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post Jan 25 2019, 00:38
Post #7430
Nicosai



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QUOTE(hopkar @ Jan 24 2019, 20:05) *

So I would have guessed that it's still better then a "maybe" worse second strike at level 10 which you could try to redo with an amnesia shard.


As jantch said: You can't just remove the last potency, you'd have to start back from square one. The problem about that is, that it may take you ages to get the right potencies for the first nine levels of the item.
Now imagine: You have leveld up your weapon of choice a few dozen times, and spent hundreds of amnesia shards until you finally got your desired potencies (Butcher/fatality combinations are the most popular, but let's not get into detail here) and then you start thinking: "What if I don't get the elemental strike I want when I go to level 10? Would I really want to take as long or even longer just for another CHANCE to get a better elemental strike?"
If you don't like to gamble, you could use infusions forever.
Or you take an elemental wepon right from the start and don't have to bother with it at all.

Also, there's something about high attack speed being bad for 1h players due to less counters, but I'll let somebody else explain that.

This post has been edited by Nicosai: Jan 25 2019, 00:39
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post Jan 25 2019, 04:00
Post #7431
ihatenamingthings



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wait... I thought infusion adds another strike on top of element/ethereal strike and IW10 strike, up to 4 (basic + 3 strikes) in one hit?

Also, I reached 225 arena and saw lots of schoolgirl. Is imperil the only trick and I have to endure the tankiness or am I missing something?
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post Jan 25 2019, 04:35
Post #7432
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I'll second to the comment above, if you add infusion at a elemental weapon it don't get another element strike? Or it does apply only to IW 10 Etheral?

Doing a bit of dmg tracking... Haste does a poor job in the 1h/Heavy.

10 rounds log result

Void Strike dmg - 183946
Counter dmg - 329969
Critical dmg - 197490
Normal Hit dmg - 324845

This is with 6.6 speed bonus not even 10%.
Shield and Weapon with featherweight. Will do it again when the effect is over.
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post Jan 25 2019, 04:36
Post #7433
RibbonsCan



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QUOTE(ihatenamingthings @ Jan 24 2019, 18:00) *

wait... I thought infusion adds another strike on top of element/ethereal strike and IW10 strike, up to 4 (basic + 3 strikes) in one hit?

Also, I reached 225 arena and saw lots of schoolgirl. Is imperil the only trick and I have to endure the tankiness or am I missing something?

Imperil + Vital Strike on schoolgirl if they have enough PA debuff if you use Rapier.
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post Jan 25 2019, 04:49
Post #7434
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Another 10 rounds when not using Haste Spell, same stats.
Void Strike dmg - 169409
Counter dmg - 527376
Critical dmg - 187708
Normal Hit dmg - 264257

That was enlightening.
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post Jan 25 2019, 04:51
Post #7435
kikikaki



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I never used Weapon Skills in 1H.Because it cost OC.
Merciful Blow can kills a bleeding target with less than 25% health.
It looks useful for SG.
How about it in real?
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post Jan 25 2019, 05:04
Post #7436
RoadShoe



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QUOTE(chjj30 @ Jan 24 2019, 06:12) *

Playing like this is dangerous for Life and Health of a Person. People need to eat various Food, sleep enough, walk outside sometimes, clean the Haus. I recommand, if HV is really for some People as important as you say, and those People want to play more and longer, then they should live healthily and have Income. If they lose their Life or Freedom, they can't play more.


I've got to concede on this one.
Yes sir. We do need to vary our food intake.

French Fries... Adding French Fries to the Corn dogs! (IMG:[invalid] style_emoticons/default/duck.gif)

QUOTE(DJNoni @ Jan 24 2019, 06:24) *

True, but Road was probably not entirely serious (IMG:[invalid] style_emoticons/default/laugh.gif)


Sincerely, I wasn't serious at all.
Except for the fact that everybody's advice sucks horribly, and they need to suck less in the future.


QUOTE(decondelite @ Jan 24 2019, 06:46) *

He wasn't entirely joking either, that's the worst. We do know some players who aren't far from that.

And that advice sucks too anyway. Just do like RoadShoe : take years of adopt-a-servers, sell the hath, get tokens thanks to the lottery. (IMG:[invalid] style_emoticons/default/duck.gif)


(IMG:[invalid] style_emoticons/default/laugh.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)

Yeah.... that didn't work out too well for me, did it? (IMG:[invalid] style_emoticons/default/laugh.gif)

QUOTE(RibbonsCan @ Jan 24 2019, 11:40) *

How do you make that the default?


Personally, I could not make "alt" work by adding a link icon to my desktop.
It would always default it to "http", and destroy the link.
The only way it work was with a tab right below the address line.

