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> HV Questions Thread, For questions about how it works

 
post May 13 2011, 22:48
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What exactly does Assimilator do? Does it increasce the amount of times you gain proficiancy or does it increase the amount of proficiany itself or something else. I don't really get it, and I don't want to waste 50,000 credits to find out it wasn't worth it.
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post May 13 2011, 22:54
Post #2602
varst



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QUOTE(Freaky Friday @ May 14 2011, 04:48) *

What exactly does Assimilator do? Does it increasce the amount of times you gain proficiancy or does it increase the amount of proficiany itself or something else. I don't really get it, and I don't want to waste 50,000 credits to find out it wasn't worth it.


You'll only gain proficiency 10% more often. No change in the amount of proficiency.
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post May 14 2011, 05:38
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Ballistic9



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What makes the pre-nerf gear (eg: "gold-trimmed") so desirable, is it different stat growth rates or something?
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post May 14 2011, 06:21
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QUOTE(Ballistic9 @ May 13 2011, 20:38) *

What makes the pre-nerf gear (eg: "gold-trimmed") so desirable, is it different stat growth rates or something?

It depends on the piece, but the "pre-nerf" part should say a lot.
The legendary weapon sold the other day was both legendary, and having an IW experience rate significantly higher than is currently possible.
The current auction for the phase chest has significantly higher evasion than is possible now.
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post May 14 2011, 14:26
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QUOTE(Ballistic9 @ May 13 2011, 20:38) *
What makes the pre-nerf gear (eg: "gold-trimmed") so desirable, is it different stat growth rates or something?

The stats don't grow at a different rate, but pre-nerf gear had higher potential base values. This means that the same growth rate leads to higher values at a particular equipment level.
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post May 15 2011, 08:03
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QUOTE(coredumperror @ May 14 2011, 12:26) *

The stats don't grow at a different rate, but pre-nerf gear had higher potential base values. This means that the same growth rate leads to higher values at a particular equipment level.


If you use the HentaiVerse Equipment Scaling Calculator for pre-nerf items will it show the correct into @ all levels.

Ballistic9:
Some people just like to collect items that cant drop anymore. Even if an item doesn't have great stats someone will often buy it since its rare.
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post May 16 2011, 09:47
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so in wts some person was selling items to use for item world.

i was wondering what the reason for this was
does itemworld give better drops more exp :S
and if so should i enter as cake difficulty and why

noob questions i know (IMG:[invalid] style_emoticons/default/tongue.gif)
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post May 16 2011, 17:16
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QUOTE(centaur @ May 16 2011, 00:47) *
so in wts some person was selling items to use for item world.

i was wondering what the reason for this was

Higher quality items have stronger monsters in them, which give better EXP.
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post May 16 2011, 19:53
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Huh... I have been doing poor quality items at high difficulty for the exp. Though that was mainly because I have a hard time getting through anything better than Average at normal. Haven't tried much lately though.

I had two questions. I will be doing a reset on my AP very soon, when I hit 90th. I currently have no depreciating spells (though I do have a prof of about 30 from my first ability set and montage) and since I will be dumping most of my elemental resistance slots, I want to know what of those spells (the depreciating and the others in that column) I should take. I have haste now, but I get a decent number of haste scrolls and don't cast it much anyway. I tend to just use regen and shield, sometimes barrier, and then slog away. I also suck, and I am hoping to help that.
My other question is about 1st tier elemental spells. Should I get all of them, or should I just get the complete 2nd tier set and a few (Elec and Wind, due to the custom mobs) 1st for clean-up?
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post May 16 2011, 21:01
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Poison is awesome for dealing with anything you don't have a spell for or if it has too much health, put at least 1 point into it.
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post May 17 2011, 04:05
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QUOTE(drtylyssa @ May 16 2011, 10:53) *
I want to know what of those spells (the depreciating and the others in that column) I should take. I have haste now, but I get a decent number of haste scrolls and don't cast it much anyway. I tend to just use regen and shield, sometimes barrier, and then slog away. I also suck, and I am hoping to help that.

Almost all the deprecating spells are worth having, except for Confuse (it doesn't do enough, and breaks on damage) and Barrier (you take too little magic damage for it to be worth it's mana cost). In order of importance, I'd say they're something like:

Weaken - This is your bread and butter deprecating spell. Almost every single monster gets totally neutered by Weaken, as it halves their physical damage dealt, and prevents them from critting physical attacks. The is also the cheapest offensive spell available that deals 0 damage, making it good for proc'ing Ether Theft. Put 5 points into this.

Poison - It deals decent damage for the cost, if you expect the monster to live enough turns for Poison to run most of its course. It also reduces monsters' mana and spirit regen rates by 50%, which is a really big deal for slowing down their devastating abilities. 1-2 points are mandatory for now, but fill it out by the time you reach level 100. You'll be facing at least one boss a day by then (in the Endgame arena), and it really shines on bosses.

Blind - Powerful for long-term damage mitigation against bosses, this spell also gives you even more chances of surviving those one-shot-kill Spirit attacks from Boss+ monsters. Put 5 points into this by the time you reach level 100.

