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Ask the Experts!, Ask anything about hentaiverse. Hints for beginners |
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Jan 21 2020, 13:09
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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QUOTE(mr_baka @ Jan 21 2020, 08:44)  Thanks for the answers! I've already tried safe Imperil with the "ToggleHover" and Z key, but it takes longer. Thus, you can use Imperil on 10 monsters in 5-6 seconds, and with "Wheel down" it takes 2-3 seconds. It's a pity that you can't disable "Whell down" in certain conditions. (IMG:[ invalid] style_emoticons/default/sad.gif) Just a little heads up, for one's well being. I used to play "shift Imperil", until I ended up getting a tendonitis from it. Now I'm back at pressing a single key, at the cost of being more careful. Safer for the virtual character, but dangerous for the actual human being behind his keyboard. That peculiar movement that one makes to hold a key (shift) with one finger and press another (whatever one you choose) is really, really bad. This post has been edited by decondelite: Jan 21 2020, 13:12
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Jan 21 2020, 22:21
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toto_
Newcomer
 Group: Gold Star Club
Posts: 18
Joined: 14-August 13

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Gentlemen (& Ladies)
I just read the last 4 pages of this Ask the Experts, and learned that even as a Level 254 DW character, I had never used Imperil before. :-) Time to learn to use Deprecating spells.
So one question with this thank you note, do I need to open a green mastery slot and put the spell in the slot for it to be enabled and active in HV ? (my thinking, but I'm asking for confirmation).
Thanks
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Jan 21 2020, 22:27
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(toto_ @ Jan 21 2020, 21:21)  do I need to open a green mastery slot and put the spell in the slot for it to be enabled and active in HV ? (my thinking, but I'm asking for confirmation).
To be active? No, but i still would suggest to to that, better imperil isnt called that way because it sounds good. (IMG:[ invalid] style_emoticons/default/happy.gif)
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Jan 21 2020, 22:28
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Shank
Group: Global Mods
Posts: 9,362
Joined: 19-May 12

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QUOTE(toto_ @ Jan 21 2020, 20:21)  Gentlemen (& Ladies)
I just read the last 4 pages of this Ask the Experts, and learned that even as a Level 254 DW character, I had never used Imperil before. :-) Time to learn to use Deprecating spells.
So one question with this thank you note, do I need to open a green mastery slot and put the spell in the slot for it to be enabled and active in HV ? (my thinking, but I'm asking for confirmation).
Thanks
The improved effects from the abilities require them to be slotted in a green slot before they will do anything, the spell itself will work without them, albeit not very useful (and should you meet the level/proficiency requirements to cast it)
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Jan 21 2020, 23:19
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Nezu
Group: Catgirl Camarilla
Posts: 3,939
Joined: 29-January 12

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QUOTE(toto_ @ Jan 21 2020, 20:21)  Gentlemen (& Ladies)
I just read the last 4 pages of this Ask the Experts, and learned that even as a Level 254 DW character, I had never used Imperil before. :-) Time to learn to use Deprecating spells.
So one question with this thank you note, do I need to open a green mastery slot and put the spell in the slot for it to be enabled and active in HV ? (my thinking, but I'm asking for confirmation).
Thanks
'Abilities' is a slightly misleading name: in fact they are enhancements to your skills and spells. You should definitely slot them, especially the imperil ones!
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Jan 23 2020, 00:33
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Meight
Group: Gold Star Club
Posts: 190
Joined: 11-December 19

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When is a good time to go for a level of scavenger in monster lab instead of another monster?
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Jan 23 2020, 00:42
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(Meight @ Jan 22 2020, 23:33)  When is a good time to go for a level of scavenger in monster lab instead of another monster?
You mean in the sense of max effectiveness? Well, personally i did start after around slot 50 to give every monster at least two level of scavenger, i mean three tokens per monster arent that much when you have to spand +100 for a new slot, and even when the chance for a double gift is quite small with that. I mean two level of scavenger only give you a gift chance of 105% and not even 132% is enough for a guaranteed double gift. But when enough monster have it, you will get at least some additional gifts even with just 105%. But tbh, i wouldnt bother with too many tokens on your monster until you actually have finished all 100 slots, or when you actually have a really big monster, that has a high chance to appear in battle aka PL 1500 and above.
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Jan 23 2020, 22:50
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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Well, in generally i would say, sure Mag power armor is allready worth it to be soulfused. The only problem is, your mag is really not good. Go get something better. Yeah, because of all the - i thought at first it would have been pre 0.82. But after setting the ranges to mag i did see, it is just bad. (IMG:[ invalid] style_emoticons/default/blush.gif) This post has been edited by Uncle Stu: Jan 23 2020, 22:52
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Jan 24 2020, 02:11
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Cosmic_Harbinger
Newcomer
  Group: Members
Posts: 89
Joined: 12-June 13

