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post Sep 16 2024, 20:46
Post #22221
Noni



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QUOTE(Lelfkgjicod @ Sep 16 2024, 08:34) *

I'm trying to increase my mana regen, are the Innate Arcana perks worth it?

It says on the settings i'm using 4.45 MP/round for my auto-cast slots, but this seems dubious. Isn't it per tick or turn instead?

Edit: the wiki uses both round and turn so i guess it is turn

yes Innate Arcana is worth it, imho
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post Sep 16 2024, 21:30
Post #22222
l13763824039



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QUOTE(Noni @ Sep 16 2024, 14:46) *

yes Innate Arcana is worth it, imho

No, I have tested it and it's useless.
Auto cast is in turn. Assume you have 5 mp/turn for auto cast.
In 1 mana draught turn, which is 50 turns, you will consume 250 mp. Innate can only save you 25 mp.
But mana draught\potion recovers 75% BASE mp. If you have EE perk (10% BASE mana), it would be 7.5% more base mana.
I check my battle state records for PGC. I use 17.6 mana draught and 23.8 mana potion average.
So, Innate recover 250*0.1*17.6*Innate Level=440 *Innate level
while EE perk recover (17.6+23.8) * 0.075 = 3.105 BASE mana
For my stats, 14 Innate level = 1 EE perk

Even worse, I found proficiency perks save more mana than Innate perk
QUOTE(Nezu @ Feb 28 2021, 15:51) *

Mana cost reduction & spell cast time

Unlike counter-resist and counter-mitigation, the proficiency factor is calculated a little differently here.

Every spell has a minimum proficiency (which is the proficiency required to cast the spell in the first place), and a maximum proficiency value. These can be viewed on the wiki spell tables in the 'min/max prof' column.

Your proficiency factor for these spells is calculated as:

CODE
prof_factor = (effective_prof - min_prof) / (max_prof - min_prof)


With a cap of 1, as before.

Reduction scale from 0-25% by pro_factor
For example, cure, min_prof = 0 and max_prof = 385.
Assume Force of Nature perk increases X of my effective_prof
So, now I have X/385 * 0.25 healing mana cost reduction.
I use 50 cures in PGC ave. Each cost 0.2 BASE mana.
So, I save X/385 * 0.25 * 50 * 0.2.
When X = 40, it's 0.26 BASE mana ≈ 1.5 Innate level in my case, and you will have higher (cure/50 turn) in non SG arena.
Needless to explain how elemental/deprecating proficicency >>> 2 Innate level
And those proficiency reduce your cast time and increase its effect, while auto cast cost reduce as you grow higher proficiency (3.45mp/T in my case)
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post Sep 16 2024, 21:32
Post #22223
Ser6IjVolk



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What's the "best" elemental shield? As in what do Dark/Holy mages use, who don't have an elemental magic interaction that decides their choice.
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post Sep 17 2024, 02:15
Post #22224
Lelfkgjicod



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QUOTE(l13763824039 @ Sep 16 2024, 21:30) *

No, I have tested it and it's useless.
Auto cast is in turn. Assume you have 5 mp/turn for auto cast.
In 1 mana draught turn, which is 50 turns, you will consume 250 mp. Innate can only save you 25 mp.
But mana draught\potion recovers 75% BASE mp. If you have EE perk (10% BASE mana), it would be 7.5% more base mana.
I check my battle state records for PGC. I use 17.6 mana draught and 23.8 mana potion average.
So, Innate recover 250*0.1*17.6*Innate Level=440 *Innate level
while EE perk recover (17.6+23.8) * 0.075 = 3.105 BASE mana
For my stats, 14 Innate level = 1 EE perk

Even worse, I found proficiency perks save more mana than Innate perk

Reduction scale from 0-25% by pro_factor
For example, cure, min_prof = 0 and max_prof = 385.
Assume Force of Nature perk increases X of my effective_prof
So, now I have X/385 * 0.25 healing mana cost reduction.
I use 50 cures in PGC ave. Each cost 0.2 BASE mana.
So, I save X/385 * 0.25 * 50 * 0.2.
When X = 40, it's 0.26 BASE mana ≈ 1.5 Innate level in my case, and you will have higher (cure/50 turn) in non SG arena.
Needless to explain how elemental/deprecating proficicency >>> 2 Innate level
And those proficiency reduce your cast time and increase its effect, while auto cast cost reduce as you grow higher proficiency (3.45mp/T in my case)



Thanks, i'm curious where you found this formula for mana cost reduction. If you take it from the +25% cost reduction at max proficiency that is in the wiki then isn't it 25% max so going over 385 would be useless except for more healing?
For weaken for example, it says Min/max prof is 0/345 so one would assume there is no more benefit of going over 345 deprecating proficiency for that spell.

