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Ask the Experts!, Ask anything about hentaiverse. Hints for beginners |
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Jan 10 2020, 08:47
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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I never said that it's nothing or negligible. Only that it doesn't suddenly turn 1H into a powerhouse at Lvl250, which is something I'm seeing here and there a bit too frequently. I am very well placed to know how big of a difference there can be between (very) high values for certain stats.
... The very maximum that can be reached at 600 prof is 70.1% BTW. Without using any shielding plate, of course.
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Jan 10 2020, 08:58
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Noni
Group: Catgirl Camarilla
Posts: 13,399
Joined: 19-February 16

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When I played HV on low levels (back in HV 0.82), the first problems started when the monsters got red bars. Then around lv 200 the game got a lot harder, and useful equip was getting difficult to find. I found the bit between 200-300 very difficult, because my gear wasn't good enough yet, and the monsters got stronger.
I think all of that has changed now. The monsters scale differently, there is a low-level auction, etc. Generally, people of level 200-300 seem to have better gear than back in the day.
I would say that the big step ahead is when you upgrade your gear to Magnificent/Legendary and do some forging. If you did that before the block bonus kicks in, you will probably notice less effect from the 13%. If you are barely hanging on at that moment, you will definitely notice it
tl;dr - Nothing that wasn't said already. DJNoni should stick to mage advice.
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Jan 10 2020, 09:17
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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The 13% is with my prof. The bonus is only 5%, 6% and 7% for someone with 200, 240 and 280 respectively. Still, it's true that the bonus from the ability has a bit more of a weight for a low level player due to the equipment being of a lower quality. But the shield itself still remains the most important, by far.
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Jan 10 2020, 09:32
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(Juggernaut Santa @ Jan 10 2020, 03:24)  So many people here underestimating block I see (IMG:[ invalid] style_emoticons/default/duck.gif) I dont, i just see it as what it is. The chance to avoid damage, while mitigations are a guarantee to take less damage. I mean my block didnt changed much since i reached 500, only by 0.3%, but in the end the increase of a lot of mitigations made PFest even in the later rounds to a sort of walk in the park, compared to what it was before. So imo people do underestimating mitigations and what effect they can have.
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Jan 10 2020, 12:10
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BlueWaterSplash
Group: Members
Posts: 3,415
Joined: 15-March 11

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1H mitigations are very important, not just physical/magical but even the crushing/slashing/piercing are quite nice. Shade DW players have no piercing mitigation so they can be stabbed up the butt even more painfully than 1H players getting blasted by void magic.
After further thought, everything matters kind of equally in reducing damage: mitigations, block, parry, and stuns. My personal experience is a little skewed because I last compared DW and 1H around level 300~320 and back then I had an extremely low block (25%~35%), low parry (though average for a low-level player), and medium mitigation (lots of legendary plate but also level scaled down).
But once you attain 75% counter attack chance at roughly level 250 (this is not sudden, but gradual) a 1H player has as much protection from stuns as they will ever get. So from the point of view of a low level player the stuns play the biggest role in reducing damage.
A high-level 1H player gets much more damage reduction from block, parry, and mitigations. Basically the survivability comparison 1H vs DW has some differences at low level and high level.
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Jan 10 2020, 12:39
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

