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Ask the Experts!, Ask anything about hentaiverse. Hints for beginners |
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Dec 22 2022, 11:47
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trogon
Newcomer
  Group: Members
Posts: 67
Joined: 19-January 19

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Is there a good explanation of spell durations? All the wiki says is "The duration of spells lasting more than one turn depends on their base duration, the number of Ability Points invested (where applicable) and the relevant proficiencies."
Well, I don't see anything in that sentence that explains why my spells get different durations every time I cast them. For example, at my current ability levels, Regen will last for either 79 or 118 turns, Protection will be either 192 or 288, and Heartseeker will be either 237 or 356. I get one of the two durations for each spell, seemingly at random, and casting the same spell back to back will often result in the number of durations alternating between the two numbers. So I could cast Protection and get 192 turns, then immediately cast it again and get 288, and the reverse is also true (getting 288 the first time and 192 the second.) What's going on here?
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Dec 22 2022, 11:49
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hentailover6983
Group: Members
Posts: 803
Joined: 13-June 15

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QUOTE(kamio11 @ Dec 21 2022, 03:22)  There are two caps: the maximum possible number of upgrades for a stat (50 or 100, depending) and your forge level. Your HV level has nothing to do with it. Probably your forge level has been slowly increasing. See the wiki. Uses for cores have not made it into HV yet. Thanks for the info. I haven't been paying attention to my forge level since it seems to go up slowly. Just wondering how much I'd need to keep upgrading my equipment and which stats should be upgraded first. My weapon's or my armors'.
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Dec 22 2022, 14:38
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Noni
Group: Catgirl Camarilla
Posts: 13,436
Joined: 19-February 16

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QUOTE(setasan @ Dec 22 2022, 09:22)  In the wiki it' says Sta usage over 60 Sta it's 0.03 by battle round, so on TT&TT (75 rounds) the usage has to be 2.25 , or i'm wrong?
I'm asking because doing TT&TT use 15 Sta each time. I have the riddlemaster penalty, but i feel i had been answering right.
Keep getting them right. You'll see that the penalty is lifted when there is no warning anymore when you hover over your stamina value. It should say "you're not receiving any penalties". Until that time, keep going. This can take while, but how much time exactly is not clear to anyone (except tenboro who will not share this information). And yes, stamina consumption in wiki page is correct - if you don't have penalty. QUOTE(trogon @ Dec 22 2022, 10:47)  Is there a good explanation of spell durations? All the wiki says is "The duration of spells lasting more than one turn depends on their base duration, the number of Ability Points invested (where applicable) and the relevant proficiencies."
Well, I don't see anything in that sentence that explains why my spells get different durations every time I cast them. For example, at my current ability levels, Regen will last for either 79 or 118 turns, Protection will be either 192 or 288, and Heartseeker will be either 237 or 356. I get one of the two durations for each spell, seemingly at random, and casting the same spell back to back will often result in the number of durations alternating between the two numbers. So I could cast Protection and get 192 turns, then immediately cast it again and get 288, and the reverse is also true (getting 288 the first time and 192 the second.) What's going on here?
those values are without vs. with Channeling. That adds 50% to the duration of the spell. This post has been edited by Noni: Dec 22 2022, 16:34
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Dec 22 2022, 14:57
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trogon
Newcomer
  Group: Members
Posts: 67
Joined: 19-January 19

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QUOTE(Noni @ Dec 22 2022, 21:38)  those values are without vs. with Spirit Channeling. That (roughly) doubles the duration of the spell.
Except I'm not using Spirit Channeling. I can start a round, be it arena, item world, whatever, and cast protection as my very first action, getting 288 turns of duration. Then as my second action, cast protection again and get 192 turns. I could even cast it a third time and get 288 again. The alternating durations don't switch back and forth every time the spell is cast - it seems to be random. But it has nothing to do with spirit channeling, so far as I can see.
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Dec 22 2022, 15:10
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what_is_name
Group: Gold Star Club
Posts: 1,050
Joined: 5-May 19

