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> HV Questions Thread, For questions about how it works

 
post Jun 26 2010, 06:38
Post #1681
FireflyNight



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QUOTE(Boggyb @ Jun 26 2010, 00:19) *

You could hypothetically sell them at whatever you wanted, but, most people sell things for 2, 2.5, or 3 times what they can sell the equipment/item to the bazaar.

Another group of dumb questions:
What is the multiplier that the bazaar sells something for from what you can sell it for (sell price x ???% = Buy price?)
Also, is the bazaar shared between all players, or randomly generated for everyone?
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post Jun 26 2010, 06:40
Post #1682
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QUOTE(hnnnnnnnng @ Jun 25 2010, 21:38) *

What is the multiplier that the bazaar sells something for from what you can sell it for (sell price x ???% = Buy price?)

5x

QUOTE(hnnnnnnnng @ Jun 25 2010, 21:38) *

Also, is the bazaar shared between all players, or randomly generated for everyone?

Shared.
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post Jun 26 2010, 15:09
Post #1683
shiki666



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Hey thanks to the posters from a while back who showed me the existence of the Accept button. It was my messed up monitor cutting out that part and the lack of scrolling that blocked me.

Anyway now I got another newb problem this one more conventional. I just got my ass handed to me and wasted 600 creds in the Arena challenge A Test of Faith and this after I spent hours grinding up all those creds that got lost in under 5 minutes (IMG:[invalid] style_emoticons/default/cry.gif)
I'm not 100% sure but I believe my defeat was due to that stupid Manthra miniboss. I had previously beaten Zombie Cow, Mind Raper, Blue Hedgehog, and Apathetic Canuck without any major problems but Manthra was a real pack of nasty surprises and I don't know why! Every hit from Manthra took away 20-30 HP in comparision to losing 10-15 HP at most from the other bosses. I even used a Spirit Attack trump card that took away 150+ HP from Manthra (it was only level 11 or 12!) only to see that barely took away 1/3 of its HPs and this is like wtf why on earth does Manthra have so many HPs compared to the other minibosses and how does it suck out my HPs like a drunk on whiskey with every hit it makes?!

My stats are Str 12, Dex 12, Agi 11, End 10, Int 10, Wis 10. I got 196 HP, 32 magic points, and 11 Spirit Points. Attack/Magic accuracy is 76%, Att Rating is 26, Mag rating 25, Bar rating 24. I got Abilities maxed out for Fireball and Inferno, I got 1 Aura for Green and 1 Orange Aura. I can use 3 Iten slots and have plenty of potions. I am unarmed using crushing attacks besides magic and I have no equipment except using some find leg warmers called Cotton Pants of Warding. My question is how do I decrease the ridiculous 25-30 HP damage from that Manthra miniboss and increase my own hit damage? Also which stat is most important to raise for fighting with one or two swords style? I have no idea which stat I need to focus on and have been spreading the XP to boost all the stats equally,
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post Jun 26 2010, 16:46
Post #1684
ootoro



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You need equipment. Manthras have high defense, so beating them down bare handed is unreasonable. I don't have any extra equipment at the moment, but I can give you some tonight.
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post Jun 26 2010, 17:22
Post #1685
hgbdd



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QUOTE(shiki666 @ Jun 26 2010, 14:09) *

1-I got Abilities maxed out for Fireball and Inferno
2-I am unarmed using crushing attacks besides magic and I have no equipment except using some find leg warmers called Cotton Pants of Warding.
3-My question is how do I decrease the ridiculous 25-30 HP damage from that Manthra miniboss and increase my own hit damage?
4-Also which stat is most important to raise for fighting with one or two swords style?
5-I have no idea which stat I need to focus on and have been spreading the XP to boost all the stats equally,

1-You have HP/MP tanks maxed? Put the AP there instead the fire spells
2-Buy a good rapier, and equipment of course.
3-That's easy use gear (IMG:[invalid] style_emoticons/default/tongue.gif)
4-END and STR, then DEX/AGI.
5-Raise the first 4 to your level.

