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> Ask the Experts!, Ask anything about hentaiverse. Hints for beginners

 
post Sep 28 2025, 10:38
Post #24561
ultramage



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QUOTE(Ramaki @ Sep 28 2025, 10:23) *

Wow I hate that so much. I never had interest in that feature, so to find that it's critical to basic progression is upsetting. Probably also requires a lot of investment and perks to get anything valuable out of it. That's a crazy design bottleneck to have. Those bindings should have either been routinely obtainable, or, only needed for like the last 5 levels of upgrades.
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post Sep 28 2025, 12:27
Post #24562
Ramaki



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QUOTE(ultramage @ Sep 28 2025, 10:38) *

Wow I hate that so much. I never had interest in that feature, so to find that it's critical to basic progression is upsetting. Probably also requires a lot of investment and perks to get anything valuable out of it. That's a crazy design bottleneck to have. Those bindings should have either been routinely obtainable, or, only needed for like the last 5 levels of upgrades.


Pay close attention to the Gold Star level description (IMG:[invalid] style_emoticons/default/smile.gif). It is what it is. Plus, a mode quite literally called "GrindFest" exists in this game for a reason. It is a warning : ).

If you do wish to somewhat interact with Monster Lab, focus on unlocking and naming as many monsters as possible. (Feed them, upgrade them until they reach level 25+, and rename them. Do rotations of monster types from top to bottom when choosing a "class" to optimise it even more.) Further upgrades are meaningless unless you are very deep into "endgame".

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post Sep 28 2025, 14:19
Post #24563
hydoc



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Speaking of monsters, when you get to choose whether the skill is magical or physical, you can mix and match any of the options, right? So I could have a dragon with basic piercing attack and mp1 skill, magical crushing for mp2, and physical fire for sp? If so, who would choose holy/dark instead of void for the sp attack of celestials/daimons? Is this bait?

Also, since it's cheaper to restore morale with crystals instead of pills for the first few levels, is the only reason to keep monsters at pl 25 to try to bonk brand new players?
QUOTE(ultramage @ Sep 28 2025, 08:38) *
Wow I hate that so much.
Let the hate flow through you. [Isekai doesn't require bindings.] Join the dorothy'd side.
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post Sep 28 2025, 14:50
Post #24564
Ramaki



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QUOTE(hydoc @ Sep 28 2025, 14:19) *

Also, since it's cheaper to restore morale with crystals instead of pills for the first few levels, is the only reason to keep monsters at pl 25 to try to bonk brand new players?


I have no idea about monster skills. I can answer this one though. To an extent. Most players in persistent play in PFUDOR. You need 1500-1600~ Power Level for your monster to fight against such players. Then the chances of them killing said player are still almost 0. It is better to simply focus on unlocking more monsters for the once per 72 hours gift instead of hoping for the kill/flee possibility. And, as you have said, save Happy Pills by keeping the morale up through crystals for a while.

And the low level monsters do occasionally score a bonus gift from obliterating an unwitting new player.
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post Sep 28 2025, 17:00
Post #24565
hydoc



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I meant pl 25 specifically. I see some that are intentionally left at that starting level, so the owners are using pills even though that's more expensive at that point.
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post Sep 28 2025, 17:38
Post #24566
Ramaki



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QUOTE(hydoc @ Sep 28 2025, 17:00) *

I meant pl 25 specifically. I see some that are intentionally left at that starting level, so the owners are using pills even though that's more expensive at that point.


Ah, laziness/indifference/the above-mentioned "trying to snipe low level players" would be my best guesses then. Lack of viable targets for your monsters between 25~ and 1500~ does make it a somewhat logical strategy.
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post Sep 28 2025, 22:18
Post #24567
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How do people use the Shade of the Arcanist in terms of it giving the highest IW EXP, do people just buy one and flee before they level the potency or do they clear it and buy a new one for some reason?
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post Sep 28 2025, 22:26
Post #24568
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QUOTE(Ser6IjVolk @ Sep 28 2025, 22:18) *

How do people use the Shade of the Arcanist in terms of it giving the highest IW EXP, do people just buy one and flee before they level the potency or do they clear it and buy a new one for some reason?

yeah. Flee last round. Or just buy a new one. both work. I always tried the free thing, but often forgot so I collected several peerless arcanists.
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post Sep 29 2025, 01:58
Post #24569
bags of tea



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Is there a particular stat spread I should be aiming for with 1H heavy? I've been following the advanced advice from the wiki, but having more exact numbers would be nice.
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post Sep 29 2025, 02:33
Post #24570
hydoc



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QUOTE(bags of tea @ Sep 28 2025, 23:58) *
Is there a particular stat spread I should be aiming for with 1H heavy? I've been following the advanced advice from the wiki, but having more exact numbers would be nice.
In persistent, I have the following because survival is an issue (in terms of cost for the next level):
dex ~= end, str >= .5dex, agi ~= .33wis, agi+wis ~= .5end, int as seems logical for sp (probably about .05agi).