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QUOTE(trogon @ Dec 22 2022, 20:57)  Except I'm not using Spirit Channeling. I can start a round, be it arena, item world, whatever, and cast protection as my very first action, getting 288 turns of duration. Then as my second action, cast protection again and get 192 turns. I could even cast it a third time and get 288 again. The alternating durations don't switch back and forth every time the spell is cast - it seems to be random. But it has nothing to do with spirit channeling, so far as I can see.
it's the Channeling, not the Spirit Channeling, and it actually boost 50% but not double. and it's impossible that you get boost in the very first action, the Channeling randomly happen when you cast something or when you use Mystic Gem, but it can't happen in the first action https://ehwiki.org/wiki/Fighting_Styles#Dua...re%20channeling
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Dec 23 2022, 02:50
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Katajanmarja
Group: Gold Star Club
Posts: 670
Joined: 9-November 13

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To Trogon: Have you paid attention to the line of icons representing your active spells? The random channeling should appear among the leftmost icons (because those are the ones to disappear first). You get the same icon whenever you drop a powerup gem that causes channeling.
The random channeling is a key element in my play style: I generally try to spend the advantage to cast heartseeker or regen – getting an expensive spell to last long, almost without a cost. If I have already cast those two, and both have more than a few dozen rounds of duration left, I either cast a powerful deprecating or offensive spell with it, or use it for one of the less expensive supportive spells (haste is typically a good choice).
I’d be curious to hear how you experts prefer to use channeling for your benefit (when you play melee).
This post has been edited by Katajanmarja: Dec 23 2022, 07:21
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Dec 23 2022, 11:41
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trogon
Newcomer
  Group: Members
Posts: 67
Joined: 19-January 19

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QUOTE(what_is_name @ Dec 22 2022, 22:10)  it's the Channeling, not the Spirit Channeling, and it actually boost 50% but not double. and it's impossible that you get boost in the very first action, the Channeling randomly happen when you cast something or when you use Mystic Gem, but it can't happen in the first action
OK, thanks. I could have sworn that I was getting the higher value on the first casting sometimes, but I guess I was mistaken. I think the reason I noticed this happening was due to the addition of an additional slot in innate arcana. Previously, I would start out casting protect, then shadow veil, by which time I would usually have gotten channeling and cast regen, getting the higher duration value. But I just recently got the 3rd tier of innate arcana and added shadow veil to it, so now I only cast protect before I'm faced with casting higher MP spells (regen/heartseeker). Since I rarely get channeling after casting that one protect spell, I almost always end up getting the lower duration regen now, and it was immediately noticeable that I was having to recast regen more often. I somehow never put 2 and 2 together and realized the connection to channeling. Btw, this has nothing to do with my question, but THIS just happened. Wow, what are the odds? (IMG:[ i.postimg.cc] https://i.postimg.cc/FHqbH5xx/Untitled-1.jpg)
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Dec 25 2022, 12:42
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OnceForAll
Group: Catgirl Camarilla
Posts: 1,636
Joined: 3-January 21

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QUOTE(erojh jioj @ Dec 25 2022, 17:01)  For my current status as 1H Melee, should I aim for max forge on current equip, full slaughter, or try for cheap fire mage? Goal is faster arenas (probably takes 3h for all) and therefore faster income. Here are my stats:
- Low budget: 10-20M - Usually only do arenas, which may change if I'm able to go faster; never die on arenas or PFUDOR IW ~85 - DWD takes 25m - Hath Perks: Evil Enchantress, IA4, DD1 - Use Suffused Aether, Infusions, and 3 Featherweight Shards If you want to finish arena faster, play mage. Mage is significantly faster than melee. With 10m to 20m you should be able to become a decent Cold/Fire mage. But if you want to play Grindfest or IW, you should choose Elec/Wind/Dark instead.
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Dec 25 2022, 21:12
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setasan
Newcomer
 Group: Recruits
Posts: 13
Joined: 10-September 14

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Mages, i know, are good for iw, gf and arena mobs.
But, 1h or DW are better for ring of.blood , killing boss? I ask this bcause i think those can get higher crit rate than mages.
Also melee weapons with elemental strike ( from prefixes or infusion) can proc estatus efrect?
Asíde.from archeologist . There si a way to increase artifact drop rate?
This post has been edited by setasan: Dec 25 2022, 21:14
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Dec 25 2022, 22:06
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Noni
Group: Catgirl Camarilla
Posts: 13,436
Joined: 19-February 16

