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> HV Questions Thread, For questions about how it works

 
post Feb 15 2014, 14:36
Post #5061
Colman



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QUOTE(EsotericSatire @ Feb 15 2014, 20:04) *

Yes, it boosts your survivability quite a lot, and is more mana efficient as you will need to use heal spells less often. When you play on higher difficult settings especially as you level, you will notice quite a bit difference when regen is up vs down.

EDIT: My question is Effluent Ether worthwhile for mages?

Does Effluent Ether increase the amount of mana regenerated by pots and ether tap or does it only help by preventing excess mana regen from being wasted (which is pretty rare if you are using spells whilst using a mana pot).

Whilst Vigorous Vitality seems massively important for mages, and even Suffusive Spirit can be helpful with spirit shield, I just can't see the point of Effuent Ether unless it boosts MP regen.

No
Yes
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post Feb 16 2014, 14:09
Post #5062
EsotericSatire



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Not sure if anyone knows, but in one thread and one stage in the expert thread, someone said that resist affects all monster abilities and that magic/physical was just the damage type.

Is that the case? Not sure if it sounds right, but could mean that increased resist might be worth losing dex.
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post Feb 16 2014, 14:58
Post #5063
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QUOTE(EsotericSatire @ Feb 16 2014, 20:09) *

Not sure if anyone knows, but in one thread and one stage in the expert thread, someone said that resist affects all monster abilities and that magic/physical was just the damage type.

Is that the case? Not sure if it sounds right, but could mean that increased resist might be worth losing dex.


It's incorrect. Resist only affects magical attacks.

It can be tested quite easily: go into some crude IW on normal difficulty, scan the monsters to make sure that they're from species which gives only physical skill/spirit skill, then start defending. If resist can be used against physical attacks, you should see note of your character resisting the skill/spirit attack for reduced damage. I've tried that for like 200 turns and it just didn't happen at all.
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post Feb 16 2014, 16:54
Post #5064
EsotericSatire



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QUOTE(varst @ Feb 16 2014, 02:58) *

It's incorrect. Resist only affects magical attacks.

It can be tested quite easily: go into some crude IW on normal difficulty, scan the monsters to make sure that they're from species which gives only physical skill/spirit skill, then start defending. If resist can be used against physical attacks, you should see note of your character resisting the skill/spirit attack for reduced damage. I've tried that for like 200 turns and it just didn't happen at all.


Excellent. That's what I thought. It makes it more complicated for mages though, with new phase gear you sacrifice parry chance for resist chance, but mages are relatively weaker against physical.
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post Feb 17 2014, 06:26
Post #5065
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QUOTE(Ivolt01 @ Feb 11 2014, 20:41) *

Is it possible to lock a piece of equipment you are wearing before equipping something else? It would make it a lot easier to find again if I just wanted to try something out but didn't want to apply it to a set.


Yes - It's easiest to do so through the Forge, as the first screen displays your current equipment.
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post Feb 19 2014, 09:39
Post #5066
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how to farm cry?
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post Feb 19 2014, 14:54
Post #5067
EsotericSatire



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QUOTE(doom9ra @ Feb 18 2014, 21:39) *

how to farm cry?



Crystals, drop from normal rounds but the highest drops are from long grindfest sessions. If you get the Crystarium hath perks you can significantly boost crystal drops.
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post Feb 21 2014, 02:25
Post #5068
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How do we change a monster's damage type? Like slashing, crushing, piercing. It seems to be permanent.
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post Feb 21 2014, 03:02
Post #5069
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Some are changeable, if not then yes they are permanent.
http://ehwiki.org/wiki/Monster_Lab#Skill_Editor
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post Feb 21 2014, 03:38
Post #5070
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QUOTE(Maximum_Joe @ Feb 20 2014, 17:02) *

Some are changeable, if not then yes they are permanent.
http://ehwiki.org/wiki/Monster_Lab#Skill_Editor

I have a humanoid monster that I renamed and raised up but I didn't pay attention to the basic damage type it had and it's not changeable. The slashing type doesn't suit it. Why can't we change it?

This post has been edited by Tenseigamoon: Feb 21 2014, 05:21
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post Feb 21 2014, 06:52
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QUOTE(Tenseigamoon @ Feb 21 2014, 09:38) *

I have a humanoid monster that I renamed and raised up but I didn't pay attention to the basic damage type it had and it's not changeable. The slashing type doesn't suit it. Why can't we change it?