But someone out there has to have a better way.
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post Jan 25 2019, 05:43
Post #7437
Uncle Stu



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QUOTE(kikikaki @ Jan 25 2019, 03:51) *

I never used Weapon Skills in 1H.Because it cost OC.
Merciful Blow can kills a bleeding target with less than 25% health.
It looks useful for SG.
How about it in real?

MB is quite useless imo. I mean i only find it usefull against the FSM to shorten the fight, but except that? Nope. But i use Vital Strike on nearly all SG, what makes it much more usefull imo than MB ever could be. I mean when an SG is down to 25% health it is most of the time also imperiled and armor penetrated so it will die in just a few hits anyway, why waste OC to save maybe three or two turns? I mean in the end i could loose more turns later because i have to wait for the OC to come back to me.
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post Jan 25 2019, 06:21
Post #7438
ihatenamingthings



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QUOTE(~Shyboy @ Jan 24 2019, 21:49) *

Another 10 rounds when not using Haste Spell, same stats.
Void Strike dmg - 169409
Counter dmg - 527376
Critical dmg - 187708
Normal Hit dmg - 264257

That was enlightening.


I'd say how it feels matters, and total turn count as well, as it affect your stamina usage/efficiency. Less counter damage means you get hit less though, so essentially means you're killing them *faster* (ingame speed, not irl), which... is what haste do.

Though I agree, haste is not worth its MP cost, at all, for 1H. You're better off getting more cures/veil/protection.
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post Jan 25 2019, 06:25
Post #7439
ihatenamingthings



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QUOTE(RibbonsCan @ Jan 24 2019, 21:36) *

Imperil + Vital Strike on schoolgirl if they have enough PA debuff if you use Rapier.


Sadly I only run Arena with 2H on a crappy old af soulbound longsword that's barely good enough from being replaced...

They do have PA debuff though, from 2H RB. GC sometimes shave 50%+ HP off Konata with imperil + PA, but it takes forever to kill them.

Not that I mind it too much, as it gives me plenty of OC and CD time, as they don't really do much damage. But the stamina cost for taking that long is... too much.
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post Jan 25 2019, 06:30
Post #7440
Uncle Stu



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QUOTE(ihatenamingthings @ Jan 25 2019, 05:21) *

You're better off getting more cures/veil/protection.

You know that Veil also reduces your overall counter attacks?
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post Jan 25 2019, 06:41
Post #7441
ihatenamingthings



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QUOTE(Uncle Stu @ Jan 24 2019, 23:30) *

You know that Veil also reduces your overall counter attacks?


... nope

great, now I have to solve a LP problem to play a browser game. *facepalm*
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post Jan 25 2019, 06:52
Post #7442
Uncle Stu



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QUOTE(ihatenamingthings @ Jan 25 2019, 05:41) *

... nope

great, now I have to solve a LP problem to play a browser game. *facepalm*

Well, just remind this order Evade comes first, Block comes second and last but not least comes Parry. So high Evade reduces allready the numbers of attacks that even can be blocked or parried, so by that reduces the number of counter attacks.
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post Jan 25 2019, 06:53
Post #7443
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QUOTE(ihatenamingthings @ Jan 25 2019, 11:25) *

Sadly I only run Arena with 2H on a crappy old af soulbound longsword that's barely good enough from being replaced...

They do have PA debuff though, from 2H RB. GC sometimes shave 50%+ HP off Konata with imperil + PA, but it takes forever to kill them.

Not that I mind it too much, as it gives me plenty of OC and CD time, as they don't really do much damage. But the stamina cost for taking that long is... too much.

I think your best bet for 2H in SG arena is to use dark/holy infusion as 2H don't have skill that give massive damage like vital strike or frenzied blow...
or maybe you could try use OFC??? tough I don't really know if it works with 2H...
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post Jan 25 2019, 07:04
Post #7444
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QUOTE(ihatenamingthings @ Jan 25 2019, 01:21) *

I'd say how it feels matters, and total turn count as well, as it affect your stamina usage/efficiency. Less counter damage means you get hit less though, so essentially means you're killing them *faster* (ingame speed, not irl), which... is what haste do.

Though I agree, haste is not worth its MP cost, at all, for 1H. You're better off getting more cures/veil/protection.


12 Rounds
208 Turns.

Void Strike dmg - 230567
Counter dmg - 890598
Critical dmg - 225136
Normal Hit dmg - 411010

I Kinda got away midfight and maybe the effect of the shard gone off since the last post.

