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> Post Your Stats on DwD ^.^, A Dance with Dragons@PFUDOR

 
post Feb 17 2019, 14:56
Post #121
xesxesgnik



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QUOTE(Greshnik @ Feb 16 2019, 22:24) *

hmm...
IIRC you still using some mag power, right???
try to swap them with legendary ones...
IMO your defense is too low for your lv...
I think if you can improve your defense, you could cut some turn wasted because of healing...
for reference, this is my result today...
I doubt our lv. difference will affect that much...
Attached Image
Perks: IA3 (SoL, SS, Protection), VV, DDI
Items: Draught, Infusion of Divinity

also, you post the same attachment twice... (IMG:[invalid] style_emoticons/default/wink.gif)


How do you know my def from that result screen? You mean the health? For that yea I'm going to swap all of my current pieces to mag slaughter sooner or later, and jug5 them. I guess the main reason why I'm so slow is because I levelled up too fast without getting good enough gears lol

And seeing how my counter is so low and stuff, I guess the main problem is there's too much dmg not getting blocked/parried. I actually took in double the damage so hopefully getting a better shield could fix it lol

This post has been edited by Saioux: Feb 17 2019, 15:00
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post Feb 17 2019, 15:08
Post #122
Greshnik



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QUOTE(Saioux @ Feb 17 2019, 19:56) *

How do you know my def from that result screen? You mean the health? For that yea I'm going to swap all of my current pieces to mag slaughter sooner or later, and jug5 them. I guess the main reason why I'm so slow is because I levelled up too fast without getting good enough gears lol

And seeing how my counter is so low and stuff, I guess the main problem is there's too much dmg not getting blocked/parried. I actually took in double the damage so hopefully getting a better shield could fix it lol

try to look at the damage taken table below the quick bar...
I mean, your total damage taken is twice of mine...
I think you should improve your mitigation first so you could reduce turn wasted for healing...
so maybe leg power of protection/warding are better than mag power of slaughter for now...
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post Feb 17 2019, 15:31
Post #123
xesxesgnik



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idk about your mitigation now, but I actually have mitigations similar to the one you posted when you were 350, so I don't think mitigation is the problem. But in that post you had 62.4% block chance and 53.3% parry chance, whereas mine are 47.3% and 50.3. This means I take damage gets through to me 50% more, you get 50% more counter attacks and etc. (Also my damage was only 75% of yours) So I think it'll be better when I get better shield. Probably not as good as your stats, but still decent (IMG:[invalid] style_emoticons/default/wink.gif) I'm not looking for any sub 4k runs since I'm just gonna build 1H just enough to clear pffest and all and move on to mage, so I'll probably not spend more money.

And on top of that, you even have artifiacts bonus stats and better item stats so your effective str is 180 higher and dex is 120 higher, so there's that lol. I resumed playing for only three weeks to go from 170 to 350 so I probably didn't get a chance to get sufficient gears. I just soulfused my rapier today and I ran out of soul fragments lmao

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This post has been edited by Saioux: Feb 17 2019, 15:33
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post Feb 17 2019, 16:11
Post #124
Greshnik



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hmm...
probably you are right...
I looked for my past result, with similar mitigation with yours (70.4% PMi, 69.9%MMi), I took ~4mil of damage...
but my block and parry are better than yours (55.2% Block, 47.7% Parry)...
IIRC it's when I still used mag force shield...
so maybe it really your shield problem...
I'll look forward for your result with peerless shield...(IMG:[invalid] style_emoticons/default/smile.gif)
QUOTE
And on top of that, you even have artifiacts bonus stats and better item stats so your effective str is 180 higher and dex is 120 higher, so there's that lol. I resumed playing for only three weeks to go from 170 to 350 so I probably didn't get a chance to get sufficient gears. I just soulfused my rapier today and I ran out of soul fragments lmao

thats the advantage of leg compared to mag one... (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Feb 17 2019, 16:17
Post #125
xesxesgnik



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haha yea. atm I'm not looking for a set which will allow me to do pffest in near future, but something that'll let me clear arena and iw faster, and for that I think mag slaughter's probably better than leg protection. Then if I feel like boosting up my 1H game later I can just jump straight to leg slaughter (IMG:[invalid] style_emoticons/default/wink.gif)

EDIT: So it's gotten a bit better after upgrading my weapon:
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This post has been edited by Saioux: Feb 17 2019, 22:41
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post Feb 19 2019, 03:50
Post #126
Nayas



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QUOTE(Greshnik @ Feb 17 2019, 08:05) *

dunno, but I hope so...
I also surprised when I took the SS...
last time I checked, it was around 4.2k turns... (IMG:[invalid] style_emoticons/default/laugh.gif)
maybe because I already get used to this style after I used to use OFC instead...

but seeing some Lv 400 players got around 4k turns, I think it's really hard to achieve...

