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Ask the Experts!, Ask anything about hentaiverse. Hints for beginners |
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Sep 10 2018, 18:09
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(Benny-boy @ Sep 10 2018, 17:51)  It's rare because you play with protection set (IMG:[ invalid] style_emoticons/default/laugh.gif) But when i would play with a slaughter set my normal attacks would still kill the monster faster as the counter-attacks could and i would still deal much more damage with normal as with counter-attacks. Damage of CA is still capped at 75% with no crits, with no elemental/void strike, and also mostly without the benefit of PA. So no matter how much damage one does, CA just cant do most of your damage.
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Sep 10 2018, 18:13
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Benny-boy
Group: Gold Star Club
Posts: 1,911
Joined: 27-December 10

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QUOTE(Uncle Stu @ Sep 10 2018, 19:09)  But when i would play with a slaughter set my normal attacks would still kill the monster faster as the counter-attacks could and i would still deal much more damage with normal as with counter-attacks. Damage of CA is still capped at 75% with no crits, with no elemental/void strike, and also mostly without the benefit of PA. So no matter how much damage one does, CA just cant do most of your damage.
Counters damage is huge since you don't even need to kill most of them - just inflict enough damage (IMG:[ invalid] style_emoticons/default/happy.gif)
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Sep 10 2018, 18:22
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Fudo Masamune
Group: Gold Star Club
Posts: 1,636
Joined: 2-February 10

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QUOTE(Benny-boy @ Sep 10 2018, 22:51)  It's rare because you play with protection set (IMG:[ invalid] style_emoticons/default/laugh.gif) and exactly how many slaughter, or maybe how high somebody attack is before their counter start grabbing more kill than their main attack? QUOTE(Benny-boy @ Sep 10 2018, 23:13)  Counters damage is huge since you don't even need to kill most of them - just inflict enough damage (IMG:[ invalid] style_emoticons/default/happy.gif) uuhhh? This post has been edited by Fudo Masamune: Sep 10 2018, 18:26
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Sep 10 2018, 20:07
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Benny-boy
Group: Gold Star Club
Posts: 1,911
Joined: 27-December 10

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QUOTE(Fudo Masamune @ Sep 10 2018, 19:22)  uuhhh?
Hit those with biggest hp pools a few times (leave them 30-50%) and counters with some PA will kill them for you, no need to manually kill each monster (especially good when 5+ mon/round) (IMG:[ invalid] style_emoticons/default/happy.gif)
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Sep 10 2018, 20:34
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(Benny-boy @ Sep 10 2018, 20:07)  Hit those with biggest hp pools a few times (leave them 30-50%) and counters with some PA will kill them for you, no need to manually kill each monster (especially good when 5+ mon/round) (IMG:[ invalid] style_emoticons/default/happy.gif) Oh, so you are talking about let them just lying near death and let the counter finish them?
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Sep 10 2018, 20:38
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Noni
Group: Catgirl Camarilla
Posts: 13,145
Joined: 19-February 16

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I've got a question for the mage experts. Which set would you prefer for non-imperil mage dark style: set B and C would be if I continue with my current set until I have proficiency 600. set A would be using a low MDB staff with high proficiency. B is my 2 + 3 set, C is my current 4+1 set, and A would be 4+1 with a high proficiency staff. As you see, I would gain 10% magic score at a loss of 0.04 proficiency factor. Would that be worth it? This post has been edited by DJNoni: Sep 10 2018, 20:45
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Sep 10 2018, 20:42
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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QUOTE(DJNoni @ Sep 10 2018, 20:38)  a loss of 0.4 proficiency factor.
0.04. just saying. is it really even worth mentioning, btw?
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Sep 10 2018, 20:47
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Noni
Group: Catgirl Camarilla
Posts: 13,145
Joined: 19-February 16

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QUOTE(Scremaz @ Sep 10 2018, 20:42)  0.04. just saying. is it really even worth mentioning, btw?
well, I could just use set C in the end, and lose 0.07 prof factor. It will be very close. I'm tempted to test it out, but it would require forging a staff I might not use. Well, I can always sell the thing later on... at a loss. Should you wonder: yep, I bought as's LDWD.
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Sep 10 2018, 23:28
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Benny-boy
Group: Gold Star Club
Posts: 1,911
Joined: 27-December 10

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QUOTE(Uncle Stu @ Sep 10 2018, 21:34)  Oh, so you are talking about let them just lying near death and let the counter finish them?
Yep (IMG:[ invalid] style_emoticons/default/happy.gif)
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Sep 11 2018, 04:50
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BlueWaterSplash
Group: Members
Posts: 3,307
Joined: 15-March 11

