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post Nov 5 2018, 23:17
Post #6041
Maharid



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QUOTE(Uncle Stu @ Nov 5 2018, 13:24) *
But even in this case there is afaik only a drop bonus for crystals. And that bonus gets only more until round 500. So the last 500 rounds are completly equal except the clear bonus.

I'm not sure, i seen more than one time someone that said that the more advanced round of PfudorFest yeld a better drop ratio, for what i know the last 500 round ara not only not equals but the last 200 have the greatest quality and quantity drop overall.

But i have not play so much, i think that we need some real expert that have done deep reaserch with appropriate tools to know what is the truth.

And even at this point it will not be a 100% secure info, every time there is an update 10B can change the parameters.

This post has been edited by Maharid: Nov 5 2018, 23:18
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post Nov 6 2018, 00:13
Post #6042
Uncle Stu



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It has been like that for a very long time now. So yeah, we can be 100% about how it is right now. (IMG:[invalid] style_emoticons/default/happy.gif)
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post Nov 6 2018, 11:52
Post #6043
3534



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Excuse me,

I found that,
QUOTE
https://ehwiki.org/wiki/Proficiencies#Effects
Magic proficiencies:
Lower the cast time and mana cost of spells by up to 25% (based on spell).


but wiki did not give the formula like CR[prof_factor*50%] and Mitigation reduction[(prof_factor ^ 1.5) * 50].



so,
what is the formula between "cast time" and "proficiency"?
I guess the formula is:
-
"cast speed bonus[by Prof]" = prof_factor * 25%
-
is it correct? (IMG:[invalid] style_emoticons/default/unsure.gif)



and,
how the "cast time" "cast speed bonus[on Statistics]" "Haste" and "cast speed bonus[by Prof]" work for spell?
QUOTE(Dan31 @ Dec 13 2014, 07:26) *

Ragnarok, like all T3 spells, has a freaking long casting time: 1.8 according to the wiki (and unlike elemental T3 spells, you can't decrease it with an ability). Should be (100/127.3)*1.8 = 1.41 with 27.3% Cast speed Bonus, and then you have to apply your action speed too in the same manner.

A monster with Swiftness fully chaosed (+50% action speed) should be able to act in 0.67 turn (0.5 at PFUDOR difficulty).

(I keep changing my answers, sorry about that... I think I got it right this time.)

I only found this,
but here only told the "cast speed bonus"'s work principle,
"base cast time"/(1+"cast speed bonus[on Statistics]").
1.8 / (1+27.3%) = 1.41

I guess the complete formula is:
-
"base cast time" / ((1+"cast speed bonus[on Statistics]")*(1+Haste)*(1+cast speed bonus[by Prof]))
-
is it correct? (IMG:[invalid] style_emoticons/default/unsure.gif)


Thank you very much (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by 3534: Nov 6 2018, 11:57
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post Nov 6 2018, 18:09
Post #6044
sickentide



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cast speed and mana conservation bonus depend on each individual spell https://ehwiki.org/wiki/Spells#Offensive_Spells

look at the "Prof" column where you get values like 0/200. first number is the proficiency level where the spell unlocks, second number is where you get the full 25% bonus
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post Nov 6 2018, 21:39
Post #6045
KitsuneAbby



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QUOTE(sickentide @ Nov 6 2018, 18:09) *

cast speed and mana conservation bonus depend on each individual spell https://ehwiki.org/wiki/Spells#Offensive_Spells

look at the "Prof" column where you get values like 0/200. first number is the proficiency level where the spell unlocks, second number is where you get the full 25% bonus

It's not explained anywhere in the wiki. Does anyone else confirm this?
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post Nov 7 2018, 08:14
Post #6046
Fudo Masamune



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QUOTE(decondelite @ Nov 7 2018, 02:39) *

It's not explained anywhere in the wiki. Does anyone else confirm this?


the minimum for the spell unlock is true, and prof page doesn't confirm anything about what bonus on "highest bonus" meant.
The only thing proficiency give for spell is either counter resist, mana cost or cast speed. counter resist have it's own formula, that leaves cast speed and mana efficiency "bonus".

actually...

https://forums.e-hentai.org/index.php?showtopic=128181

scroll to : Magic Proficiency Effects
take note the prof_factor definition used there isn't mere "effective proficiency/base level".

you might never find any confirmation that those number for cap proficiency are correct unless you dig the "data mining" from 2013 when that patch first shows up.

and for the love of god who knows if things changed and goes undocumented on wiki since then. as afaik almost nobody actually take notice on those effect over all these shenanigans over battle turns vs player action turn (and people would prefer aiming for numbers over those cap proficiency afterall, so who cares about those numbers). maybe one or two mid-level people complaining from getting killed over casting long incantation of heartseeker and those complain are gone as quickly as they level, other than that, eh...