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QUOTE(Uncle Stu @ Jan 10 2020, 08:32)  I dont, i just see it as what it is. The chance to avoid damage, while mitigations are a guarantee to take less damage. I mean my block didnt changed much since i reached 500, only by 0.3%, but in the end the increase of a lot of mitigations made PFest even in the later rounds to a sort of walk in the park, compared to what it was before. So imo people do underestimating mitigations and what effect they can have.
70% block and 70% parry make so only 9% of the physical attacks will hit on average. So on the big numbers there's that. 85% PMi doesn't cover that much and lets 15% of all physical damage pass. With a good dose of specific mitigations you may come close to that 9% Can't see one being more relevant to the other. Same for magical attacks, though MMi can have a slightly bigger impact since 70% block and 20% resists do not really work in the same way. Still, the easier stat to raise, that requires less work to get maxed and giving you the best benefit, is clearly block. Shield, get proficiency by playing and voilà.
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Jan 10 2020, 16:53
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(BlueWaterSplash @ Jan 10 2020, 11:10)  1H mitigations are very important, not just physical/magical but even the crushing/slashing/piercing are quite nice. Shade DW players have no piercing mitigation so they can be stabbed up the butt even more painfully than 1H players getting blasted by void magic.
From what i have did noticed, even attacks one does lack specific mitigations, be it piercing for shade, or void for all melee players, are less dangerous when you have allready high mitigations that reduces the damage of other attacks. Mostly what kills one, at least as a 1H, are multiple attacks, that are able to get through the damage threshold one gets from regen and the potential health draught one might use at that time. -I admit i dont remember ever using a health elixir, but i assume it would be able to also add to that treshold- so with high slashing and crushing mitigation even shade can reduce the dangerous of crushing attacks by that way, even when there are still no mitigation to reduce the damage of that my crushing mit. QUOTE(BlueWaterSplash @ Jan 10 2020, 11:10)  After further thought, everything matters kind of equally in reducing damage: mitigations, block, parry, and stuns.
You forgot about evade. I know as 1H you dont really want to have too high evade, but a certain amount of evade just doesnt matter when your block and parry are high enough and you get higher evade when you reach higher tier of power armor/heavy armor. The 5.2 % evade chance i have right now wouldnt keep me alive by itself, but of course does allready reduce the overall attacks that are even able to hit me. I was even testing, if i would be able to recude the damage i take by forging AGI on my rapier, to bad i did that allready a bit before, so the few Agi i could get out of that so far only gave me 0.1 % attack speed bonus and i am not sure if that even has a minimal effect on the damage i take, at least from my numbers i didnt really notice a real difference, that not also just could be RNG bases. But i like the tought of one less attack in some a handfull of rounds they are able to do at all. QUOTE(Juggernaut Santa @ Jan 10 2020, 11:39)  70% block and 70% parry make so only 9% of the physical attacks will hit on average. So on the big numbers there's that.
And how many of those attacks wouldnt even matter because they are not even able to deal more damage as regen is able to heal? I mean you also forget about monster Overpower and Precision. So 70% isnt really the number that affect the monstery you and i do encounter. Also it is a change, not a guarantee. So it would still be possible by RNG that multiple attacks still hit you, while block and parry do absolutly nothing. QUOTE(Juggernaut Santa @ Jan 10 2020, 11:39)  85% PMi doesn't cover that much and lets 15% of all physical damage pass. With a good dose of specific mitigations you may come close to that 9%
Yeah, but here we are actually talking about damage and not the number of attacks. Also in this case you forgot about protection and the chance for the spirit shield to trigger, which both do recude the damagen even even further. And when the damage is low enough, regen just sucks it up. And why is this difference between actual damage reducing and chance to avoid an attack important? Because Block, evade, parry, they all dont care what attack they prevent, when multiple tier 1 attacks gets prevented, but big tier 3 attack are not even able to hit, but to crit, it doesnt really matter how many weak attacks never hit you, and when you dont have as high as possible mtigation, of as many sort of them as you can. It can happen that you get killed. QUOTE(Juggernaut Santa @ Jan 10 2020, 11:39)  Can't see one being more relevant to the other.
Not even my post now? (IMG:[ invalid] style_emoticons/default/unsure.gif) Btw, i have said all i know and can tell for sure. So if not a player has an actual question to that, i will leave the conversation after this post. I am here to help those asking questions, not dicussing something. (IMG:[ invalid] style_emoticons/default/happy.gif) This post has been edited by Uncle Stu: Jan 10 2020, 16:53
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Jan 10 2020, 23:21
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mundomuñeca
Group: Members
Posts: 4,221
Joined: 14-July 17

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I have never used Ether Shards . Are they useful ? For what, and which style benefits more ? Are more useful at higher level or lower or both ? Thanks in advance to all for opinions and replies (IMG:[ invalid] style_emoticons/default/wub.gif)
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Jan 11 2020, 02:31
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Shank
Group: Global Mods
Posts: 9,357
Joined: 19-May 12