It's recommended if you want to be a caster later (like +70), to fill the elec tiers first, then the fire ones.
Get weaken (maxed) and shield spells minimum.
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post Jun 26 2010, 17:34
Post #1686
Golden Sun



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QUOTE
Manthras have high defense

Oh yeah. I wouldn't recommend this for your level, but for higher levels, mantras become a godsend for mages. Cast weaken, regen, magic missle, attack, proc ether theft, recover hp and mp more than you lost fighting it.

QUOTE
I had previously beaten Zombie Cow, Mind Raper, Blue Hedgehog, and Apathetic Canuck without any major problems

Be careful with Mind Raper. Especially since you're not putting much into WIS so barrier will fall a bit, Mind Raper can 1 hit you with a magical crit.
Apathetic Canuck was my least favorite miniboss back when I was a melee. It deals piercing, and quite a lot of piercing. It's special attack is nothing to scoff at either.
Blue Hedgehog has the highest evade.
Mantra the highest defense.
I don't know what's special about Zombie Cow.

Visit the wiki for some proc chance formulas if you're looking into 1h, 2h, dual, etc.

Otherwise, follow cmdct's advice.

This post has been edited by Golden Sun: Jun 26 2010, 17:42
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post Jun 26 2010, 19:57
Post #1687
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QUOTE(Sayo Aisaka @ Jun 25 2010, 17:14) *

Also, there's no scroll bar (using FF, anyway), so it isn't obvious that something's missing.
I'm so used to having HV on a separate tab (in FF) that I forgot about HV as a popup.
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post Jun 27 2010, 01:19
Post #1688
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Thanks for the replies. I think I can handle the Manthra now I got some equip. Thanks torotuna! However wearing all the gear prevents me from spellcasting but would magic be necessary for the higher levels only? Can I suffice for now just doing melee? Also I met a White Bunneh in the Grindfest that was insanely hard. Do you need magic to beat the Bosses and higher?
QUOTE

Oh yeah. I wouldn't recommend this for your level, but for higher levels, mantras become a godsend for mages. Cast weaken, regen, magic missle, attack, proc ether theft, recover hp and mp more than you lost fighting it.

Ok I'm at level 13 and I didn't see any abilities for Regen or proc ether theft (I assume its for higher levels) but I did check the Cure ability (maybe that will give me more HP when fighting Bunnehs). I already put 5 ability points in Health and I was thinking of putting some in cold magic. Are cold spells useful against bosses? Do they freeze them in place like a paralysis spell that prevents them from taking action for a certain number of turns? If so it could be useful. If not then I'll just go for the Slow spells.
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post Jun 27 2010, 01:24
Post #1689
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QUOTE
Ok I'm at level 13 and I didn't see any abilities for Regen or proc ether theft (I assume its for higher levels) but I did check the Cure ability (maybe that will give me more HP when fighting Bunnehs). I already put 5 ability points in Health and I was thinking of putting some in cold magic. Are cold spells useful against bosses? Do they freeze them in place like a paralysis spell that prevents them from taking action for a certain number of turns? If so it could be useful. If not then I'll just go for the Slow spells.

Read the wiki for details. Basically, the spell effects match up with the decap effects. Poison and fire dot. Slow and cold decrease action speed. Etc.
Bunnehs are also nothing special. If you meet them in an early round, then you can recover hp/mp. If you meet them in later rounds, you die.
You don't need slow spells. You don't need cold spells. Put everything in tanks. Those spells are for maging/tackling RoB.
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post Jun 27 2010, 01:29
Post #1690
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QUOTE(shiki666 @ Jun 26 2010, 16:19) *

would magic be necessary for the higher levels only? Can I suffice for now just doing melee?

You need supportive, curative, and deprecating magic, but outside of an arena challenge at 220, you never need to use attack magic.

QUOTE(shiki666 @ Jun 26 2010, 16:19) *

Do you need magic to beat the Bosses and higher?

