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post May 21 2020, 22:26
Post #14080
BlueWaterSplash



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I feel very foolish today.

Shadow Veil is much better than I thought because it doesn't actually reduce counter attacks! Well it reduces them by much less than I expected, which was 25% according to the amount of evade granted. A check of my Shadow Veil comparisons in item world yields a mere 4~6% drop in counters at pfudor and 7~9% at iwbth difficulty.

I will take a 6% drop in counters as the result. At pfudor I still cure a lot which improperly raises Shadow Veil's counter ratio. But pfudor is what we usually play at, which features more capping at 3 counters per turn. Instead of reducing total damage output by the expected 8% the actual reduction would be 2.2% in item world and 1.8% in arenas.

Why does this happen? It's because when an enemy evades an attack he can't get stunned, so he soon attacks again and the counter that was lost will quickly be made back. I realized this last night, which is what prompted me to check my counter attack data.

This phenomena also applies to Slow, Wind Shield, and Cold Shield meaning it's silly not to use them, with Tempestuous now being comparable to Arctic weapons and likewise for Shocking and Fiery. Spread wasting further makes back part of the lost turns in real world time.

The only things that drastically reduce counters are Haste and attack speed, which are once again competitive with Shadow Veil and evade in all situations. The key difference is Shadow Veil is guaranteed to have a minimal negative impact on offense, whereas Haste contains a wild clash of both positive and negative impacts on offense.

This also means that even if my upcoming glitch analysis shows that Swift Strike Lv.1 can be the strongest 1H potency it's arguably still worthless, as my idea to reduce agility to 0 is self destructive in light of this better evade (though still feasible). At least Swift Strike Lv.1 would remain offensively neutral and not negative, if it's determined that most 1H players would desire 0.5 attack speed.
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post May 22 2020, 00:06
Post #14081
Scremaz



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QUOTE(BlueWaterSplash @ May 21 2020, 22:26) *

I feel very foolish today.

Shadow Veil is much better than I thought because it doesn't actually reduce counter attacks! Well it reduces them by much less than I expected, which was 25% according to the amount of evade granted. A check of my Shadow Veil comparisons in item world yields a mere 4~6% drop in counters at pfudor and 7~9% at iwbth difficulty.

I will take a 6% drop in counters as the result. At pfudor I still cure a lot which improperly raises Shadow Veil's counter ratio. But pfudor is what we usually play at, which features more capping at 3 counters per turn. Instead of reducing total damage output by the expected 8% the actual reduction would be 2.2% in item world and 1.8% in arenas.

Why does this happen? It's because when an enemy evades an attack he can't get stunned, so he soon attacks again and the counter that was lost will quickly be made back. I realized this last night, which is what prompted me to check my counter attack data.

This phenomena also applies to Slow, Wind Shield, and Cold Shield meaning it's silly not to use them, with Tempestuous now being comparable to Arctic weapons and likewise for Shocking and Fiery. Spread wasting further makes back part of the lost turns in real world time.

The only things that drastically reduce counters are Haste and attack speed, which are once again competitive with Shadow Veil and evade in all situations. The key difference is Shadow Veil is guaranteed to have a minimal negative impact on offense, whereas Haste contains a wild clash of both positive and negative impacts on offense.

This also means that even if my upcoming glitch analysis shows that Swift Strike Lv.1 can be the strongest 1H potency it's arguably still worthless, as my idea to reduce agility to 0 is self destructive in light of this better evade (though still feasible). At least Swift Strike Lv.1 would remain offensively neutral and not negative, if it's determined that most 1H players would desire 0.5 attack speed.

theorycrafting ongoing, right? (IMG:[invalid] style_emoticons/default/duck.gif)
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post May 22 2020, 00:35
Post #14082
Evyy



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Is there a guide for 1H build? Like what suffix/prefix to look for in equipment and any other advice to use 1H build effectively?
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post May 22 2020, 00:44
Post #14083
Uncle Stu



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QUOTE(Evyy @ May 22 2020, 00:35) *

Is there a guide for 1H build? Like what suffix/prefix to look for in equipment and any other advice to use 1H build effectively?

