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HV Questions Thread, For questions about how it works |
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Oct 21 2009, 06:50
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(marcho @ Oct 20 2009, 22:52)  I was casting shield and weaken a lot more than necessary.
Ah. With my staff, I can have shield+barrier going all the time on cakefest for the first 70 rounds or so, and keep a nearly full mp bar. Arenas are a different barrel of fish (let's see how many funny phrases we can use today!) entirely. QUOTE(EvolutionKing @ Oct 20 2009, 22:58)  I couldn't really make an informed decision whether or not it was a good staff yet, because of different stats increased and decreased. But seeing the current results in Cakefest so far, I'm happy now. :)
Lol. Glad to hear it :)
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Oct 21 2009, 06:55
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hitokiri84
Group: Gold Star Club
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Joined: 24-December 07

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QUOTE(XMike @ Oct 20 2009, 19:24)  -- The affected stats are: Attack/Magic accuracy, Attack/Magic mitigation, elemental mitigations, evade, parry, block and resist. Strength increases Attack Rating, which is unaffected. I know something is screwy because I usually do about 3000 damage max on normal, yet I had a double crit on Battletoads that did over 9000 on a mid-boss. QUOTE(Katya @ Oct 20 2009, 19:32)  If your strength is 334, what are your other stats O_o
(IMG:[ i422.photobucket.com] http://i422.photobucket.com/albums/pp308/hitokiri84/attributes.png) As you can see, I have some pretty hefty bonuses from equipment. QUOTE(DemonEyesBob @ Oct 20 2009, 19:37)  Trust me, Hito is aware of this. Anyone who's tried taking on the Unicorn is aware of this.
What he said. I have sets of holy and dark mitigating armor that would be over 100% if not for the multiplicative calculations, and my slashing mitigation was over 70% at the time of the change. In fact, that's probably why the multiplicative calculations were added.
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Oct 21 2009, 07:10
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(hitokiri84 @ Oct 21 2009, 00:55)  Strength increases Attack Rating, which is unaffected. I know something is screwy because I usually do about 3000 damage max on normal, yet I had a double crit on Battletoads that did over 9000 on a mid-boss. (IMG:[ i422.photobucket.com] http://i422.photobucket.com/albums/pp308/hitokiri84/attributes.png) As you can see, I have some pretty hefty bonuses from equipment. What he said. I have sets of holy and dark mitigating armor that would be over 100% if not for the multiplicative calculations, and my slashing mitigation was over 70% at the time of the change. In fact, that's probably why the multiplicative calculations were added. May I ask wtf is giving +88 STR? Swordchucks give massive STR bonuses but I don't see you using them.
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Oct 21 2009, 07:13
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Well ya can easily get +12 or better from each piece of heavy armor, so call that +60 from armor. +12 or better from an axe puts you at 72. I'd wager the extra 16 is just from some pieces being greater than par for the course.
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Oct 21 2009, 07:14
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uth
Group: Gold Star Club
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Joined: 28-December 08

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I think hito uses all plate and at that level and with his higher quality items he is probably getting like 10-20 str/end on each piece
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Oct 21 2009, 10:41
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pbVeteran
Group: Gold Star Club
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I had no chance even with 3x Mana draught on normal to last longer than 7 round in arena and there was no rare monster as well. I am starting to consider that Mage is very very hard on latter levels cause he has no chance to keep up with mana cost [cause most monster has high chance to rezist I got rezisted like 30% time in arena]. I will see how it will go with maxed Tornado so I will have all basic elements. But I have to wait a few lvls for it. Oh and my stats now (IMG:[ img39.imageshack.us] http://img39.imageshack.us/img39/1310/statsbe.png) This post has been edited by pbVeteran: Oct 21 2009, 10:46
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Oct 21 2009, 15:24
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Eutopia
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Joined: 15-March 09

