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HV Questions Thread, For questions about how it works |
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Dec 1 2012, 13:04
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varst
Group: Gold Star Club
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QUOTE(Thot @ Dec 1 2012, 16:58)  I've wondered about this. I've heard player stats scale somewhat less than monster stats, but considering there's equipment and proficiencies for players, which have a multiplicative effect on damage and scale, too, I somewhat doubt that you actually get weaker by leveling up. Anyone ever run the actual numbers on this?
It's difficult to quantify in actual gameplay; high-level players have better earning capability and thus better equips. But from what I've observed, a lv.190 player can easily play through 200 rounds of IWs while low-level players stumble on that, so my guess is you will get stronger.
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Dec 1 2012, 14:43
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Kelenius
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What resistance is shown as "Imprevous", "Resistant" and "Weak" when I scan a monster? Like, how are they related to the actual resistance %?
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Dec 1 2012, 14:57
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varst
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QUOTE(Kelenius @ Dec 1 2012, 20:43)  What resistance is shown as "Imprevous", "Resistant" and "Weak" when I scan a monster? Like, how are they related to the actual resistance %?
Impervious => 75% (maximum) resistant => more than 50% weak => less than 0%
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Dec 1 2012, 15:25
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Kelenius
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QUOTE(varst @ Dec 1 2012, 16:57)  Impervious => 75% (maximum) resistant => more than 50% weak => less than 0%
Maximum? So, resistance can't be over 75% no matter what?
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Dec 1 2012, 15:35
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varst
Group: Gold Star Club
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QUOTE(Kelenius @ Dec 1 2012, 21:25)  Maximum? So, resistance can't be over 75% no matter what?
Yes. The range is between -75% and 75%.
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Dec 1 2012, 18:04
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kserox
Group: Catgirl Camarilla
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QUOTE(varst @ Dec 1 2012, 13:04)  It's difficult to quantify in actual gameplay; high-level players have better earning capability and thus better equips. But from what I've observed, a lv.190 player can easily play through 200 rounds of IWs while low-level players stumble on that, so my guess is you will get stronger.
What about lv.200 players? (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Dec 1 2012, 18:15
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varst
Group: Gold Star Club
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QUOTE(kserox @ Dec 2 2012, 00:04)  What about lv.200 players? (IMG:[ invalid] style_emoticons/default/rolleyes.gif) The reason why I don't choose lv. 200 is because 1. the PL doesn't increase continuously there. It's like peaking at lv. 200 and won't change much after that. 2. The effect of chaos tokens is too much to consider there.
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Dec 1 2012, 18:55
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Drksrpnt
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QUOTE(varst @ Dec 1 2012, 17:15)  The reason why I don't choose lv. 200 is because 1. the PL doesn't increase continuously there. It's like peaking at lv. 200 and won't change much after that. 2. The effect of chaos tokens is too much to consider there.
I was thinking that maybe increasing the level 200 cap to 250 might make things easier in many situations. I've seen so many people complain about "after reaching level 200 I had to lower the difficulty in order to even survive" and such. At 250 people will (probably) have better gear and thus be more able to, well, not die to those 1-hit kill monsters.
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Dec 1 2012, 19:04
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varst
Group: Gold Star Club
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QUOTE(Drksrpnt @ Dec 2 2012, 00:55)  I was thinking that maybe increasing the level 200 cap to 250 might make things easier in many situations. I've seen so many people complain about "after reaching level 200 I had to lower the difficulty in order to even survive" and such. At 250 people will (probably) have better gear and thus be more able to, well, not die to those 1-hit kill monsters.
I think there's one problem; you'll have to balance between the number of monster kills and the survivability of players. If high PL monsters get insufficient wins, there won't be any reason to upgrade them. And IMO the number of wins is solely based on the number of appearances.
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Dec 2 2012, 16:55
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MirandaKerr
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QUOTE(varst @ Dec 1 2012, 18:04)  It's difficult to quantify in actual gameplay; high-level players have better earning capability and thus better equips. But from what I've observed, a lv.190 player can easily play through 200 rounds of IWs while low-level players stumble on that, so my guess is you will get stronger.
on what difficulty? i can do it on normal with my starter heavy set. very confident can go on hard, but not time-efficient. not sure about heroic. is there any script to fix battle items page when using custom font? This post has been edited by MirandaKerr: Dec 2 2012, 18:59
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Dec 4 2012, 04:12
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lemonmerchant
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This has probably been asked a lot, but I'm noticing that as I approach level 50, completing longer and longer arenas is getting pretty difficult. Is there any particular strategy for staying the fight? I suck down so much MP for Protection, Haste (maxed) and Cure that loading all my item slots with average mana potions is barely enough to let me scrape by. I could turn the difficulty down to Normal but that doesn't seem like much of a solution to me.
Also, has anyone given any thought on how to expand/further organize the advice page on the wiki? It's been a great help to me (along with the FAQ) but it seems like there's a lot more knowledge that could be collected if the right space for it was present.
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Dec 4 2012, 06:35
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Coma
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QUOTE(lemonmerchant @ Dec 4 2012, 04:12)  This has probably been asked a lot, but I'm noticing that as I approach level 50, completing longer and longer arenas is getting pretty difficult. Is there any particular strategy for staying the fight? I suck down so much MP for Protection, Haste (maxed) and Cure that loading all my item slots with average mana potions is barely enough to let me scrape by. I could turn the difficulty down to Normal but that doesn't seem like much of a solution to me.