In isekai, for speed (arenas, not tower): str ~= dex, end ~= .6dex, wis ~= .2end, agi ~= .25wis.

I'm not slavish about it, though. I adjust end as needed to keep the last digit of hp at 2/7 or at least 3/8. Increased chance of spark bug when hp ends in 1/6, and you can gain 1-3 hp just from exp gain over the course of an arena/etc (even without leveling up).

I think it helps to play around with your attributes every once in a while to see how they affect the derived stats, especially since the impacts change as you get stronger. Just remember that to compare a change between different pecent-based stats, you need to divide the change by 1-original_value (ex: a change in parry from 40 to 40.6 is actually an increase of 1, whereas an increase in pmit from 70 to 70.6 is actually an increase of 2).

[edited to clarify that i meant arenas for isekai, not tower... tower depends on your setup and playstyle]

This post has been edited by hydoc: Sep 29 2025, 03:53
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post Sep 29 2025, 08:21
Post #24571
Lauberry



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QUOTE(Noni @ Sep 28 2025, 22:26) *

yeah. Flee last round. Or just buy a new one. both work. I always tried the free thing, but often forgot so I collected several peerless arcanists.


Do you clear item worlds for the xp and loot ? is that something worth doing ? im currently only doing arenas and almost always cap at 99 stamina
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post Sep 29 2025, 11:11
Post #24572
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QUOTE(hydoc @ Sep 29 2025, 02:33) *

I think it helps to play around with your attributes every once in a while to see how they affect the derived stats,

I just did that and noticed something unexpected.

Regarding agility the Wiki says:
QUOTE

1 point above the player's level = +(10%/level) Attack Speed

At level 318 and with 320 in agility my attack speed bonus as shown in the character sheet is 2.9%. With 317 in agility it drops to 2.8%, with 310 in drops to 2.7% and with 325 it increases to 3%. In other words, increasing agility to 311, 318, 325 increases the value shown for attack speed bonus by 0.1% each time (for me). That seems to be a linear progression. Considerung what the Wiki says I expected a jump going from agility 318 (= my level) to 319 (1 point above my level).

Am I missing something?

This post has been edited by TheRealKetchup: Sep 29 2025, 11:12
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post Sep 29 2025, 13:30
Post #24573
ultramage



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Maybe that 10%/level is meant literally? As in division? 10/325 *5 = 0.154 which is close.
The equation for aspd has this as the base factor:
CODE
1 - Min(0.1, Max((AGI - level) / level, 0) * 0.1)
Though the equation is kinda tricky and I'm unable to tell what "attack speed" even means. The agi modifier goes from 0 at lowest and caps at 0.1 when agi = 2*level, making this modifier fall between [0.9-1.0]. LIght armor proficiency is a [0.875-1.0] multiplier, equipment speeds are also factors like this. What I don't understand is that this is directly multiplied by the burden factor, where 1=naked and 0=90+burden. That seems backward because it says burden makes the equation's result better, in fact at 90 it completely nullifies all the other factors and turns aspd into a flat '1'. That makes me suspect that either I'm reading it wrong or the wiki has it written wrong.

The wiki also states that the equation presented (overall speed compared to base speed) does not correspond to the aspd bonus percentage shown on the stat screen. /shrug

This post has been edited by ultramage: Sep 29 2025, 14:17
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post Sep 29 2025, 15:04
Post #24574
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QUOTE(ultramage @ Sep 29 2025, 13:30) *

Maybe that 10%/level is meant literally? As in division? 10/325 *5 = 0.154 which is close.
The equation for aspd has this as the base factor:
CODE
1 - Min(0.1, Max((AGI - level) / level, 0) * 0.1)
Though the equation is kinda tricky and I'm unable to tell what "attack speed" even means. The agi modifier goes from 0 at lowest and caps at 0.1 when agi = 2*level, making this modifier fall between [0.9-1.0]. LIght armor proficiency is a [0.875-1.0] multiplier, equipment speeds are also factors like this. What I don't understand is that this is directly multiplied by the burden factor, where 1=naked and 0=90+burden. That seems backward because it says burden makes the equation's result better, in fact at 90 it completely nullifies all the other factors and turns aspd into a flat '1'. That makes me suspect that either I'm reading it wrong or the wiki has it written wrong.