Well, there is the Advanced Advice page in the wiki.
https://ehwiki.org/wiki/HentaiVerse_Advice_...ed#Melee_Weapon
Not sure if that would answer all your questions.

QUOTE(Evyy @ May 22 2020, 00:35) *

Like what suffix/prefix to look for in equipment and any other advice to use 1H build effectively?
In general i would say, suffix you should make a mix out of two Warding and three Protection for your armor. Shield it doesnt really matter, just go for the shield with the highest block and you should be fine. If you plan to do Fest with your 1H build, i also would suggest to go for elemental prefix and spread them, so that you have some elemental mitigation against all elementals. The suffix of your weapon should of course of Slaughter, and personally i would avoid ethereal weapon. A good prefix would be holy or dark when you want to do the SG arenas a bit faster, but in the end you still could just use infusion for holy or dark damage, so in the end the prefix isnt too important, just go for a weapon with high damage, rapier or shortsword are fine. Personally i allways prefer rapier. And when you did reach a point when you are able to clear all arenas just fine on PFUDOR, you could think of switching some protection or warding armor for slaughter. But that is something for arena only, when you actually care about Fest, slaughter is maybe not the best way to do. At least not without some heavy forging. You would also need some forging with a defensive build, but not as much. And dont forget about your imperil. It can be really helpfull and speed up your clearing speed.

If you still have any questions, you are welcome to ask them here. (IMG:[invalid] style_emoticons/default/happy.gif)

This post has been edited by Uncle Stu: May 22 2020, 00:51
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post May 22 2020, 00:47
Post #14084
Fudo Masamune



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QUOTE(Evyy @ May 22 2020, 07:35) *

Is there a guide for 1H build? Like what suffix/prefix to look for in equipment and any other advice to use 1H build effectively?


there's a link to advice and faq on the first page of this thread.
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post May 22 2020, 00:48
Post #14085
Shank



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QUOTE(Evyy @ May 21 2020, 23:35) *

Is there a guide for 1H build? Like what suffix/prefix to look for in equipment and any other advice to use 1H build effectively?


It depends how far you want to go with it. A very quick guide, which may get debated on some points:

Gear:
Force shield with a good block if possible. SDE is possible.
rapier or shortsword of slaughter. For low level before you can upgrade imperil fully I recommend a rapier. I won't get into an argument over which is better between shortsword/rapier, but I will say that imperil is better either way.
All power armour, cheapest and most reliable is a mix of protection/warding, with elemental prefixes. For arenas, slaughters are best, but are expensive, and (debatablely) are not great for fests.
The element on your sword doesn't matter too much, ethereal for min maxing elemental strikes and to be useful in any battle mode (and also more expensive), darkness/holy for (schoolgirl) arenas, any other element for all other arenas/battle modes

For PABS:
It's another debatable one, but str,dex,end should be your main stats (I personally do dex > str|end), wisdom to 500 as soon as you can for magic accuracy and resist (magic accuracy further improved by an aether shard, you won't regret the expense for them).
Int is whatever, first levels are cheap
Agi is good to a certain extent for it's mitigations, but you want to try and keep your evade and attack speed at 0 if possible (high burden gear can mitigate it a bit). With attack speed and haste, you'll get less counters, and will also suffer from OC, which is one of the problems with imperiling (but as much as I'm sure this will get argues, imperilling is faster.

Style revolves heavily around counters, 1h is single target only, and gets it's "aoe" from counters, so try to get a decent parry/block

Targeting: Depends on who you ask. I spread my attacks to maximise counters, and disregard the proc from the weapon. Others target single monsters at a time.

