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post Oct 31 2019, 19:13
Post #12801
Shank



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Wiki says it does both https://ehwiki.org/wiki/Items#Infusions
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post Oct 31 2019, 19:35
Post #12802
ikki.



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QUOTE(Paruri @ Oct 31 2019, 20:01) *

Infusions give +25%p EDB to spells, right?

right, when you use infusion as battle item like potion, elexir and etc

QUOTE(Paruri @ Oct 31 2019, 20:01) *

infusions reduce elemental resistances

also yes, you can enchant equip with infision in forge
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post Oct 31 2019, 20:43
Post #12803
Noni



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QUOTE(Paruri @ Oct 31 2019, 18:01) *

Infusions give +25%p EDB to spells, right?
Because in wiki what I read was infusions reduce elemental resistances
I'm a bit confused @_@

https://ehwiki.org/wiki/Damage


yeah, seems wrong.

From infusions wiki:
QUOTE

Infused Darkness 50 turns You are cloaked in the power of darkness. You gain +25% resistance to Dark elemental attacks and do 25% more damage with Dark magicks.


This post has been edited by DJNoni: Oct 31 2019, 20:44
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post Oct 31 2019, 22:06
Post #12804
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Is it +25% damage or +25% EDB? If it's just an additive EDB boost that would be puny on a mage who already has like 300~400% EDB.
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post Nov 1 2019, 00:29
Post #12805
Shank



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I'll double check, but I think it reduced monster mitigation by 25%

Found it. Unless the wiki's outdated, it is mitigation:
https://ehwiki.org/wiki/Damage#Monsters

Monsters
Mitigation
Reduced / Exploited By
Infusions (Item) - 25%

This post has been edited by Ubershank: Nov 1 2019, 00:31
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post Nov 1 2019, 00:34
Post #12806
Nezu



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QUOTE(BlueWaterSplash @ Oct 31 2019, 20:06) *

Is it +25% damage or +25% EDB? If it's just an additive EDB boost that would be puny on a mage who already has like 300~400% EDB.


25 EDB is actually quite a lot even if you have 400!
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post Nov 1 2019, 01:19
Post #12807
Paruri



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QUOTE(Ubershank @ Nov 1 2019, 07:29) *

I'll double check, but I think it reduced monster mitigation by 25%

Found it. Unless the wiki's outdated, it is mitigation:
https://ehwiki.org/wiki/Damage#Monsters

Monsters
Mitigation
Reduced / Exploited By
Infusions (Item) - 25%


Yeah that page was the reason I asked

I think both EDB boost and resist reduction for one infusion is a little excessive
So I thought one of them might be wrong
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post Nov 1 2019, 12:20
Post #12808
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With DJNoni trying out black/white mage recently and doing fairly well, I was thinking it might be possible to be a 2-element, 3-element, or 4-element rainbow mage without being too ridiculous.

If you are a 4-element rainbow mage you can cast only T3 spells without any cooldown. Also each spell will get +25% damage from status ailment, plus +10% or so from explosion, so aside from losing most of your 300%~400% edb boost it is overall more than twice as strong as repeating the same element.

I don't know how much edb boost a rainbow mage can retain; staffs do have multiple boosts.

A black/white mage goes a step further, because you only need 2-elements and each gets +25% damage and +10% explosion from the other, in a loop. DJNoni wanted to cast Paradise Lost first for Breached Defense: the MMit reduction it provides is worth an additional +40% damage to the next hit.

But I've been thinking it's not so bad if he casts chaotically and out of order, because if Paradise Lost with Status Boost does more damage than T1 Dark then it's decent to spew out anytime.



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post Nov 1 2019, 13:24
Post #12809
Noni



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QUOTE(BlueWaterSplash @ Nov 1 2019, 11:20) *

With DJNoni trying out black/white mage recently and doing fairly well, I was thinking it might be possible to be a 2-element, 3-element, or 4-element rainbow mage without being too ridiculous.

If you are a 4-element rainbow mage you can cast only T3 spells without any cooldown. Also each spell will get +25% damage from status ailment, plus +10% or so from explosion, so aside from losing most of your 300%~400% edb boost it is overall more than twice as strong as repeating the same element.

I don't know how much edb boost a rainbow mage can retain; staffs do have multiple boosts.

A black/white mage goes a step further, because you only need 2-elements and each gets +25% damage and +10% explosion from the other, in a loop. DJNoni wanted to cast Paradise Lost first for Breached Defense: the MMit reduction it provides is worth an additional +40% damage to the next hit.

But I've been thinking it's not so bad if he casts chaotically and out of order, because if Paradise Lost with Status Boost does more damage than T1 Dark then it's decent to spew out anytime.


well, the damage done by Paradise Lost itself is really really low. About 1-3% of total damage I deal in a battle. That's because all my gear is focused on dark damage.

Also strange - it's all about damage. If I use my high cast speed build in IW100 zebra mage, it gets slower. I would have expected that the cast speed would help to cast the 2 T3's without curing. It doesn't.
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post Nov 1 2019, 16:24
Post #12810
Shank



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QUOTE(Paruri @ Oct 31 2019, 23:19) *

Yeah that page was the reason I asked

I think both EDB boost and resist reduction for one infusion is a little excessive
So I thought one of them might be wrong

possibly mitigation is wrong? There was no change before and after popping an infusion on scan when I just tested it
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post Nov 1 2019, 17:48
Post #12811
Noni



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QUOTE(Ubershank @ Nov 1 2019, 15:24) *

possibly mitigation is wrong? There was no change before and after popping an infusion on scan when I just tested it

I suspect so, yes. I don't know who wrote that bit of the wiki, and what info it was based on. Theoretically, it could be made so that if you use an infusion, the monster mitigation is lowered by 25% without it showing in the scan?