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QUOTE(pbVeteran @ Oct 21 2009, 10:41)  I had no chance even with 3x Mana draught on normal to last longer than 7 round in arena and there was no rare monster as well. I am starting to consider that Mage is very very hard on latter levels cause he has no chance to keep up with mana cost [cause most monster has high chance to rezist I got rezisted like 30% time in arena]. I will see how it will go with maxed Tornado so I will have all basic elements. But I have to wait a few lvls for it. Oh and my stats now (IMG:[ img39.imageshack.us] http://img39.imageshack.us/img39/1310/statsbe.png) Pump up agility a bit more because if you dont that will hurt you alot later.
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Oct 21 2009, 17:48
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moonflow
Group: Gold Star Club
Posts: 1,500
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Yes, build up some more Agility. Dodging is always a good thing. Of course, it's also nice, if you manage to evade or parry the attack.
This post has been edited by moonflow: Oct 21 2009, 17:49
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Oct 21 2009, 17:57
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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AGI only gives 1% evade per 25 points, its not entirely necessary in that respect. If you don't keep your AGI up a bit closer to your level though, your action speed will suffer and you'll get double hit more often.
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Oct 21 2009, 22:33
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Thanos008
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In practical, real-world terms, what does "Magic Accuracy" mean?? Is it, say, a way of decreasing the chances that the Enemy will resist your Spell?? Or does it lessen the effects of Interference/Burden?? I mean, I've never heard of the Target dodging a Spell. (IMG:[ invalid] style_emoticons/default/huh.gif)
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Oct 21 2009, 22:40
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Cronauron
Group: Members
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QUOTE(Thanos008 @ Oct 21 2009, 16:33)  In practical, real-world terms, what does "Magic Accuracy" mean?? Is it, say, a way of decreasing the chances that the Enemy will resist your Spell?? Or does it lessen the effects of Interference/Burden?? I mean, I've never heard of the Target dodging a Spell. (IMG:[ invalid] style_emoticons/default/huh.gif) It's all about getting past their resist chance. For example, a failed roll on physical accuracy is an evade for them. For magical accuracy a failed roll is a resist for that spell. Magical accuracy if your chance of getting past their spell resistance.
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Oct 21 2009, 22:59
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masquepiph
Group: Gold Star Club
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QUOTE(Thanos008 @ Oct 21 2009, 16:33)  In practical, real-world terms, what does "Magic Accuracy" mean?? Is it, say, a way of decreasing the chances that the Enemy will resist your Spell?? Or does it lessen the effects of Interference/Burden?? I mean, I've never heard of the Target dodging a Spell. (IMG:[ invalid] style_emoticons/default/huh.gif) Read above. And then this explains accuracy bonuses. It's the same as the physical accuracy bonus. It's not so much adding to your hit chance as detracting from your chance to miss (I know that sounds like bs, hold on). If you have a base magic hit chance of 85%, and you have a magic accuracy bonus of 25%, it means it reduces your chance to miss by 25%. 100-85 =15 = your chance for magic to miss or be "resisted" 15*.75 = 11.25. Thus, your new chance to miss with magic after your magic accuracy bonus is applied is 11.25% instead of 15%. This post has been edited by DemonEyesBob: Oct 21 2009, 23:00
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Oct 21 2009, 23:00
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pbVeteran
Group: Gold Star Club
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Heh it deleted my image .) Ok I started to pump agi a bit I will see if it makes any difference Rezist here is like Magic Dodge [I seen it used in bunch of jap RPG mainly for ninja characters] But Its a little strange for blob to "dodge" But wait hmm , magic rezist here works exactly as in Heroes of Might and Magic series (IMG:[ invalid] style_emoticons/default/smile.gif) Btw before hit rates for spells was nerfed it was rezisted much less than now even with magic staff +25,8 Hit This post has been edited by pbVeteran: Oct 21 2009, 23:02
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Oct 21 2009, 23:27
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grumpymal
Group: Gold Star Club
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Have we been able to confirm that the defensive stats roll like this: You roll for an accuracy miss. If that fails, you roll for an Evade. Failing that rolls for Block. If those three fail, you then roll for Parry/Resist, depending on the attack type.
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Oct 21 2009, 23:30
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marcho
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It might not be that order, but that's the general idea. They certainly don't stack additively.
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Oct 21 2009, 23:38
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grumpymal
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That's the order I'm inferring, based on stats. The only one I'm a little iffy about is whether Evade or Block comes first, but I'm guessing Evade. Block and Parry/Resist are more up close, you've already been hit defenses while misses and evades are more forward.
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Oct 21 2009, 23:46
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marcho
Group: Gold Star Club
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Joined: 25-February 09

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I'm pretty sure evade rolls first. Increasing my evade decreases by overall number of attacks blocked, that wouldn't happen if block rolled first.
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Oct 22 2009, 23:01
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grumpymal
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Since the last patch changed the order of priority for actions, which include support spells, is it still wise/efficient to recast Shield/Regen/etc when the infopane reads you have 0 turns left (assuming I'm not an idiot and I understand the changes correctly)? Before, it would wear off (that is, the icon goes away and the rest of the turn you're without its effeccts) at the start of the turn, but now it is still in effect until the end of the turn you you effectively have one full turn before it wears off.
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Oct 23 2009, 02:30
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dap00
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QUOTE(cmal @ Oct 22 2009, 13:01)  Since the last patch changed the order of priority for actions, which include support spells, is it still wise/efficient to recast Shield/Regen/etc when the infopane reads you have 0 turns left (assuming I'm not an idiot and I understand the changes correctly)? Before, it would wear off (that is, the icon goes away and the rest of the turn you're without its effects) at the start of the turn, but now it is still in effect until the end of the turn you you effectively have one full turn before it wears off.
I'm not sure, but I noticed since that patch, monsters get one last attack in before they die, where in the past the proc effect from Bleed or Poison would've killed them before they took an action. I would always re-cast on the 0 turn before the patch, but I may start doing it as early as the 1 turn to be safe, because nothing sucks worse than a monster getting a crit in on the ONE turn you decided to ignore your HP.
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Oct 23 2009, 02:35
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Cronauron
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QUOTE(cmal @ Oct 22 2009, 17:01)  Since the last patch changed the order of priority for actions, which include support spells, is it still wise/efficient to recast Shield/Regen/etc when the infopane reads you have 0 turns left (assuming I'm not an idiot and I understand the changes correctly)? Before, it would wear off (that is, the icon goes away and the rest of the turn you're without its effeccts) at the start of the turn, but now it is still in effect until the end of the turn you you effectively have one full turn before it wears off.
From what I can tell recasting while you have a zero turn would be a slight waste. The effect carries through to the end of your next turn and consequently doesn't expire until after all of the monsters have gone.
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