For SGs, vital strike or OFC. I prefer vital strike and get better turns with it due to OC management, since the extra turns you use casting it you save from dropping out of spirit stance less. But, that's also arguable, and OFC is undoubtedly easier.

edit: re forging: Don't forge agi too high for same reason as the pabs

A few other things, related to all melee styles:

IW10 your sword
get at least forge 5 on everything as it's cheap, though forge more when you can
Use voidseekers if you don't have 200% accuracy.
Always use an infusion even after getting your 2nd strike, because it'll add a third (though 3 is the limit)

This post has been edited by Ubershank: May 22 2020, 01:14
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post May 22 2020, 01:15
Post #14086
Evyy



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Thanks for all the answers! I'll get back if I have remaining question, but I think I have all I need.
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post May 22 2020, 12:48
Post #14087
Arkoniusx



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I want to change a pony berry punch figurine that I have repeated for a figurine of Rarity, Twilight or Trixie.

who can I make the change with?
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post May 22 2020, 13:19
Post #14088
Uncle Stu



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QUOTE(Arkoniusx @ May 22 2020, 12:48) *

I want to change a pony berry punch figurine that I have repeated for a figurine of Rarity, Twilight or Trixie.

Who can I make the change with?
With someone you can find by take a look in WTS or you make a WTB where you just say that you want to trade a berry punch for a Rarity, Twilight or Trixie. Patience and a little work and you get what you want.
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post May 23 2020, 01:56
Post #14089
sexpixels



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I use Ethereal mace of slaughter + Elec strike (IW 10).
I need advice to choice what type of elemental use in spike shield and infusion to equip in battle slots and what elemental enchantment use.

thanks!
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post May 23 2020, 02:35
Post #14090
Nezu



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QUOTE(sexpixels @ May 23 2020, 00:56) *

I use Ethereal mace of slaughter + Elec strike (IW 10).
I need advice to choice what type of elemental use in spike shield and infusion to equip in battle slots and what elemental enchantment use.

thanks!


Any spike shield element is fine. You can use your personal preference. I think cold has the highest defensive benefit, but there is no clear winner with any choice.

As a melee player, using infusions as items in battle is a waste.

For enchantment, holy or dark are ideal for the last 3 arenas, and any is fine for everything else (the difference between elements is almost completely unobservable in real play). If you use imperil, holy/dark are slightly weaker than the other 4 types. You should use any besides lightning - because you already have elec strike, and they do not stack.
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post May 23 2020, 02:37
Post #14091
Uncle Stu



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QUOTE(sexpixels @ May 23 2020, 01:56) *

I need advice to choice what type of elemental use in spike shield
You mean for the corresponding damage bonus? For elect would that be wind, but dont expect too much out of it.
QUOTE(sexpixels @ May 23 2020, 01:56) *

and infusion to equip in battle slots
None, infusion in battle slots dont give you any benefit as melee. When you want to use infusions you have to use them before the battle.
QUOTE(sexpixels @ May 23 2020, 01:56) *

and what elemental enchantment use.
Holy or Dark infusion for SG arenas, any infusion for the rest. When you play 2H, you may also want to feather weight your whole equipment before battle.
QUOTE(sexpixels @ May 23 2020, 01:56) *

thanks!

FYI using a mace isnt the best weapon, it just may think like it is good, because it may keeps you alive, but in the end it only does cover up that your overall set is flawed. From my experience in former mace user, i would assume you play heavy. And that is not good. If you dont play heavy, you dont really need the stun debuf, just get your evade higher, the allready mentioned feather weight shards is one option to do that.
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post May 23 2020, 02:38
Post #14092
Fudo Masamune



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QUOTE(sexpixels @ May 23 2020, 08:56) *

I use Ethereal mace of slaughter + Elec strike (IW 10).
I need advice to choice what type of elemental use in spike shield and infusion to equip in battle slots and what elemental enchantment use.

thanks!


afaik there are no silver bullet answer to spike shield, any choice for spike shield is more tailored to your own way to play and what problem you encounter instead of having an umbrella if x then y answer.
i.e if you prefer monster attack you more to increase your counter, then avoid cold/wind spike shield, elec is also useless if you don't mind evade/resist, leaving only fire. if you need more general damage avoidance, then cold/wind might be better than fire and so on and so on.
even then, their effect might still negligible enough that whichever you choose might won't matter at all.

