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post Sep 27 2024, 01:57
Post #22281
Benny-boy



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QUOTE(Ser6IjVolk @ Sep 27 2024, 00:18) *

So is Capacitor just utterly useless garbage in late game (aside from saving a few credits on more effective Elixirs)


IMHO for end game mage 19,4% elemental mitigation is better than ~3% mana bonus, but both are tiny bonuses compared to everything else
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post Sep 28 2024, 16:42
Post #22282
folwaR...



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I just saw a riddle with 4 ponies for the very first time. Is it rare?
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post Sep 28 2024, 18:53
Post #22283
kamio11




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QUOTE(folwaR... @ Sep 28 2024, 14:42) *

I just saw a riddle with 4 ponies for the very first time. Is it rare?


It is rare: There is one "pony" that is really two Pinkie Pies.
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post Sep 28 2024, 21:03
Post #22284
folwaR...



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Thank god, the riddle master is my worst enemy in this game.


Btw, what might be a typical daily time for clearing arenas? I just did *A dance with dragons* in PFUDOR right after hitting 300th lvl and it took me 3+ hours playing with one pause of dinner.
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post Sep 28 2024, 21:09
Post #22285
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QUOTE(folwaR... @ Sep 28 2024, 21:03) *

Thank god, the riddle master is my worst enemy in this game.
Btw, what might be a typical daily time for clearing arenas? I just did *A dance with dragons* in PFUDOR right after hitting 300th lvl and it took me 3+ hours playing with one pause of dinner.

Damn, that's brutal. Not sure what playstyle/gear you're using for run times like that, but I think you should be able to get it below an hour even with Magnificent gear. Oldest run speed record I have saved is 42 minutes, and that was pretty soon after I had it opened. I had several Exquisites still, including my weapon, and nothing upgraded. IW10 Ethereal or Hallowed/Demonic melee weapon is kinda a must too if you haven't done that yet. The void damage helps tremendously against the schoolgirls that have pretty crazy resistances. Seems like that should be your main priority.

You using scripts? Monsterbation is basically mandatory.

Edit: Yeah, just saw your weapon. At the very least you need to IW10 that Legendary Fiery Rapier of Slaughter, but even a Magnificent Hallowed/Demonic or Ethereal might outperform it against schoolgirls. I would never use a non void weapon against them anyways, tried that once and it doubled my run speed, lol.

This post has been edited by FruitSmoothie: Sep 28 2024, 21:57
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post Sep 28 2024, 21:16
Post #22286
folwaR...



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QUOTE(FruitSmoothie @ Sep 28 2024, 21:09) *

Damn, that's brutal. Not sure what playstyle/gear you're using for run times like that, but I think you should be able to get it below an hour even with Magnificent gear. Oldest run speed record I have saved is 42 minutes, and that was pretty soon after I had it opened. I had several exquisites still, including my weapon, and nothing upgraded. IW10 weapon Ethereal or Hallowed weapon is kinda a must too if you haven't done that yet.

You using scripts? Monsterbation is basically mandatory.


No, I don't have any scripts. Might try this one.

I am 1H heavy (rapier), so at least my stats were 90 %+ all the time (IMG:[invalid] style_emoticons/default/biggrin.gif) Maybe I have bad gear (didnt't have stamina to lvl up yet), but other arenas are usually quite ok.

Actual items:

Legendary Fiery Rapier of Slaughter

Legendary Zircon Force Shield of Warding

Legendary Ruby Plate Helmet of Protection

Legendary Jade Plate Cuirass of Protection

Magnificent Ruby Power Gauntlets of Slaughter

Magnificent Cobalt Plate Greaves of Protection

Magnificent Plate Sabatons of Protection


//: End of Days, 80 rounds, took about 45 mins (clear gameplay).

This post has been edited by folwaR...: Sep 28 2024, 22:36
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post Sep 28 2024, 21:32
Post #22287
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QUOTE(folwaR... @ Sep 28 2024, 21:16) *

No, I don't have any scripts. Might try this one.