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There are multiple playing strategies for 1H. 1) Target stunned enemies individually until dead. Safest method for weak low level players. Fewest and weakest counters, as they do not benefit from PA. 2) Strafe all monsters back and forth. More counters, possibly less turns in the end (this tactic causes 4% of your attacks to be parried). May end up taking similar damage, as final monsters die sooner but earlier monsters get to hit you. 3) Target stunned enemies individually and leave them near death to die from PA enhanced counters. Slightly fewer counters than strafing but they'll have PA help. Least number of turns but your t/s will drop. At best counter attacks can do the same damage as your main attack. Counters are capped at 3 per turn, for 0.75 x 3 = 2.25 damage, compared to your main attack which does 2.4 damage with crits, elemental strikes, and an infusion. In reality I doubt you get more than 1 counter attack per turn on average. Research for 1H shows that Butcher and Fatality add approximately equal damage on average, but Fatality is almost double the improvement using a skill while contributing nothing to counter attacks. So Fatality might be better against school girls, but Butcher is probably better against everyone else. If you choose to accept an imperfect 1H item world, Overpower versus Swift Strike is also worth considering. Overpower is probably much better if you strafe, arguably being almost as useful as Fatality. If you use either targeting style, instead Swift Strike provides effective counter-parry by allowing you to get more hits per stun, while Overpower becomes useless. Swift Strike's primary effect is defense, up to a 10% reduction in damage taken, which is four times the offensive impact of Butcher and Fatality. Unfortunately it also reduces your counter damage by the same amount, meaning each level of Swift Strike is roughly a negative Butcher. Swift Strike also increases the duration of Heartseeker as another side effect. If deemed overall undesirable, Swift Strike's impact can be reduced with burden.
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Sep 11 2018, 07:34
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magiclamp
Group: Gold Star Club
Posts: 802
Joined: 27-February 10

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QUOTE(BlueWaterSplash @ Sep 10 2018, 21:50)  There are multiple playing strategies for 1H. 1) Target stunned enemies individually until dead. Safest method for weak low level players. Fewest and weakest counters, as they do not benefit from PA. 2) Strafe all monsters back and forth. More counters, possibly less turns in the end (this tactic causes 4% of your attacks to be parried). May end up taking similar damage, as final monsters die sooner but earlier monsters get to hit you. 3) Target stunned enemies individually and leave them near death to die from PA enhanced counters. Slightly fewer counters than strafing but they'll have PA help. Least number of turns but your t/s will drop. At best counter attacks can do the same damage as your main attack. Counters are capped at 3 per turn, for 0.75 x 3 = 2.25 damage, compared to your main attack which does 2.4 damage with crits, elemental strikes, and an infusion. In reality I doubt you get more than 1 counter attack per turn on average. Research for 1H shows that Butcher and Fatality add approximately equal damage on average, but Fatality is almost double the improvement using a skill while contributing nothing to counter attacks. So Fatality might be better against school girls, but Butcher is probably better against everyone else. If you choose to accept an imperfect 1H item world, Overpower versus Swift Strike is also worth considering. Overpower is probably much better if you strafe, arguably being almost as useful as Fatality. If you use either targeting style, instead Swift Strike provides effective counter-parry by allowing you to get more hits per stun, while Overpower becomes useless. Swift Strike's primary effect is defense, up to a 10% reduction in damage taken, which is four times the offensive impact of Butcher and Fatality. Unfortunately it also reduces your counter damage by the same amount, meaning each level of Swift Strike is roughly a negative Butcher. Swift Strike also increases the duration of Heartseeker as another side effect. If deemed overall undesirable, Swift Strike's impact can be reduced with burden. For 2) I feel like that way takes a lot more damage (hp and/or spirit) as it gives monsters more chance to build up their spirit attacks. I will do 2) in earlier rounds of IW for faster clear, but later on I will try to kill monsters before they build to 100% spirit.
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Sep 11 2018, 07:55
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BlueWaterSplash
Group: Members
Posts: 3,307
Joined: 15-March 11

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QUOTE(Fudo Masamune)  imo that page in entirety really need to be rewritten, what's written at the top and the bottom is heaven and earth. I'm not against what fatal do with 'ticks', and tbh it's a more accurate representation than simply saying 'turn this turn that', but... I think some things the Wiki describes as taking 'ticks' as opposed to 'turns' may be wrong. QUOTE(The Wiki) Tick is a special time amount, designed for counting down this special time-based events:
Spell's cooldown. Should be turns. Skill's cooldown. Probably same. Cooldown between using item of same type. Not sure. Spell's duration. Scroll's duration. Infusion's duration, when it used as battle item Other item's duration. Weapon's proc duration. Spell's proc duration. Fighting style skill's chain time. Not sure. Regen's replenishment effect, etc.
Tick is always equals to one time unit and cannot be modified in anyway. Tick is not equal to turn, second, one attack or whatever. This is stand-alone time-operated value. I think spell cooldowns go by turns. For example with Haste on or off, Cure requires you to rest for 2 attacks in between castings. Spell durations indeed go by ticks. For example with Haste on, Heartseeker lasts 50% longer.
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Sep 11 2018, 08:43
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,571
Joined: 12-July 14