You don't use infusion as consumable in battle if you play melee, it only increase magic damage. And if you need their elemental resist to stay alive, then you have more pressing problem than choosing what infusion to bring to the battle.

for weapon enchantment against SG monster it's usually holy/dark.

QUOTE(Uncle Stu @ May 23 2020, 09:37) *

You mean for the corresponding damage bonus? For elect would that be wind, but dont expect too much out of it.

isn't that only applicable to magic?

This post has been edited by Fudo Masamune: May 23 2020, 02:39
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post May 23 2020, 02:42
Post #14093
Uncle Stu



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QUOTE(Fudo Masamune @ May 23 2020, 02:38) *

isn't that only applicable to magic?
No, this is also true for melee, as long you have the elementel strike, but it is really no big deal. That is why i told him not to expect too much out of it.
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post May 23 2020, 03:44
Post #14094
overvelming



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Greeting! I was wondering is "better haste" a necessary ability for 1H Heavy Melee? really struggled whether upgrade it or not since I don't have enough AP. really looking forward your help, thank you ! (IMG:[invalid] style_emoticons/default/smile.gif)
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post May 23 2020, 03:47
Post #14095
Shank



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QUOTE(overvelming @ May 23 2020, 02:44) *

Greeting! I was wondering is "better haste" a necessary ability for 1H Heavy Melee? really struggled whether upgrade it or not since I don't have enough AP. really looking forward your help, thank you ! (IMG:[invalid] style_emoticons/default/smile.gif)

Apart from a few people, most agree that haste is bad for melee. If you can survive well enough without upgrading it, I'd leave it, since you'll eventually stop using it and end up removing the points from it again
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post May 23 2020, 03:57
Post #14096
Uncle Stu



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QUOTE(Ubershank @ May 23 2020, 03:47) *

since you'll eventually stop using it and end up removing the points from it again
With level 163 that still could take him a while.
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post May 23 2020, 04:21
Post #14097
overvelming



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QUOTE(Ubershank @ May 22 2020, 17:47) *

Apart from a few people, most agree that haste is bad for melee. If you can survive well enough without upgrading it, I'd leave it, since you'll eventually stop using it and end up removing the points from it again

make sense, thanks for your reply, really appreciate it
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post May 23 2020, 04:27
Post #14098
Shank



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QUOTE(Uncle Stu @ May 23 2020, 02:57) *

With level 163 that still could take him a while.

Hence why I said "If you can survive well enough without upgrading it,"

QUOTE(overvelming @ May 23 2020, 03:21) *

make sense, thanks for your reply, really appreciate it


No problem. Good luck (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by Ubershank: May 23 2020, 04:27
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post May 23 2020, 05:48
Post #14099
Fudo Masamune



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QUOTE(overvelming @ May 23 2020, 10:44) *

Greeting! I was wondering is "better haste" a necessary ability for 1H Heavy Melee? really struggled whether upgrade it or not since I don't have enough AP. really looking forward your help, thank you ! (IMG:[invalid] style_emoticons/default/smile.gif)

QUOTE(Ubershank @ May 23 2020, 10:47) *

Apart from a few people, most agree that haste is bad for melee. If you can survive well enough without upgrading it, I'd leave it, since you'll eventually stop using it and end up removing the points from it again


by the time you reach a point where haste is "useless" for 1h, you should already have excess points on ability...
unless you are not investing on ability boost at all, which is somewhat just punishing yourself for the sake of being cheapskate.
you just need about 50-ish level on them to keep abilities related to 1h fully upgraded, all the way to lvl 400, just somewhere around 180k investment. A small investment, after all if you wish to switch to maging, you'll need 100-ish level to keep mage abilities fully upgraded all the way up to lvl 450. even at lvl 500 you'll still need those 50.

This post has been edited by Fudo Masamune: May 23 2020, 05:48
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