The wiki also states that the equation presented (overall speed compared to base speed) does not correspond to the aspd bonus percentage shown on the stat screen. /shrug

In my earlier post I made a mistake and didn't take effective primary stats into account and only worked with raw stats.

For a moment I thought I had it, but the simplified formula I had wasn't accurate.
At least I can confirm that the attack speed bonus is 0 unless effective agility is at least 1 point higher than your current level. According to the Wiki this will cap at 10% when effective agility is twice the current level.

(Another) Edit:
The formula with burden < 40 and without an extra bonus should be something like this:
attack speed bonus = Max((AGI - level), 0) * level * 0.0001

According to the Wiki a burden greater than 40 will begin to decrease your attack speed bonus until it is 0 at a burden equal to or greater than 90. I did some testing and it seems it is a little more complicated than just being a factor the likes of [1 - Min(Max((burden - 40), 0), 50) * 2 * 0.01] (with the values for burden that I could test, my actual attack speed bonus was better than what I calculated using this term as a factor and it didn't work with a slightly modified term as a subtrahend either). Also there needs to be a term to consider items with a bonus for attack speed bonus and maybe more. Anyway, I found an answer to my original question and that's good enough for me for now.

Edit:
Argh. How could I fail to scroll down that page and find the formulas. Inconceivable!
Thanks ultramage.

This post has been edited by TheRealKetchup: Sep 30 2025, 08:56
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post Sep 30 2025, 02:54
Post #24575
ultramage



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Cool if you're working on verifying it. Just in case it wasn't stated, the entire equation is on the wiki at https://ehwiki.org/wiki/Character_Stats#Attack_Speed and goes like this:
CODE
Attack Speed = (1 - (1 - Min(0.1, Max((AGI - level) / level, 0) * 0.1)) * (1 - proficiency_bonus) * (1 - main_hand_Attack_Speed) * (1 - off_hand_Attack_Speed) * (1 - helmet_Attack_Speed) * ... * (1 - feet_Attack_Speed)) * (1 -  Min((Max((Burden - 40), 0) * 0.02)^1.5, 1))

but it itself says that it's not what's being displayed, which makes your estimates interesting because they kinda look like what's in there.

This post has been edited by ultramage: Sep 30 2025, 02:58
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post Sep 30 2025, 03:28
Post #24576
hydoc



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The wiki is a great resource but definitely isn't perfect. I hadn't looked at attack speed before, but I had noticed something similar with burden and evasion in that it's some sort of curve, not a simple linear relationship like the wiki says. Crit chance too, though I didn't test it as much. So the burden equations should be taken with a grain of salt. Probably a combination of certain changes not getting recorded plus people noticing things but thinking 'well that's close enough' and not posting about it.
QUOTE(ultramage @ Sep 29 2025, 11:30) *
I'm unable to tell what "attack speed" even means.
If you mean as a stat, it affects turn order, since enemies can have multiple turns before yours. Ties in with action speed, but note that parts of that page go down a rabbit hole with info that definitely isn't needed to play the game well. BlueWaterSplash did some attack speed testing a while back and figured that simply having any amount over zero seemed more impactful than minor increments beyond that. Also, because the the way game gets dangerous is quickly from big hits - not death by a thousand cuts - a small amount of attack speed generally doesn't help when it matters (whereas a little extra pmit/etc could). So it isn't a big deal for heavy, since you'll never get a lot. Light, though, gets decent amount, so you can notice the difference. Similarly, mages care about cast speed, which helps with survival, since they're glass cannons.

btw, another thing that's off in the wiki is heartseeker's attack speed. It's greater than one, not ".1?" like most other supportive spells.

This post has been edited by hydoc: Sep 30 2025, 03:30
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post Sep 30 2025, 04:40
Post #24577
MsPL



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I'm currently level 95, Challenge Level X15.0. I'm often killed instantly by holy damage or other types of damage during encounters. How can I avoid this?


