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post Oct 4 2009, 00:32
Post #21
grumpymal



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QUOTE(Panuru @ Oct 3 2009, 18:26) *

I'm not sure the interference information is correct. The last official word I see is from 0.3.5
Meaning that interference reduces proficiency when you pass 25, but all interference affects the chance of spell failure.

I'm fairly sure Tenboro at one point mentioned that 20 was still the threshold for failure due to Interference, while 25 was when your profs started getting penalized.
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post Oct 4 2009, 00:39
Post #22
marcho



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QUOTE(Tenboro @ Aug 20 2009, 15:10) *

\While an interference at up to 20 does not decrease your chance to cast and land a spell, it still reduces your damage from offensive spells by 1% per point.



I did forget to mention the % damage decrease though. Fixing.
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post Oct 4 2009, 00:42
Post #23
Panuru



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QUOTE(marcho @ Oct 3 2009, 17:39) *

I did forget to mention the % damage decrease though. Fixing.

Fair enough. I knew there was something that made the first 20 points not a complete freebie. It's nerfing spell damage.
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post Oct 4 2009, 01:04
Post #24
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I actually want to ask him about that. If I remember correctly, each point of interference "reduces your magic rating by 1 point." That is not the same as "reduces your damage done from offensive spells by 1% per point." So we should probably get that cleared up, since I'm pretty sure magic rating affects things other than simply damage done by offensive spells - including the power of your cure/regen spells, and the damage done by poison.
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post Oct 4 2009, 01:16
Post #25
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Useful thread, particularly if you'll keep updating the first post and the wiki.

Some of my tips/suggestions:
* karma; don't worry about it, it has almost no function (currently) in the game other than a slight increase of your spirit points. This also means that you should not waste credits on karma-related training
* on the other hand, training ability boosts, pack rats and aura slots is quite useful
* overcharge = multiplier to damage dealt (not sure if it is max or actual damage, though)
* if you use your spirit attack, it will reset your overcharge counter, so don't do it unless you really have to!
* there is no consensus on which equipment type or playing style is the best; you may want to let the best equipment pieces you find / can buy determine that. For me, a 40% block chance Superior shield determined my playing style quite nicely (IMG:[invalid] style_emoticons/default/smile.gif)
* there is a consensus that endurance is the most important stat, I try to keep it at +2 of my current level (70) - that doesn't count aura/equip/shrine bonuses, of course. It is my personal opinion that keeping everything relatively balanced is a good idea, as it allows you to switch between various strategies. Try not to let any stat fall to less than 75% of your current level.
* even if you want to play a warrior, you'll want to use defensive personal magic, and your mana pool depends on wisdom (and mana tanks) - so you don't want to totally forget about those...
* there are better and worse abilities. Roughly:
** 0) must have: cure (tier 2), shield (tier 4), regeneration (tier 8), all aura / item slots - make sure to get them ASAP
** 1) everyone benefits from health and mana tanks, so try to keep those maxed out
** 2) spirit tanks and overcharge (which increases melee damage) are useful for warriors more than mages (and are expensive - 8 points to get a level)
** 3) most monster weaknesses are fire-based, so invest in fire spells first
** 4) if you are a mage using elemental spells, memorize Bestiary info
** 5) heavy armor or elemental spells, chose one - not both
** 6) till you get heavy armor, using inferno and fireball is probably the best way to play; then switch to heavy armor (this is my advice as of level 70)
** 7) don't engage any legendaries without silence (tier 8 spell). Sleep (tier 4) is a poor-man's silence, but it prevents you from doing anything that does area of effect damage (so no AoE spells, no 2h domino effect or 2w double strikes...). Don't bother.
** 8) if you want a spell that has 5 ability point slots to invent in it, don't bother using it till you have 5 points to maximize the effect / reduce the cost
** 9) poison is useful to raise depreciating proficiency from early on (and remember - montage will not give you prof boosts unless you started getting it yourself!), later on on normal+ levels its damage output is negligible but it still reduces evasion chances of affected crits
** 10) this is my personal opinion, but Slow is (currently) a total waste of points, unless you are truly overflowing with them, same for sleep. Opinions on weaken are divided; it is probably a good thing to slow on a silenced legendary but a waste on smaller fries
** 11) most people tend to think haste is too weak; I use it in difficult combats but it is hardly a decisive factor
** 12) shadow veil is probably better, but also nothing to write home about
* experience is not everything - proficiencies matter a lot; a high level player with low proficiencies is probably worse off than a lower level player with high procs - which why I don't invest in any exeprience boosting abilities or training; there are so many better things to spend creds on
* do montage, try to do combinations that are not capped on you
* on the subject of profs, your armor profs depend on what kind of armor you wear; if you wear all heavy your heavy will max out quickly - but if you wear a mix, all three will raise more slowly...
* if you are not desperate for money now, try to invest in hath perks that will increase your credit gain
* arena minimum levels are deceptive; there is a major increase in difficulty at area 6 (your first miniboss) and 9 (multiple minbosses) - check wiki for details
* don't try the next arena till you can do the previous one easily; try to calculate if the reward is worth the potions you burn on them

