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Ask the Experts!, Ask anything about hentaiverse. Hints for beginners |
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Mar 5 2019, 23:56
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t_t_z
Group: Gold Star Club
Posts: 351
Joined: 25-December 12

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QUOTE(Uncle Stu @ Mar 5 2019, 16:15)  You know that every non PFUDOR GF is not really a problem as long as you have forged your equipment at least a bit? PFUDOR Item world is imo even easier as the last 100 rounds of a IWBTH Fest. And i did both before i did got even my first Peerl, so just forge your PM and MM and you will be fine. SV and Haste can be helpfull to do them, even when it of course reduce your overall damage output.
Yeah that's true, I can survive PFFEST without SV/Haste as well, but atm I'm using SV in the last ~400 rounds since when I do it seems that my consumable usage decreases quite a bit (profit/turn seems to have increased since the increase in profit due to lower cost was greater than the increase in turns due to less damage from counters / etc) For survivability itself, I and you at higher levels and good gears of course will have no problem, but I'm not sure if that would be the case for lower levels with less strong gears. He's just switching as well, so 1H/heavy prof would be lower as well. Then again, I'm not sure on the effects of monster level scaling factor vs player survivability. From what I've seen from others, the #turns it takes / relative monster tankiness gets higher the higher level you are, no clue on your relative tankiness in comparison to levels.
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Mar 6 2019, 08:08
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Fudo Masamune
Group: Gold Star Club
Posts: 1,636
Joined: 2-February 10

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QUOTE(Uncle Stu @ Mar 6 2019, 04:29)  Can happen. I too did use an SDA shield once. But later on, i am sure you will prefer SDE. For haste as 1H there are only two rules. First: When it helps you survive on a higher difficulty, use it. Second: When you can survive without it, dont use it.
I think a moderate rule would be, "use haste according to your own need, but understand that at some point it'll hamper your damage output from counter" as for some people merely survive isn't enough, things like ease of play, level of attention demand, or certain individual (I wonder who is it) obsession on not using spark. different need slide the point where haste goes from useful to excess and to a handicap. and I believe it's not our place to judge any fetish here. This post has been edited by Fudo Masamune: Mar 6 2019, 08:09
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Mar 6 2019, 08:48
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KamuiSeph
Group: Gold Star Club
Posts: 2,076
Joined: 29-August 08

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QUOTE(Fudo Masamune @ Mar 6 2019, 15:08)  as for some people merely survive isn't enough, things like ease of play, level of attention demand, or certain individual (I wonder who is it) obsession on not using spark. different need slide the point where haste goes from useful to excess and to a handicap. and I believe it's not our place to judge any fetish here.
For me, I use haste on 1h simply cause that way imperil doesn't run out after initial casts (during 3 SG DwD rounds). If I don't have haste on, I end up having to recast imperil with SGs at ~20% HP. And that just straight up sucks (IMG:[ invalid] style_emoticons/default/dry.gif)
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Mar 6 2019, 10:31
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Greshnik
Group: Members
Posts: 669
Joined: 13-January 15

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QUOTE(Uncle Stu @ Mar 6 2019, 04:15)  Yeah, no. Something like that doesnt exist.
the only 1H equipment that I know have AGI are weapon and shield... well, except if you use light armor instead of heavy... (IMG:[ invalid] style_emoticons/default/laugh.gif) QUOTE(KamuiSeph @ Mar 6 2019, 13:48)  For me, I use haste on 1h simply cause that way imperil doesn't run out after initial casts (during 3 SG DwD rounds). If I don't have haste on, I end up having to recast imperil with SGs at ~20% HP. And that just straight up sucks (IMG:[ invalid] style_emoticons/default/dry.gif) for me, I just kill them without imperil if it runout at ~20%... but I usually don't cast to all of them at the start of rounds, so it's rarely happen to me...
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Mar 6 2019, 11:13
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KamuiSeph
Group: Gold Star Club
Posts: 2,076
Joined: 29-August 08

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QUOTE(Greshnik @ Mar 6 2019, 17:31)  for me, I just kill them without imperil if it runout at ~20%... but I usually don't cast to all of them at the start of rounds, so it's rarely happen to me...
Yeah... but it takes longer to do that....... re-imperil is faster, but also more annoying (IMG:[ invalid] style_emoticons/default/cry.gif) (IMG:[ invalid] style_emoticons/default/cry.gif) Easier to just keep haste on IA (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Mar 6 2019, 11:15
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(Greshnik @ Mar 6 2019, 09:31)  the only 1H equipment that I know have AGI are weapon and shield... well, except if you use light armor instead of heavy... (IMG:[ invalid] style_emoticons/default/laugh.gif) But he was clearly speaking of heavy equipment and except there are some very old ones who actually have agi, something like that, just dont exist.
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Mar 6 2019, 12:36
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Greshnik
Group: Members
Posts: 669
Joined: 13-January 15

