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Ask the Experts!, Ask anything about hentaiverse. Hints for beginners |
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Dec 27 2019, 13:45
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Closed Account
Group: Gold Star Club
Posts: 840
Joined: 3-June 08

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QUOTE(Uncle Stu @ Dec 27 2019, 06:37)  Do you play mage but you have problems to imperil the monsters, or is there something i miss? Because i am atm at the buildup for my mage build and i decided against the deprecation perk, because i just couldnt see how it could be worth it for 1k hath, but nearly no impact, because i am allready able to imperil and or weaken every on the first try. So, i would say the XP perks should be more worth it, because if you have problems with imperil, all you need is more dep prof and that you get by just using it. Much cheaper as 1k hath imo.
Good answer. Yeah, probably better to level up faster. And hath is cheap right now so better get those perks.
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Dec 27 2019, 13:54
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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Well, i cant see a single reason why hath prices should increase anytime soon. So imo no need to hurry.
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Dec 27 2019, 23:02
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Nezu
Group: Catgirl Camarilla
Posts: 3,939
Joined: 29-January 12

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The depr perk is worth about 5% CR for most players, which translates to roughly 50-100 turns saved in a full grindfest.
That might not seem like much to melee players, but it is a considerable optimisation for mages. It's definitely worth it, if you play fests or IW at all.
(Not to mention fewer imperils means fewer advancements of the turn timer, and therefore, fewer attacks taken.)
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Dec 28 2019, 00:13
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Closed Account
Group: Gold Star Club
Posts: 840
Joined: 3-June 08

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QUOTE(lestion @ Dec 27 2019, 16:02)  The depr perk is worth about 5% CR for most players, which translates to roughly 50-100 turns saved in a full grindfest.
That might not seem like much to melee players, but it is a considerable optimisation for mages. It's definitely worth it, if you play fests or IW at all.
(Not to mention fewer imperils means fewer advancements of the turn timer, and therefore, fewer attacks taken.)
You know what, then I am getting both lol i rather improve right now because the gloves might take time to appear on auction.
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Jan 1 2020, 23:07
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hentailover6983
Group: Members
Posts: 803
Joined: 13-June 15

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When fighting monsters, should I move towards physical protection or magical protection for my power armor? I've been feeling of changing things up lately for my equipment.
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Jan 1 2020, 23:12
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Shank
Group: Global Mods
Posts: 9,354
Joined: 19-May 12

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QUOTE(hentailover6983 @ Jan 1 2020, 21:07)  When fighting monsters, should I move towards physical protection or magical protection for my power armor? I've been feeling of changing things up lately for my equipment.
This is a case of "depends who you ask". afaik, protection is more desirable to most. For me, I prefer warding (warding 3 and protection 2).
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Jan 2 2020, 01:00
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mustardpie
Group: Members
Posts: 2,717
Joined: 25-April 11

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QUOTE(hentailover6983 @ Jan 1 2020, 21:07)  When fighting monsters, should I move towards physical protection or magical protection for my power armor? I've been feeling of changing things up lately for my equipment.
Most of the damage you take is physical, so protection. Have a look at your damage taken log next time you do an arena or something. (IMG:[ invalid] style_emoticons/default/happy.gif)
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Jan 2 2020, 01:39
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Nezu
Group: Catgirl Camarilla
Posts: 3,939
Joined: 29-January 12

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QUOTE(mustardpie @ Jan 1 2020, 23:00)  Most of the damage you take is physical, so protection. Have a look at your damage taken log next time you do an arena or something. (IMG:[ invalid] style_emoticons/default/happy.gif) On the other hand, most of the highly dangerous damage you take will be magical, from MP/SP attacks, which are going to be the most likely to trigger spirit shield / spark of life. Power armor has no resist on it, so you're relying entirely on block for those attacks (while physical can be parried as well). While you still take more overall from physical, it's still worth considering a few warding pieces to deal with this - so protection/warding setups may be 2+3, or 3+2, to keep it balanced.
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Jan 2 2020, 08:40
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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While it is true, that most attacks you will encounter be physical and that the most dangerous crits you get will be magical. So when you get killed it was most likely the case that physical attack did weaken you and a magical attack did finish you off. But against physical attacks you can do a lot. You can increase your block, your parry, you physical mitigation and something people do usually neglect, you can increase your crushing, slashing and piercing mitigation. Nearly all moster have at least one attack of those three types, So when you have a problem to survive, dont go searching for a better armor or a better shield, try a cheap solution first and forge those three damage types, the bindings for that dont cost much. So, now that we have seen how much we can actually do to defend us against physical damage, what can you do against magical attacks? Increase your block and your magical mitigation, that isnt much. I mean okay, you could also raise your elemental mitigations, which isnt really a bad idea. So when you dont allready have IW your armor set, getting some elemental mitigations even when you dont have the credits/shards for a jugg5 per piece isnt a bad idea. From my experience it is really good to have at least some of every element. But still, imo it is important to have at least one piece of wardning, personally i would suggest two. That way you really get some additional MM while not loosing too much PM.
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Jan 2 2020, 17:56
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SivSilly
Group: Members
Posts: 244
Joined: 4-November 09