Not sure about why it can't be changed, maybe you can suggest that in the suggestion thread?
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post Feb 21 2014, 18:21
Post #5072
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QUOTE(varst @ Feb 20 2014, 20:52) *

Not sure about why it can't be changed, maybe you can suggest that in the suggestion thread?

OK, I guess it's worth a shot. Thanks.

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post Feb 22 2014, 18:24
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How would you guys rate the elemental strikes gained from lvl 10 (from best to worst)?
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post Feb 22 2014, 20:10
Post #5074
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QUOTE(Handsome Phil @ Feb 23 2014, 00:24) *

How would you guys rate the elemental strikes gained from lvl 10 (from best to worst)?

I rate them depending on my spike shield. Since I use Storm Shield, I would rate Elec > everything else.

Unless this is the weapon I'm using against schoolgirl arenas(which I rarely do) or against a certain levitating pasta creature. In this case, Dark > everything else.

But if I were to give a rating without spike shield or enemies, it would be:
Dark > Holy > Cold > Elec > Fire > Wind

Of course, this is all just my opinion.
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post Feb 23 2014, 07:41
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QUOTE(Nerzzzzz @ Feb 23 2014, 05:10) *


But if I were to give a rating without spike shield or enemies, it would be:
Dark > Holy > Cold > Elec > Fire > Wind

Of course, this is all just my opinion.


Holy > Dark because FSM and Zombie are weak against Holy, both of them are a pain in the ass to kill

Elemental is generally inferior because they're not useful for SG, though Wind can be marginally superior since it's good against Giant and Dragonkin, 2 custom monster with buttloads of HP

This post has been edited by holy_demon: Feb 23 2014, 07:44
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post Feb 23 2014, 10:15
Post #5076
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Since both Mana skills take up 50% of the Monsters mana, is it possible to not name the first skill so they can only use the second, more powerful skill? Does doing so prevent the monster from fighting? Does the chance for using a skill count each separately, so disabling it wouldn't affect the rate of second skills used at all?
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post Feb 23 2014, 10:27
Post #5077
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@holy_demon: Though celestials and sprites are weak to dark, which are bigger danger than undead to heavy melee. Also, the general resist profile is little better for dark than holy, I think? So that depends on what melee are you for the biggest motivation.

Anyway, spike is adjustable. So, perhaps wind.
@randomletterjumble: Used to be able to a long time ago - not anymore though. They would still appear if you had one and only use that skill.

This post has been edited by Lement: Feb 23 2014, 10:30
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post Feb 23 2014, 13:23
Post #5078
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QUOTE(holy_demon @ Feb 23 2014, 13:41) *

Holy > Dark because FSM and Zombie are weak against Holy, both of them are a pain in the ass to kill

I choose Dark over Holy because of what Lement said. Them Celestials and Sprites hurts man.
You got me at FSM though. wtf I thought it was weak to dark all this time.

QUOTE(holy_demon @ Feb 23 2014, 13:41) *

Elemental is generally inferior because they're not useful for SG, though Wind can be marginally superior since it's good against Giant and Dragonkin, 2 custom monster with buttloads of HP

But Cold is effective against Arthropods, and Dragonkins (also Reptilians, but nobody uses those)
I'll be honest, I see the current Arthropods to be more of a threat than the current giants.

If we factor in Spike Shield, many people use Flame Shield. So Cold looks better. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Feb 23 2014, 14:12
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QUOTE(Lement @ Feb 23 2014, 19:27) *

@holy_demon: Though celestials and sprites are weak to dark, which are bigger danger than undead to heavy melee. Also, the general resist profile is little better for dark than holy, I think? So that depends on what melee are you for the biggest motivation.

Anyway, spike is adjustable. So, perhaps wind.


Biggest danger to heavy melee is always the one with ridiculously huge HP, especially in PFUDOR when they will keep casting magic/spirit attack over and over and drain your spirit. Squishy monsters, on the other hand, can be shut down very fast before they even get to use their special attacks.
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post Feb 23 2014, 14:20
Post #5080
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QUOTE(holy_demon @ Feb 23 2014, 20:12) *

Biggest danger to heavy melee is always the one with ridiculously huge HP, especially in PFUDOR when they will keep casting magic/spirit attack over and over and drain your spirit. Squishy monsters, on the other hand, can be shut down very fast before they even get to use their special attacks.

Amendment:
Biggest danger to heavy melee is always the one with ridiculously huge HP, tanking the damage and allow the magic caster behind keep casting magic/spirit attack over and over.
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