Attached Image
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Main Hand
Average Wakizashi of Balance
Off Hand
Average Kite Shield
Helmet
Exquisite Plate Helmet of Protection
Body
Average Plate Cuirass
Hands
Average Plate Gauntlets of Dampening
Legs
Superior Plate Greaves of Stoneskin
Feet
Superior Plate Sabatons of Deflection


The battle record is as follows:

You have been defeated.
Ff The 199th casts Cleansing Ray, and hits you for 2905 holy damage
Your spike shield hits Imo Holy Mage Mk2 for 57 points of fire damage.
Imo Holy Mage Mk2 hits you for 134 slashing damage.
You hit 12th Child Of Megaplayboy for 525 slashing damage.
Your spike shield hits Saki Nagase for 5 points of fire damage.
You block the attack from Saki Nagase.
Your spike shield hits Bj Chamcham22 for 27 points of fire damage.
Bj Chamcham22 hits you for 85 piercing damage.
You are healed for 1750 Health Points.
You cast Cure.
Replenishment restores 3 points of magic.
Regeneration restores 62 points of health.
Regen restores 165 points of health.
Your spike shield hits 75631 for 49 points of fire damage.
75631 hits you for 122 slashing damage.
Your spike shield hits 12th Child Of Megaplayboy for 80 points of fire damage.
12th Child Of Megaplayboy hits you for 190 crushing damage.
Your spike shield hits Ff The 199th for 5 points of fire damage.
You block the attack from Ff The 199th.
Your spike shield hits Imo Holy Mage Mk2 for 243 points of fire damage.
Imo Holy Mage Mk2 uses Long Endurance, and hits you for 579 slashing damage
Freeze hits Ff The 199th for 343 cold damage
Your spell fails to connect.
Searing Skin explodes for 290 fire damage
Freeze hits 75631 for 584 cold damage
You cast Freeze.
The effect Searing Skin on Ff The 199th has expired.
Replenishment restores 3 points of magic.
Regeneration restores 62 points of health.
Regen restores 165 points of health.
Saki Nagase gains the effect Searing Skin.
Your spike shield hits Saki Nagase for 5 points of fire damage.
You parry the attack from Saki Nagase.
Your spike shield hits Bj Chamcham22 for 24 points of fire damage.
Bj Chamcham22 hits you for 75 piercing damage.
75631 gains the effect Searing Skin.
Your spike shield hits 75631 for 5 points of fire damage.
You counter 75631 for 647 points of slashing damage.
75631 uses Lumbering Blow. You block the attack.
Your spike shield hits 12th Child Of Megaplayboy for 5 points of fire damage.
You counter 12th Child Of Megaplayboy for 570 points of slashing damage.
You block the attack from 12th Child Of Megaplayboy.
Ff The 199th misses the attack against you.
Shockblast hits Ff The 199th for 450 elec damage
12th Child Of Megaplayboy gains the effect Deep Burns.
Shockblast hits 12th Child Of Megaplayboy for 466 elec damage
75631 gains the effect Deep Burns.
Shockblast hits 75631 for 326 elec damage
You cast Shockblast.
Replenishment restores 3 points of magic.
Regeneration restores 62 points of health.
Regen restores 165 points of health.
Cooldown expired for Cure
Imo Holy Mage Mk2 gains the effect Searing Skin.
Your spike shield hits Imo Holy Mage Mk2 for 65 points of fire damage.
Imo Holy Mage Mk2 hits you for 155 slashing damage.
Bj Chamcham22 gains the effect Searing Skin.
Your spike shield hits Bj Chamcham22 for 5 points of fire damage.
You block the attack from Bj Chamcham22.
Your spike shield hits Saki Nagase for 5 points of fire damage.
You block the attack from Saki Nagase.
Segawa Ayame has been defeated.
You hit Segawa Ayame for 346 slashing damage.
You gain the effect Replenishment.
You use Mana Draught.
Your spike shield hits 75631 for 63 points of fire damage.
75631 hits you for 155 slashing damage.
12th Child Of Megaplayboy misses the attack against you.
Your spike shield hits Ff The 199th for 112 points of fire damage.
Ff The 199th uses Judgement Strike, and crits you for 513 slashing damage
Your spike shield hits Imo Holy Mage Mk2 for 70 points of fire damage.
Imo Holy Mage Mk2 hits you for 166 slashing damage.
Bj Chamcham22 gains the effect Searing Skin.
Your spike shield hits Bj Chamcham22 for 25 points of fire damage.
Bj Chamcham22 hits you for 78 piercing damage.
You hit Segawa Ayame for 388 slashing damage.
The effect Searing Skin on 75631 has expired.
Regeneration restores 62 points of health.
Regen restores 165 points of health.
Your spike shield hits Saki Nagase for 60 points of fire damage.
Saki Nagase hits you for 150 crushing damage.
Your spike shield hits 75631 for 189 points of fire damage.
75631 uses Lumbering Blow, and hits you for 471 slashing damage
You are healed for 1947 Health Points.
You cast Cure.
Cooldown expired for Cure
Your spike shield hits Ff The 199th for 5 points of fire damage.
Ff The 199th uses Judgement Strike. You parry the attack.
Your spike shield hits 12th Child Of Megaplayboy for 473 points of fire damage.
12th Child Of Megaplayboy uses Crushing Strike, and crits you for 1128 crushing damage
Your spike shield hits Imo Holy Mage Mk2 for 67 points of fire damage.
Imo Holy Mage Mk2 hits you for 158 slashing damage.
Your spike shield hits Bj Chamcham22 for 24 points of fire damage.
Bj Chamcham22 hits you for 73 piercing damage.
Saki Nagase gains the effect Searing Skin.
Your spike shield hits Saki Nagase for 80 points of fire damage.
Saki Nagase hits you for 201 crushing damage.
Segawa Ayame gains the effect Stunned.
Shield Bash hits Segawa Ayame for 2029 crushing damage
You use Shield Bash.
Regeneration restores 62 points of health.
Regen restores 165 points of health.
Your spike shield hits 75631 for 59 points of fire damage.
75631 hits you for 146 slashing damage.
Ff The 199th gains the effect Searing Skin.
Your spike shield hits Ff The 199th for 5 points of fire damage.
You parry the attack from Ff The 199th.
Your spike shield hits 12th Child Of Megaplayboy for 94 points of fire damage.
12th Child Of Megaplayboy crits you for 224 crushing damage.
You hit Segawa Ayame for 444 slashing damage.
Your spike shield hits Imo Holy Mage Mk2 for 69 points of fire damage.
Imo Holy Mage Mk2 hits you for 163 slashing damage.
Bj Chamcham22 gains the effect Searing Skin.
Your spike shield hits Bj Chamcham22 for 5 points of fire damage.
You block the attack from Bj Chamcham22.
Your spike shield hits Segawa Ayame for 5 points of fire damage.
You block the attack from Segawa Ayame.