Anyway, 25% mo damage is good. I like mo damage.
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post Nov 1 2019, 21:33
Post #12812
seowji



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Sorry but it's my first time after a very long time of not playing HV (since 2018), (IMG:[invalid] style_emoticons/default/sad.gif)
But now that I'm level 75
I've heard somewhere where having all attributes at 50 is the base of the game so I reached that some time ago, and now I'm looking to up my attributes since I have exp

But (IMG:[invalid] style_emoticons/default/blink.gif) I do not know which to up anymore

I'm currently playing as 2H/Heavy armor build with healing and fire

Is there any requirements of attributes to wear armour at a higher levels?

So any advice is greatly appreciated, thanks in advance (IMG:[invalid] style_emoticons/default/smile.gif)
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post Nov 1 2019, 21:47
Post #12813
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QUOTE(seowji @ Nov 1 2019, 20:33) *

Sorry but it's my first time after a very long time of not playing HV (since 2018), (IMG:[invalid] style_emoticons/default/sad.gif)
But you couldnt stay way forever. Welcome back. (IMG:[invalid] style_emoticons/default/happy.gif)
QUOTE(seowji @ Nov 1 2019, 20:33) *

But now that I'm level 75
GRaz.
QUOTE(seowji @ Nov 1 2019, 20:33) *

I've heard somewhere where having all attributes at 50 is the base of the game so I reached that some time ago, and now I'm looking to up my attributes since I have exp
No, having them all equal is imo not recomended, some are much more usefull while other are just useless depending on what fight style you use.
QUOTE(seowji @ Nov 1 2019, 20:33) *

But (IMG:[invalid] style_emoticons/default/blink.gif) I do not know which to up anymore

I'm currently playing as 2H/Heavy armor build with healing and fire
Well, lets see. Int is for 2H nearly completly useless. All it does is increase the damage of your spells, but a 2H doesnt kill will spells, but with his 2H weapon. So you really dont want to waste XP by having it as high as Dex and Str your two most important stats. With them you deal more damage, after that i would say End together with Wis and Agi because you play with heavy, something i wouldnt really recommend with 2H at your level, because most benefits Agi would give you will be mostly negate by your heavy armor. And as last important stat Int, personally i like it you have a few xp spend into Int just for the free spirit points but not enough for you to actually loose points in another stat.
QUOTE(seowji @ Nov 1 2019, 20:33) *

Is there any requirements of attributes to wear armour at a higher levels?
You mean like you need 500 Str you use a specific armor? No, something like that doesnt exist in this game, so dont worry. What armor you can use is only defined by your own level and the number of soulfragments you can spend, but never a weapon or armor that more then 100 level above your current level. So, you would have to reach level 400 to make every single equipment in this game useble to you.
QUOTE(seowji @ Nov 1 2019, 20:33) *

So any advice is greatly appreciated, thanks in advance (IMG:[invalid] style_emoticons/default/smile.gif)
Does this answer your questions or do you have any follow up questions?
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post Nov 1 2019, 23:45
Post #12814
Fudo Masamune



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QUOTE(seowji @ Nov 2 2019, 02:33) *

I've heard somewhere where having all attributes at 50 is the base of the game so I reached that some time ago, and now I'm looking to up my attributes since I have exp

where did this come from?
while I'm not promoting it, some people prefer to have certain stats at 0, so certainly there's no such rule that you need 50 on all stats first.
though, it isn't bad per se. As for lower level having some on everything is enough to try various things.

QUOTE
Is there any requirements of attributes to wear armour at a higher levels?

No.
In contrary, if you play certain playstyle, at higher level and with decent equip you might be able to distribute them evenly without care and be fine. But you need to be high enough, like mid-400+(?)

This post has been edited by Fudo Masamune: Nov 1 2019, 23:48
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post Nov 2 2019, 09:06
Post #12815
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Mitigation reduction = (prof_factor ^ 1.5) * 50

A mage can get up to 50 elemental mitigation reduction. All other cases I know of are additive so I assume this is the same; but can it reduce elemental mitigation below zero like the day bonus? Or is it capped at zero like Imperil and spike shields?
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post Nov 2 2019, 09:59
Post #12816
Nezu



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QUOTE(BlueWaterSplash @ Nov 2 2019, 07:06) *

Mitigation reduction = (prof_factor ^ 1.5) * 50

A mage can get up to 50 elemental mitigation reduction. All other cases I know of are additive so I assume this is the same; but can it reduce elemental mitigation below zero like the day bonus? Or is it capped at zero like Imperil and spike shields?


Capped at zero
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post Nov 3 2019, 05:01
Post #12817
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Hi
can 'Swiftness' and 'Swift Strike' be coexistence?
I keep consuming Amnesia Shards.
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post Nov 3 2019, 05:10
Post #12818
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QUOTE(wriggle100 @ Nov 3 2019, 04:01) *

Hi
can 'Swiftness' and 'Swift Strike' be coexistence?
I keep consuming Amnesia Shards.

I dont understand what you mean, those are not related to each other. Swiftness is a equipment suffix for 1h weapon, while Swift Strike is a weapon potency.
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post Nov 3 2019, 05:27
Post #12819
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QUOTE(Uncle Stu @ Nov 3 2019, 03:10) *

I dont understand what you mean, those are not related to each other. Swiftness is a equipment suffix for 1h weapon, while Swift Strike is a weapon potency.

He possibly means can you get swift strike on a weapon that has the swiftness suffix. You might question it if you fail to get swift strike even once after several tries.
If that is what you are asking, then yes you can, you've just been a bit unlucky.
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post Nov 3 2019, 05:54
Post #12820
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ok. retry IW.
thx!
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