I am 1H heavy (rapier), so at least my stats were 90 %+ all the time (IMG:[invalid] style_emoticons/default/biggrin.gif) Maybe I have bad gear (didnt't have stamina to lvl up yet), but other arenas are usually quite ok.

Actual items:

Legendary Fiery Rapier of Slaughter

Legendary Zircon Force Shield of Warding

Legendary Ruby Plate Helmet of Protection

Legendary Jade Plate Cuirass of Protection

Magnificent Ruby Power Gauntlets of Slaughter

Magnificent Cobalt Plate Greaves of Protection

Magnificent Plate Sabatons of Protection


Yeah, main thing is that the Schoolgirls all have crazy elemental resistances. They usually only have 1-2 attack types they're weak to, they all have 75 fire resistance, so that Rapier you're using is basically hard countered by them. Get an Ethereal or Hallowed/Demonic Rapier and IW10 it (Try to get mostly Butcher and Fatality, avoid Swiftstrike). Your damage against them will skyrocket.

Next is try to get Power armor, it adds damage. It's better to have Magnificent Power Armor than Legendaries without it (Maybe even Exquisites are better). Your gauntlets are good anyways. It's good to learn the meta, there's a reason only like 5% of gear drops sell on auctions, lol.

This post has been edited by FruitSmoothie: Sep 28 2024, 22:00
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post Sep 28 2024, 21:39
Post #22288
l13763824039



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QUOTE(folwaR... @ Sep 28 2024, 15:03) *

Btw, what might be a typical daily time for clearing arenas? I just did *A dance with dragons* in PFUDOR right after hitting 300th lvl and it took me 3+ hours playing with one pause of dinner.

If dinner time is included in your 3 hours, it's just a bit long.
If not, try hover with Monsterbation instead of click.
Here is all approved script
QUOTE(FruitSmoothie @ Sep 28 2024, 15:09) *

Edit: Yeah, just saw your weapon. At the very least you need to IW10 that Legendary Fiery Rapier of Slaughter, but even a Magnificent Hallowed or Ethereal might outperform it against schoolgirls. I would never use a non void weapon against them anyways, tried that once and it doubled my run speed, lol.

At IW 10, Ethereal and non-ethereal doesn't make big different.
For heavy weapon, ethereal is best at general.
For SG arena, Hallowed and Demonic are actually better because 3 of them have -10 mitigation.
For non-SG arena, arctic is the best if you use flame spike (and you should)
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post Sep 28 2024, 23:33
Post #22289
Ser6IjVolk



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QUOTE(folwaR... @ Sep 28 2024, 22:03) *

Thank god, the riddle master is my worst enemy in this game.
Btw, what might be a typical daily time for clearing arenas? I just did *A dance with dragons* in PFUDOR right after hitting 300th lvl and it took me 3+ hours playing with one pause of dinner.

Unless your dinner was at least 2 hours, that's terrible. I see your Rapier still isn't IW10. Use Voidseeker Shards for now. They are cheap. Void damage makes a HUGE difference. Also while a Holy/Dark Rapier is preferable for Arena due to Schoolgirls having no resistance to those elements, it's not preferred as main weapon overall, if you can only afford one, because Imperil, even with special skills, only reduces 25% of Holy/Dark defense (eventually) while it reduces 50% for other elements (eventually). Making it generally weaker against normal monsters and so worse for IW, non-SG Arenas and Grindfest. Speaking of which, it does NOT sound like you use Imperil, use it, if even just on the Schoolgirl for now, while you don't have it improved yet. An unmitigated Elemental Strike is 50% of your normal damage. Which makes it 20% of your damage overall in theory (40% normal damage + 20% native strike + 20% IW10 bonus strike + 20% Infusion strike = 100%), less in practice due to various mitigations, Void strike excluded, that does more than 20% in practice. So you're not losing THAT much damage by using a natural element Rapier in Arena, especially if you Imperil and (eventually) halve that 75% resistance. Speaking of which, doesn't sound like you're using an Infusion either, use it. Dark or Holy are best for Arena, as mentioned.