The way I see things is: I waste less MP Potions, and I always have SL on, since I lost it sometimes and didn't have the MP to cure and use SL again or HP Pot was on CD, so I can survive better without haste. That's the way I made it through the last arena on IWBTH.
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post Jan 25 2019, 07:16
Post #7445
ihatenamingthings



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QUOTE(Greshnik @ Jan 24 2019, 23:53) *

I think your best bet for 2H in SG arena is to use dark/holy infusion as 2H don't have skill that give massive damage like vital strike or frenzied blow...
or maybe you could try use OFC??? tough I don't really know if it works with 2H...


OFC is terrible for 2H, it does not build OC fast enough (counter-strike give lots of OC, which 2H does not have). Also tried that (for late into the run), and it does not OHKO schoolgirls.

I'll get the infusions next time then, thanks (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jan 25 2019, 07:27
Post #7446
Uncle Stu



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Yeah, using the OFC against SG isnt as easy. I mean from time to time i see an opening to use it. Mostly in DwD and when there are three SG per round. You have course to weaken them before using the OFC, but used right it can save one a few turn.
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post Jan 25 2019, 09:08
Post #7447
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QUOTE(ihatenamingthings @ Jan 25 2019, 04:25) *

Sadly I only run Arena with 2H on a crappy old af soulbound longsword that's barely good enough from being replaced...

They do have PA debuff though, from 2H RB. GC sometimes shave 50%+ HP off Konata with imperil + PA, but it takes forever to kill them.

Not that I mind it too much, as it gives me plenty of OC and CD time, as they don't really do much damage. But the stamina cost for taking that long is... too much.

Try Imperil+Longsword (with Dark+Holy strike) on SGs. Massive damage + No need to use skills. You don't need to stack Imperil + PA on schoolgirls, it's absolutely useless because their PMit is inferior to regular monster's. At Lvl250, they have exactly 46.71% Pmit for Konata, 48.98% PMit for the other 3. So a single cast of Imperil will negate their PMit almost entirely, even considering your current Imperil upgrades.
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post Jan 25 2019, 14:13
Post #7448
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QUOTE(ihatenamingthings @ Jan 25 2019, 11:25) *

Sadly I only run Arena with 2H on a crappy old af soulbound longsword that's barely good enough from being replaced...

They do have PA debuff though, from 2H RB. GC sometimes shave 50%+ HP off Konata with imperil + PA, but it takes forever to kill them.

Not that I mind it too much, as it gives me plenty of OC and CD time, as they don't really do much damage. But the stamina cost for taking that long is... too much.


you could go
1 : use imperil instead of PA and use the OC for spirit stance
2 : use 1h rapier and utilize it's PA + it's permanent spirit stance.

QUOTE(~Shyboy @ Jan 25 2019, 12:04) *

12 Rounds
208 Turns.

Void Strike dmg - 230567
Counter dmg - 890598
Critical dmg - 225136
Normal Hit dmg - 411010

I Kinda got away midfight and maybe the effect of the shard gone off since the last post.

The way I see things is: I waste less MP Potions, and I always have SL on, since I lost it sometimes and didn't have the MP to cure and use SL again or HP Pot was on CD, so I can survive better without haste. That's the way I made it through the last arena on IWBTH.


in the end, it doesn't matter where the damage comes from as what we seek is faster clear speed. what I really wants to see to be tested comprehensibly is the question whether having more counter means faster clear speed, whether it's always true or true only in specific condition (and what condition it is).
from my 4 run on PFGrindfest, the "always true" doesn't seems the case.
2 run use Haste the other 2 doesn't. The run with haste record 25k-ish counter, the run without haste record 35k-ish counter. Though the fact that all run is on 26k-ish turn and 2 and half hour-ish clear time, means those 10k counters difference doesn't give substantial changes in clear time.
I ever heard about argument that it's harder to keep overcharge up from less counter, but it seems that isn't the case either as both run record equal number of OFC, meaning that keeping 200+ OC for on demand OFC isn't that different for either playstyle.

So, my next question is, in what way you could convert more counter to faster clear time?
I did mention on the link that possible extra PA management to boost the counter damage, maybe I'll try that somewhere in the near future.
Or maybe it's only working on non-OFC run (as it eclipse every source of damage anyway), or only on low round arenas, or on SG arenas, or how?

This post has been edited by Fudo Masamune: Jan 25 2019, 14:16
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post Jan 25 2019, 14:30
Post #7449
Uncle Stu



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QUOTE(Fudo Masamune @ Jan 25 2019, 13:13) *

1 : use imperil instead of PA and use the OC for spirit stance

I really dont get it. Why instead? I mean it take me a while to kill an with normal attacks and without any debuff SG, but an SG with imperil and at least two PA? Is nothing. I just use VS and they are death or at least only two turns away from it.
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