I'm spamming Imperil though with base cost 15 and taking the perk would be +40 prof so it could be a nice addition probably.
After making the calculation myself i'm not convinced by how the proficiency perks could be better for mana, i ended up taking EE and 2 levels of Innate Arcana since they're relatively cheap. This did cut my mana potion's usage by half so pretty happy for now!

This post has been edited by Lelfkgjicod: Sep 17 2024, 04:38
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post Sep 17 2024, 06:02
Post #22225
l13763824039



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QUOTE(Lelfkgjicod @ Sep 16 2024, 20:15) *

Thanks, i'm curious where you found this formula for mana cost reduction. If you take it from the +25% cost reduction at max proficiency that is in the wiki then isn't it 25% max so going over 385 would be useless except for more healing?
For weaken for example, it says Min/max prof is 0/345 so one would assume there is no more benefit of going over 345 deprecating proficiency for that spell.

I'm spamming Imperil though with base cost 15 and taking the perk would be +40 prof so it could be a nice addition probably.
After making the calculation myself i'm not convinced by how the proficiency perks could be better for mana, i ended up taking EE and 2 levels of Innate Arcana since they're relatively cheap. This did cut my mana potion's usage by half so pretty happy for now!

There are two kinds of prof_facor
This prof_factor (it states " the maximum effective proficiency needed to get the highest bonuses") is for cast speed, mana reduction and effectiveness.
CODE

prof_factor = (effective_prof - min_prof) / (max_prof - min_prof)

For cure, it's easy to reach 1. Nature of force mainly work for mana reduction on most auto cast.
I feel the cast speed improvement on full-cure is best. Otherwise, it's not that useful because I don't worry about mana anymore.

This pro_factor is for mitigation and counter-resist
CODE

prof_factor = (effective_proficiency - monsterlevel) / monsterlevel

So, for deprecating spell, you can still gain counter-resist at least.

This post has been edited by l13763824039: Sep 17 2024, 06:06
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post Sep 17 2024, 09:14
Post #22226
folwaR...



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Would you please check my two items, which I have soulbounded and tried to upgrade recently?

I've compared the stats to the wiki equipment tables and they seemed kinda good (in their respective categories).

I play 1H, melee, heavy items. (I can not exp the items in IW since my stamina penalty is still up.)


Weapon: https://hentaiverse.org/equip/298133040/bf016a716b

Shield: https://hentaiverse.org/equip/298133043/44d70d6c14

This post has been edited by folwaR...: Sep 17 2024, 09:15
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post Sep 17 2024, 09:40
Post #22227
LightDX



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I cant find the answer or its already answered so I want to ask: are we no longer receive credits from monsters in monster lab? I just came back recently.
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post Sep 17 2024, 10:03
Post #22228
Aman thull



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QUOTE(folwaR... @ Sep 17 2024, 10:14) *

Would you please check my two items, which I have soulbounded and tried to upgrade recently?

I've compared the stats to the wiki equipment tables and they seemed kinda good (in their respective categories).

I play 1H, melee, heavy items. (I can not exp the items in IW since my stamina penalty is still up.)
Weapon: https://hentaiverse.org/equip/298133040/bf016a716b

Shield: https://hentaiverse.org/equip/298133043/44d70d6c14

well the shield is the definitely among the best you can get (i just noticed it has agility instead of endurance which is a pity) focus on upgrading the block chance to the limit first
As for the rapier, it's enough for now there's no need to keep spending on upgrading it anymore just get it to IW10 makes a lot of deference with the void damage, if you want to upgrade consider changing to an ethereal rapier of slaughter with higher ADB
You can seek someone IW service on WTS before SB it in the future.


QUOTE(PW_ReimuYukari @ Sep 17 2024, 10:40) *

I cant find the answer or its already answered so I want to ask: are we no longer receive credits from monsters in monster lab? I just came back recently.