Also FruitSmoothie is making it sound like Fire is especially bad or something, it isn't. It's more or less on par with the other natural element strikes generally and the Schoolgirls have 75% resistance to all 4 natural elements (except Konata, but she has low HP). Also make sure your Shield spell elemental flavor matches. For fire it's Elec (Shock Spikes). Unless you're having survival issues, then Flame Spikes is just objectively best for 1H, as l13763824039 already mentioned, because it reduces damage taken while still farming counter-attacks at the same rate. Also not sure what the math on Storm and Frost are for 1H... so maybe Wind and Elec Rapiers should just use Fire too.

This post has been edited by Ser6IjVolk: Sep 28 2024, 23:40
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post Sep 29 2024, 02:11
Post #22290
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Here is my old analyze.
QUOTE(l13763824039 @ May 14 2024, 16:24) *

Skip my battle log against Kotona with rapier

All damages apply this formula,
Final damage = original damage * (1-Pmit) *(1- damage type mit)
So, we can ignore Pmit since they're the same.

At 1 stack, main hit deals 100% damage (Pmit is completely removed).
According to Wiki, sub strike's original damage is 50%.

The void strike has 50% of the main hit damage. The battle log fit the result.
Dark/elec has 50%*25% = 12.5% of main hit damage. The battle log fit the result.
At full stack, total damage is about 13000(no crit) + 6200 + 2800 = 21000
With IMP at full stack, the damage is increased to about 24000. 14% increment.

Since there is not a lot of data, I prefer theory.
Pmit is not considered. Piece mit is treated as 25. Elemental mit is 75. H/D mit is 75
CODE

Strike stype    |     Original damage  |  After damage type mit  | IMP   | Increase
No substrike           100                       75               75        0
1 elemental            150                       87.5             107.5     22.8%
1 ele + 1 void         200                       162.5            182.5     12.3%   (the main hit is also convert to void)
2 elemental            200                       100              140       40%
2 ele + void           250                       175              215       22.9%
ele + H/D + void       250                       175              195       11.4%

It's worth to use IMP if you have 2 elemental strike + any.
Not worth when ele+H/D+void against SG since their H/D is low. And thus the increase is lower than the table.
It will be lower than 9%.

To sum up, if your' weapon is not void, IW10 makes your damage doubled.
If the increasement is above 20%, I would say using IMP is definitely faster. But I'm lazy, I didn't use IMP for non-SG monster on SG arena.
If your case is 1 ele + 1 void or ele + H/D + void, use IMP might not be faster if you kill monster within 8-9 rounds in average. (Counter-attack is not considered. So, I don't know will IMP make you faster in practice)

I don't care about H/D prefiex even they're better. They each only represent 100 damage in the table.
-10 mit only make you do 110 damage which is not a big improvement when your total damage is 162.5 or 175.
Arctic might works well if you don't imp on non-SG arena. Your element strike damage is doubled from 12.5 to 25, but only after you're attacked

This post has been edited by l13763824039: Sep 29 2024, 02:19
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post Sep 29 2024, 02:34
Post #22291
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QUOTE(ppp4321 @ Sep 26 2024, 05:52) *

As not an English original player, I'm wondering how to call the supportive magics to rise the AD in other games.
Please anyone who knows share about it.
Thanks.

I think you're talking about buffs.
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post Sep 29 2024, 06:50
Post #22292
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QUOTE(folwaR... @ Sep 28 2024, 21:03) *

Thank god, the riddle master is my worst enemy in this game.
Btw, what might be a typical daily time for clearing arenas? I just did *A dance with dragons* in PFUDOR right after hitting 300th lvl and it took me 3+ hours playing with one pause of dinner.