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QUOTE(KamuiSeph @ Mar 6 2019, 16:13)  Yeah... but it takes longer to do that....... re-imperil is faster, but also more annoying (IMG:[ invalid] style_emoticons/default/cry.gif) (IMG:[ invalid] style_emoticons/default/cry.gif) Easier to just keep haste on IA (IMG:[ invalid] style_emoticons/default/laugh.gif) well, if you compare to re-cast imperil to success and just hit it without it, at ~20% HP left I think it takes roughly the same turns... but I only base it by my rare experience of it happen to me, so I can't be sure... (IMG:[ invalid] style_emoticons/default/tongue.gif) QUOTE(Uncle Stu @ Mar 6 2019, 16:15)  But he was clearly speaking of heavy equipment and except there are some very old ones who actually have agi, something like that, just dont exist.
I must be miss that point... (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Mar 6 2019, 13:49
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KamuiSeph
Group: Gold Star Club
Posts: 2,076
Joined: 29-August 08

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QUOTE(Greshnik @ Mar 6 2019, 19:36)  well, if you compare to re-cast imperil to success and just hit it without it, at ~20% HP left I think it takes roughly the same turns...
Mmm... Maybe I should try a couple of runs without haste and without re-imperil (IMG:[ invalid] style_emoticons/default/huh.gif) I'll wait till my 1h set is complete (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Then do aaaall sorts of tests (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Mar 6 2019, 15:04
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Benny-boy
Group: Gold Star Club
Posts: 1,970
Joined: 27-December 10

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How low is chance to get jug 5 when you're already at tier 6 with jug 1 and 2 wrong potencies? Used to remember formula, but I guess I'm too senile now, can't even find it (IMG:[ invalid] style_emoticons/default/anime_cry.gif)
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Mar 6 2019, 15:24
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(Benny-boy @ Mar 6 2019, 14:04)  How low is chance to get jug 5 when you're already at tier 6 with jug 1 and 2 wrong potencies?
That you in this case actually even had the hope of still getting jugg5 is just adorable. (IMG:[ invalid] style_emoticons/default/wub.gif) (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Mar 6 2019, 16:07
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t_t_z
Group: Gold Star Club
Posts: 351
Joined: 25-December 12

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QUOTE(Benny-boy @ Mar 6 2019, 08:04)  How low is chance to get jug 5 when you're already at tier 6 with jug 1 and 2 wrong potencies? Used to remember formula, but I guess I'm too senile now, can't even find it (IMG:[ invalid] style_emoticons/default/anime_cry.gif) Reforge it, it's not worth. If you use an optimal reforge strategy it'll take ~3 more shards on average if you keep on running until impossible to match criterion than if you would reforge it immediately. QUOTE Well, somehow for jug 5 getting jug 2 first is worse than jug 1 fire 5, so rolleyes.gif Not sure how you got that, J1X5 double potency should net ~12 shards i believe, and J2 single potency nets ~6 shards This is considering with dark descent and 7 available potencies to choose from (i.e. non-elemental prefix) This post has been edited by t_t_z: Mar 6 2019, 16:11
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Mar 6 2019, 18:25
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Benny-boy
Group: Gold Star Club
Posts: 1,970
Joined: 27-December 10

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QUOTE(t_t_z @ Mar 6 2019, 16:07)  Not sure how you got that
Key word is "somehow", it means my RNG fucks first jug 2 consistently (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Mar 6 2019, 19:56
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xesxesgnik
Group: Gold Star Club
Posts: 1,228
Joined: 28-April 14

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Mages out there, how do you bind your spells?
Bind(KEY_Q, Cast('Imperil')); Bind(KEY_1, Strongest([TargetMonster(1), Cast('Imperil')]));
First one would actually require you to hover the mouse over a monster, but provides better precision, whereas second one casts the spell instantly to a target. Which is more convenient for you guys?
Also, is the cycle always like use t3 t2 on cooldown right away or is there any case where it's better to not use higher tier spells? (e.g. for instance if there's only like three monsters i wouldn't use ofc) And what enchantments would I use for normal arenas? (I don't think I would use infusions cuz it's too costly, or at least want to build my set enough so that it isn't necessary)
This post has been edited by Saioux: Mar 6 2019, 20:07
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Mar 6 2019, 20:11
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Noni
Group: Catgirl Camarilla
Posts: 13,496
Joined: 19-February 16

