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HV Tips and Information |
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Oct 22 2009, 10:09
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DMG
Newcomer
  Group: Members
Posts: 61
Joined: 6-July 08

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What does Bubble-Gum do?
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Oct 22 2009, 10:14
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Ah I suppose I should throw that up there, although direct questions should be posted in the HV Question thread.
Bubble gum procs high mana and hp regen and makes every hit a 100% accuracy critical hit.
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Oct 23 2009, 05:30
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XMike
Group: Gold Star Club
Posts: 929
Joined: 26-November 06

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Grindfest limit info: "They're set fairly liberally, it's mostly to stop botting or at least slow it to the point where it could be done by a human. You can start about one new grindfest every hour and one new grindfest battle every three minutes, averaged over 100 hours.
You'd need to grind away over a long period of time to even have a chance to hit the limit. While the cut-off point for battle starts is 100 and decreasing by one per hour, the battle round limit is set at 10000 and decreasing by one every three minutes."
Loot quality info I had to dig through some posts to find: "Well, Cake has a "loot factor" of 0.2, Easy has 0.5. Normal has 1.0, and from there it increases slowly to 2.0 for Battletoads. The entire loot quality equation is basically multiplied by this factor, so a loot quality bonus of +1000 on Normal would be reduced to +200 on Cake."
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Oct 25 2009, 13:41
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uth
Group: Gold Star Club
Posts: 1,849
Joined: 28-December 08

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ok so I ran into dalek round 7 on normal grind so I decided not to silence him to see what he does.
Spell cast was death ray, which my absorb got.
Spirit attack was brain sucker, which I parried.
lol at regen keeping up with dmg on him without weaken or silence up
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Oct 26 2009, 05:03
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Ratio
Group: Members
Posts: 2,695
Joined: 16-June 08

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QUOTE(DemonEyesBob @ Oct 20 2009, 19:52)  Yay and LoL. OK, spirit attacks are in fact a separate can of worms and I think will have to be hardcoded in and they don't make any fucking sense.
-------- Magical Spirit Attacks that I know of: Spirit Peck (I have no idea why this is magical instead of physical) Ambergris Alert
Physical Spirit Attacks that I know of: Spirit Kick (It's ridiculous how hard it is to get the cockatrice to use that) Om Nom Nom Nom -------
I haven't been inclined to get hit by boss spirit attacks recently (the om nom nom was an accident and it got parried which saved my ass so that's why I know it's physical lol), so if anyone else has and knows what type they are, please contribute.
EDIT:
The rules for monster spirit attacks are different than ours, and resemble monsters skills more than player spirit attacks. To elaborate: physical spirit attacks will be affected by weaken and can also be parried, and absorb can proc on magical spirit attacks.
So it works against spells like awww, undress, brainsucker and global warming? White Bunneh how I hate thee...
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Oct 26 2009, 11:38
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Akin
Newcomer
 Group: Gold Star Club
Posts: 36
Joined: 18-February 09

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QUOTE(marcho @ Oct 2 2009, 15:23)  In addition to the listed features in the primary attribute sticky:
-- Base Evade is now increased by 1 for every 25 points of Agility -- Base Parry is now increased by 1 for every 25 points of Dexterity -- Base Resist is now increased by 1 for every 25 points of Wisdom -- Effective Interference is reduced by 1% for every 25 points in Wisdom or Intelligence -- These stats are all applied after the final equipment stats are calculated.
Please note this is (as of current version) only BASE agi/dex/wis. Meaning your bonus AGI from gear or Auras currently doesn't add to evade, etc. I noticed this when looking at my parry rate, which should be .96% (rounded up to 1%?) when Dex bonuses from gear is added ((21+3)/25), but is only 0.8% (21/25=0.84). I believe this to be an error on Tenboro's part, as the old evade/resist system used final stats, not base stats. Also, are the these bonuses multiplicative, or are they like Aura bonuses? I'm assuming that's what you meant by applied after final eqip. stats, right? QUOTE Proficiencies for weapons and armors increase related equipment stats by 0.1% per point and decrease burden by 0.25% per point. 100 proficiency in 1 handed weapons will increase the stats of 1 handers by 10% and decrease the burden and interference by 25%
What do you mean by related? As in, it adds to everything my staff adds to, correct? Will a staff without attack accuracy not have attack accuracy benefit from prof., but a staff with one will? QUOTE Staffs have a chance to proc Coalesced Mana on the targeted enemy. CM will last 2-3 turns, and will rebate 50% of the mana cost of the first offensive spell cast on that target during the duration of the proc. A successful cast will terminate the proc, regardless of the listed remaining duration. As a note, the mana is rebated, not subtracted from the cost, so if you do not have enough mana to cost the spell at full cost, it will not cast.
What is the chance of proccing Coalesced Mana calculated from, other than Staff Proficiency? I would think something like Dex and Int, or Int and Wis.
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Oct 26 2009, 13:57
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uth
Group: Gold Star Club
Posts: 1,849
Joined: 28-December 08

