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> HV Questions Thread, For questions about how it works

 
post Oct 5 2011, 03:15
Post #3101
smilejb



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okay, I'm pretty sure some one would have answered this before I even asked, but I did a search for penetrated armor stats and got threads that were either too long or not related to my question.

anyway, what exactly is the stats on penetrated armor? I know I read in one of the patches that its 50% weaker, but I hit a monster that had that proc and actually did less damage.

141You hit Blue Hedgehog for 253 piercing damage.
133Blue Hedgehog hits you for 60 crushing damage.
132Blue Hedgehog gains the effect Penetrated Armor.
131You hit Blue Hedgehog for 352 piercing damage.

Also, the proficencys, what are they for? like armor ones, do you just not succumb to interference or burden less often? And is it the same with magic? If so, what about curative? I'm guessing that its supposed to make it stronger. Thanks in advance guys.
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post Oct 5 2011, 14:50
Post #3102
mkonji



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Penetrated Armor reduces their physical mitigation by 50%. Since the recent set of formula reworks, monster in general have very low mitigation stats especially at low levels, so reducing it by 50% will do very little to your damage. Maybe 5% more damage (average out) at best. Obviously the normal random variance of attacking will be much higher than the small amount of damage gained if only looking at two attacks.

Edit: just to clarify, say a monster had 10% Physical mitigation thus your attacks do 90% damage to them. With PA their mitigation is cut in half, so they'll have 5% Physical Mitigation thus you do 95% damage to them. Which is about a 5.5% increase in damage. If they had super high mitigation it'd be a substantial boost, but nothing (certainly nothing at your level) seems to have super high mitigation.

As for proficiencies, check http://ehwiki.org/wiki/proficiency

This post has been edited by mkonji: Oct 5 2011, 14:52
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post Oct 5 2011, 15:17
Post #3103
Byledalej



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Few questions:

1. How to gain weapon and armor proficiencies faster (other than training Assimilator)?
I can't go anywhere past ~ 70% of my level using them almost all the time from 16 days of playing on easy/normal and sometimes hard/heroic.
I just level up too fast to keep this proficiencies high.

2. Does amount of damage affects weapon proficiencies gain rate?

3. How mages are dealing with mana, if (from what I have been calculating, on my level with decent cloth/staff), I could only cast about 35 meteor-class spells?
Being a warrior I'm usually getting to 60-70 round on normal without using any items (then I have 0 mana).
How deep would mage get?

4. If I would like to switch to mage, on which level should I do it?
Would it be a wise choice?

5. Do you get item levels in IW having stamina <10?
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post Oct 5 2011, 17:43
Post #3104
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1) No other way to make them "faster". Armor requires you to be attacked (you don't have to be hit). Weapons require use (again, you can miss with them and still get prof.) Remember that prof. gains slow down the closer they get to your level.

2) No.

3) Most mages use Tier 1 or 2 spells which are fairly cheap. Oh and have damn high INT and WIS. They also have Ether Theft.

4) ~100. Up to you really.

5) I think so but why would you ever let your Stamina get that low?
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post Oct 5 2011, 17:58
Post #3105
Randommember



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QUOTE(Byledalej @ Oct 5 2011, 15:17) *

Few questions:


1. How to gain weapon and armor proficiencies faster (other than training Assimilator)?

By hitting and being hit a lot. Pick a really lousy weapon of your preferred class, wear your normal armor and then go into a suitable battle at easy difficulty. With you doing low damage and them doing low damage there will be a lot of hits going back and forth, meaning lots of proficiency gain.

2. Does amount of damage affects weapon proficiencies gain rate?
Not other than negatively, no, meaning that a high damage weapon kills monsters in fewer hits, thereby having less chances to gain proficiency.

3. How mages are dealing with mana, if (from what I have been calculating, on my level with decent cloth/staff), I could only cast about 35 meteor-class spells?
Ether Theft.



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post Oct 5 2011, 21:09
Post #3106
smilejb



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QUOTE(mkonji @ Oct 5 2011, 05:50) *

Penetrated Armor reduces their physical mitigation by 50%. Since the recent set of formula reworks, monster in general have very low mitigation stats especially at low levels, so reducing it by 50% will do very little to your damage. Maybe 5% more damage (average out) at best. Obviously the normal random variance of attacking will be much higher than the small amount of damage gained if only looking at two attacks.

Edit: just to clarify, say a monster had 10% Physical mitigation thus your attacks do 90% damage to them. With PA their mitigation is cut in half, so they'll have 5% Physical Mitigation thus you do 95% damage to them. Which is about a 5.5% increase in damage. If they had super high mitigation it'd be a substantial boost, but nothing (certainly nothing at your level) seems to have super high mitigation.