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QUOTE(mundomuñeca @ Jan 10 2020, 21:21)  I have never used Ether Shards . Are they useful ? For what, and which style benefits more ? Are more useful at higher level or lower or both ? Thanks in advance to all for opinions and replies (IMG:[ invalid] style_emoticons/default/wub.gif) I can only talk from a 1h point of view, but the extra 50% magic accuracy is pretty insane if you imperil. You also get the benefit of reducing the mana costs. Getting to 100% magic accuracy + an aether shard lets you land imperils fairly easily, only the rare stubborn monster will cause trouble.
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Jan 11 2020, 09:18
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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QUOTE(mundomuñeca @ Jan 10 2020, 21:21)  I have never used Ether Shards . Are they useful ? For what, and which style benefits more ? Are more useful at higher level or lower or both ? Thanks in advance to all for opinions and replies (IMG:[ invalid] style_emoticons/default/wub.gif) For Imperil melee => they rock because you basically divide by two the probability that the monster will evade your depr spell, on top of the 10% reduction in mana costs. I use them all the time as Imperil 1H. For mage => since you already have 200% magic accuracy, only the 10% reduction in cast costs is useful, but not that needed, so meh. I don't use them as dark mage. For melee that doesn't use any depr/offensive spells => pointless This post has been edited by decondelite: Jan 11 2020, 09:19
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Jan 11 2020, 09:23
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Noni
Group: Catgirl Camarilla
Posts: 13,399
Joined: 19-February 16

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QUOTE(mundomuñeca @ Jan 10 2020, 22:21)  I have never used Ether Shards . Are they useful ? For what, and which style benefits more ? Are more useful at higher level or lower or both ? Thanks in advance to all for opinions and replies (IMG:[ invalid] style_emoticons/default/wub.gif) for mage, I use it all the time on my staff. Together with featherweight shards. Aether shard reduces mana cost, which dark mage really benefits from. I hardly use mana elixir because of that (or at least not more than I drop). I guess holy works similarly. For the accuracy, mages don't need it.
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Jan 11 2020, 13:42
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mundomuñeca
Group: Members
Posts: 4,221
Joined: 14-July 17

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Thank to all for the concise and informative replies (IMG:[ invalid] style_emoticons/default/smile.gif) Since I play mage only occasionally in RE to keep proficiencies up (for the future, mabbe (IMG:[ invalid] style_emoticons/default/heh.gif) ) I don't need the mana saving, especially since I already have Effluent Ether. I'll have to check the effect for Melee, since I Imperil a lot (and also use Sleep quite often) the mana consumptions is noticeable especially with mixed Heavy (Plate + Power), and monsters resist Imperil enough to be annoying at higher diff. Thanks again to all, folks (IMG:[ invalid] style_emoticons/default/wink.gif)
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Jan 11 2020, 14:10
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OoOChrist
Lurker
Group: Lurkers
Posts: 3
Joined: 24-December 19

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Hi, I’m a freshman to this community. Nice to meet you.
This post has been edited by OoOChrist: Jan 11 2020, 21:00
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Jan 11 2020, 15:59
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(OoOChrist @ Jan 11 2020, 13:10)  Hi, I’m a freshman to this community.
Welcome! (IMG:[ invalid] style_emoticons/default/happy.gif) QUOTE(OoOChrist @ Jan 11 2020, 13:10)  I met a problem recently and I need some help. There’s a manga I’ve read a long time ago.
(IMG:[ invalid] style_emoticons/default/dry.gif) You ask at the completetly wrong place.
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Jan 12 2020, 04:18
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ElementFD
Group: Gold Star Club
Posts: 398
Joined: 27-July 08

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I have a quick question; I've been tinkering around with the proficiency calculator (because I hadn't updated my scripts in quite a while), and I came to the realization that 1.0 Prof factor for a holy mage seems to be technically impossible with a 4+1 build. What's the opinion on 4+1 vs 3+2? Right now I'm running a sub par 4+1 build, but I have 2 pieces I have yet to move from Mag to Leg+ and I'm still wondering which path I should go for when I go for my robe and boots. Primarily because my Staff (a peerless (Ethereal lul) Katalox of Destruction) and my current cloth piece of my set are pretty much at the maximum I'm going to get (100 and 97% respectively) for profs.
This post has been edited by FullestDay: Jan 12 2020, 04:20
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Jan 12 2020, 04:48
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-vincento-
Group: Gold Star Club
Posts: 2,038
Joined: 30-August 17