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Ya I just checked the derived stats and ya they don't include the stats added from gear or auras, can't tell if the shrine reward points are included or not none of mine add enough that it would cause a change either way.
What he means is the stats on the weapon are increased with proficiency, so ya if a staff had 0% attack accuracy bonus it would still be 0%, but if its like 5% then it would be 5.5% with 100 proficiency. Basically it increases stats by 10% so if you have better stats on items you see better returns.
It's posted somewhere I think it was int and wis, but the percent added from stats is pretty insignificantly small. I don't think Tenboro has ever said the actual numbers for the calculations though.
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Oct 27 2009, 03:09
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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Here's a fun piece of information. If you and the last monster die in the same round, it counts as being defeated, even if "X has been defeated" appears before "You have been defeated" in the battle log. QUOTE 12 9 You have been defeated. 12 8 Apathetic Canuck has been defeated. 12 7 Searing Skin hits Apathetic Canuck for 51 damage. 12 6 Apathetic Canuck hits you for 68 piercing damage. 12 5 Searing Skin hits Apathetic Canuck for 51 damage. 12 4 mEH hits you for 179 cold damage. 12 3 Apathetic Canuck casts mEH 12 2 Flare hits Apathetic Canuck for 792 fire damage. 12 1 You cast Flare.
11 5 Searing Skin hits Apathetic Canuck for 51 damage. 11 4 Apathetic Canuck hits you for 60 piercing damage. 11 3 Flare procs the effect Searing Skin on Apathetic Canuck. 11 2 Flare hits Apathetic Canuck for 732 fire damage. 11 1 You cast Flare.
10 5 Searing Skin hits Apathetic Canuck for 39 damage. 10 4 Apathetic Canuck hits you for 60 piercing damage. 10 3 Flare procs the effect Searing Skin on Apathetic Canuck. 10 2 Flare hits Apathetic Canuck for 754 fire damage. 10 1 You cast Flare.
0 3 Spawned Monster B: MID=15 (Apathetic Canuck) LV=51 HP=2440 MP=43 SP=15 NA=90 Type=hostile 0 2 Spawned Monster A: MID=8 (Rabid Hamster) LV=48 HP=1018 MP=11 SP=0 NA=93 Type=hostile 0 1 Initializing random encounter ... 0 0 Battle Start!
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Oct 27 2009, 03:16
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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QUOTE(Akin @ Oct 26 2009, 04:38)  Please note this is (as of current version) only BASE agi/dex/wis. Meaning your bonus AGI from gear or Auras currently doesn't add to evade, etc. I noticed this when looking at my parry rate, which should be .96% (rounded up to 1%?) when Dex bonuses from gear is added ((21+3)/25), but is only 0.8% (21/25=0.84). I believe this to be an error on Tenboro's part, as the old evade/resist system used final stats, not base stats.
They also don't add to weapon style proc chances (domino, overstrike, offstrike, coalesced) D: stat based evade/parry is added like auras, and uth should have covered the rest of your question. and lol pan that sucks. Thanks for letting us know.
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Oct 27 2009, 03:26
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(Panuru @ Oct 26 2009, 21:09)  Here's a fun piece of information. If you and the last monster die in the same round, it counts as being defeated, even if "X has been defeated" appears before "You have been defeated" in the battle log.
QUOTE(marcho @ Oct 26 2009, 21:16)  They also don't add to weapon style proc chances (domino, overstrike, offstrike, coalesced) D:
stat based evade/parry is added like auras, and uth should have covered the rest of your question.
and lol pan that sucks. Thanks for letting us know.
That's just too much. Given the fact that bleed is quite a bit worse because of changes to make the log 'right', the least we can do is win battles like that, as rare as they are.
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Oct 27 2009, 03:27
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(marcho @ Oct 26 2009, 20:16)  stat based evade/parry is added like auras....
and lol pan that sucks. Thanks for letting us know.
I know T.T I didn't see it in the top post, so I would suggest adding the way Evade and Parry / Resist stack. For example, how to determine the total chance of being hit with a 25% Evade and a 25% Parry.
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Oct 27 2009, 03:40
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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ah it's multiplicative as well.
you stack each individual avoid type multiplicatively the same way you stack separate pieces of equipment.
20% miss + 25% evade will give 40% avoidance overall
20% miss + 25% evade + 33% block will give 60% avoidance overall
20% miss + 25% evade + 50% parry will give 70% physical avoidance and 40% magical avoidance overall.
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Oct 30 2009, 22:38
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Hitora
Group: Members
Posts: 513
Joined: 8-September 08