As for proficiencies, check http://ehwiki.org/wiki/proficiency


Thanks for the info. Checked out the site and it doesn't say anything about curative magic (other than how to gain proficiency) or wearing multiple armor types. I'm pretty sure that because of the extra for having all the same armor, you don't get a bonus in gains.

edit, though thanks to that I probably wont put stock in cloth armor for being a melee fighter anymore. and light armor is looking way better.

This post has been edited by smilejb: Oct 5 2011, 21:14
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post Oct 5 2011, 22:05
Post #3107
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QUOTE(smilejb @ Oct 5 2011, 21:09) *

...wearing multiple armor types. I'm pretty sure that because of the extra for having all the same armor, you don't get a bonus in gains.


QUOTE(Tenboro @ Aug 5 2009, 08:59)

From shields and armor, you gain proficiency from getting attacked. Since you can mix and match cloth, light and heavy armor pieces, which of these stats you gain is random determined by the pieces you are wearing (so if you wear 3 cloth pieces, 1 light piece and 1 heavy piece you have 60% chance of gaining cloth and 20% of gaining light and heavy).

From what I know, It was never stated wrong.
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post Oct 6 2011, 00:53
Post #3108
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QUOTE(Byledalej @ Oct 5 2011, 22:05) *

From what I know, It was never stated wrong.

First note that this was stated before the proficiency revamp, so it may no longer be true. Next note that this is only refering to how you gain proficiency. If you're wearing multiple armor types then you will get no proficiency bonus (you may still gain proficiency but it will do nothing for you until you equip all of one armor type).
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post Oct 6 2011, 08:17
Post #3109
Byledalej



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QUOTE
First note that this was stated before the proficiency revamp

Eq revamp - there is nothing about proficiency gain, so I assume it is still correct.

QUOTE
Next note that this is only refering to how you gain proficiency.

That's what he was wrong about. He noticed proficiency bonus aplies only when wearing full set.

QUOTE(smilejb @ Oct 5 2011, 21:09) *

wearing multiple armor types. I'm pretty sure that because of the extra for having all the same armor, you don't get a bonus in gains.
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post Oct 6 2011, 12:06
Post #3110
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QUOTE(smilejb @ Oct 5 2011, 21:09) *

Thanks for the info. Checked out the site and it doesn't say anything about curative magic (other than how to gain proficiency) or wearing multiple armor types. I'm pretty sure that because of the extra for having all the same armor, you don't get a bonus in gains.

edit, though thanks to that I probably wont put stock in cloth armor for being a melee fighter anymore. and light armor is looking way better.

As they have stated above me, you only get the bonuses from armor proficiency if you wear that specific type of armor and nothing else (I think you can wear "nothing else" though, as in not having anything equipped in a certain slot, for whatever reason you'd want to do that).

And light armor is way better for a melee fighter, since cloth armor gives bonuses to mage stats and to magical proficiencies, and it's greatest asset may be low compromise (burden makes you act a little slower for every point over 20, and interference decreases your magical proficiencies for every point over 25).
Light armor, especially kevlar, gives good physical mitigation without all too much burden or interference.
Shade armor gives much lower mitigation but gives attack damage and accuracy and has higher evasion and resist chance, they also tend to have very low burden.

Heavy armor gives more mitigations of course, but due to how the system works, I donn't think it really makes up for it, in a full set of heavy plate of protection I still get "only" 56.5% mitigation (although I could admittedly get it a little higher by getting a little better gear, haven't put all too much resources into it, but satisified myself with decent gear) while my kevlar suit has 46.4% mitigation, with a little higher evasion and much higher resist chance (9% -> 14.3% and 7.1% -> 28.1% respectively). And with much less compromise.
Shield armor, giving block, might be good, if you are going 1-H, which doesn't seem all that powerful right now compared to 2-H though, and requires you to really get your block chance up there in order to have a decent chance, with my own set I can only get 47.9% block and 12.8% parry, and that is with a good shield and 3 pieces of shield armor with a 6%+ block bonus. Admittedly, my proficiency in 1-H is pretty poor, but still, it's very very hard to get it above 60%.
And the heavy compromise will mean that you'll act slower.


As for the magic proficiencies, the offensive ones, elemental, divine and forbidden, increases your damage with spells related to them.
Deprecating increases duration for debuffs, supportive increases duration for your buffs and curative increases the amount healed for cure and the amount and the duration for regen.
The formulas for deprecating and supportive duration bonuses are known, as well as the damage for the poison spell, which is also affected by deprecating proficiency, but not the formulas for the offensive or curative proficiencies.
Poison damage is based on the monsters base health as well, and it isn't impossible that heals have some kind of connection to your own base health as well, although as I said, I have never found any formulas for it, so it's just wild speculation.

