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post Mar 14 2019, 20:55
Post #9337
Nayas



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wrong thread (IMG:[invalid] style_emoticons/default/lurk.gif)

This post has been edited by Nayas: Mar 14 2019, 22:36
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post Mar 14 2019, 20:57
Post #9338
Uncle Stu



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QUOTE(Nayas @ Mar 14 2019, 19:55) *

I love the frequency of dry.gif in legendary equip thread (IMG:[invalid] style_emoticons/default/heh.gif)

And your question is? (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Mar 14 2019, 21:10
Post #9339
BlueWaterSplash



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Decondelite still made a good point though that most speed comparisons between melee and mage are not quite fair; the mage is usually at a higher point of upgrades and daemon duality. The speed increase looks more than double, but in reality mage might only be 1.5 times faster. Top class holy mage might still be 2 times faster. I wanted to point it out for a while but never did, as I'm still too weak to attempt a proper comparison.

If a higher difficulty were introduced that mage cannot complete in grindfest that would probably even the playing field.
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post Mar 14 2019, 21:21
Post #9340
Nezu



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QUOTE(BlueWaterSplash @ Mar 14 2019, 19:10) *

Decondelite still made a good point though that most speed comparisons between melee and mage are not quite fair; the mage is usually at a higher point of upgrades and daemon duality. The speed increase looks more than double, but in reality mage might only be 1.5 times faster. Top class holy mage might still be 2 times faster. I wanted to point it out for a while but never did, as I'm still too weak to attempt a proper comparison.

If a higher difficulty were introduced that mage cannot complete in grindfest that would probably even the playing field.


That would even the playing field??? That'd just exclude everyone but highly forged 1H players, I think (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Mar 14 2019, 21:29
Post #9341
mundomuñeca



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QUOTE(lestion @ Mar 14 2019, 21:21) *

That would even the playing field??? That'd just exclude everyone but highly forged 1H players, I think (IMG:[invalid] style_emoticons/default/laugh.gif)


That's what he meant by saying it would even out the field, I suppose (IMG:[invalid] style_emoticons/default/unsure.gif)

Well, between mages and 1H-ers, at least (IMG:[invalid] style_emoticons/default/heh.gif)
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post Mar 14 2019, 21:57
Post #9342
KitsuneAbby



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Indeed, I am wondering if 2H could be interesting for IW/PFFEST purposes. Mostly because of a lower usage of consumables and a lower amount of healing than mages, better clear time than 1H. Perhaps even a lower initial investment needed, who knows...
But that much can't be determined for sure without trying seriously. Which I can't do for now, sadly. I'm mostly lacking funds and time to O5B4 my weapon and have a minimum of forging of my power set. I'm expecting to give an attempt in 2-3 months.
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post Mar 14 2019, 23:07
Post #9343
Maximum_Carnage



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I have a question. The only possibility to get rid of this (or make it less frequent/smaller):

Attached Image

Attached Image

is to have prof factor 0.68 or more?
Or is it something that you should live with?
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post Mar 14 2019, 23:28
Post #9344
sickentide



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QUOTE(Maximum_Carnage @ Mar 14 2019, 22:07) *

is to have prof factor 0.68 or more?
Or is it something that you should live with?

you can't fully eliminate resist, but counter-resist scales up to factor 1.0, so it doesn't hurt to raise it, even above the recommended minimum for your imperil style
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post Mar 14 2019, 23:55
Post #9345
KitsuneAbby



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QUOTE(sickentide @ Mar 14 2019, 21:28) *

you can't fully eliminate resist, but counter-resist scales up to factor 1.0, so it doesn't hurt to raise it, even above the recommended minimum for your imperil style

I have 1.0 prof factor as cool mage and I don't regret it. It allows me to negate entirely absolutely all monsters elemental mitigation (except FSM who is reduced to 5%) and to have a maximum counter-resist, which helps against pretty much everything.
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post Mar 15 2019, 00:33
Post #9346
xesxesgnik



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QUOTE(decondelite @ Mar 14 2019, 17:55) *

I have 1.0 prof factor as cool mage and I don't regret it. It allows me to negate entirely absolutely all monsters elemental mitigation (except FSM who is reduced to 5%) and to have a maximum counter-resist, which helps against pretty much everything.


How many "unimperiled" monsters do you leave when you play? If you are to imperil every single monster then any prof factor beyond 0.79 only gives you counter-resist, and that extra cotton piece needed to get to 1.0 prof factor won't really be worth it, I think.

But with your 1.0 prof factor I assume it'd somehow even out if you don't bother to reimperil some of the monsters that didn't get imperiled on the first go, since with 1.0 you'll have easier time killing them off.

That being said, now I understand why Willow is better than Redwood on normal arenas lol...those custom monsters hit so hard that I don't want to cast imperil more than once (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Mar 15 2019, 02:00
Post #9347
KitsuneAbby



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I just brute force the non-imperiled ones with raw power. Works like a charm.
If there was only one reason why I'd recommend going the 1.0 prof way even as elemental mage, it's that one.

This post has been edited by decondelite: Mar 15 2019, 02:05
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post Mar 15 2019, 02:24
Post #9348
xesxesgnik



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Yep, thought so. I think it'd work awesome since you got enough firepowers from the peerless pieces as well. For now I think I'll stick with the 4+1 on my elec mage haha.