I don't know before but i only get material from ML

This post has been edited by Aman thull: Sep 17 2024, 10:08
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post Sep 17 2024, 22:46
Post #22229
FruitSmoothie



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On the hardest difficulty, do monsters scale up faster than a player with soulbound Exquisite/Magnificent/Legendary gear? Wondering if run times will go down if you don't keep upgrading/finding better gear. After level 325ish, feels like there's no real reason to level up until you're ready to run the 400 arena consistently, and that seems to need some great gear if you don't want it to take 30-40 minutes or something.

Just running a single arena a day hoping for a Legendary I can use or sell, still don't have a single one equipped. Not sure if I should run lower arenas since leveling up might slow my A Dance with Dragons run times down to the point I stop running it daily, lol. Gotta worry about burning out too... The guaranteed Magnificent or higher for clearing it sure makes lower level arenas seem pretty inferior.

This post has been edited by FruitSmoothie: Sep 17 2024, 22:58
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post Sep 17 2024, 23:00
Post #22230
romanicyte



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QUOTE(Noni @ Sep 15 2024, 17:10) *

not that I know of? Did you notice this behavior?

Just a question, because they don't look like they would have more space to "appear" in the bar, so if they can't I'd need to think a bit which ones I'd leave. But if they don't, I'll just use as many as I want (IMG:[invalid] style_emoticons/default/biggrin.gif) .
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post Sep 18 2024, 00:56
Post #22231
l13763824039



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QUOTE(FruitSmoothie @ Sep 17 2024, 16:46) *

On the hardest difficulty, do monsters scale up faster than a player with soulbound Exquisite/Magnificent/Legendary gear? Wondering if run times will go down if you don't keep upgrading/finding better gear. After level 325ish, feels like there's no real reason to level up until you're ready to run the 400 arena consistently, and that seems to need some great gear if you don't want it to take 30-40 minutes or something.

Just running a single arena a day hoping for a Legendary I can use or sell, still don't have a single one equipped. Not sure if I should run lower arenas since leveling up might slow my A Dance with Dragons run times down to the point I stop running it daily, lol. Gotta worry about burning out too... The guaranteed Magnificent or higher for clearing it sure makes lower level arenas seem pretty inferior.

I don't see that from my records. Also, you can use scroll to run 400 level arena and it worth.
At some levels, I do run longer DwD (about 100 turns longer, I'm sure Elemental day is not the problem) but return back to normal after I reach a higher level.
There might some other factors impacting my performance.
But my overall performance are steady since level 400. +- 5% of my average turns, at most +10% turns compare to my best records. In recent 10 levels, at most +5% turns compare to my best record.
Overall, I think farming low level arena worth it if you want to maximize your daily profit
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post Sep 18 2024, 10:14
Post #22232
Ser6IjVolk



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QUOTE(folwaR... @ Sep 17 2024, 10:14) *

Would you please check my two items, which I have soulbounded and tried to upgrade recently?

I've compared the stats to the wiki equipment tables and they seemed kinda good (in their respective categories).

I play 1H, melee, heavy items. (I can not exp the items in IW since my stamina penalty is still up.)
Weapon: https://hentaiverse.org/equip/298133040/bf016a716b

Shield: https://hentaiverse.org/equip/298133043/44d70d6c14


What do you mean by "check"? And why would you ask AFTER soulbinding? They're fantastic for your level solely by virtue of being Legendary grade. The Rapier is on the low end of Attack for a Lego rapier range (11%), might want to upgrade at some point in the future, once you're a much higher level and have more options, but it's amazing for now just because it's a Lego of Slaughter Rapier. The shield has an exceptionally high block (97%), END instead of AGL would have been preferable for 1H Heavy, but the top tier block completely compensates for that and more. Easily an end-game shield. Or until you switch to mage.

I guess you don't care about getting specifically Butcher and Fatality on the Rapier and just want to rush to void damage IW10? You can use Voidseeker shards for now. IW-ing shields isn't important, that only gives a little elemental resistance, so you can put that off until you finish your Rapier IW.
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post Sep 19 2024, 07:45
Post #22233
folwaR...



