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> HV Questions Thread, For questions about how it works

 
post Oct 10 2009, 04:14
Post #141
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damage bonus = 0.5 * overcharge

200% overcharge will see a 100% increase in damage.
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post Oct 10 2009, 07:08
Post #142
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I'm not sure if this cab go here but it's a question nonetheless.

I'm a heavy hitter for magic so I have the all the AoE spells up to ones acquired at level 40, which include Purge and Condemn. After using these 2 spells I have some regret on ever putting a point in them.
My reasons are that -
- There are few monsters that are weak to Holy type attacks
-- Even then, the monsters that are weak to Holy, are weak to something else
- There are equal amounts(3) of monsters that are weak to, and resistant to Holy element
- Breached defense only applies to physical hits using the normal "Attack" which I rarely use
- I don't plan on going up against +Boss flagged monsters that are weak to Holy because of the failed attempts in the past

Should I get an ability reset and avoid the Holy tree spells?

EDIT - I just noticed it gives Divine proficiencies. So while I search for info about this, what spells/effects are affected by Divine proficiencies?

This post has been edited by flowertop: Oct 10 2009, 07:10
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post Oct 10 2009, 07:14
Post #143
marcho



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The +holy rating at the end of the tree increases the power of your cure slightly.

Divine proficiency effects holy attack spells only. Mikuru is flagged as holy weak, but its more like holy neutral. Having had both tiers of the holy spells, they seem pretty worthless, and breached defenses was weak as all hell even for physical bonus damage which I actually used pretty heavily as a spellsword. I reset and spec'd out of them.

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post Oct 10 2009, 07:18
Post #144
uth



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QUOTE(DemonEyesBob @ Oct 9 2009, 17:08) *

I'm pretty sure it can vary by monster, and monster's level (don't quote me on this). There isn't a huge difference though; my range appears to be 5-7points per turn.


I thought Ether theft amount was based on your base mana, so having higher int and wis would make it more effective, but it is limited to whether the monster has mana to steal still so you will still get some smaller amounts.
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post Oct 10 2009, 07:18
Post #145
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Just what I wanted to hear. Thank you very much for the quick response.

Luckily I haven't used many ability resets so it'll be cheap =P
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post Oct 10 2009, 07:21
Post #146
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QUOTE(uth @ Oct 10 2009, 00:18) *

I thought Ether theft amount was based on your base mana, so having higher int and wis would make it more effective, but it is limited to whether the monster has mana to steal still so you will still get some smaller amounts.


Nope, its based entirely on the target monster's max mp. Minibosses and certain high mp mobs will give more per theft tick, mp weak mobs will give less. High WIS and INT get you jack shit as far as ether theft is concerned.
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post Oct 10 2009, 07:52
Post #147
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QUOTE(marcho @ Oct 9 2009, 15:06) *

107.17 which would display as 108 as HV always round up to the highest whole number for non-decimal displays.

less than 2% variance, I'd assume is was due to the way tenb rounds or some other fuzziness in their somewhere. I havn't had it go more than 2 or so points in either direction yet. Can anyone else run a few weapons and see what they come out with?


Actually it would probably be how the rounding function is applied and what kind of data is it stored as in the middle.
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post Oct 10 2009, 08:03
Post #148
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QUOTE(marcho @ Oct 9 2009, 22:21) *


Nope, its based entirely on the target monster's max mp. Minibosses and certain high mp mobs will give more per theft tick, mp weak mobs will give less. High WIS and INT get you jack shit as far as ether theft is concerned.
You've been a font of information but on this one I have to tell you that you're wrong -unless there's something particularly weird about my equipment combo.

From creature to creature to creature, even minibosses, I consistently get 4 points of MP a tick from Ether Theft -no more, no less (I recently tested it out once more just to be sure).


This post has been edited by Thanos008: Oct 10 2009, 08:12
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post Oct 10 2009, 08:22
Post #149
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Well, I can guarantee that I get variable mp based on the monsters I target, and that the different mp amounts are consistent by monster type. I have 92 staff proficiency, I've been stick-whacking mobs for an eternity.

edit: try it on a apathetic canuck or mind raper, i think manthras had the same theft as standard mobs for a good while.

This post has been edited by marcho: Oct 10 2009, 08:25
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post Oct 10 2009, 11:15
Post #150
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QUOTE(marcho @ Oct 10 2009, 12:22) *
edit: try it on a apathetic canuck or mind raper, i think manthras had the same theft as standard mobs for a good while.
Well for me Mind Raper still gives 2 mp, as any other mob...
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post Oct 10 2009, 13:48
Post #151
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at your level they probably would give a flat rate.

say a regular mob had 45 mp and a miniboss had 65, if the theft was 2.5% (the current general consensus) both of those would give your 2 mp (1.125 and 1.65, both would round up to 2). Once a mob hit 81 mp you would start seeing 3 mp, but then you wouldn't see 4 mp till 121. It takes a 40 mp difference to show a change assuming the 2.5% is correct.