Edit: A quick check seems to indicate that the regen spells got a duration formula that works the same was as the supportive spells. No clue about the formula for amount healed though, and regen II heals more per turn than Regen I.

edit2: Appears that someone found the cure formula.
QUOTE((Cheater) Tiap @ Oct 6 2011, 01:46) *

If anyone cares, the exact formula appears to be (base HP/2)*(1+curative prof/200)*(1+holy EDB/100).

That seems to be for Cure I and base HP is apparently a factor. And heal is holy "damage", being affected by holy damage bonuses.
It's likely that Regen is also affected by base HP then.


This post has been edited by Randommember: Oct 6 2011, 12:30
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post Oct 7 2011, 11:31
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smilejb



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QUOTE(Byledalej @ Oct 5 2011, 23:17) *

Eq revamp - there is nothing about proficiency gain, so I assume it is still correct.
That's what he was wrong about. He noticed proficiency bonus aplies only when wearing full set.

I have no idea how I was wrong but la la la. I mean, what I said was a technical statement which can be proven one way or the other, but it was more of a questioning statement. and questions are looking for an answer, so they are invalid of being right or wrong.


I thank randommember for that explanation. A bit long but it does cover all the little details. And examples were pretty nice too.

But one more thing. Which one is correct? The patch notes in the above link is dated months ago, but the wiki was last modified last month. I ask because the weapon proficiency bonuses are totally off.

Do i get a cookie?

This post has been edited by smilejb: Oct 7 2011, 11:41
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post Oct 8 2011, 09:12
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Does monster damage scale with rounds in Crysfest as it does in Grindfest?
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post Oct 8 2011, 09:23
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Monster damage increases each round everywhere, excluding the Arena.
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post Oct 8 2011, 23:16
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I'm sure this has been answered in this thread, but I'm too lazy to go through every single page to find it.

Does a higher magic proficiency bonus (as in, Elemental/Holy/Forbidden) contribute to your resistance to that type of magic?
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post Oct 8 2011, 23:42
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No.

Back when elemental ratings existed, they were boosting element damage and resistance to it.
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post Oct 10 2011, 02:03
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Sorry, quick newbie question: What is the effect of death (going to 0 HP)? The wiki doesn't seem to have an article about it. Is it something like temporary stat debuffs and stamina loss? Thanks, because it will decide how I build my character.

Oh, I'm blind I see it now. "There is no penalty if your health is reduced to zero."

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post Oct 10 2011, 11:08
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QUOTE(enigma74 @ Oct 10 2011, 02:03) *

Sorry, quick newbie question: What is the effect of death (going to 0 HP)? The wiki doesn't seem to have an article about it. Is it something like temporary stat debuffs and stamina loss? Thanks, because it will decide how I build my character.

Oh, I'm blind I see it now. "There is no penalty if your health is reduced to zero."

Yeah, no penalty.
It just kicks you out of the battle, same effect as flee basically, the only thing flee does is save you a little HP and rob the players monsters of a kill.
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post Oct 10 2011, 18:18
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Alright another noob question, and this time I'm pretty sure it's not in the wiki:

Where do I find chaos tokens? I want to create my own monster, but there's no hint about where to get them. Are they an arena random drop?

Also, I saw a thread about crystals no longer being used to upgrade player monsters. It was dated 2009, so I'm not sure if that's still true though. Are crystals junk loot right now?
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post Oct 10 2011, 18:21
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Tokens are Arena drops, but even then they're not terribly common.

Crystals are used to upgrade monster stats, and I have no idea what thread you speak of.
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post Oct 10 2011, 18:36
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Thanks DragonRanger.

Unfortunately, I have another question: How is stamina regenerated? I was under the impression that everyone got +20 stamina at the Dawn of the New Day. I battled until I had 79 stamina, because I wanted to maximize my XP bonus.

I logged to check in my character about 2 hours later and I found that I had recharged back up to 81 stamina. I don't know why this is, the wiki has no explanation. During that time I was tagging some galleries and managing my favorites list. Could that have something to do with it?

Edit:

Ichy says: The correct answer is asking in existing threads. It is 20 points each 24 hours.
But he doesn't say if that is split over 24 hours or if it comes back to you gradually. I'm assuming gradually, then?

This post has been edited by enigma74: Oct 10 2011, 18:42
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