Slow - Another spell I find myself casting on every single Boss monster, this will reduce the number of turns a boss takes compared to how many you take. This gives Regen more time to recover the damage the boss deals, and lets you get in more hits against him than he does against you. It's duration is very short, though, so it's essentially worthless without 5 AP.

Sleep - This spell is good to cast on a Boss at the start of a round, especially if you're a melee who deals with one monster at a time. It completely decommissions the monster until it either takes damage (only 50% chance to break with 5 AP), or the effect ends.

I'm not really a good judge of how useful supportive spells are for lower level players, though. I can't recall how much I used them back when I was that level. All I remember is that Shield was very efficient for damage mitigation compared to Cure, though now that Cure is so much better, I dunno.

All I can say is that for many dozens of levels I've kept Shield, Haste, Shadow Veil, and (more recently) Spirit Shield on Autocast at all times (using the Innate Arcana IV hath perk), and it works out well for me.

QUOTE(drtylyssa @ May 16 2011, 10:53) *
My other question is about 1st tier elemental spells. Should I get all of them, or should I just get the complete 2nd tier set and a few (Elec and Wind, due to the custom mobs) 1st for clean-up?

I personally don't find myself using any Elemental spells except Elec/Fire, so I believe that you really don't need any more than two elements. Elec/Fire is especially good for arenas because every miniboss is weak to either Elec or Fire, and the Deep Burns debuff from Elec spells makes the survivors take more Fire damage. Wind/Elec is probably shaping up to be better for IW/GF because of customs, though I haven't actually tested that yet.


By the way, both of these questions are of the type that really belong in the Ask the Experts thread. This thread is more for asking questions about how the game's mechanics work, as opposed to asking for strategic advice.

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post May 17 2011, 06:59
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Okay, something to ask on posion

I am sure that it can drop the monster's mp/spirit regen rate, but is that 50% for 1 ability point, or it will gradually increase until 50% at 5 ability points?
Simply speaking, putting in more ability points into poison will affect its duration ONLY?

I can't really confirm it, and i just don't know how to test that.
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post May 17 2011, 07:11
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1 AP in Poison gives the 50% SP/mana rate. Each AP past 1 increases duration and damage, at least that's what it is last I read.
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post May 17 2011, 10:38
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Now something to ask on overcharge.

Seems overcharge is boosting the physical damage output by 1% for every 2% of overcharge.
But when talking about physical damage, is that the base one or including all ADM you can get from weapons?
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post May 17 2011, 13:04
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QUOTE(varst)
I am sure that it can drop the monster's mp/spirit regen rate, but is that 50% for 1 ability point, or it will gradually increase until 50% at 5 ability points?
Simply speaking, putting in more ability points into poison will affect its duration ONLY?

50% MP/SP regen with 1 AP. The extra 4 AP only affect duration (+25% each to a maximum of +100%), not damage.

Simply speaking : yes. That's why 1 AP Poison is perfectly viable if you are short on AP, but more mana-efficient (especially for legendaries/gods) if you can max it.

QUOTE(Spell Description)
Additional points increase the duration of the spell.

As a general rule, ability tree mentions "and power" if additional AP also affect damage, break chance and/or buff/debuff rate.

This post has been edited by Mika Kurogane: May 17 2011, 13:10
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post May 17 2011, 13:23
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QUOTE(Mika Kurogane @ May 17 2011, 19:04) *

50% MP/SP regen with 1 AP. The extra 4 AP only affect duration (+25% each to a maximum of +100%), not damage.

Simply speaking : yes. That's why 1 AP Poison is perfectly viable if you are short on AP, but more mana-efficient (especially for legendaries/gods) if you can max it.
As a general rule, ability tree mentions "and power" if additional AP also affect damage, break chance and/or buff/debuff rate.


Good explanation, thanks a lot.
I don't realize that it is described differently from wordings of weaken.
So it's not necessary for low level guys to max that in order to gain its full effect. (IMG:[invalid] style_emoticons/default/smile.gif)
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post May 18 2011, 20:18
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Curious, any color-blind people playing this game?
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post May 19 2011, 01:35
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I'm curious as to why you thought this was the appropriate place for that question.
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post May 19 2011, 06:29
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Well, I had an idea I wanted to try out, but I guess it doesn't really matter anyways.
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post May 20 2011, 07:24
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Is Accuracy the only thing that determines whether you hit or not, or do monsters have some innate Evade/Resist chance as well?

Also, given the constant interference rebalances with every patch let me see if I've got this right: No more direct penalty to damage spells, but you lose 0.75% of your profs for every point above 25. Equipment proficiencies no longer reduce equipment interference, so there's no way to reduce interference except to go find lighter gear.

Edit: Do we know how exactly Magic Rating affects spell damage? I can't find anything, not even old stuff, in the wiki (though I know what stats go into it); it would be useful for figuring the relative boosts from Fox, Owl and Elementalist pieces (though I suspect Elementalist wins hands down at my level).

This post has been edited by PK678353: May 20 2011, 09:57
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