34 4 Ether Theft drains 6 points of mana from Mind Raper
34 3 Your attack procs the effect Ether Theft on Mind Raper.
34 2 You hit Mind Raper for 291 crushing damage.
34 1 Effect Shield on yourself has expired.
33 5 Green Slime hits you for 0 crushing damage.
33 4 Effect Ether Theft on Green Slime has expired.
33 3 Ether Theft drains 5 points of mana from Green Slime
33 2 Mind Raper misses the attack against you.
33 1 You hit Mind Raper for 230 crushing damage.

4 4 Effect Ether Theft on Cockatrice has expired.
4 3 Ether Theft drains 4 points of mana from Cockatrice

This post has been edited by marcho: Oct 10 2009, 21:30
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post Oct 10 2009, 20:04
Post #152
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Ah, question

Are Yuki and Ryouko around the same difficulty as Mikuru or significantly harder?

Bugger I didn't notice me posting right before. Sorry for the double.

This post has been edited by marcho: Oct 10 2009, 20:04
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post Oct 11 2009, 04:50
Post #153
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about the same
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post Oct 11 2009, 05:14
Post #154
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QUOTE(marcho @ Oct 10 2009, 04:14) *

damage bonus = 0.5 * overcharge

200% overcharge will see a 100% increase in damage.

That answer made me look it up again cause I thought it was a straight 1% increase and then I found this. Makes OCB seem kinda meh now , but then other than exp boosts I don't have much to spend my points on :X
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post Oct 11 2009, 05:19
Post #155
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Hell, yeah its still a nice boost for melee characters. Even now that I'm finally starting to be able to successfully spellsword it up, I've sunk bout 50 ap in spirit tank / overcharge.
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post Oct 11 2009, 05:46
Post #156
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Are the Kevlar and Phase Armors real??


And if so, would somebody show the rest of us a Screenshot of them, that we might gaze upon them in both admiration and envy??


(Seriously, I'm starting to think that they don't even exist; I scour the Bazaar literally every chance that I get, day an night, for weeks and weeks and weeks and weeks but so far, not even a peep!)


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post Oct 11 2009, 05:50
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QUOTE(Thanos008 @ Oct 11 2009, 05:46) *

Are the Kevlar and Phase Armors real??
And if so, would somebody show the rest of us a Screenshot of them, that we might gaze upon them in both admiration and envy??
(Seriously, I'm starting to think that they don't even exist; I scour the Bazaar literally every chance that I get, day an night, for weeks and weeks and weeks and weeks but so far, not even a peep!)


I've seen 3 kevlars, 0 phase. But I check the bazaar between every grindfest... which is a lot
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post Oct 11 2009, 05:54
Post #158
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Some crappy kevlar shows up in the bazaar every so often, but for the most part people hold onto it.

Heres a phase set Tensei found

Average Sapphire-trimmed Phase Pants of Niflheim
Attack Accuracy Bonus 2.6
Magic Accuracy Bonus 7.6
Elemental Damage Bonuses
Cold 5.0
Physical Absorption 2.4
Physical Mitigation 0.8
Magical Absorption 3.7
Magical Mitigation 2.8
Evade Chance 7.0
Resist Chance 4.9
Primary Attribute Bonuses
Intelligence 6.0 Wisdom 3.0
Agility 3.0
Level 158 / Slot: Legs / Type: Cloth armor

and a set I found

Average Titanium-trimmed Phase Pants of the Priestess
Attack Accuracy Bonus 3.3
Magic Accuracy Bonus 7.3
Proficiency Bonuses
Curative 13.3
Physical Absorption 0.8
Physical Mitigation 1.6
Magical Absorption 2.6
Magical Mitigation 2.7
Evade Chance 8.3
Primary Attribute Bonuses
Intelligence 1.8 Wisdom 2.4
Agility 0.6
Level 89 / Slot: Legs / Type: Cloth armor

Theres also a magnificent kevlar piece in the equip thread somewhere that gil posted. They do exist heh.
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post Oct 11 2009, 05:56
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I have phase shoes (cloth) and Kevlar leggings (light).
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post Oct 11 2009, 05:59
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I wanna get some phase of the fleet gear :X So far the highest material I've gotten is silk...
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