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post Jan 18 2019, 04:07
Post #7217
~Shyboy



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QUOTE(Uncle Stu @ Jan 17 2019, 23:01) *

Well the only thing Int does give you when you play 1H is some spirit points. And at your level i would say you should not use more agi as you need to reach attack speed 10%.


So, stay put with Agi/INT and put effort into STR/END and some DEX? I'm planing to stay 1H/SH till where I get a bit more far into training and knowledgeable to play others build (if the money allow me to) that die more easily if you don't know what you're doing.

This post has been edited by ~Shyboy: Jan 18 2019, 04:08
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post Jan 18 2019, 04:13
Post #7218
Uncle Stu



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QUOTE(~Shyboy @ Jan 18 2019, 03:07) *

So, stay put with Agi/INT and put effort into STR/END and some DEX?

Personally i did allways prefer Dex before Str and End. I did Str and End the same and Dex at 10 more, mostly for the parry.

QUOTE(~Shyboy @ Jan 18 2019, 03:07) *

I'm planing to stay 1H/SH till where I get a bit more far into training and knowledgeable to play others build (if the money allow me to) that die more easily if you don't know what you're doing.

Well, at your level you can actually play all melee builds. The only playstyle i would actually suggest to wait would be mage. But 2H or DW is something you could play allready. Just saying.
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post Jan 18 2019, 04:35
Post #7219
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QUOTE(Uncle Stu @ Jan 17 2019, 23:13) *

Well, at your level you can actually play all melee builds. The only playstyle i would actually suggest to wait would be mage. But 2H or DW is something you could play allready. Just saying.

Yes, I've tried and stuck with the 1H/SH better, I like DW but only now I got used playing in Hell with no death so far (except grindfest crits) I've got a nice Mag Force SH 60+BLK,AGI,END,SLAS thanks to Jantch. Hm, parry should really help me in higher difficulties, noted.
Thanks for the advices.
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post Jan 18 2019, 04:36
Post #7220
mundomuñeca



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QUOTE(~Shyboy @ Jan 18 2019, 04:07) *

So, stay put with Agi/INT and put effort into STR/END and some DEX? I'm planing to stay 1H/SH till where I get a bit more far into training and knowledgeable to play others build (if the money allow me to) that die more easily if you don't know what you're doing.


I think your big problem is that your Ability Boost trainig is at ZERO (IMG:[invalid] style_emoticons/default/ohmy.gif)

That means you lack ability points to unlock and/or enhance a lot of abilities that can help you play better, higher and safer.

Check in Character -> Abilities page what you can unlock (using Mastery Points(, then check how many Ability Points you need and start to train Ability Boost (which is the cheapest training in the beginning, btw).

Each level of ability boost trained gives you one more ability point, that you can use in the Ability page to enhance your build/spells/play (IMG:[invalid] style_emoticons/default/cool.gif)
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post Jan 18 2019, 04:50
Post #7221
Uncle Stu



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QUOTE(mundomuñeca @ Jan 18 2019, 03:36) *

I think your big problem is that your Ability Boost trainig is at ZERO (IMG:[invalid] style_emoticons/default/ohmy.gif)

Damned and i completly missed that. *sigh* Shame on me. (IMG:[invalid] style_emoticons/default/sad.gif)
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post Jan 18 2019, 04:58
Post #7222
Greshnik



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I don't think ability boost affect to much for his lv...
I tried to count abilities that available for his lv, and it only need 125 points for basic 1H abilities...
the only abilities that I didn't count is Weaken, but he only need 6 more points for that...
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post Jan 18 2019, 05:00
Post #7223
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QUOTE(mundomuñeca @ Jan 17 2019, 23:36) *

I think your big problem is that your Ability Boost trainig is at ZERO (IMG:[invalid] style_emoticons/default/ohmy.gif)

That means you lack ability points to unlock and/or enhance a lot of abilities that can help you play better, higher and safer.

This is where I think I did a somewhat good job.
I'm using full light armor to be sure.

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post Jan 18 2019, 05:04
Post #7224
Uncle Stu



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Hm, 1H light? Yeah, i tried that once and i was happy as i finaly did switch to 1H heavy. But no wonder you had a such hight attack speed, i did wonder, but thought that would come from the Agi, looks like i was wrong.
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post Jan 18 2019, 05:11
Post #7225
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Got into light for the easier find of equips so far. Heavy would be when I find some roadblock or for a change when the money get easier.

Actually the only time I used weaken was Agains Yuki in RoB today. Still thinking it was mage stuff.