They can be beaten with physical attacks. Actually, the gods are much easier when they are whacked to death.

QUOTE(shiki666 @ Jun 26 2010, 16:19) *

Ok I'm at level 13 and I didn't see any abilities for Regen

You don't get regen till much later. See here for when you get abilities.

QUOTE(shiki666 @ Jun 26 2010, 16:19) *

or proc ether theft

Ether theft can only occur when you use a staff. For details as to how to activate it, check here.

QUOTE(shiki666 @ Jun 26 2010, 16:19) *

Are cold spells useful against bosses? Do they freeze them in place like a paralysis spell that prevents them from taking action for a certain number of turns?

No, they don't.
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post Jun 27 2010, 04:23
Post #1691
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QUOTE

Read the wiki for details. Basically, the spell effects match up with the decap effects. Poison and fire dot. Slow and cold decrease action speed. Etc.
Bunnehs are also nothing special. If you meet them in an early round, then you can recover hp/mp. If you meet them in later rounds, you die.
You don't need slow spells. You don't need cold spells. Put everything in tanks. Those spells are for maging/tackling RoB.


Ok thanks for the tips. I'll reset my abilities to focus on tank only for now. Its good to know attack magic wont be needed for a long while for me. I can focus on physical damage instead.
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post Jun 27 2010, 19:07
Post #1692
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I am pretty sure that I read above (before I gave up trying to read all the previous posts for now at page 37) that the emerald and prism and such indicate the level of the item as opposed to being the reason the item has a higher level. So if I keep improving my items in IW, does the material eventually change? Is the quality of the item set, or can I improve that in IW as well?
A lot of helpful info in this thread, and a bit of moral support too in seeing that all these people that are now ascended were in the same boat as me months ago!
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post Jun 27 2010, 19:13
Post #1693
kyouri



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The stats will increase as you level the item up however the 'level grade' prefix does not change.
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post Jun 28 2010, 05:46
Post #1694
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Quick Question:
I'm sure this has already been asked before, but is there a specific circumstance besides RoB where it is beneficial to use Absorb?
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post Jun 28 2010, 05:51
Post #1695
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QUOTE(Golden Sun @ Jun 27 2010, 20:46) *

Quick Question:
I'm sure this has already been asked before, but is there a specific circumstance besides RoB where it is beneficial to use Absorb?

End of Days.
But, no, you probably don't need it until level 220.
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post Jun 28 2010, 06:19
Post #1696
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QUOTE(Golden Sun @ Jun 27 2010, 23:46) *

Quick Question:
I'm sure this has already been asked before, but is there a specific circumstance besides RoB where it is beneficial to use Absorb?
If you have Channeling, Absorb can get you free MP if it triggers.
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post Jun 28 2010, 06:30
Post #1697
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QUOTE
If you have Channeling, Absorb can get you free MP if it triggers.

Ohh.. didn't think of that.

Another question. Forbidden proficiency increase soul spell damage. Do fernir/dark elemental magic damage do the same too?
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post Jun 28 2010, 07:08
Post #1698
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QUOTE(Golden Sun @ Jun 28 2010, 00:30) *

Ohh.. didn't think of that.

Another question. Forbidden proficiency increase soul spell damage. Do fernir/dark elemental magic damage do the same too?

Technically, its Soul Damage. So no, Dark doesn't affect the Soul spells. They're just categorized together since they're not exactly Good-type spells.
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post Jun 28 2010, 20:31
Post #1699
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QUOTE(Article @ The Wiki)

Note

Action speed is capped at 200.


Does that mean it can't get over 200 in a fight even with haste? Or rather that the derived attribute 'action speed' caps at 200?

This post has been edited by flint: Jun 28 2010, 20:34
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post Jun 28 2010, 20:38
Post #1700
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QUOTE(flint @ Jun 28 2010, 19:31) *

Does that mean it can't get over 200 in a fight even with haste? Or rather that the derived attribute 'action speed' caps at 200?
Yes, haste become useless at some level.
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