This post has been edited by Red_Piotrus: Oct 4 2009, 01:18
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post Oct 4 2009, 01:52
Post #26
mlkio



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QUOTE(Red_Piotrus @ Oct 3 2009, 16:16) *

Useful thread, particularly if you'll keep updating the first post and the wiki.

Some of my tips/suggestions:

* if you use your spirit attack, it will reset your overcharge counter, so don't do it unless you really have to!
* there is no consensus on which equipment type or playing style is the best; you may want to let the best equipment pieces you find / can buy determine that. For me, a 40% block chance Superior shield determined my playing style quite nicely (IMG:[invalid] style_emoticons/default/smile.gif)

* experience is not everything - proficiencies matter a lot; a high level player with low proficiencies is probably worse off than a lower level player with high procs - which why I don't invest in any exeprience boosting abilities or training; there are so many better things to spend creds on



You should know whether or not you will need a spirit attack. If you decide to use it use it early.
Melee is in general stronger then magic at the current time.
Experience and prof don't matter that much. Absorption is by far the most important and for this reason it is a very good idea to get exp boost.
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post Oct 4 2009, 02:07
Post #27
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"** 0) must have: cure (tier 2), shield (tier 4), regeneration (tier 8), all aura / item slots - make sure to get them ASAP"

don't have to get all aura slots asap, could save up aura pts depending on if you're melee or magic based (e.g. saving up 9 aura pts for when you have focused aura III at lev 100 so you can get lev 3 str dex end auras, making sure you have enough pts to spend for level II auras of your choice at lev 60 focused aura II)
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post Oct 4 2009, 13:42
Post #28
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Updated to reflect the .7 changes as of now.
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post Oct 4 2009, 14:46
Post #29
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QUOTE(mlkio @ Oct 4 2009, 01:52) *

Experience and prof don't matter that much. Absorption is by far the most important and for this reason it is a very good idea to get exp boost.


I'm with Red Piotrus on that one. I have invested quite a few credits in experience boosts (Adept Learner) but now I feel I'm cruising through levels too fast while getting very few credits from grinding. As a result, monsters are getting a bit too strong too soon and equipment upgrades are too expensive. That's why I asked in another thread which is the best setting in order to get the maximum credits for each experience point gained.

Of course, getting and auctioning hath to get more credits is an option, but I wonder if it's better to start selling the first ones you earn so as to buy good equipment and train Scavenger/LotD, or if, on the contrary, it's better to save hath to buy the Penny Pincher perk.
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post Oct 4 2009, 15:50
Post #30
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Even if the sell value of infusions have decreased i still think it gives a neat income and probably still is the best way for beginners to make credits.
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post Oct 4 2009, 16:07
Post #31
grumpymal



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QUOTE(Eutopia @ Oct 4 2009, 09:50) *

Even if the sell value of infusions have decreased i still think it gives a neat income and probably still is the best way for beginners to make credits.

50 credits is still 50 credits. The only things that come close are high-quality Mana and Spirit items, but you're more likely to use those. Selling Scrolls is also a good idea.
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post Oct 4 2009, 16:47
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QUOTE(midoriyama @ Oct 4 2009, 05:46) *

I'm with Red Piotrus on that one. I have invested quite a few credits in experience boosts (Adept Learner) but now I feel I'm cruising through levels too fast while getting very few credits from grinding. As a result, monsters are getting a bit too strong too soon and equipment upgrades are too expensive. That's why I asked in another thread which is the best setting in order to get the maximum credits for each experience point gained.

Of course, getting and auctioning hath to get more credits is an option, but I wonder if it's better to start selling the first ones you earn so as to buy good equipment and train Scavenger/LotD, or if, on the contrary, it's better to save hath to buy the Penny Pincher perk.


You are more or less the same level as i am and i am usually grinding on easy instead of cake despite having full +exp abilities and going for adept learning whenever possible(lvl 26 or 27 now). You are doing something wrong. Also penny pincher requires like 5m total credits earned before it even pays for itself.
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post Oct 4 2009, 17:53
Post #33
marcho



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QUOTE(Eutopia @ Oct 4 2009, 08:50) *

Even if the sell value of infusions have decreased i still think it gives a neat income and probably still is the best way for beginners to make credits.