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Thank you both for your reactions. Indeed there is little to no point in consulting anything after the decistion has been made. But I guess it could still be useful to get a feedback for future soulbounding, as I can see aspects of thinking which I didn't reflect before.

(As for now, my main goal is to get rid of the riddler penalty, since I am burning 10x higher stamina.)

Ser6IjVolk, do you recommend to compare stats of equipments across rather than within their categories and/or subcategories?

To anyone: Is it known from which probability distribution are the equipment's stats sampled/rolled? The wiki shows min/max statistics, but the empirical equipment may differ substantly.
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post Sep 19 2024, 09:45
Post #22234
Ser6IjVolk



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QUOTE(folwaR... @ Sep 19 2024, 08:45) *

Ser6IjVolk, do you recommend to compare stats of equipment across rather than within their categories and/or subcategories?

To anyone: Is it known from which probability distribution are the equipment's stats sampled/rolled? The wiki shows min/max statistics, but the empirical equipment may differ substantially.


What, you mean like comparing a Rapier to a Shortsword, or comparing Slaughter to Balance, or Magnificent to Legendary? Generally, as a 1H Heavy, you want maximum damage output, which means a Legendary Rapier of Slaughter. An exceptional Magnificent Rapier of Slaughter can have slightly better stats than an awful Legendary Rapier of Slaughter, but that's very rare. And an exceptional Legendary Shortsword of Slaughter can also perform well, but not sure what ADB Rapier a Peerless ADB Shortsword is comparable to damage output-wise (Shortswords have more raw attack, but Rapiers come out on top due to their superior ability). Rapiers and Swords are the only viable two due having a native parry stat, which is both defensive and offensive through counter-attacks. Balance is inferior to Slaughter because the accuracy-boosting Voidseeker Shards are affordable and the critical boost is too small to compensate for the inferior attack. Nimble is a defensive type that I don't think anyone uses outside of the Isekai Tower and I think Grindfest. I don't play the latter mode, so don't really know the META for it. The increased parry becomes mainly defensive because there's only a limited number of counter-attacks possible per turn, and you don't need that high a parry to reach them. Don't know what Swiftness Shortswords are used for (defensive Dual Wielding builds probably?) or how good they are (for 1H Heavy, the prefix is useless because the attack speed would be negated by the burden stat). Vampire, Banshee and Illithid are garbage. I guess Vampire can be called mildly defensive and so is better than the other two, but still bad.

As for stats ranges on the wiki, from what I remember, they are recorded from cataloging existing equipment, there are no officially issued stat ranges.
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post Sep 19 2024, 10:23
Post #22235
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false

This post has been edited by ppp4321: Sep 19 2024, 17:16
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post Sep 19 2024, 10:23
Post #22236
Lampads



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The higher EDB of the Divine Mage's armor, is better?

I want to know which of the following two armors is better
① EDB 50%, all other attributes 50%
② EDB 80%, all other attributes 20%

thanks!!!
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post Sep 19 2024, 10:23
Post #22237
ppp4321



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false

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post Sep 19 2024, 10:23
Post #22238
ppp4321



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How does 'imperil' spread?
Are the monsters to be imperiled simultaneously need to be contiguous?
I saw that I imperiled the '0' and meanwhile '2' was imperiled, if '1' was alive; but if '1' was dead, '2' wouldn't be imperiled.
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post Sep 19 2024, 12:22
Post #22239
Benny-boy



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QUOTE(ppp4321 @ Sep 19 2024, 11:23) *

How does 'imperil' spread?
Are the monsters to be imperiled simultaneously need to be contiguous?
I saw that I imperiled the '0' and meanwhile '2' was imperiled, if '1' was alive; but if '1' was dead, '2' wouldn't be imperiled.


Downside when first monster, middle if not, always lends on the same positions (1>3, if 2 dead 3 still gets imperil, but never 4, if 5 then 4-6, if 8 then 7-9, if 10 then 9-10), can cast only on alive monsters.

Script wise it's 0-9 (first monster designated as 0) but you get the idea.

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post Sep 19 2024, 13:02
Post #22240
what_is_name



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QUOTE(ppp4321 @ Sep 19 2024, 16:23) *

I saw that I imperiled the '0' and meanwhile '2' was imperiled, if '1' was alive; but if '1' was dead, '2' wouldn't be imperiled.


pretty sure you just saw the RNG
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