Also, has anyone given any thought on how to expand/further organize the advice page on the wiki? It's been a great help to me (along with the FAQ) but it seems like there's a lot more knowledge that could be collected if the right space for it was present.
Ask the Expert thread for strategy and advice, this thread is about how HV works. Pre-100, you dont have much changes toward current strategy of kill and kill. Basically, more points into Mana tank, stock up Superior Mana Potions. Use Slaughter Mace, you dont need ethereal until lvl200 anyway. Depend on styles, Shadow Veil for Mage and Light armor users, Protection for Heavy (skip Protection if you were wearing Protection suffix armors); remember to buff up Cure at red hp zone, haste is not needed since you dont have danger of being double-tapped I would suggest using Arcanist Shade if mana is your main concern, since Heavy have mana drought until about lvl100 and Mage are too fragile without Spark
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Dec 4 2012, 07:46
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Lement
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QUOTE(Coma @ Dec 4 2012, 06:35)  Depend on styles, Shadow Veil for Mage and Light armor users, Protection for Heavy (skip Protection if you were wearing Protection suffix armors);
I think you mean use Protection if you wear Protection suffix armors, since the spell is more effective with those. Anyhow. Haste being needed depends on many turns you take, but you could trying sharding piece with the highest interference or using BC/Illthid weapon as necessary.
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Dec 4 2012, 09:04
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pureyang
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QUOTE(Lement @ Dec 3 2012, 23:46)  I think you mean use Protection if you wear Protection suffix armors, since the spell is more effective with those. Protection gives a % bonus to armor. The better your armor the bigger the bonus. The suffix "of protection" does not have a special additional benefit from the spell protection. And the spell protection gives a pretty noticeable boost to any heavy armor. I find it gives a noticeable boost on my phase armor. (of course, even though its noticeable it doesn't mean must have. There are more efficient buffs to use with cloth) This post has been edited by mrttao: Dec 4 2012, 09:05
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Dec 4 2012, 10:11
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varst
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QUOTE(mrttao @ Dec 4 2012, 15:04)  I find it gives a noticeable boost on my phase armor. (of course, even though its noticeable it doesn't mean must have. There are more efficient buffs to use with cloth)
When I truck hits you, any protection helps (IMG:[ invalid] style_emoticons/default/tongue.gif) QUOTE(lemonmerchant @ Dec 4 2012, 10:12)  Also, has anyone given any thought on how to expand/further organize the advice page on the wiki? It's been a great help to me (along with the FAQ) but it seems like there's a lot more knowledge that could be collected if the right space for it was present.
Most of these 'knowledge' should be more inclined to gameplay rather than strategy. Those are different. This post has been edited by varst: Dec 4 2012, 10:57
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Dec 4 2012, 11:28
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lemonmerchant
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QUOTE(varst @ Dec 4 2012, 00:11)  Most of these 'knowledge' should be more inclined to gameplay rather than strategy. Those are different.
Yeah, it's more opinion than it is fact. Which is why the wiki isn't really the best venue for such advice. I'm just wondering there isn't a way of relating all this to new players that doesn't involve posting it over and over in hundreds-of-pages-long threads.
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Dec 4 2012, 11:50
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varst
Group: Gold Star Club
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QUOTE(lemonmerchant @ Dec 4 2012, 17:28)  Yeah, it's more opinion than it is fact. Which is why the wiki isn't really the best venue for such advice. I'm just wondering there isn't a way of relating all this to new players that doesn't involve posting it over and over in hundreds-of-pages-long threads.
My current idea is to make the expert thread a detailed review for new players which can contain different opinions, while the wiki advice page as a quick source for some FAQ in experts thread where there's an answer that most agrees. Since it's agreed by most people, it can be more regarded as factual. This already helps to reduce the repeatedness of the general gameplay strategies in experts thread by a lot. As for some gameplay advices....I'm mulling over the options.
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Dec 4 2012, 13:26
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Lement
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mrttao: Yes, technically when wearing heavy you should almost always use protection, just that Protection doesn't boost specific mitigation, meaning for armors of those suffixes it is less mana-efficient than for "of protection" armor.
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Dec 4 2012, 18:18
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galdon
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QUOTE(Drksrpnt @ Dec 1 2012, 10:55)  I was thinking that maybe increasing the level 200 cap to 250 might make things easier in many situations. I've seen so many people complain about "after reaching level 200 I had to lower the difficulty in order to even survive" and such. At 250 people will (probably) have better gear and thus be more able to, well, not die to those 1-hit kill monsters.
If gear is the problem, wouldn't that just make 250 the problem spot sInce accordIng to the wiki monster strength factors into drop quality? It seems like maybe it would work better to cushion the transition so it steadily gets harder faster over a period of levels rather than dropping it all on the player at once. This post has been edited by galdon: Dec 4 2012, 18:23
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Dec 4 2012, 18:53
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Maximum_Joe
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QUOTE(galdon @ Dec 4 2012, 08:18)  wouldn't that just make 250 the problem spot sInce accordIng to the wiki monster strength factors into drop quality?
Chance, not quality.
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