What is the point of that even? I don't use anything except draughts in battle and I'd much rather optimize for RTA than spend any time trying to make decisions without hovering. Moving vital strike to hover key and blasting imperil on everything on round start, without bothering to check where SG are, seemed to help.
I'm not using OFC in this too now, if it doesn't crit, getting stuck in a round with alive SG and no mobs and no overcharge is massive time loss.
last 1h run was 0:27:47 4548t 2.728 t/s
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post Feb 19 2019, 08:19
Post #127
Greshnik



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QUOTE(Nayas @ Feb 19 2019, 08:50) *

What is the point of that even? I don't use anything except draughts in battle and I'd much rather optimize for RTA than spend any time trying to make decisions without hovering. Moving vital strike to hover key and blasting imperil on everything on round start, without bothering to check where SG are, seemed to help.
I'm not using OFC in this too now, if it doesn't crit, getting stuck in a round with alive SG and no mobs and no overcharge is massive time loss.
last 1h run was 0:27:47 4548t 2.728 t/s

umm...
I only used OFC before because it more comfortable for me at that time...
you don't need to check whether SG already get stunned or not, just blast them with OFC at the start of rounds...
and with ~1 t/s max at that time, it much comfortable for me than VS...
but yeah, after my t/s improved now, I never used OFC again on DwD...
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post Feb 19 2019, 19:29
Post #128
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QUOTE(Greshnik @ Feb 19 2019, 09:19) *

umm...
I only used OFC before because it more comfortable for me at that time...
you don't need to check whether SG already get stunned or not, just blast them with OFC at the start of rounds...
and with ~1 t/s max at that time, it much comfortable for me than VS...
but yeah, after my t/s improved now, I never used OFC again on DwD...

It's just OFC without imperil or pen armor stacks deals pitiful damage to them, don't want to kill mobs while SG are alive. And imperil has trouble landing sometimes.
With vital, when I have to wait for stun or cd, I don't care about imperil, as the target is gonna have penetrated armor on it, 2 stacks of that is usually good enough for me, 3 stacks seem to be a bit better than imperil.
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post Feb 19 2019, 20:08
Post #129
KamuiSeph



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(IMG:[i.imgur.com] https://i.imgur.com/bNq8EMe.png)

1h + 2/5 slaughter armor
DD2
No infusion/other enchants

6917 attack base damage
169.8% hit chance
35.6% crit chance / +60 % damage
1.4% attack speed bonus

23485 health points
1831 magic points
+36 magic regen per tick
1252 spirit points
+12 spirit regen per tick

71.9% physical mitigation
69.2% magical mitigation
0.3% evade chance
57.7% block chance
46.3% parry chance
15.9% resist chance



My strategy:
1. Cast Imperil once per 3 mobs (plus extra on SG's if they resist)
2. Attack the first SG till PA and stunned
3. Vital Strike said SG
4. Immediately move on to the next SG, even if the first one didn't die
5. Repeat steps 2-4 till all SG have been hit by Vital Strike once
6. Hit all mobs at random till everyone dies

I might be dumb for doing this but I find it keeps my overcharge decently high and Imperil lasts the entire round (generally, sometimes the fucking stun doesn't wanna land (IMG:[invalid] style_emoticons/default/sleep.gif) )

I'm still at fairly high turn count (I'm sure my less than stellar 3/5 armor pieces and a lackluster rapier are not helping....) but I do average out a pretty high t/s rate. So it's not that bad I guess?