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Very helpful. Thank a lot guys.
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Nov 7 2009, 18:33
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Thanos008
Group: Gold Star Club
Posts: 2,017
Joined: 28-May 09

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For most if not all of the Monsters regular and bosses, the Bleed Proc dishes out the exact same amount of damage regardless of the monster's regular defenses -if you have a Weapon that deals out, say, 50 points of Bleed per tick, it will continue to dish that 50 points out on the target even if said target is something like White Bunneh or ManBearPig, where the character's regular attacks typically dish out far less damage.
(NOTE: I am not aware whether or not this applies to the highest-level boss creatures like Real Life or Flying Spaghetti Monster, etc.)
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Dec 10 2009, 02:26
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sitrus
Group: Members
Posts: 147
Joined: 9-March 09

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QUOTE(marcho @ Oct 2 2009, 22:23)  Kill high damage fragile targets such as tentacle monsters and green slimes first. So far when i am paying attention and not just spamming the numberpad, i try to kill tentacle monsters and green slimes first, but, would anyone be so kind as to tell me which order you consider the best to kill the mobs while grinding with melee weaps? I am thinking something like: 1 - Tentacle Monster 2 - Green Slime 3 - Cookie Monster 4 - Mini Bosses 5 - Fire Fox 6 - Amphibious Sperm Whale 7 - Whatever else is standing But i am not really sure about it... mind giving some pointers please?
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Dec 10 2009, 02:34
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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Even though magic is painful, it is not necessarily your best plan to kill the Slimes and Tentacle monsters first. If they have low MP, you might be better of killing other things first.
As for myself, when I pay attention (which is rare these days) it goes something like this:
1) Mind Rapers with low MP (if it is higher, I Bewilder them and go on to other enemies). I can kill them before they can toddleguro me.
2) Slimes/Tentacle monsters with relatively high MP
3) Hamsters
4) Pretty much any non-miniboss though preference occasionally goes to Firefoxes and Cookie Monsters because their magic attacks can hurt.
This post has been edited by Boggyb: Dec 10 2009, 02:35
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Dec 10 2009, 06:09
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sitrus
Group: Members
Posts: 147
Joined: 9-March 09

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I see. Thanks for the reply.
And yep, i pay attention to the mana of the mobs when i really want to save items and such.
I havent payed too much attention to hamsters, do they hit hard? i went for cookie dudes because their attack speed seems to be higher than the rest.
Is it a good idea to Weaken minibosses and let them for the last? How do you guys deal with em in a regular grindfest?
Thanks again for any input.
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Dec 10 2009, 07:31
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dap00
Group: Gold Star Club
Posts: 1,609
Joined: 8-December 08

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QUOTE(sitrus @ Dec 9 2009, 20:09)  I havent payed too much attention to hamsters, do they hit hard? i went for cookie dudes because their attack speed seems to be higher than the rest.
Is it a good idea to Weaken minibosses and let them for the last? How do you guys deal with em in a regular grindfest?
Can't speak for everyone else, but: The hamster does piercing damage, which is tricky to defend against if you don't have the right armor. Rabid Bite seems to crit me a lot, especially when I ignore them... I deal with minibosses in one of two ways, depending on where I am: 1) Arena: Weaken or Bewilder the miniboss, take out everything else, Poison the miniboss and then work him over with spells/staff. 2) Grindfest/IW: Same, except PA+Poison to speed things up. Mind you, that's because I do Arenas as a mage and everything else as a battle mage, so I would never have a rapier in Arena. But I do tend to use AoE spells that either target the miniboss or a monster next to it, and take advantage of explosions when I can. My goal is to take out as many monsters as quickly as possible, and if you focus on the toughest from the start, you're still taking damage from the weaker ones, most of whom will crit you or get major hits in on the first turn if it's the final round in an Arena. This post has been edited by dap00: Dec 10 2009, 07:36
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Dec 11 2009, 08:26
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MarsTheGod
Newcomer
 Group: Gold Star Club
Posts: 38
Joined: 1-July 08

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I don't really know where to post this, but I'll try to do it here. Why does HV require me to log in again, even if I'm already logged in to the site? It never happened before? Is this a bug or a new feature?
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Dec 13 2009, 06:42
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EvolutionKing
Group: Gold Star Club
Posts: 9,454
Joined: 2-May 07

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Not sure if anyone noticed this, but when you proc Channeling and then cast magic on a monster with Coalesced Mana, you still have the Channeling proc.
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