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QUOTE(FullestDay @ Jan 12 2020, 10:18)  I have a quick question; I've been tinkering around with the proficiency calculator (because I hadn't updated my scripts in quite a while), and I came to the realization that 1.0 Prof factor for a holy mage seems to be technically impossible with a 4+1 build. What's the opinion on 4+1 vs 3+2? Right now I'm running a sub par 4+1 build, but I have 2 pieces I have yet to move from Mag to Leg+ and I'm still wondering which path I should go for when I go for my robe and boots. Primarily because my Staff (a peerless (Ethereal lul) Katalox of Destruction) and my current cloth piece of my set are pretty much at the maximum I'm going to get (100 and 97% respectively) for profs.
Default set for non-imperil holy is 3+2. 2 being cotton shoes and gloves(profs fully forged). Just be aware that reaching 1.0 is not a one-time task. It takes time. If you have trouble reaching 1.0 with shoes and gloves, you may change either of them to cap. or invest in assimilators, then level up. Use Hv utility to calculate that. If you don't insist buying charged cottons, plain cottons with high profs are quite cheap. Lv500 mages with 600 profs, and peerless robe+peerless oak heimdall can reach 0.98 or so, but that's out of most players' concern.
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Jan 12 2020, 11:04
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Nezu
Group: Catgirl Camarilla
Posts: 3,939
Joined: 29-January 12

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QUOTE(FullestDay @ Jan 12 2020, 02:18)  I have a quick question; I've been tinkering around with the proficiency calculator (because I hadn't updated my scripts in quite a while), and I came to the realization that 1.0 Prof factor for a holy mage seems to be technically impossible with a 4+1 build. What's the opinion on 4+1 vs 3+2? Right now I'm running a sub par 4+1 build, but I have 2 pieces I have yet to move from Mag to Leg+ and I'm still wondering which path I should go for when I go for my robe and boots. Primarily because my Staff (a peerless (Ethereal lul) Katalox of Destruction) and my current cloth piece of my set are pretty much at the maximum I'm going to get (100 and 97% respectively) for profs.
Some comparisons can be found in this post in the research thread. The tl;dr is that despite 4+1 not quite reaching 1.0 prof factor, it beats 3+2 in damage... if you're at 600 base prof. Like Vincento said, that is an extremely long term goal and will not apply to almost anyone. At a lower base prof - 550, which is reasonable for any level 500 mage to reach (with a fair bit of grinding, if you don't have exp mods from high star levels / awards!) - 3+2 works out significantly better (look at 'HOH + Gloves + Shoes' under 550 base 21.6). Oh, and as a side note, I really concur with him - look for non-charged pieces with very good rolls. Even remotely decent charged heaven-sent gloves + shoes will cost you a fortune. If you're using a Hallowed Katalox of Destruction, you can reach 4+1 using pants (at somewhere around 595~ prof, if I recall). If you use Hallowed Katalox of the Heaven-Sent, 1.0 can be reached with 0 prof pieces at all, and the comparison in sssss2's very cool research shows that (since it's comparable to the Redwood Elementalist option) it may be the best option of all. 'May' because he doesn't directly compare it to a HOH. Of course, you need a Peerless Hallowed Katalox of the Heaven-Sent, which is about twice as rare as a PHOH. This post has been edited by lestion: Jan 12 2020, 11:05
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Jan 12 2020, 17:10
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KarlMuellerIS
Lurker
Group: Recruits
Posts: 9
Joined: 25-May 19