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The ones that get me as a 1H/Shade player is piercing crits (physical) and void/dark/holy/fire crits (magical). Piercing & Void/Dark/Fire I try to actively mitigate against.
Protection is obviously a good idea vs. physical. But maybe a piece of Deflection (shield?) vs. Piercing will help against those effing piercing crits?
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Jan 3 2020, 00:45
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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I'd like to remind that heavy armor benefits from specific physical mitigations from abilities on top of the already existing ones on the equipment themselves.
It's true that early on, Protection might be more tempting because you can't overweight the constant stream of physical attacks. It's also true that you might also be tempted to use Protection because then you'll rely on your spirit shield to deal with the powerful magical attacks. But on a longer time span, you actually need a fair share of both: you do need a bit of Protection in order to allow you to tank the entire party like a pig even in late PFFEST (which a full Slaughter set certainly can't do), and you also need a bit of Warding in order not to have all your spirit eaten away at a drastic speed because of your spirit shield and spark of life being triggered repeatedly.
A balanced mix between both Protection and Warding is the best: 3+2 or 2+3 is reasonably good. Just don't go in the extremes: I did go with a full peerless set of 4 Protection + 1 Warding and I can barely withstand the drain on spirit in late PFFEST, and I still need to cure from magical attacks from time to time. If I don't get sparked anymore, it's only because of my insane HP pool.
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Jan 3 2020, 15:19
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BL.Kunkka
Group: Members
Posts: 326
Joined: 7-June 11

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What's the best potency for redwood staff? Also does Archmage stack with Destruction suffix?
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Jan 3 2020, 15:26
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Fudo Masamune
Group: Gold Star Club
Posts: 1,636
Joined: 2-February 10

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QUOTE(BL.Kunkka @ Jan 3 2020, 22:19)  What's the best potency for redwood staff? Also does Archmage stack with Destruction suffix?
for any staff usually penetrator with spellweaver if you're thinking of doing PF IW/grindfest, if you are not considering pf iw/fest then penetrator+archmage or even anihilator is fine too. yes. actually why you think it might not? destruction doesn't add any bonus, it directly change the base ranges.
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Jan 3 2020, 15:35
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BL.Kunkka
Group: Members
Posts: 326
Joined: 7-June 11

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If I mainly play DwD and Magnet every schoolgirl then is penetrator kinda wasted?
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Jan 3 2020, 15:50
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(BL.Kunkka @ Jan 3 2020, 14:35)  If I mainly play DwD and Magnet every schoolgirl then is penetrator kinda wasted?
No, it isnt. Counter-resist is important for mage, no matter what you play.
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Jan 3 2020, 15:56
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kamio11
Group: Catgirl Camarilla
Posts: 1,360
Joined: 6-June 13

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QUOTE(Uncle Stu @ Jan 3 2020, 14:50)  No, it isnt. Counter-resist is important for mage, no matter what you play.
Unless I have missed something, magnet prevents all resists. Penetrator is still helpful for landing it though. Also helps make sure you kill the other mobs quickly. I suspect, but have not tested, that penetrator 5, archmage 4 is best if you care only about the schoolgirl arenas.
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Jan 3 2020, 16:17
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(kamio11 @ Jan 3 2020, 14:56)  Unless I have missed something, magnet prevents all resists. Penetrator is still helpful for landing it though. Also helps make sure you kill the other mobs quickly.
I suspect, but have not tested, that penetrator 5, archmage 4 is best if you care only about the schoolgirl arenas.
And unless i have missed something, when your counter-resist isnt that high, you play imperil, but i have never heard of magnet. And you know why? Because it hits one target. One. Do you want to play as mage aka much faster as any other playstyle, or do you want to waste your time by casting magnet on every single monster before actually killing them?
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Jan 3 2020, 16:35
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Nezu
Group: Catgirl Camarilla
Posts: 3,939
Joined: 29-January 12

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QUOTE(Uncle Stu @ Jan 3 2020, 14:17)  And unless i have missed something, when your counter-resist isnt that high, you play imperil, but i have never heard of magnet. And you know why? Because it hits one target. One. Do you want to play as mage aka much faster as any other playstyle, or do you want to waste your time by casting magnet on every single monster before actually killing them?
Like imperil, magnet can also go up to 3 targets with its abilities. (I still think a decent amount of counter-resist will be better than using it on schoolgirls, and also - they don't have very high resist in the first place, which is why we know that redwood outperforms willow in SG arenas at peerless levels).
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Jan 3 2020, 17:06
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(lestion @ Jan 3 2020, 15:35)  Like imperil, magnet can also go up to 3 targets with its abilities.
Yeah, i thought that could be possible after i did press post. But i still never have heard of it as something to play with when your CR is low or so.
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Jan 3 2020, 17:08
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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QUOTE(BL.Kunkka @ Jan 3 2020, 13:35)  If I mainly play DwD and Magnet every schoolgirl then is penetrator kinda wasted?
Using MagNet on schoolgirls is pointless because they have a low Resist and there is a cooldown on it. Simply recast Imperil if it failed. MagNet is only ever useful against the 3 dragons and FSM, due to their sky high resist and high number of hits needed respectively. I suggest to keep a Channeling gem to cast MagNet on the dragons BTW. This post has been edited by decondelite: Jan 3 2020, 17:10
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