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QUOTE(Uncle Stu @ Jan 23 2020, 15:50)  Well, in generally i would say, sure Mag power armor is allready worth it to be soulfused. The only problem is, your mag is really not good. Go get something better. Yeah, because of all the - i thought at first it would have been pre 0.82. But after setting the ranges to mag i did see, it is just bad. (IMG:[ invalid] style_emoticons/default/blush.gif) Gotcha, thanks. I was curious what you meant by ranges and I found the wiki pages for that which'll come in handy. Thought I was pretty thorough when scouring the wiki, but I guess not - whoops! (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Jan 24 2020, 02:19
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Shank
Group: Global Mods
Posts: 9,362
Joined: 19-May 12

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QUOTE(Cosmic_Harbinger @ Jan 24 2020, 00:11)  Gotcha, thanks. I was curious what you meant by ranges and I found the wiki pages for that which'll come in handy. Thought I was pretty thorough when scouring the wiki, but I guess not - whoops! (IMG:[ invalid] style_emoticons/default/biggrin.gif) If you want to be able to see the ranges live at a glance, there's the live percentile ranges script https://ehwiki.org/wiki/Scripts_%26_Tools#HentaiVerse <in here somewhere
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Jan 24 2020, 02:33
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(Cosmic_Harbinger @ Jan 24 2020, 01:11)  Gotcha, thanks. I was curious what you meant by ranges and I found the wiki pages for that which'll come in handy. Thought I was pretty thorough when scouring the wiki, but I guess not - whoops! (IMG:[ invalid] style_emoticons/default/biggrin.gif) Well shank did allready point you into the direction for the right script. So i will just explain what i mean. This is what your armor does look like. And those percentages are shown for Magnificient, it is just that at least my version of the script shows equipment in default with Leg ranges. Here i also show you what your armor would look like in Leg ranges. See all those negative stats? That is why i did confuse it with a pre 0.82 item and that was what i was talking about. But now to the stats themself as seen in the first pic. 0% damage is just bad, but could been ignored if others stats would make up for it. But they just dont. Mitigations are low, PA also just meh at best. And that is the reason why i wouldnt suggest to soulfuse thise one but look out for another one. The script should help you to easy find a better one. Good luck with that. (IMG:[ invalid] style_emoticons/default/sleep.gif)
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Jan 24 2020, 02:46
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feathered
Group: Members
Posts: 395
Joined: 1-October 18

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How much a 'charged' prefix worth in a phase cloth armor?
Suppose there's two cloth armor that's basically identical, except one is charged while the other is zircon (random prefix that is not charged). Suppose the edb of zircon one is 100%. Assuming other stats equal, how high edb of charged one need to be for you to prefer them? 50%? 10%? Or is even at 0% range a charged phase is still worth more than non-charged ones?
As additional consideration, the mage is not building a radiant set or anything special. That mage is your most ordinary mage doing your most ordinary round.
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Jan 24 2020, 03:07
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Nezu
Group: Catgirl Camarilla
Posts: 3,939
Joined: 29-January 12

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QUOTE(Ubershank @ Jan 24 2020, 00:19)  If you want to be able to see the ranges live at a glance, there's the live percentile ranges script https://ehwiki.org/wiki/Scripts_%26_Tools#HentaiVerse <in here somewhere https://forums.e-hentai.org/index.php?showtopic=212481QUOTE(feathered @ Jan 24 2020, 00:46)  How much a 'charged' prefix worth in a phase cloth armor?
Suppose there's two cloth armor that's basically identical, except one is charged while the other is zircon (random prefix that is not charged). Suppose the edb of zircon one is 100%. Assuming other stats equal, how high edb of charged one need to be for you to prefer them? 50%? 10%? Or is even at 0% range a charged phase is still worth more than non-charged ones?
As additional consideration, the mage is not building a radiant set or anything special. That mage is your most ordinary mage doing your most ordinary round.
Cast speed is essentially only an improvement in breakpoints: either you reach enough to skip a whole monster turn, or it's worthless. These breakpoints can't be trivially observed because monsters have different speeds (from chaos tokens), and you may need a different amount of turns to kill them based on how many imperils you have to cast before it lands, and how much EDB you have. Data shows that high cast speed works out better than full radiants for imperil-style mages in grindfests, because it saves more turns spent on curative actions than you gain from the damage (at least if you have a decent DD level & quality gear overall - I recently found that switching my radiant robe to a much better charged one actually cost me close quite a lot of turns). Plain prefixes... if they're peerless level, they're comparable to a shitty charged, for festing. If you only play arenas, though - the damage there is much lower. You can afford to use high quality plain prefixes there - charged doesn't gain you much, because it's almost purely defensive (some very minor damage gains to be had from extending the amount of turns you can take within the duration of certain buffs, like the riddlemaster effect). This post has been edited by lestion: Jan 24 2020, 03:13
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Jan 24 2020, 03:56
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Cosmic_Harbinger
Newcomer
  Group: Members
Posts: 89
Joined: 12-June 13