A damn whole lot better than my first try 4 months ago:

QUOTE(KamuiSeph @ Oct 19 2018, 05:52) *

First try lvl 300
7,061 turns 1:58:26 (0.994 t/s)

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post Feb 20 2019, 00:29
Post #130
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When stun doesn't land on SG, you can hit a different SG or random monsters until you see the stun appear on SG then Vital Strike it.
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post Feb 20 2019, 00:36
Post #131
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The conditions to use Vital Strike make it non-viable to be actually effective.
The time you lose to spot the stun condition, hover away, use it, then resume could very well be used to keep hovering instead, for the same amount of damage overall.

That's why I tried that thing once, then dumped it straight away. Blasting OFC in the beginning/end of the round is the way to go. Beginning or end depending on the round's composition.
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post Feb 20 2019, 01:33
Post #132
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on top of that, vital strike only has its full effect when used with a club or rapier: BW weapons will override the skill's strong bleed with their weaker one unless you attack another target until the bleed runs out
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post Feb 20 2019, 02:28
Post #133
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Really? That's weird, I would have expected Bleeding Wound to just keep it at the x5 maximum.

QUOTE(BlueWaterSplash @ Dec 28 2018, 12:00) *
Level 360, DD5

4,000 turns 0:33:43 (1.977 t/s)
3,989 turns 0:32:17 (2.059 t/s)

Level 363, Holy Infusion

3,879 turns 0:33:21 (1.939 t/s)
4,334 turns 0:32:18 (2.236 t/s) no Vital Strike

I tried using Infusions and the improvement was less than expected, almost negligable. The main benefit is when not using Vital Strike, to reach higher turns/second. But it's still not better than Vital Strike yet. Eventually it should be, with Imperil or stronger equipment.

When I tested it last, for me Vital Strike was still slightly faster in real world time. It depends how quick you are with using Vital Strike, spotting stun is optional, most of the time I just guess and it works okay. I don't have OFC yet.

Level 370, DD5

3,981 turns 0:31:46 (2.089 t/s)
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post Feb 20 2019, 02:57
Post #134
Greshnik



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QUOTE(BlueWaterSplash @ Feb 20 2019, 05:29) *

When stun doesn't land on SG, you can hit a different SG or random monsters until you see the stun appear on SG then Vital Strike it.

hmm...
I'll try to hit other monster first while waiting for stunned SG next time...

QUOTE(decondelite @ Feb 20 2019, 05:36) *

The conditions to use Vital Strike make it non-viable to be actually effective.
The time you lose to spot the stun condition, hover away, use it, then resume could very well be used to keep hovering instead, for the same amount of damage overall.

That's why I tried that thing once, then dumped it straight away. Blasting OFC in the beginning/end of the round is the way to go. Beginning or end depending on the round's composition.

yeah...
thats my major concern before...
sure turn wise VS is superior than OFC...
but the conditions to land VS is harder than just blasting OFC at the start of round...
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post Feb 20 2019, 02:59
Post #135
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QUOTE(qr12345 @ Feb 11 2019, 10:28) *

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DD4, non bonus day.

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Bonus day.
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post Feb 20 2019, 04:25
Post #136
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QUOTE(decondelite @ Feb 20 2019, 01:36) *

The conditions to use Vital Strike make it non-viable to be actually effective.
The time you lose to spot the stun condition, hover away, use it, then resume could very well be used to keep hovering instead, for the same amount of damage overall.

dakara I moved it to alt modifier, I don't stop hovering, at least for me it's faster in rta. 3 turn window seems good enough to just hold down mod key as soon as you see it and it lands at the last turn. Though when I'm lazy I do just hold it down, predicting the stun like BlueWater said.
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post Feb 20 2019, 06:21
Post #137
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QUOTE(BlueWaterSplash @ Feb 20 2019, 02:28) *

Really? That's weird, I would have expected Bleeding Wound to just keep it at the x5 maximum.

Yes, it updates stack (increases/keeps count) but overwrites any previous damage.

It would be nice if it was impossible to overwrite stronger effects (buffs/debuffs) with weaker ones.

This post has been edited by tox01: Feb 20 2019, 06:27
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post Feb 20 2019, 21:44
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What script are players running to show accumulated drops at the end?
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post Feb 20 2019, 22:04
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QUOTE(Insania @ Feb 20 2019, 21:44) *

What script are players running to show accumulated drops at the end?

Monsterbation
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post Feb 20 2019, 22:56
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QUOTE(Insania @ Feb 20 2019, 20:44) *

What script are players running to show accumulated drops at the end?

what script are you running?
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