I'll invest into that after some Boosts trained.
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post Jan 18 2019, 05:20
Post #7226
Uncle Stu



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Weaken is imo great to kill RoB monster, or something like RE.

Oh, nearly forgot. When you change your light set for a heavy set. Make sure you change the whole armor in one go. Otherwhise you will loose the armor bonus if you dont use a full set.

This post has been edited by Uncle Stu: Jan 18 2019, 05:24
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post Jan 18 2019, 08:38
Post #7227
theshowmustgoon



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Thanks for the advice about my equipment/stats. I have another question: should I salvage superior-level equipment instead of trying to sell it at the bazaar or on the forums?
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post Jan 18 2019, 08:40
Post #7228
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Salavage superior stuff? Only when you actually have forge it and you can use the materials for the new pieces. Otherwhise i would say just bazaar it.
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post Jan 18 2019, 08:50
Post #7229
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QUOTE
1H style, 8271 base damage --> 6792 base damage, level 366

Penetrated Armor 3, Overwhelming Strikes, Heartseeker, Spirit Stance always active

9534 ~ 14300 Piercing Hit
16457 ~ 24685 Piercing Crit

19258 ~ 28887 Mikuru Piercing
33658 ~ 49863 Mikuru Critical

Friday

10487 ~ 15731 Piercing Hit
18103 ~ 27154 Piercing Crit

20212 ~ 30065 Mikuru Piercing
34889 ~ 52334 Mikuru Critical

Using a random superior rapier I picked up off the ground, this proves that Friday also increases Piercing damage by 5% which is uncapped. It's additive so the relative damage increase is 10% against Yuki and Ryouko, and 4.95% against Mikuru.

This matters for mages and dual wielders because they might get poked up the butt by monsters on Fridays.
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post Jan 18 2019, 08:52
Post #7230
Uncle Stu



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Hm, so the all in All Friday does include even the melee "elements". Interesting.
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post Jan 18 2019, 12:39
Post #7231
Noni



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this question should be here I guess
QUOTE(ihatenamingthings @ Jan 18 2019, 11:24) *

Hi, I'm a somewhat newbie (@~120lv) atm, playing HV again because I'm semi-bored and likes the stat-heavy grindy feel of the game. My main concern is the gameflow and power curve. Mostly item building and market value in general.

The first question is related to level pacing:
+ If my understandings are correct, HV follows the Borderland-ish weapon progression system, where level is simply another parameter to affect final item stat and possible variance.
+ But this would lead to meta-stat, where everyone gets their (few) meta weapon and binds it for actual usage. This would mean sub-par weapon are essentially worthless (for MMOs), other than collector items. The current HV market does not feel this way, with many sub-par weapons being sold and bought, is there a particular reason for this, or something wrong about my assumptions?

Related to the first question:
+ In many MMOs, the level cap is simply a short term goal to achieve, which is followed by the gear grind. Most weapons in the market is around ~450 level range, while the level cap is 500. Does the level becomes progressively much slower, and due to soul binding, level and gear grinding are unified?

A more general question about gearing/leveling (I apologize if this is a too common question and I should've just searched):
+ In general, how often would the gear improve (in terms of variance) and outscale a soul-bind equivalent?
+ How rare are good gears (usable gears that you'd want to invest some time into)?
+ What are some important level checkpoints?
+ What weapons are normally considered collector's ?

Finally:
+ What are the few things that I should do but tend to overlook/don't know about?

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post Jan 18 2019, 14:48
Post #7232
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QUOTE(DJNoni quoting other people @ Jan 18 2019, 17:39) *

Hi, I'm a somewhat newbie (@~120lv) atm, playing HV again because I'm semi-bored and likes the stat-heavy grindy feel of the game. My main concern is the gameflow and power curve. Mostly item building and market value in general.

The first question is related to level pacing:
+ If my understandings are correct, HV follows the Borderland-ish weapon progression system, where level is simply another parameter to affect final item stat and possible variance.
+ But this would lead to meta-stat, where everyone gets their (few) meta weapon and binds it for actual usage. This would mean sub-par weapon are essentially worthless (for MMOs), other than collector items. The current HV market does not feel this way, with many sub-par weapons being sold and bought, is there a particular reason for this, or something wrong about my assumptions?


people could get end game equip at lvl 1 and be done with it. Some people never get anything good even after reaching lvl 450+ from self drop, and if they can't get the money to buy a good one, weapons with sub-par roll are their only choice (other than changing fighting style).