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QUOTE(Ubershank @ Jan 23 2020, 19:19)  If you want to be able to see the ranges live at a glance, there's the live percentile ranges script https://ehwiki.org/wiki/Scripts_%26_Tools#HentaiVerse <in here somewhere QUOTE(Uncle Stu @ Jan 23 2020, 19:33)  Well shank did allready point you into the direction for the right script. So i will just explain what i mean. -snip- This is what your armor does look like. And those percentages are shown for Magnificient, it is just that at least my version of the script shows equipment in default with Leg ranges. Here i also show you what your armor would look like in Leg ranges. -snip- See all those negative stats? That is why i did confuse it with a pre 0.82 item and that was what i was talking about. But now to the stats themself as seen in the first pic. 0% damage is just bad, but could been ignored if others stats would make up for it. But they just dont. Mitigations are low, PA also just meh at best. And that is the reason why i wouldnt suggest to soulfuse thise one but look out for another one. The script should help you to easy find a better one. Good luck with that. (IMG:[ invalid] style_emoticons/default/sleep.gif) Thanks guys, that really helps. Back to the ol' grind!
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Jan 24 2020, 07:10
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feathered
Group: Members
Posts: 395
Joined: 1-October 18

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QUOTE(lestion @ Jan 24 2020, 03:07)  https://forums.e-hentai.org/index.php?showtopic=212481... Plain prefixes... if they're peerless level, they're comparable to a shitty charged, for festing. If you only play arenas, though - the damage there is much lower. You can afford to use high quality plain prefixes there - charged doesn't gain you much, because it's almost purely defensive (some very minor damage gains to be had from extending the amount of turns you can take within the duration of certain buffs, like the riddlemaster effect). I see. So grinding mage must look and see and balance both damage and speed to deliver them to the end of the fest. Has anybody find out each minimum number for both speed and damage? I keep looking at mage statistic under equipment tab and have no idea how to read it. Can somebody teach me? QUOTE(Arkoniusx @ Jan 24 2020, 06:57)  I would like to know whit which boots I do the most damage please
Balance gives you higher change to do critical damage. They usually allow you to inflict higher damage overall.
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Jan 24 2020, 07:24
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(Arkoniusx @ Jan 24 2020, 05:57)  And from what I check, with the balance boots I do more damage, but from what it shows the percentage should do more damage with the protection boots, or am I wrong?
In this case it would be really helpfull if you would also post your damage with the different boots. QUOTE(Arkoniusx @ Jan 24 2020, 05:57)  I would like to know whit which boots I do the most damage please
So we have protection boots with Attack Damage 318.94, Str 66.69 and Dex 59.34. And we have balance boots with Attack Damage 306.75, Str 58.67 and Dex 55.5. To make a long story short it is completly impossible that you have more damage with the balance boots. QUOTE(feathered @ Jan 24 2020, 06:10)  Balance gives you higher change to do critical damage. They usually allow you to inflict higher damage overall.
That is true when you have two items with at least similiar damage giving stats, but when the overall damage is lower, additional crit chance doesnt compensate that. This post has been edited by Uncle Stu: Jan 24 2020, 07:28
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Jan 24 2020, 07:36
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Arkoniusx
Group: Members
Posts: 1,607
Joined: 21-December 08

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QUOTE(Uncle Stu @ Jan 24 2020, 08:24)  In this case it would be really helpfull if you would also post your damage with the different boots.
So we have protection boots with Attack Damage 318.94, Str 66.69 and Dex 59.34. And we have balance boots with Attack Damage 306.75, Str 58.67 and Dex 55.5.
To make a long story short it is completly impossible that you have more damage with the balance boots. That is true when you have two items with at least similiar damage giving stats, but when the overall damage is lower, additional crit chance doesnt compensate that.
(IMG:[ invalid] style_emoticons/default/mellow.gif) I guess it must be that last mentioned by feathered since in fact I am doing more damage with the balance boots when I am with the spirit activated, and since the one-handed fighting style is based on having the spirit activated regularly, I think I will be wearing the balance boots. This post has been edited by Arkoniusx: Jan 24 2020, 07:37
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Jan 24 2020, 07:37
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Nezu
Group: Catgirl Camarilla
Posts: 3,939
Joined: 29-January 12

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QUOTE(feathered @ Jan 24 2020, 05:10)  I see. So grinding mage must look and see and balance both damage and speed to deliver them to the end of the fest. Has anybody find out each minimum number for both speed and damage? I keep looking at mage statistic under equipment tab and have no idea how to read it. Can somebody teach me? Balance gives you higher change to do critical damage. They usually allow you to inflict higher damage overall.
Again... it's difficult to compute the value, because of how many variables there are, and also modern day action speed mechanics are unknown.I have a fair guess about how I think it works, but there are multiple different approaches that could be used to calculate your tick time behind the scenes, and I don't even know if it's carried over into a new round (which would make it much, much more valuable). Anyway, that aside, about mage statistics... There are no specific values that guarantee you will survive a PFUDOR fest (one reason for this is player-generated monsters are getting more powerful as time passes, due to upgrades). Additionally, there are multiple different combinations that may help you achieve it. ALSO it'll depend on your level. At level 500, I think a good start point is ~25% cast speed and ~4500 MDB (but stats like EDB - obviously - evade, parry and health points all make a pretty big difference too). Which stats are you having trouble understanding? Are you talking about the HVUtils table with monster resists, prof factor, mitigation reduction etc?
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