This post has been edited by Fudo Masamune: Nov 7 2018, 20:14
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post Nov 10 2018, 10:53
Post #6047
3534



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QUOTE(Fudo Masamune @ Nov 7 2018, 14:14) *

the minimum for the spell unlock is true, and prof page doesn't confirm anything about what bonus on "highest bonus" meant.
The only thing proficiency give for spell is either counter resist, mana cost or cast speed. counter resist have it's own formula, that leaves cast speed and mana efficiency "bonus".

actually...

https://forums.e-hentai.org/index.php?showtopic=128181

scroll to : Magic Proficiency Effects
take note the prof_factor definition used there isn't mere "effective proficiency/base level".

you might never find any confirmation that those number for cap proficiency are correct unless you dig the "data mining" from 2013 when that patch first shows up.

and for the love of god who knows if things changed and goes undocumented on wiki since then. as afaik almost nobody actually take notice on those effect over all these shenanigans over battle turns vs player action turn (and people would prefer aiming for numbers over those cap proficiency afterall, so who cares about those numbers). maybe one or two mid-level people complaining from getting killed over casting long incantation of heartseeker and those complain are gone as quickly as they level, other than that, eh...


so...
the precise formula is yet an unsolved mystery? (IMG:[invalid] style_emoticons/default/heh.gif)
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post Nov 10 2018, 11:22
Post #6048
Uncle Stu



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QUOTE(3534 @ Nov 10 2018, 09:53) *

so...
the precise formula is yet an unsolved mystery? (IMG:[invalid] style_emoticons/default/heh.gif)

Its not a bug mystery. Its a feature. (IMG:[invalid] style_emoticons/default/duck.gif)
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post Nov 10 2018, 11:35
Post #6049
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Last year we asked the question of how Imperil stacks with Penetrated Armor. I finished training Better Imperil to max (Faster Imperil remains at 1 of 3 upgrades) so today I tested a bit against School Girls. From similar tests last year, this time I made sure to consistently have Overwhelming Strikes on for all data sampling.

CODE
1H level 355
overwhelming strikes and spirit stance
8033 attack

8570~12855 void damage  18382~23219 crit
4500~6374 void strike
4234~6438 dark strike

Penetrated Armor

11509~16688 void damage  20788~30401 crit
5827~8560 void strike
5812~8355 dark strike

Penetrated Armor 2

14990~20949 void damage  26422~38491 crit
7224~10746 void strike
7297~10945 dark strike

Penetrated Armor 3

17387~25645 void damage  31796~47105 crit
8694~13040 void strike
8781~13171 dark strike

Imperil + Penetrated 3

18856~27813 void damage  34058~50661 crit
9428~14025 void strike
9523~14284 dark strike

I didn't do many trials so not all the damage range endpoints are exact. But many are, because although damage variance is large it is highly quantized in this game (not many possible values).

Conclusion: Penetrated Armor stacks additively with itself, but surprisingly stacks multiplicatively with Imperil. If I recall, last year we may have tested wrong and said that Imperil does not stack with Penetrated Armor 3. But with full training it's apparent that Imperil dpes in fact stack with Penetrated Armor 3, it just doesn't stack that noticeably.

It should be expected that fully trained Imperil stacked with PA3 has half the benefit of previous stacks of PA, because 50% * (100% - 25% - 25% - 25%) = 12.5% which is in fact what we see.
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post Nov 10 2018, 13:27
Post #6050
thadaungsarlay



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What should I wear heavy or light when playing niten. And which stats to max? (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Nov 10 2018, 13:30
Post #6051
Noni



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QUOTE(thadaungsarlay @ Nov 10 2018, 12:27) *

What should I wear heavy or light when playing niten. And which stats to max? (IMG:[invalid] style_emoticons/default/unsure.gif)

You wear light, because you don't have the benefit of block from a shield. Evade & parry are your best defences.