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QUOTE(setasan @ Dec 25 2022, 20:12)  Mages, i know, are good for iw, gf and arena mobs.
But, 1h or DW are better for ring of.blood , killing boss? I ask this bcause i think those can get higher crit rate than mages.
mages are also effective against bosses, but yeah melee skills help a lot in ring of blood. So in the end they perform almost the same. QUOTE(setasan @ Dec 25 2022, 20:12)  Also melee weapons with elemental strike ( from prefixes or infusion) can proc estatus efrect?
no. Only spells. QUOTE(setasan @ Dec 25 2022, 20:12)  Asíde.from archeologist . There si a way to increase artifact drop rate?
scavenger training, to increase all drop rates including artifact
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Dec 27 2022, 14:12
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-terry-
Group: Global Mods
Posts: 2,797
Joined: 9-August 19

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Is there any reason to do ring of blood on a difficulty other than hard?
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Dec 27 2022, 19:17
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Noni
Group: Catgirl Camarilla
Posts: 13,436
Joined: 19-February 16

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QUOTE(-terry- @ Dec 27 2022, 13:12)  Is there any reason to do ring of blood on a difficulty other than hard?
Not much... just a small chance of a good Legendary or peerless
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Dec 29 2022, 02:17
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-terry-
Group: Global Mods
Posts: 2,797
Joined: 9-August 19

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What should i do with my legendary drops that i have no use for? Salvage?
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Dec 29 2022, 09:37
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Noni
Group: Catgirl Camarilla
Posts: 13,436
Joined: 19-February 16

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QUOTE(-terry- @ Dec 29 2022, 01:17)  What should i do with my legendary drops that i have no use for? Salvage?
Sell if it has value, salvage otherwise. Unless the bazaar value is higher than the materials value. Then sell in bazaar
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Dec 29 2022, 11:22
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billgates2114
Group: Members
Posts: 105
Joined: 15-October 11

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I would like to ask something about the hath perk I just got my DD4, and want some suggestion about whether I should go for Suffusive Spirit, Resplendent Regeneration or just leave them and accumulate for higher level of DD I am now thinking of changing to mage, and credit is not enough for both hath perk and buying the equipments, so I would like to ask for some advice.
By the way, my accuracy is damn low for the riddle that the stamina drains 50% faster, are there any solution to that?
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Dec 29 2022, 14:35
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mathl33t
Group: Gold Star Club
Posts: 1,103
Joined: 9-April 19

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QUOTE(billgates2114 @ Dec 29 2022, 04:22)  I would like to ask something about the hath perk I just got my DD4, and want some suggestion about whether I should go for Suffusive Spirit, Resplendent Regeneration or just leave them and accumulate for higher level of DD I am now thinking of changing to mage, and credit is not enough for both hath perk and buying the equipments, so I would like to ask for some advice.
By the way, my accuracy is damn low for the riddle that the stamina drains 50% faster, are there any solution to that?
Suffusive Spirit is completely useless. Don't get it. Resplendent Regeneration is marginally useful for mages with mana problems. It only boosts natural regen, not draughts or potions. DD5 is certainly a good option. At your level, mage may be faster in the schoolgirl arenas, but will have major problems surviving elsewhere on high difficulty. Either save your melee set, get a waki (nimble or battlecaster) and buckler (barrier or battlecaster, nimble might work too) for 1h mage, or lower the difficulty with staff mage. I always play mage upon reaching level 310 in isekai myself, with staff for schoolgirl arenas and waki/buckler for other arenas and item world. An elemental mage is best for now (pick one of fire, cold, elec, or wind) to survive, but consider changing when you reach 400 and can access level 500 equipment via soulfusing. That's when mage gets really good, though it can also get pricey. See Nezu's mage guide if you haven't already. For stamina penalty, just answer more riddles correctly. Study the pony chart for identifying features like hair/tail, Applejack's hat, which ones have wings, and whatever else you can find. It can take a while for the penalty to wear off, and only Tenboro knows how long.
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Dec 30 2022, 01:09
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FootIdeeFixe
Newcomer
 Group: Gold Star Club
Posts: 42
Joined: 4-September 21

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Hello! I'm trying to decide what hath perk(s) to invest in. I've got innate arcana 4 and postage paid. Currently, I have 1k hath and 1.3m credits (looks like it'd buy me 400 hath). I play 1H heavy armor and am level 247.
My scripts mention I don't have coupon clipper every time I buy catalysts so I thought I should buy that, but a comment here from around May said it wasn't worth it. I haven't been able to clear two levels of Ring of Blood, so I'm considering Tokenizer 1 and thinking cap 1. I saw both, along with DD recommended in a comment from November. I don't have any particular goals, just leveling and getting better gear.
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