug5 + Holy5 costs even more. So maybe it's not a bad idea to keep Holy5 + Dark5, or Holy5 + Fire5.
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post Oct 14 2018, 08:30
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drained 60M to 15M for training and perks
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post Oct 14 2018, 09:46
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QUOTE(BlueWaterSplash @ Oct 14 2018, 03:33) *

-snip-

E-peenis contests declared that even for 1H, one should have Jug25 or nothing. (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Oct 14 2018, 11:37
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QUOTE(decondelite @ Oct 14 2018, 02:46) *

E-peenis contests declared that even for 1H, one should have Jug25 or nothing. (IMG:[invalid] style_emoticons/default/unsure.gif)

speaking of e-penises...
QUOTE(yami_zetsu @ Oct 7 2018, 01:27) *

monster slot 87

monster slot 88

and IW must be Jug5 Cap5, if not, retry (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Oct 14 2018, 12:16
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QUOTE(yami_zetsu @ Oct 14 2018, 17:37) *

and IW must be Jug5 Cap5, if not, retry (IMG:[invalid] style_emoticons/default/rolleyes.gif)

J5C5Cold1 (IMG:[invalid] style_emoticons/default/smile.gif)
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post Oct 14 2018, 12:19
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QUOTE(as013 @ Oct 14 2018, 05:16) *

J5C5Cold1 (IMG:[invalid] style_emoticons/default/smile.gif)

that's eleven potencies
but i do have some of those failed IWs (IMG:[invalid] style_emoticons/default/cry.gif)
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post Oct 14 2018, 12:42
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QUOTE(yami_zetsu @ Oct 14 2018, 18:19) *

that's eleven potencies
but i do have some of those failed IWs (IMG:[invalid] style_emoticons/default/cry.gif)

Oh I meant J4
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post Oct 14 2018, 13:27
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afk for 1 month accomplished...
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post Oct 14 2018, 17:44
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QUOTE(kangli2 @ Oct 14 2018, 13:27) *

afk for 1 month accomplished...


welcome back dude
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post Oct 14 2018, 18:35
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4 hours of IW and 25 shards without getting Jug5.
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