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post Aug 17 2025, 10:24
Post #24381
Noni



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QUOTE(siygu @ Aug 17 2025, 00:49) *

OK, I see. thx for replying.
So maybe I should simply assume it's 1.9 which leads to 12 scraps since 2.0/1.8 makes it 11/13.
BTW, in case anyone is confused, I just found that in the screenshot my excel sheet was showing rounded integers instead of decimals, but I've checked it didn't affect the calculations.
I added this to the discussion page of the wiki. Maybe when I get the time I can look at more magnificents to confirm the current rage of the quality factor for repairs. If anyone wants to help out, please do
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post Aug 19 2025, 16:19
Post #24382
Ser6IjVolk



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Regarding best secondary endgame staff potency, is it still Spell Weaver? Because from what I gathered, ideally, you want to do lvl500 arena with full charged except one strong radiant piece and then put on full radiants on as you go lower. So wouldn't Archmage and full charged work best for overall effectiveness? Or does that cause a problem with Grindfest and Item World where you would want full charged and Spell Weaver for maximum defense? Or is that true only to a certain damage output threshold?
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post Aug 19 2025, 21:27
Post #24383
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QUOTE(Ser6IjVolk @ Aug 19 2025, 14:19) *

Regarding best secondary endgame staff potency, is it still Spell Weaver? Because from what I gathered, ideally, you want to do lvl500 arena with full charged except one strong radiant piece and then put on full radiants on as you go lower. So wouldn't Archmage and full charged work best for overall effectiveness? Or does that cause a problem with Grindfest and Item World where you would want full charged and Spell Weaver for maximum defense? Or is that true only to a certain damage output threshold?


P5S4 is still standard. A4 might help slightly in the arenas if you aren't worried about survival but S4 is likely better for IW/GF.

The true endgame set would be two staffs, one P5S4 and the other P5A4, that you swap between. (IMG:[invalid] style_emoticons/default/wink.gif)
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post Aug 20 2025, 01:03
Post #24384
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QUOTE(kamio11 @ Aug 19 2025, 22:27) *

P5S4 is still standard. A4 might help slightly in the arenas if you aren't worried about survival but S4 is likely better for IW/GF.

The true endgame set would be two staffs, one P5S4 and the other P5A4, that you swap between. (IMG:[invalid] style_emoticons/default/wink.gif)


The absolutely best gear would be Archmage full radiant phase holy for arena and a Spell Weaver plus full charged phase dark for lvl500 arena and IW/GF, I presume? Although that would be crazy proficiency wise. I honestly don't understand why people even move on from elemental when there's apparently so little difference between top tier wind/electric and top tier holy/dark. Considering it takes literal years to grind proficiency, doesn't it take at least a year before you can even catch up to the damage you were doing as an elemental mage when you switch to one of the other two?
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post Aug 20 2025, 07:20
Post #24385
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QUOTE(Ser6IjVolk @ Aug 20 2025, 01:03) *

The absolutely best gear would be Archmage full radiant phase holy for arena and a Spell Weaver plus full charged phase dark for lvl500 arena and IW/GF, I presume? Although that would be crazy proficiency wise. I honestly don't understand why people even move on from elemental when there's apparently so little difference between top tier wind/electric and top tier holy/dark. Considering it takes literal years to grind proficiency, doesn't it take at least a year before you can even catch up to the damage you were doing as an elemental mage when you switch to one of the other two?

it's true the differences are quite small, especially for casual play. Switching should be done to prevent boredom, I guess. Players that have 'finished' the game may set a new goal for them selves to play another mage style to beat some record or something.

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post Aug 20 2025, 08:13
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Look A Moth



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So stupid question I probably already know the answer to but does each new level of Dæmon Duality increase by the number stated each time 10/15/20/etc, or merely 5% intervals.
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post Aug 20 2025, 10:02
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QUOTE(Look A Moth @ Aug 20 2025, 08:13) *

So stupid question I probably already know the answer to but does each new level of Dæmon Duality increase by the number stated each time 10/15/20/etc, or merely 5% intervals.


Here you go (IMG:[invalid] style_emoticons/default/smile.gif). Perks
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post Aug 20 2025, 11:07
Post #24388
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QUOTE(Ser6IjVolk @ Aug 20 2025, 02:03) *

The absolutely best gear would be Archmage full radiant phase holy for arena and a Spell Weaver plus full charged phase dark for lvl500 arena and IW/GF, I presume? Although that would be crazy proficiency wise. I honestly don't understand why people even move on from elemental when there's apparently so little difference between top tier wind/electric and top tier holy/dark. Considering it takes literal years to grind proficiency, doesn't it take at least a year before you can even catch up to the damage you were doing as an elemental mage when you switch to one of the other two?

My reason to pick dark was simple: I never played elemental and I found charged pants of fenrir. There wasn't much difference in price between lower end dark and fire/cold pieces either. Currently my choice would be fire, near peerless pieces and even PFWD are quite affordable.
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post Aug 20 2025, 20:09
Post #24389
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why is fire considered the worst element for a mage, i mean, what makes cold better than fire? I get why yhey are worse than elec and wind.
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post Aug 20 2025, 20:37
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QUOTE(Malenk @ Aug 21 2025, 02:09) *

why is fire considered the worst element for a mage, i mean, what makes cold better than fire? I get why yhey are worse than elec and wind.