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Hallo!
I have a question and i thought it would be more common but i haven't found anything specifically useful while basically searching for hours. (I am just confused right now) I could just be me being stupid again so showing me where to look for answers would also help me a lot.
I don't really know what to do with the equipment i found:
Average and superior: Sell or Salvage? Every kind of superior Equipment is worthless or are there any exceptions? What Exquisite is worth to be sold via the Forum if any. And should i Salvage those generally as well? (I have got a few from lvl 100 to 200) I have two magnificent cloth armor around lvl 200, Salvage them???
In generell: How can i see if an Equipment (below Legendary, i don't think i ever get any of those) is worth anything and at what price (or where) should i try to sell it?
Is there a place where i can have my Equipment (that i am unsure off if it even gets sold) evaluated without annoying anyone. (The sides i have seen look a bit scary with all the "don't"s, and yes i get scared very easily.)
Oh, and i don't want to earn the maximum amount of credits or anything like this. I am a casual player. I just don't want to do anything stupid. So i am completely fine with an easy solution/ guidelines. (There has to be a guide for something like this! Or at least there should be...)
Thank you all so much for guiding lost lambs like me on our travel in the Hentaiverse!
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Jan 12 2020, 17:34
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(KarlMuellerIS @ Jan 12 2020, 16:10)  Hallo!
Moin! (IMG:[ invalid] style_emoticons/default/happy.gif) QUOTE(KarlMuellerIS @ Jan 12 2020, 16:10)  I don't really know what to do with the equipment i found:
Average and superior: Sell or Salvage?
Average and below you salvage, superior you bazaar. QUOTE(KarlMuellerIS @ Jan 12 2020, 16:10)  Every kind of superior Equipment is worthless or are there any exceptions? What Exquisite is worth to be sold via the Forum if any. And should i Salvage those generally as well? (I have got a few from lvl 100 to 200) I have two magnificent cloth armor around lvl 200, Salvage them???
When you cant use them for yourself Exq is usually also bazaared. And no, superior is either for selfuse or for the bazaar, there is just no market for them. And i would guess the two Mag cloth are also bazaar. But that depends at your level at the Suffix and the stats. Protection and Warding are sure as sure salvaged, no one will want them. QUOTE(KarlMuellerIS @ Jan 12 2020, 16:10)  In generell: How can i see if an Equipment (below Legendary, i don't think i ever get any of those) is worth anything and at what price (or where) should i try to sell it?
Well i would say all equipment below Exq is completly worthless and should be bazaared if Sup and Exq, or salvaged if below. Mag depends on what equipment it is, the stats it has, what level you have, and Suffix/Prefix. I mean at your level you could still make some money with a good Mag. QUOTE(KarlMuellerIS @ Jan 12 2020, 16:10)  Is there a place where i can have my Equipment (that i am unsure off if it even gets sold) evaluated without annoying anyone. (The sides i have seen look a bit scary with all the "don't"s, and yes i get scared very easily.)
Sure. The price check. https://forums.e-hentai.org/index.php?showtopic=192305QUOTE(KarlMuellerIS @ Jan 12 2020, 16:10)  Oh, and i don't want to earn the maximum amount of credits or anything like this. I am a casual player. I just don't want to do anything stupid. So i am completely fine with an easy solution/ guidelines. (There has to be a guide for something like this! Or at least there should be...) Thank you all so much for guiding lost lambs like me on our travel in the Hentaiverse!
Ah, that is fine, it will take a while to get used to what equipment is good and what isnt. Btw, the Live Percentile Ranges script is quite helpfull to see how good an item actually is. I would also suggest to take a look at the weekly auctions in WTS to get a feeling what sort of equipment goes for a lot of money and what dont. If you have any follow-up questions feel free to ask them. (IMG:[ invalid] style_emoticons/default/happy.gif) This post has been edited by Uncle Stu: Jan 12 2020, 17:35
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Jan 12 2020, 17:43
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Nezu
Group: Catgirl Camarilla
Posts: 3,939
Joined: 29-January 12

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QUOTE(KarlMuellerIS @ Jan 12 2020, 15:10)  ... Short version: Decondelite's auctions ( https://forums.e-hentai.org/index.php?showtopic=234562) have a well written, stringent explanation of what equipments are desirable at what levels. If you use HVUtils ( https://forums.e-hentai.org/index.php?showtopic=211883) the script will highlight many of the highly desirable combinations on magnificent equipment, and automatically lock them for you to review. It also calculates which equipment you should sell and which you should salvage (and can be handled en masse in two clicks for each: one to select all equipment that should be sold, and another to confirm the operation). The problems with writing guides about evaluating equipment: there are a LOT of possible combinations, which would make it unavoidably intimidating to new players. The actual prices vary a lot, so the most that could be advised would be 'yes, this will sell'. There are those who would fight about how such a guide might influence new players into thinking certain equipment is useless based on its market value (ie, power of protection/warding, which are quite good but routinely sell for fairly low prices - if at all, at legendary grade). This post has been edited by lestion: Jan 12 2020, 17:44
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