Shade armor is the best, especially shade of the shadowdancer.
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post Nov 11 2018, 03:29
Post #6052
qr12345



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I want to ask is radiant phase really good compared to charged for elemental mages?
As I know, an elemental mage takes most of the damage during spamming imperil, it also determines how far you can go in IW/GFs.

Charged enhances survivability but radiant contribute nothing for imperil.
What I think radiant would work most is in the case that killing monster with the first T3 spell attack on top of 50% resist, but it seems not very possible without something like DDVII+riddle buff.

So, in what case it would work better than charged?

This post has been edited by qr12345: Nov 11 2018, 03:29
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post Nov 11 2018, 06:53
Post #6053
RibbonsCan



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I just came back from 2 years of exile, looked at prices. Are mages making a comeback?
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post Nov 11 2018, 09:06
Post #6054
Noni



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QUOTE(qr12345 @ Nov 11 2018, 02:29) *

I want to ask is radiant phase really good compared to charged for elemental mages?
As I know, an elemental mage takes most of the damage during spamming imperil, it also determines how far you can go in IW/GFs.

Charged enhances survivability but radiant contribute nothing for imperil.
What I think radiant would work most is in the case that killing monster with the first T3 spell attack on top of 50% resist, but it seems not very possible without something like DDVII+riddle buff.

So, in what case it would work better than charged?

For element, radiants are only useful against Schoolgirls. They do no harm, so you don't need defence. For PFFEST and arena's and IW, full charged is faster. If you get really strong, DD V style, you can mix in one radiant. Then if you get extremely strong, DD VII, then even non-imperil play becomes an option. Then, radiants are the way to go.

QUOTE(RibbonsCan @ Nov 11 2018, 05:53) *

I just came back from 2 years of exile, looked at prices. Are mages making a comeback?


Mage has always been popular for high-level players with good income. For lower levels, 1h is still the best option. Prices have been dropping like crazy the past weeks/months. It's a matter of supply and demand. There are many lv500 players that are still very active, so there is high supply of almost everything.
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post Nov 11 2018, 10:01
Post #6055
qr12345



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QUOTE(DJNoni @ Nov 11 2018, 07:06) *

-

Thanks.
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post Nov 11 2018, 10:19
Post #6056
KitsuneAbby



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QUOTE(sickentide @ Nov 6 2018, 18:09) *

cast speed and mana conservation bonus depend on each individual spell https://ehwiki.org/wiki/Spells#Offensive_Spells

look at the "Prof" column where you get values like 0/200. first number is the proficiency level where the spell unlocks, second number is where you get the full 25% bonus

The wiki's page has been edited.
Actually, such info was already being supposed to show up when hovering the "Prof" word, but there was a conflict between the tooltip and the "default" link tootip.

Thank you for reporting guys. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Nov 11 2018, 20:38
Post #6057
Fudo Masamune



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QUOTE(3534 @ Nov 10 2018, 15:53) *

so...
the precise formula is yet an unsolved mystery? (IMG:[invalid] style_emoticons/default/heh.gif)


(IMG:[invalid] style_emoticons/default/wink.gif)
the formula is literally on the link that you quote.
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post Nov 12 2018, 05:03
Post #6058
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Is there any result of the number of average amnesia shard used for Juggernaut 5 when optimal strategy used? I think I am going to calculate them but do not want to re-invent the wheel.
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post Nov 12 2018, 06:23
Post #6059
Uncle Stu



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QUOTE(iffelse @ Nov 12 2018, 04:03) *

Is there any result of the number of average amnesia shard used for Juggernaut 5 when optimal strategy used? I think I am going to calculate them but do not want to re-invent the wheel.

If you are lucky you need none, if not maybe 20, if you are really unlucky, it is possible to spend 40 or more. This is RNG so imo any average numbers from other people wont tell you anything about how many you will have to spend.
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post Nov 12 2018, 06:26
Post #6060
iffelse



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QUOTE(Uncle Stu @ Nov 12 2018, 13:23) *

If you are lucky you need none, if not maybe 20, if you are really unlucky, it is possible to spend 40 or more. This is RNG so imo any average numbers from other people wont tell you anything about how many you will have to spend.


I am looking for mathematically calculated one, not experimental average. Anyway, thank you for reply.
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