Pressing and holding number key instead of click mouse
Bro the weapon is way better than mine

This post has been edited by anhunwen: Sep 29 2024, 06:51
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post Sep 29 2024, 14:10
Post #22293
folwaR...



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Thank you everyone for great tips.

In sum, I just have to get main weapon to IW10 ASAP. For SG Arena I may try to equip hallowed/demonic weapon, if those would be avaible. I had problem leveling up equipments since I had stamina penalty of factor 10 (for about two weeks I guess), I noticed it went down to factor of 5 yesterday, so I hope it's going to zero some weeks later (I will actually play in 1-60 stamina range for some time to begin stable credit flow).


To answer some: Yes, I didn't use infusions, but I tried to use (elemental) imperil if possible.

Typically, I am trying to respect the following algoritm:
1. Heartseeker/ regen always up (often triggers channeling, so the second is MP free),
2. mana draught pot (usually always up),
3. basic attacks to toggle on the Spirit stance,
4. imperil (usually only for those stronger monsters) - I have only the elemental version upgraded,
5. OFC on cooldown (but I typically wait for 6+ monster in battle round),
6. repeating steps 1–5 with cure, full-cure if needed.

In autocast are: haste, protection, SoL, SS, Shadow veil (better versions were maxed out to the cap of my level).


//Yeah, I just remembered. I have these, but not sure if it I useful to my case:

Peerless Fiery Club of Slaughter

Magnificent Hallowed Shortsword of Slaughter

I kinda like the sword, but it is non lego, no endurance stats.

This post has been edited by folwaR...: Sep 29 2024, 14:20
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post Sep 29 2024, 19:08
Post #22294
Noni



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QUOTE(folwaR... @ Sep 29 2024, 14:10) *

Thank you everyone for great tips.

In sum, I just have to get main weapon to IW10 ASAP. For SG Arena I may try to equip hallowed/demonic weapon, if those would be avaible. I had problem leveling up equipments since I had stamina penalty of factor 10 (for about two weeks I guess), I noticed it went down to factor of 5 yesterday, so I hope it's going to zero some weeks later (I will actually play in 1-60 stamina range for some time to begin stable credit flow).
To answer some: Yes, I didn't use infusions, but I tried to use (elemental) imperil if possible.

Typically, I am trying to respect the following algoritm:
1. Heartseeker/ regen always up (often triggers channeling, so the second is MP free),
2. mana draught pot (usually always up),
3. basic attacks to toggle on the Spirit stance,
4. imperil (usually only for those stronger monsters) - I have only the elemental version upgraded,
5. OFC on cooldown (but I typically wait for 6+ monster in battle round),
6. repeating steps 1–5 with cure, full-cure if needed.

In autocast are: haste, protection, SoL, SS, Shadow veil (better versions were maxed out to the cap of my level).
//Yeah, I just remembered. I have these, but not sure if it I useful to my case:

Peerless Fiery Club of Slaughter

Magnificent Hallowed Shortsword of Slaughter

I kinda like the sword, but it is non lego, no endurance stats.

With that club, I'd switch to Dual Wield. It's a fun style. That club is so good, it's worth it imho. Find a rapier of balance for off-hand, and equip some light gear. (preferably shadowdancer, if you can't have that use fleet or protection). Okay it takes some time to build up proficiency but that could work pretty well. DW revolves around the timing of Frenzied Blows: build up overcharge so that you can start next round with FB. Repeat. Can be quicker that 1h, especially with that wonderful club. Needs to get IW 10 of course. You can do that with your current set.

Also: Low on stamina? If you have red stamina: STUDY THE PONY CHART! It's on the wiki. Mind the tails and the hair. Spend 5-10 minutes on the chart. Get all the ponies that ar visible. All. Not just one.

Also: install the 3 essential scripts. HV can't be played without these.
1. Monsterbation
2. HV Utils
3. Live Percental Ranges
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post Sep 29 2024, 19:31
Post #22295
folwaR...