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QUOTE(Saioux @ Mar 6 2019, 18:56)  Mages out there, how do you bind your spells?
Bind(KEY_Q, Cast('Imperil')); Bind(KEY_1, Strongest([TargetMonster(1), Cast('Imperil')]));
First one would actually require you to hover the mouse over a monster, but provides better precision, whereas second one casts the spell instantly to a target. Which is more convenient for you guys?
This works best for me: CODE startRoundWithHover: false
hoverShiftAction: Strongest([ToggleHover, Cast('Imperil')]), // single cast of Imperil
Bind(KEY_Z, ToggleHover); Bind(KEY_Z, Shift, ToggleHover);
also, less safe: CODE Bind(KEY_I, HoverAction(Cast('Imperil'))); -- Cast Imperil on selected monster, ignore alerts.
and I haven't tried this one, but it looks very promising: CODE Bind(KEY_I, HoverAction(Strongest([ToggleHover, Cast('Imperil')]), true)); -- Single cast of Imperil, respect alerts
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Mar 6 2019, 20:15
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magiclamp
Group: Gold Star Club
Posts: 802
Joined: 27-February 10

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QUOTE(Saioux @ Mar 6 2019, 12:56)  Mages out there, how do you bind your spells?
Bind(KEY_Q, Cast('Imperil')); Bind(KEY_1, Strongest([TargetMonster(1), Cast('Imperil')]));
First one would actually require you to hover the mouse over a monster, but provides better precision, whereas second one casts the spell instantly to a target. Which is more convenient for you guys?
Also, is the cycle always like use t3 t2 on cooldown right away or is there any case where it's better to not use higher tier spells? (e.g. for instance if there's only like three monsters i wouldn't use ofc) And what enchantments would I use for normal arenas? (I don't think I would use infusions cuz it's too costly, or at least want to build my set enough so that it isn't necessary)
On a trip where I don't have access to personal pc, but I have it set so that Ctrl casts imperil and also toggles hover off, so I just Ctrl+(whichever key reactivates hover) to imperil all monsters at the start, then retoggle regular hover for offensive spells. T3 and T2 on CD will be fastest. I personally have T-2 on CD set on standard hover and T3 on CD set on Shif hover, but straight up T3 would be the fastest.
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Mar 6 2019, 20:24
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xesxesgnik
Group: Gold Star Club
Posts: 1,228
Joined: 28-April 14

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Hmm so you guys do the imperil by hovering I guess? But if you first hover your mouse over monster 2, then since imperil is casted on adjacent monsters as well, so in ideal situation both monster 1 and 3 would also be imperiled. As you hover your mouse down, wouldn't you cast imperil on 3 and so on? Is it to ensure that every monster is imperiled despite it could be a bit redundant? For instance, right now as 1H what I have is something like this: Bind(KEY_1, Strongest([TargetMonster(1), Cast('Imperil')])); Bind(KEY_2, Strongest([TargetMonster(4), Cast('Imperil')])); Bind(KEY_3, Strongest([TargetMonster(7), Cast('Imperil')])); This doesn't guarantee everything is imperiled, but it casts imperil once to every monster in three turns, but your setting would cost about 6~7 turns if you wanted to imperil 9 monsters? And what is respect/ignore alerts supposed to mean? Like HP alerts and stuff that stops you from hovering if you are below threshold HP/SP and stuff? QUOTE(DJNoni @ Mar 6 2019, 13:11)  This works best for me: CODE startRoundWithHover: false
hoverShiftAction: Strongest([ToggleHover, Cast('Imperil')]), // single cast of Imperil
Bind(KEY_Z, ToggleHover); Bind(KEY_Z, Shift, ToggleHover);
In this case, does it work like shift - z - shift - z and so on? QUOTE(magiclamp @ Mar 6 2019, 13:15)  On a trip where I don't have access to personal pc, but I have it set so that Ctrl casts imperil and also toggles hover off, so I just Ctrl+(whichever key reactivates hover) to imperil all monsters at the start, then retoggle regular hover for offensive spells.
What's the main reason for toggling hover off after each imperil? Isn't it inconvenient? This post has been edited by Saioux: Mar 6 2019, 20:55
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Mar 6 2019, 20:39
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qr12345
Group: Gold Star Club
Posts: 1,905
Joined: 27-April 17

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My setting is like this. CODE hoverAction = Strongest([Cast('Fimbulvetr'), Cast('Blizzard'), Cast('Freeze')]), hoverShiftAction = Strongest([Cast('Imperil')]),
Bind(KEY_1, Strongest([TargetMonster(1), Cast('Imperil')])); Bind(KEY_2, Strongest([TargetMonster(4), Cast('Imperil')])); Bind(KEY_3, Strongest([TargetMonster(7), Cast('Imperil')]));
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