This post has been edited by MsPL: Sep 30 2025, 04:43
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post Sep 30 2025, 06:57
Post #24578
ultramage



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Hmm. Somewhere on the way to 200 you get Spark of Life (cheat death at the cost of a large chunk of SP) and Spirit Shield (negate large strikes by losing SP instead). Having those on autocast (permanently on) and chugging spirit draught to keep the bar up is someinsurance against instant loss. Manually re-casting Absorb to negate spell-based oneshots also helps. For me, the more direct fix is to spread aoe Silence around, definitely also Sleep, possibly also aoe Weaken, mixed with Stun procs. But it's very slow and has trouble dealing with large crowds.

I'm guessing the proper way is to have 80% mitigations and 100% block/parry chance or something and never need to think about healing again, but I have no clue how to achieve that and I'm at 270. Maybe at lvl500 the numbers flip in your favor.

This post has been edited by ultramage: Sep 30 2025, 07:30
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post Sep 30 2025, 08:37
Post #24579
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QUOTE(MsPL @ Sep 30 2025, 10:40) *

I'm currently level 95, Challenge Level X15.0. I'm often killed instantly by holy damage or other types of damage during encounters. How can I avoid this?
~~~~


Your attached screenshot cut off too many details. I'd suggest you to screenshot your full stats and ability so that helps interpreting your situation.
if you don't feel well at IWBTH, that means you should switch back to Nintendo. Always play at the most comfortable difficulty.

Actually another question: where are you playing? Arena? GF? IW?

This post has been edited by Lady_Slayer: Sep 30 2025, 09:05
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post Sep 30 2025, 09:45
Post #24580
MsPL



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QUOTE(Lady_Slayer @ Sep 30 2025, 08:37) *

Your attached screenshot cut off too many details. I'd suggest you to screenshot your full stats and ability so that helps interpreting your situation.
if you don't feel well at IWBTH, that means you should switch back to Nintendo. Always play at the most comfortable difficulty.

Actually another question: where are you playing? Arena? GF? IW?




The above situation is much better after Spark Of Life, but I can't find any recommendations on the selection of Primary attributes. How can I optimize the sword and shield combination?
Thank you so much~
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