Whats' your thought on the prefix for normal arenas btw? I have no problem with SG already, not gonna do pffest with this set, but I was thinking of my 2pab mag robe with either a legendary charged or radiant robe, and was wondering which would work better. Right now I have no charged piece and my casting speed is 10.2%. I think charged would be better, but would appreciate your input (and every other mage players, of course!)
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post Mar 15 2019, 02:37
Post #9349
KamuiSeph



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QUOTE(Saioux @ Mar 15 2019, 09:24) *



Grats on 400 (IMG:[invalid] style_emoticons/default/laugh.gif)

I think the general consensus was charged cloth prof and radiant phase for arena.
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post Mar 15 2019, 02:51
Post #9350
xesxesgnik



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QUOTE(KamuiSeph @ Mar 14 2019, 20:37) *

Grats on 400 (IMG:[invalid] style_emoticons/default/laugh.gif)

I think the general consensus was charged cloth prof and radiant phase for arena.


Thank you (IMG:[invalid] style_emoticons/default/wub.gif)

Yea, that's the "ideal" setting - 4 radiant+1 charged for arena. But since this is my budget set and I'll spend my credits on building my dark mage set now, I'll probably not get a charged cotton piece since it's laughably expensive. So I guess my question is really: "If I were to get a single special prefix equipment, what would it be?"
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post Mar 15 2019, 02:58
Post #9351
KamuiSeph



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QUOTE(Saioux @ Mar 15 2019, 09:51) *

Thank you (IMG:[invalid] style_emoticons/default/wub.gif)

Yea, that's the "ideal" setting - 4 radiant+1 charged for arena. But since this is my budget set and I'll spend my credits on building my dark mage set now, I'll probably not get a charged cotton piece since it's laughably expensive. So I guess my question is really: "If I were to get a single special prefix equipment, what would it be?"


Welp, I've got a single "special" prefix (my radiant gloves) (IMG:[invalid] style_emoticons/default/unsure.gif)
Can't say if only one piece makes any meaningful difference (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Mar 15 2019, 03:07
Post #9352
xesxesgnik



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Yea honestly tho I'm willing to take whichever I can get first lolol.
By the way, what's your t/s on normal arenas? Mine's like 1.6~1.8 t/s. Which I think is too low (IMG:[invalid] style_emoticons/default/sad.gif) But maybe I have to deal with it?

To me shiftHover imperil saves good amount of mana for recasts, but is a bit tricky to use compared to just assigning imperils to keys. I wonder if I should switch spamming keys for imperils for better t/s hmmm

This post has been edited by Saioux: Mar 15 2019, 03:16
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post Mar 15 2019, 03:51
Post #9353
KamuiSeph



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QUOTE(Saioux @ Mar 15 2019, 10:07) *

Yea honestly tho I'm willing to take whichever I can get first lolol.
By the way, what's your t/s on normal arenas? Mine's like 1.6~1.8 t/s. Which I think is too low (IMG:[invalid] style_emoticons/default/sad.gif) But maybe I have to deal with it?

To me shiftHover imperil saves good amount of mana for recasts, but is a bit tricky to use compared to just assigning imperils to keys. I wonder if I should switch spamming keys for imperils for better t/s hmmm


~2.1-2.3

I use Z X C for imperil on 2/5/8 monsters, have 2 extra mouse buttons bound to monsters 4 and 7
I sometimes use shift hover imperil, but rarely.
Usually if like I imperil, monster #2 and #3 are hit, #1 is not hit, then I kill #2 and #3 in one hit and #1 is still full hp and like a shadowcat or smth. Basically if a monster that takes a lot of hits is still alive in slots 2/3/6/9/10 I'll use shift hover....

I just now ran through the trio arena and used shift hover twice. 2,217 t/s
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post Mar 15 2019, 06:51
Post #9354
xesxesgnik



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I was browsing EHWiki and found something confusing:
CODE
Magic Crit Chance = (1 - 0.95 * (3750 / (3750 + WIS + INT / 2))) * (1 - proficiency_bonus) * (1 - main_hand_Magic_Crit_Chance) * (1 - helmet_Magic_Crit_Chance) * ... * (1 - feet_Magic_Crit_Chance) * Max(1 - (Interference * 0.02)^1.5, 0)

I think this is a typo. It makes zero sense as it stands since according to the formula, crit_chance on your equips DECREASES your crit chance, which is, obviously, a bullshit.

It should be:
CODE
Magic Crit Chance = (1 - (0.95 * (3750 / (3750 + WIS + INT / 2))) * (1 - proficiency_bonus) * (1 - main_hand_Magic_Crit_Chance) * (1 - helmet_Magic_Crit_Chance) * ... * (1 - feet_Magic_Crit_Chance)) * Max(1 - (Interference * 0.02)^1.5, 0)


And why does Max(1 - (Interference * 0.02)^1.5, 0) have a 1.5 exponent on it? If it's so, interference does not flatly reduce 2% of magical crit chance, does it?

This post has been edited by Saioux: Mar 15 2019, 06:58
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post Mar 15 2019, 08:04
Post #9355
tox01



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QUOTE(Saioux @ Mar 15 2019, 06:51) *

It should be:

* takes precedence.
So, there is no difference in calculation. Just a visual using additional brackets...

It's decreases gain from every item. Otherwise it will be too much chance...

This post has been edited by tox01: Mar 15 2019, 08:06
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post Mar 15 2019, 08:52
Post #9356
xesxesgnik



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uh, no? They're not the same.

(1-x)(1-y) is not the same as 1-x(1-y).
The 0.95.....(1-feet_Magic_Crit_Chance) should give the probability a hit is NOT a critical hit, and complement of it gives you the critical hit chance, so you have to subtract it from 1. The one from the wiki got the first part messed up the bracket and they are not the same thing.

This post has been edited by Saioux: Mar 15 2019, 08:53
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