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> HV Questions Thread, For questions about how it works

 
post Oct 14 2009, 17:16
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lol my highest round is 43 so it is zero for me
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post Oct 14 2009, 17:26
Post #202
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QUOTE(Hunter the 3rd @ Oct 14 2009, 02:58) *

Spirit attacks are calculated with both barrier and shield, I think. On the side note, anyone having trouble scrolling down? I can't equip some stuff, view my equip stats, and browse the lower items in the bazaar.


GTDragon showing us yet again how useful his posts are.

Anyways, I used to have that issue too when using firefox (Probally some old version)
Google Crome is much smoother and very striaght forward to use. I would highly recommend getting that.
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post Oct 14 2009, 19:51
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Is the drop rate from mini bosses higher?
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post Oct 14 2009, 22:10
Post #204
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QUOTE(Gtdragon @ Oct 14 2009, 13:51) *

Is the drop rate from mini bosses higher?

Its supposed to be, or at least was. With all the loot changes lately, I don't know anymore. Tenboro didn't say anything about it, so I'd assume that its still whatever it was before.

Has anybody else noticed if Focus increases the strength of Cure? It looks like it might, but the variance between restore amounts is way too big for me to observe something definitive so I wanted a bigger data set.
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post Oct 14 2009, 22:37
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I doubt it, I just tried it with regen (which has no variance) and it did nothing.
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post Oct 15 2009, 00:54
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QUOTE(Gtdragon @ Oct 14 2009, 17:09) *

Is the equipment drop rate on cake zero
i get nothing there


I just got Fair Steel Plate Cuirass of Protection from cake grindfest today. I forgot which round, but I think it was round 16.

I sold it to the shop for 550C since I still have better armors.
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post Oct 15 2009, 05:41
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As a Tank with little or no Magic Rating to speak of, I need to ask if Magic Rating increases the power of my Cure/Regen Spells, or if Holy is the only way to do this.
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post Oct 15 2009, 05:51
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Nope. Magic rating only deals with offensive spells.

I added 50 INT at one point and didn't get any change in cure power.
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post Oct 15 2009, 05:56
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QUOTE(marcho @ Oct 14 2009, 20:51) *
Nope. Magic rating only deals with offensive spells.

I added 50 INT at one point and didn't get any change in cure power.
That doth sucketh much....um.....asseth.
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post Oct 15 2009, 08:46
Post #210
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Noticed something odd today. Remember all my high-level light armor? It's getting heavier. Seriously, I checked. The stats are growing as I level, but so are the burden and interference. I seem to recall someone saying that Montages (or maybe profs) made armor LIGHTER, so this is news to me. Although I have been doing magic Montages lately instead of battle ones, so maybe that's it (note that I was actually dressed for battle during the Montage, not magic)? It's mostly slight increases, like from 9.7 to 10.0, but the fact that it happened to nearly ALL of the stuff I'm using right now adds up.
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post Oct 15 2009, 08:49
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proficiency should decrease interference and burden unless you've run into some awkward glitch.
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post Oct 15 2009, 11:52
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QUOTE(Thanos008 @ Oct 15 2009, 04:41) *

As a Tank with little or no Magic Rating to speak of, I need to ask if Magic Rating increases the power of my Cure/Regen Spells, or if Holy is the only way to do this.


From what others have said, adding Holy is a very minor increase indeed.

Prof is the biggest increase to your cure spell. If you haven't got it maxed out alreaddy I would suggest you do so. The typical spamming it at the end of an areana round, or cakefest with as many mana pots you can carry for the first round or two seems to be the fastest way to max it out.

Just incase theres someone reading this who doesn't know, your Prof max's out once is reaches the same level you are. For example, if your lvl 30 the the highest prof you can have is 30. At lvl 40 its 40. Thats not a total, but the indivivaul prof.
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post Oct 15 2009, 13:57
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Not having the holy ratings (both sets) dropped my average cure down from 880 to 750, but had a minuscule effect on regen.
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post Oct 15 2009, 15:18
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what magic i need to beat the mobs in the ring of blood

This post has been edited by Gtdragon: Oct 15 2009, 15:19
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post Oct 15 2009, 15:46
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QUOTE(Gtdragon @ Oct 15 2009, 09:18) *

what magic i need to beat the mobs in the ring of blood

Silence minimum, Absorb/Spark of Life recommended, Weaken helpful.


Question Edit:
Can someone post the entry fee for the Arenas above Twisted Plots? Now that you can only do each arena once per day, it'll be much easier to do the fee return offset for credit gain tracking so I'm gonna put it in BBE for the next release.

This post has been edited by cmal: Oct 15 2009, 16:23
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post Oct 15 2009, 19:09
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If, by some means of various Weapons you get something like a 25% Parry, to use a nice round number.....


Do you always get a 1-in-4 chance to parry the monster's attack, or does the enemy get bonuses of some undefined sort to hit to effectively reduce your chances of Parry as the monsters go up in level?

(Asking because I am starting to collect lighter Armors and higher Parry rate Weapons as an alternative strategy to my current Tank build.)


This post has been edited by Thanos008: Oct 15 2009, 19:13
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post Oct 15 2009, 20:02
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In a way. All evade type skills stack multiplicatively. Say monsters have a general 20% chance to miss, then you have 25% parry, the parry will only effect the remaining 80%, giving you an effective overall chance to avoid physical damage of 40%, not 45%. If you had 50% block after that, it would give and effective 30% (half of the remaining 60%), for an effective 70%, not additive to 95%.
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post Oct 15 2009, 20:04
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(IMG:[invalid] style_emoticons/default/huh.gif)
QUOTE(marcho @ Oct 15 2009, 11:02) *
In a way. All evade type skills stack multiplicatively. Say monsters have a general 20% chance to miss, then you have 25% parry, the parry will only effect the remaining 80%, giving you an effective overall chance to avoid physical damage of 40%, not 45%. If you had 50% block after that, it would give and effective 30% (half of the remaining 60%), for an effective 70%, not additive to 95%.
(IMG:[invalid] style_emoticons/default/ohmy.gif) (IMG:[invalid] style_emoticons/default/wacko.gif) (IMG:[invalid] style_emoticons/default/blink.gif)


(Translated from Emoticonese, that was, "What the hell did you just say, Reed Richards?!?")


Edit: After turning that around and around and around in my mind, I think that I finally get the gist of what you're saying.

I'm still gonna call you an Egghead, though. (IMG:[invalid] style_emoticons/default/dry.gif)


This post has been edited by Thanos008: Oct 15 2009, 20:36
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post Oct 15 2009, 20:34
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Erm, basically, you get diminishing returns from each separate source of damage avoidance. 100% parry will null all physical attacks, but 50% parry and 50% block will not add up to 100%, instead you get 75%.
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post Oct 15 2009, 20:37
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QUOTE(marcho @ Oct 15 2009, 11:34) *
Erm, basically, you get diminishing returns from each separate source of damage avoidance. 100% parry will null all physical attacks, but 50% parry and 50% block will not add up to 100%, instead you get 75%.
BTW, do we as players have any way of knowing what the monsters' base chance to miss is??

And does that Chance To Miss go down in successive levels, or is it fixed by something like, say, the Level of the individual Monster??

(I'd hate to think that somewhere, someday, down the road, your Armors and Weapons devolve into uselessness by default since they stay the same and the monsters get stronger and quicker.)


This post has been edited by Thanos008: Oct 15 2009, 20:39
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