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post Sep 11 2018, 04:50
Post #5370
BlueWaterSplash



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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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post Sep 11 2018, 07:34
Post #5371
magiclamp



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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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post Sep 11 2018, 07:55
Post #5372
BlueWaterSplash



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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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post Sep 11 2018, 08:43
Post #5373
KitsuneAbby



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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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post Sep 11 2018, 09:19
Post #5374
3534



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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)
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post Sep 11 2018, 09:37
Post #5375
Uncle Stu



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QUOTE(3534 @ Sep 11 2018, 09:19) *

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;#entry4790550
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post Sep 11 2018, 12:09
Post #5376
3534



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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;#entry4790550

Oh, 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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post Sep 11 2018, 13:34
Post #5377
Benny-boy



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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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post Sep 11 2018, 13:39
Post #5378
Uncle Stu



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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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post Sep 11 2018, 15:17
Post #5379
Scremaz



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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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post Sep 11 2018, 15:37
Post #5380
3534



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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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post Sep 11 2018, 16:15
Post #5381
ikki.



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My Old Soulbound Staff
My Current Staff

looks like after level 400 soulbound staff will get better stats?
i wanna switch to old and sell current. bad idea?
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post Sep 11 2018, 17:52
Post #5382
mundomuñeca



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QUOTE(Ikki Pop @ Sep 11 2018, 16:15) *

My Old Soulbound Staff
My Current Staff

looks like after level 400 soulbound staff will get better stats?
i wanna switch to old and sell current. bad idea?


Your current staff seems better to me, but I'm no expert. You should compare base stats, but taking forge and level improvements out of it for a fair comparison.

I believe monsterbation have options that can do it properly.
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post Sep 11 2018, 18:06
Post #5383
Uncle Stu



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QUOTE(mundomuñeca @ Sep 11 2018, 17:52) *

I believe monsterbation have options that can do it properly.

Nope, that is a job for Captain Live Percentile Ranges. (IMG:[invalid] style_emoticons/default/happy.gif)
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post Sep 12 2018, 05:50
Post #5384
magiclamp



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QUOTE(decondelite @ Sep 11 2018, 01:43) *

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.


Oh! That makes a lot of sense - I haven't been paying too much attention to monster classes but will in the future (I think I have two battle scripts that may be clashing, so often I don't see a lot of monster details).
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post Sep 12 2018, 05:55
Post #5385
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Have two power warding equipment currently, and I would like to switch one for power of protection. Which of the two is a better candidate? For either option, what's the threshold of improvement that would justify a replacement? (specific ADB or other stats)

Legendary Amber Power Armor of Warding

Legendary Mithril Power Boots of Warding
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post Sep 12 2018, 06:46
Post #5386
Evil Scorpio



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QUOTE(JayQuellIn @ Sep 12 2018, 06:55) *

Have two power warding equipment currently, and I would like to switch one for power of protection. Which of the two is a better candidate? For either option, what's the threshold of improvement that would justify a replacement? (specific ADB or other stats)

Legendary Amber Power Armor of Warding

Legendary Mithril Power Boots of Warding

Well it'd be better to see both equips you want to replace 'em with as well.
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post Sep 12 2018, 07:13
Post #5387
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How does Imperil and penetrated armor work? And does it stack when I'm using rapier?
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post Sep 12 2018, 07:18
Post #5388
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QUOTE(JayQuellIn @ Sep 12 2018, 11:55) *

Have two power warding equipment currently, and I would like to switch one for power of protection. Which of the two is a better candidate? For either option, what's the threshold of improvement that would justify a replacement? (specific ADB or other stats)

Legendary Amber Power Armor of Warding

Legendary Mithril Power Boots of Warding

i'll replace the first one
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post Sep 12 2018, 07:28
Post #5389
PersonaFan08



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You should choose the prefixed amber one instead of the mithril prefixed one but I could be wrong about that.

This post has been edited by PersonaFan08: Sep 12 2018, 08:32
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