Resistance and status effect are slightly worse compared to cold spells.

https://ehwiki.org/wiki/Monster_Lab#Colored_Charts

https://ehwiki.org/wiki/Spells#Status_Effects
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post Aug 20 2025, 22:42
Post #24391
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QUOTE(SIRIUSs @ Aug 20 2025, 20:37) *

Resistance and status effect are slightly worse compared to cold spells.

https://ehwiki.org/wiki/Monster_Lab#Colored_Charts

https://ehwiki.org/wiki/Spells#Status_Effects

true, but the effect isn't great. Effect of gear quality is greater. I'd prefer a peerless fire staff over a good legendary cold staff any day.
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post Aug 22 2025, 01:59
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QUOTE(SIRIUSs @ Aug 21 2025, 02:37) *

Resistance and status effect are slightly worse compared to cold spells.

https://ehwiki.org/wiki/Monster_Lab#Colored_Charts

https://ehwiki.org/wiki/Spells#Status_Effects


I don't really think any of them is worse than the other. Status effects are just people's choices.

The real con is that willow staff which has more anti-resist scarce on fire and cold element.

Mages want more power, but also don't want their spells being resisted.
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post Aug 22 2025, 11:29
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QUOTE(Lady_Slayer @ Aug 22 2025, 07:59) *

I don't really think any of them is worse than the other. Status effects are just people's choices.

The real con is that willow staff which has more anti-resist scarce on fire and cold element.

Mages want more power, but also don't want their spells being resisted.


thought he was asking why fire ranked last among elements
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post Aug 22 2025, 12:41
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QUOTE(SIRIUSs @ Aug 22 2025, 17:29) *

thought he was asking why fire ranked last among elements


imho fire and cold are same tier. wind and elec are same tier but better than fire and cold, based on the average battle clear speed from the community report.

I don't really know why people believe fire is inferior than cold, maybe it is a wild spread of false believe among people lol. (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by Lady_Slayer: Aug 22 2025, 12:41
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post Aug 22 2025, 17:34
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What to do with surplus infusions as a melee player?

Infusion prices are very low towards the Isekai season end, so I figure using them might profit me more, even as a casual player, than selling them.

But how to use them in a meaningful way? Just adding strikes to an already elemental weapon, it is nigh impossible to spend more infusions than monsters drop them.

If I use them on other equipment, I guess it helps my survival a little bit. Should I use as many different infusions as possible each time I start a harder run, or perhaps concentrate on resistance against one element plus light or dark?

Any thoughts are welcome (and wiki links – I might well have missed a relevant discussion page).
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post Aug 22 2025, 18:34
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QUOTE(Katajanmarja @ Aug 22 2025, 23:34) *

What to do with surplus infusions as a melee player?

Infusion prices are very low towards the Isekai season end, so I figure using them might profit me more, even as a casual player, than selling them.

But how to use them in a meaningful way? Just adding strikes to an already elemental weapon, it is nigh impossible to spend more infusions than monsters drop them.

If I use them on other equipment, I guess it helps my survival a little bit. Should I use as many different infusions as possible each time I start a harder run, or perhaps concentrate on resistance against one element plus light or dark?

Any thoughts are welcome (and wiki links – I might well have missed a relevant discussion page).


if they are cheap then why not use? However, you may have at most 3 different infusions for your weapon -- void + any two different element(includes the one of your weapon prefix).

But enchanting armors really requires a lot of clicking before you go to the dungeon, many people really don't bother, and the enchants don't really last very long.
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post Aug 22 2025, 23:02
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QUOTE(Lady_Slayer @ Aug 22 2025, 19:34) *

and the enchants don't really last very long.

How do you mean?

An armor enchantment lasts for a whole hour of real time per infusion. HV is a pastime for me, not something I’d do for 3–5 hours without a pause on a regular basis.

This post has been edited by Katajanmarja: Aug 23 2025, 00:32
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post Aug 22 2025, 23:22
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QUOTE(Katajanmarja @ Aug 23 2025, 05:02) *

How do you mean?

An armor enchantment lasts for a whole hour of real time per infusion. HV is a pastime for me, not something I’d do for 3–5 hours without a puse on a regular basis.



Magical damage is less than 10% of the total damage taken in normal circumstances, so the 5% type reduction buff isn't really noticeable

Or you can try it out yourself and share the test result
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post Aug 23 2025, 00:30
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QUOTE(SIRIUSs @ Aug 23 2025, 00:22) *

Magical damage is less than 10% of the total damage taken in normal circumstances, so the 5% type reduction buff isn't really noticeable

This is what I’ve been wondering about. If I throw one infusion of flames at each of my equipment pieces, does the buff reach a noticeable level? Or does it not accumulate that way at all?
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post Aug 23 2025, 00:58
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QUOTE(Katajanmarja @ Aug 23 2025, 00:30) *

This is what I’ve been wondering about. If I throw one infusion of flames at each of my equipment pieces, does the buff reach a noticeable level? Or does it not accumulate that way at all?


It does. Assuming infusions on six pieces (one-handed melee) of equipment, you reach 26,5% resistance against that element from zero. Noticeable in The Tower. Outside of that? Meh.
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