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QUOTE(magiclamp @ Sep 11 2018, 07:34)  For 2) I feel like that way takes a lot more damage (hp and/or spirit) as it gives monsters more chance to build up their spirit attacks. I will do 2) in earlier rounds of IW for faster clear, but later on I will try to kill monsters before they build to 100% spirit.
It's true but only to some extent. While that tactic you're stating is generally the best one, it's still imperfect. You've got to kill the powerful monsters first aswell. In other words, don't lose your time chopping a giant's HP while there's a celestial unloading its MP/SP on you.
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Sep 11 2018, 12:09
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3534
Group: Gold Star Club
Posts: 1,858
Joined: 14-March 11

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QUOTE(Uncle Stu @ Sep 11 2018, 15:37)  QUOTE(3534 @ Sep 11 2018, 15:19)  Excuse me, How can I calculate needed materials in Forge, if without the script? I mean, what is the formula? (IMG:[ invalid] style_emoticons/default/huh.gif) thank you~ (IMG:[ invalid] style_emoticons/default/happy.gif) Well, i dont know the formula. But scremaz did made a excel spreadsheet for this. Here is the link. https://forums.e-hentai.org/index.php?showt...p;#entry4790550Oh, this is what I want. Thank you so much! (IMG:[ invalid] style_emoticons/default/laugh.gif) --- @scremaz And does "Forge_Cost_Calculator_1.20.zip" have a new version? I found that : "Forge Cost Calculator_1.20.xlsx">"cost calc (multi)">"subtot">"N5" >"=(E5*F5+H5*$H$20 *I5*$I$20+J5*$J$20+K5*$K$20+..." Is it should be >"=(E5*F5+H5*$H$20 +I5*$I$20+J5*$J$20+K5*$K$20+..." ? (IMG:[ invalid] style_emoticons/default/unsure.gif) N5~N17 are so on. Although there is script to do the calculation... (IMG:[ invalid] style_emoticons/default/heh.gif) This post has been edited by 3534: Sep 11 2018, 12:11
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Sep 11 2018, 13:34
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Benny-boy
Group: Gold Star Club
Posts: 1,911
Joined: 27-December 10

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QUOTE(decondelite @ Sep 11 2018, 09:43)  It's true but only to some extent. While that tactic you're stating is generally the best one, it's still imperfect. You've got to kill the powerful monsters first aswell. In other words, don't lose your time chopping a giant's HP while there's a celestial unloading its MP/SP on you.
At some point that's not an issue except ~last third of PFUDOR IW and GF
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Sep 11 2018, 13:39
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(Benny-boy @ Sep 11 2018, 13:34)  At some point that's not an issue except ~last third of PFUDOR IW and GF
The last rounds of IWBTH GF are harder as PFUDOR IW. This post has been edited by Uncle Stu: Sep 11 2018, 13:39
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Sep 11 2018, 15:17
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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QUOTE(3534 @ Sep 11 2018, 12:09)  @scremaz And does "Forge_Cost_Calculator_1.20.zip" have a new version? I found that : "Forge Cost Calculator_1.20.xlsx">"cost calc (multi)">"subtot">"N5" >"=(E5*F5+H5*$H$20 *I5*$I$20+J5*$J$20+K5*$K$20+..." Is it should be >"=(E5*F5+H5*$H$20 +I5*$I$20+J5*$J$20+K5*$K$20+..." ? (IMG:[ invalid] style_emoticons/default/unsure.gif) N5~N17 are so on. Although there is script to do the calculation... (IMG:[ invalid] style_emoticons/default/heh.gif) it's funny how it went unnoticed all this time, even if error was quite high. fixing it fixed, please check it. and thank you for reporting. This post has been edited by Scremaz: Sep 11 2018, 15:28
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Sep 11 2018, 15:37
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3534
Group: Gold Star Club
Posts: 1,858
Joined: 14-March 11

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QUOTE(Scremaz @ Sep 11 2018, 21:17)  it's funny how it went unnoticed all this time, even if error was quite high.
fixing it fixed, please check it. and thank you for reporting.
Thank you for your work. (IMG:[ invalid] style_emoticons/default/happy.gif)
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