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Changing the build? I may try it later, I actually like playing as tanky one, but I'll try to focus on getting better dmg weapon and/or other equip. I hope I get there over time. (I was actually thinking about sending the club to auction soon.)

I also installed two scripts, one for equipments' percentiles and monsterbation. This is very good improvement, I estimate it saved about 1/3 of the clearing time.


Oh, I hope wrong answering riddles is a solved problem. I actually improved the accuracy and kept getting dominant fraction of them right (unless there is one cluster of a monster pony) and I choose only if I am 100% sure.

By now (literally few hours ago), the stamina penalty lowered to factor of 2 insted of 10, which I play with for past two weeks or so. Now 0,06 or 0,04 per turn is actually playable. (The problem was (a) I didn't know how it works, ((IMG:[invalid] style_emoticons/default/cool.gif) I am kinda color blind, so in some scenarios I needed first to find the location of ponies (like existing objects among the colors, recognition is quite fine now).

This post has been edited by folwaR...: Sep 29 2024, 19:35
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post Sep 30 2024, 06:30
Post #22296
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QUOTE(Noni @ Sep 27 2024, 03:44) *

Not sure what you mean? Supportive magic helps the player. for magic attack, use Arcane Focus . For melee damage use Heartseeker


I'm trying to translate some magic name from Chinese into English, such as a magic which can raises attack up. In the HV, we call it heartseeker. I think there has a simpler name. Do you know?
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post Sep 30 2024, 08:02
Post #22297
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QUOTE(folwaR... @ Sep 29 2024, 14:10) *

Thank you everyone for great tips.

In sum, I just have to get main weapon to IW10 ASAP. For SG Arena I may try to equip hallowed/demonic weapon, if those would be avaible. I had problem leveling up equipments since I had stamina penalty of factor 10 (for about two weeks I guess), I noticed it went down to factor of 5 yesterday, so I hope it's going to zero some weeks later (I will actually play in 1-60 stamina range for some time to begin stable credit flow).
To answer some: Yes, I didn't use infusions, but I tried to use (elemental) imperil if possible.

Typically, I am trying to respect the following algoritm:
1. Heartseeker/ regen always up (often triggers channeling, so the second is MP free),
2. mana draught pot (usually always up),
3. basic attacks to toggle on the Spirit stance,
4. imperil (usually only for those stronger monsters) - I have only the elemental version upgraded,
5. OFC on cooldown (but I typically wait for 6+ monster in battle round),
6. repeating steps 1–5 with cure, full-cure if needed.

In autocast are: haste, protection, SoL, SS, Shadow veil (better versions were maxed out to the cap of my level).
//Yeah, I just remembered. I have these, but not sure if it I useful to my case:

Peerless Fiery Club of Slaughter

Magnificent Hallowed Shortsword of Slaughter

I kinda like the sword, but it is non lego, no endurance stats.

Keeping Health Draughts up constantly will decrease the need to Cure and they're basically free. I have one hotkey to use both Health Draughts and Mana Draughts and I just keep them on 100% of the time. Weaken is also really helpful because it not only reduces damage, but it prevents crits. You won't be surprised with it on most monsters. If you have Monsterbation now, that helps a lot to prevent sparks or have the turn frozen because you drop below the HP specification. If you're on PFUDOR settings, weakening most mobs before you start fighting will actually probably speed up your runs since you won't have to stop to heal all the time. I actually don't use cures pretty much ever anymore, and it improved my run times, of course it's just safer as well.

No haste for autocast btw, you actually want to be kind of slow for 1Hand Heavy because it increases your counter attacks. With high enough block/parry most the normal mobs will kill themselves attacking you and getting their asses countered by the time you're done killing the schoolgirls. Attack speed bonuses are pretty bad for 1Hand Heavy, try not to let your agility get too high. Thankfully the burden penalty of heavy armor prevents some of those bonuses.