QUOTE
Related to the first question:
+ In many MMOs, the level cap is simply a short term goal to achieve, which is followed by the gear grind. Most weapons in the market is around ~450 level range, while the level cap is 500. Does the level becomes progressively much slower, and due to soul binding, level and gear grinding are unified?

define "market", if you meant the equipment shop, the level fluctuates depend on who just dump equipments there.
though 400-ish is what expected for any good weapon to shows up, at least mid 300-ish. That's because that's where good stuff expected to start dropping as you consistently play on highest difficulty possible.

and idk how you "grind gear" in borderland or how borderland waepon mechanic/roll works as I never play it, yet. but here each weapon have it's base stats (lvl 0 stats to oversimplify it) which is rolled based on quality ranges (from average to peerless) and then scaled by it's level (when soulbound weapon level = your level). and you could get gears from wherever you grind level/credits/crystal, other than arena clear bonus afaik they're the same.

QUOTE
A more general question about gearing/leveling (I apologize if this is a too common question and I should've just searched):
+ In general, how often would the gear improve (in terms of variance) and outscale a soul-bind equivalent?
+ How rare are good gears (usable gears that you'd want to invest some time into)?
+ What are some important level checkpoints?
+ What weapons are normally considered collector's ?

- depend on your currently owned gear, if it's a fully forged soulbound peerless there's technically no chance that any equipment with same type, suffix and prefix to be better than it for you. but if you still wearing exq/mag gears, you could get better gear easily. Though, by easy I never meant self-drop. If you only depend on self-drop it could go from mere minutes to ... never.
- about one out of a hundred legendary drop?
- 310, the time you unlock no cooldown imperil. that is I guess.
- peerless and ancient obsoletes.

QUOTE
Finally:
+ What are the few things that I should do but tend to overlook/don't know about?

use WTS/WTB thread instead of in game shop.

This post has been edited by Fudo Masamune: Jan 18 2019, 14:50
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post Jan 18 2019, 15:45
Post #7233
ihatenamingthings



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Thanks @Fudo, that was really informative

One last question that skipped my mind earlier, is when to up your difficulty level (or when I would be able to handle higher difficulty)?

On a side note, borderland system is (almost) exactly as you described, they have *parts* (thus limiting the outcome rather than a random integer) which affect certain traits, and scaled via item levels.
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post Jan 18 2019, 16:34
Post #7234
Fudo Masamune



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QUOTE(ihatenamingthings @ Jan 18 2019, 20:45) *

Thanks @Fudo, that was really informative

One last question that skipped my mind earlier, is when to up your difficulty level (or when I would be able to handle higher difficulty)?


whenever you could.
depend on your fighting style.

1h-shield+heavy is the current meta bread and butter, it could reach highest difficulty faster than most other playstyle and a tested and true playstyle even for high level content, it's your defense oriented build so it could be said to be one of the slowest. using this style you should be able to clear PFUDOR random encounter and arena consistently on early 300 or even late 200 (or even earlier if you have good equip or wear light armor instead of heavy). I believe you could even do PFUDOR RE on mid 100 albeit occasional dead when pitted against 10 monster at the same time.

mage generally the one which bloom late, though, it's the fastest to clear content compared to other fighting style, it's your glass canon build
Idk about now, but I can't play this style on pfudor at least until late 300, but it's more of a investment matter than actual possibility. As I clearly know people who play mage on early 300, but be advised that they spent A LOT of credit for the equipment.

2h/dual wield/niten/1h mage is somewhere between them

This post has been edited by Fudo Masamune: Jan 18 2019, 16:39
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post Jan 18 2019, 19:00
Post #7235
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The lack of ability boost got to haunt me sooner than I believed. Do I bother with Imperil > Weaken > Haste? Or I got the priority wrong for my build? Actualy I think I should not bother with Imperil for know since the level gap in between is huge.
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post Jan 18 2019, 19:12
Post #7236
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QUOTE(~Shyboy @ Jan 19 2019, 00:00) *

The lack of ability boost got to haunt me sooner than I believed. Do I bother with Imperil > Weaken > Haste? Or I got the priority wrong for my build? Actualy I think I should not bother with Imperil for know since the level gap in between is huge.


you're doing it backward, on low level survivability > attack. basically as long as you could survive you could play higher difficulty. you could boost your potential damage as high as you want but if you can't survive it count as nothing.

haste is still useful even for 1h-heavy
just because some people here saying haste = bad for 1h, doesn't meant that it's ALWAYS true, moreover on low level, it's a solid way to increase your defense and survivability.
on the other hand imperil is only useful if your enemy have high enough mitigation that lowering it means something, and on low difficulty moreover low level, that's not the case. enemies around your level is still considered squishy that any weapon even non-PA one would work without imperil.
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