Oh certainly, 50 is nice. The main reason I removed the tip is that he reduced the drop rate of infusions as well. Its like saying, well, sell tokens for money. yes they sell well and have very little use for a long time, but the drop rate is ... meh.

If I find I'm still finding a lot of infusions I'll add it back.
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post Oct 5 2009, 02:07
Post #34
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Just in case this hasn't been added here:


A tip for New Mages:


Whenever a Mage successfully casts an Elemental Spell and one of the Elemental Proc Effects are manifested on the targets (Frozen Limbs, Burning Skin, et al.), the Mage can cast a Spell -single target or Area of Effect -of the opposite 'alignment' onto the Target(s) that are currently suffering from the effect.

What usually happens (but not always) is that the two opposing Elementals explode at that point and cause significant damage that often equals the amount of damage that the Spell normally dishes out, even against those targets who are normally immune to a certain element -for example, a Fire Fox is normally immune to Fire, but the Burning Skin proc can still manifest on the creature, and if the Mage afterward decides to cast a Freeze Spell, the (possible) resulting elemental explosion will damage the Fire Fox where the flame spell wouldn't have before.


(NOTE: I do not know what the formula is for determining exactly how much of a % chance there is for the aforementioned elemental explosion to occur; back when I was a Mage and kept my Elemental Profs as high as possible, it was far from a sure thing to engineer the explosion.)




((yes, marcho, feel free to re-word this passage any way that you feel like if you can somehow shorten it, make it a better entry overall, if you know how the % of this effect is calculated, etc.))
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post Oct 5 2009, 16:47
Post #35
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QUOTE
for example, a Fire Fox is normally immune to Fire, but the Burning Skin proc can still manifest on the creature, and if the Mage afterward decides to cast a Freeze Spell, the (possible) resulting elemental explosion will damage the Fire Fox where the flame spell wouldn't have before.
AFAIK "proc explosion" deal the damage of same element that the spell caused it (second spell. So, in your example, FireFox would be hit with Cold, witch is its weak point...)
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post Oct 5 2009, 17:43
Post #36
marcho



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I don't actually have any elemental skills so I'm going to need to find someone else to test that part.

I understand the general mechanics of what happens, but I've never done it myself so i don't know what it looks like, how much damage it does, etc.

Can someone go ahead and copy/paste a log where a proc explosion occurs (including the part when the initial proc was triggered). Thanks.
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post Oct 5 2009, 18:11
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QUOTE(marcho @ Oct 5 2009, 12:43) *

I don't actually have any elemental skills so I'm going to need to find someone else to test that part.

I understand the general mechanics of what happens, but I've never done it myself so i don't know what it looks like, how much damage it does, etc.

Can someone go ahead and copy/paste a log where a proc explosion occurs (including the part when the initial proc was triggered). Thanks.


6 6 Mutant Peacock has been defeated.
6 5 Deep Burns explodes for 34 fire damage
6 4 Inferno hits Mutant Peacock for 162 fire damage.
6 3 Inferno hits Rabid Hamster for 20 fire damage.
6 2 You cast Inferno.
6 1 Effect Focusing on yourself has expired.
5 3 Rabid Hamster hits you for 35 piercing damage.
5 2 Mutant Peacock hits you for 30 piercing damage.
5 1 Focus procs the effect Focusing on yourself.
4 6 You parry the attack from Rabid Hamster.
4 5 You parry the attack from Mutant Peacock.
4 4 Thunderstorm procs the effect Deep Burns on Mutant Peacock.
4 3 Thunderstorm hits Mutant Peacock for 173 elec damage.
4 2 Rabid Hamster resists your spell.
4 1 You cast Thunderstorm.

This post has been edited by Charkan: Oct 5 2009, 18:17
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post Oct 5 2009, 18:30
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Your references section is pretty much 90% wrong.
The White Bunneh, is bunbun aka Katya
Zombie Cow is Cowpies
And while Blue Hedgehog is in fact Sonic, it's the previous Mod, not the video game.

Also, I'm the Rabid Hamster.
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post Oct 5 2009, 18:50
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marcho



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Im gonna go with the Killer Rabbit of Caerbannog for the actual references... especially seeing as it drops the holy hand grenade.

Might make an additional section for staff tie-ins if you can get me a full list up. or is that it?
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post Oct 5 2009, 18:58
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- White Bunneh
Katya

- Apathetic Canuck
Grahf(?) I think it was Grahf


- Blue Hedgehog
Sonic(used to be a mod)

- Blue Slime
Kenshin-the-wanderer


- Forum Troll
Radixius (not really, but I don't think he'd mind)


- Giant Panda
RSW


- Rabid Hamster
Me

- Scary Ghost
Spectre

- Zombie Cow
Cowpies
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