Next is Featherweight Shards. There's a tiny penalty to crit chance if your burden is over 70 (Seems to be 0.1% for every 1 burden over 70). Featherweight Shards are basically free and even a single one on your weapon should drop you below 70. It might also increase your attack speed bonus a bit, but in my testing at least, it also improved my run speeds anyways. Depending on your stats it might not help, that's something you need to test. It's a pretty small penalty probably, so not as big of a deal as most things here unless your burden is massive for some reason.

This post has been edited by FruitSmoothie: Sep 30 2024, 08:52
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post Sep 30 2024, 08:20
Post #22298
Noni



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QUOTE(ppp4321 @ Sep 30 2024, 06:30) *

I'm trying to translate some magic name from Chinese into English, such as a magic which can raises attack up. In the HV, we call it heartseeker. I think there has a simpler name. Do you know?

Affack buff. In HV that's called "heartseeker", so just use that if you want to ask a question here.
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post Sep 30 2024, 09:22
Post #22299
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QUOTE(ppp4321 @ Sep 30 2024, 07:30) *

I'm trying to translate some magic name from Chinese into English, such as a magic which can raises attack up. In the HV, we call it heartseeker. I think there has a simpler name. Do you know?


HeartSeeker is just the spell name in HV there's no correlation with the spell effect if u want to use it outside HV.
For general terms commonly used in games there's Attack Buff/boost/power up/strengthening/enhance/ampilfy/raise
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post Sep 30 2024, 10:16
Post #22300
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QUOTE(FruitSmoothie @ Sep 30 2024, 08:02) *

Keeping Health Draughts up constantly will decrease the need to Cure and they're basically free. I have one hotkey to use both Health Draughts and Mana Draughts and I just keep them on 100% of the time. Weaken is also really helpful because it not only reduces damage, but it prevents crits. You won't be surprised with it on most monsters. If you have Monsterbation now, that helps a lot to prevent sparks or have the turn frozen because you drop below the HP specification. If you're on PFUDOR settings, weakening most mobs before you start fighting will actually probably speed up your runs since you won't have to stop to heal all the time. I actually don't use cures pretty much ever anymore, and it improved my run times, of course it's just safer as well.

No haste for autocast btw, you actually want to be kind of slow for 1Hand Heavy because it increases your counter attacks. With high enough block/parry most the normal mobs will kill themselves attacking you and getting their asses countered by the time you're done killing the schoolgirls. Attack speed bonuses are pretty bad for 1Hand Heavy, try not to let your agility get too high. Thankfully the burden penalty of heavy armor prevents some of those bonuses.

Next is Featherweight Shards. There's a tiny penalty to crit chance if your burden is over 70 (Seems to be 0.1% for every 1 burden over 70). Featherweight Shards are basically free and even a single one on your weapon should drop you below 70. It might also increase your attack speed bonus a bit, but in my testing at least, it also improved my run speeds anyways. Depending on your stats it might not help, that's something you need to test. It's a pretty small penalty probably, so not as big of a deal as most things here unless your burden is massive for some reason.


Hmm, interesting. I will try it one-by-one. So basically, enchants to void damage + feather should be used permanently (with the void preference mainly to Arenas). I may try to use health draughts more often.

Also, you don't use Regen? I have it permanently up, so my HP is stabilized to 90%+ most of the time (but I didn't work the math as to using it with health draught pots / mana draught pots etc.).

Turning off haste at all or just remove it from auto-casts? My actual interference is 118 and burden 83. My AGI is lower than other stats:

CODE
Primary attributes:
https://prnt.sc/cV_YZyjqBTHO

Statistics (block, parry etc.):
https://prnt.sc/Qpgy-fc01wmD




Btw, can a timer on enchant shards wear off during the battle or once you enter it stays on for the whole time?
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Lo-Fi Version Time is now: 21st January 2025 - 12:36