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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Dec 10 2011, 23:19
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rawrpies
Group: Catgirl Camarilla
Posts: 341
Joined: 25-April 11

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Spark of life needs SP. See Spells for more information on every spell.
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Dec 10 2011, 23:22
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Zip @ Dec 11 2011, 05:16)  Does spark of life need Spirit Points to work/trigger?
I had spark active in my buffs, my healthbar was silver... then I used spirit attack which drained my SP to zero and my healthbar stopped being silver even though I had the spark buff still active...
Was this a visual bug or does spark need SP?
Yes, spark needs SP to trigger. Basically spark won't trigger if you don't have enough SP (50% of your base SP), though it still ticks for your movements. When your healthbar turns silver, it means spark will be successfully triggered if you receive any attack that will kill you.
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Dec 10 2011, 23:24
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skillchip
Group: Catgirl Camarilla
Posts: 5,755
Joined: 31-December 06

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QUOTE(varst @ Dec 10 2011, 15:45)  I doubt if 3.3x PAB phase robe of owl/fox exists. The base rolls simply shows that it's impossible to get anything pass 3.2x PAB UNLESS it has exquisite or above quality. Dcherry, I'm not trying to say you've made a mistake, but it's difficult to convince me unless I can see any phase robe with 3.3x PAB, which means we may have to revamp the base calculation. Again. I used the following rolls: Max base roll for phase's PAB = 15 Max suffix roll for fox = 12 Slot multiplier = 1.2
I believe the Max Base for Phase is 16 from what my dataset shows.
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Dec 11 2011, 01:04
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Zip
Group: Members
Posts: 467
Joined: 3-June 08

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QUOTE(varst @ Dec 11 2011, 10:22)  Yes, spark needs SP to trigger.
Basically spark won't trigger if you don't have enough SP (50% of your base SP), though it still ticks for your movements.
When your healthbar turns silver, it means spark will be successfully triggered if you receive any attack that will kill you.
So does this mean you could only ever have the spark activate twice in a RoB? (without using restoratives) Or does "base SP" not include the spirit tank ability points?
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Dec 11 2011, 01:06
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(Zip @ Dec 10 2011, 15:04)  So does this mean you could only ever have the spark activate twice in a RoB? (without using restoratives)
Your spirit can regenerate very slowly over many turns or via Ripened Soul. QUOTE does "base SP" not include the spirit tank ability points?
Yes. That's what makes it "base". This post has been edited by Maximum_Joe: Dec 11 2011, 01:07
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Dec 11 2011, 10:00
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Zip
Group: Members
Posts: 467
Joined: 3-June 08

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Which elemental debuff do you mages consider the strongest? My guess would be Deep Burns or Freezing Limbs... seeing as everyone really likes haste (IMG:[ invalid] style_emoticons/default/tongue.gif) Searing Skin --- The skin of the target has been scorched, inhibiting its attack damage. Cold resistance is lowered. Freezing Limbs --- The limbs of the target have been frozen, causing slower movement. Wind resistance is lowered. Turbulent Air --- The air around the target has been upset, blowing up dust and increasing its miss chance. Elec resistance is lowered. Deep Burns --- Internal damage causes slower reactions and lowers evade and resist chance. Fire resistance is lowered.
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Dec 11 2011, 10:39
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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I'm not sure the lightning debuff does anything. Slower reactions, is that like slower movement? Monster evade and resist chance can't be very high to begin with.
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Dec 11 2011, 10:42
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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QUOTE(Ballistic9 @ Dec 11 2011, 10:39)  I'm not sure the lightning debuff does anything. Slower reactions, is that like slower movement? Monster evade and resist chance can't be very high to begin with.
It doesn't actually reduce monster evasion (even though it should) as far as I can tell, it's currently unmitigatable even by +hit chance.
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Dec 11 2011, 11:11
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Zip
Group: Members
Posts: 467
Joined: 3-June 08

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So what elements do you guys use then?
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Dec 11 2011, 13:32
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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I use Elec. (IMG:[ invalid] style_emoticons/default/mellow.gif) Fire, Elec, Wind seem to be popular. Cold not as much for some reason. Snapshot of current HV: [attachmentid=10413][attachmentid=10414] Edited for clarity. This post has been edited by Ballistic9: Dec 12 2011, 03:32
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Dec 11 2011, 13:35
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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Has anyone figured out the correlation between base magic damage and actual magic damage?
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Dec 11 2011, 13:46
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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I used to be curious like you, then I took an arrow in the knee.
This post has been edited by buktore: Dec 11 2011, 13:49
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Dec 11 2011, 15:12
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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@Zip I'm not sure if those elemental debuffs still works as intended, but then I haven't been using elemental spells to play at high-difficulty arenas for a long time...
I'm still using fire spells sparingly, though I'm not sure why I'm still using them. My dark spells can clear hard IWs faster than my fire spells.
@Ballistic9 How did you arrive at those elemental resistances at higher difficulty? I assume that people tends to raise them evenly because it's more efficient.
@(Cheater) Tiap I have no idea about that right now.
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Dec 11 2011, 18:25
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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QUOTE((Cheater) Tiap @ Dec 11 2011, 19:35)  Has anyone figured out the correlation between base magic damage and actual magic damage?
My Heimdall set has: 1495 base damage * 873% damage bonus (1365% with AF + great status) = 20407 total spell damage. In legendary arenas, with Nerf + Breached Defense (adds 5K damage), Banish hits ~43-75k, crits ~65-112k. Infusion of Divinity adds another 5K damage. x2-3 spell multiplier? There's elemental weakness/resistance and natural magical mitigation to consider as well. (IMG:[ invalid] style_emoticons/default/mellow.gif) That's as far as I get. QUOTE(varst @ Dec 11 2011, 21:12)  @Ballistic9 How did you arrive at those elemental resistances at higher difficulty? I assume that people tends to raise them evenly because it's more efficient.
Guesstimate, it's basically just base resist +25. When stat/elem skillups hit ~2k crystals per you end up with PL427, although it takes a mix of 29k/73k stat/elem crystals to do so. This post has been edited by Ballistic9: Dec 11 2011, 22:24
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Dec 11 2011, 18:39
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Ballistic9 @ Dec 12 2011, 00:25)  Guesstimate, it's basically just base resist +25. When stat/elem skillups hit ~2k crystals per you end up with PL427, although it takes a mix of 29k/73k stat/elem crystals to do so.
Yeah I see that now, I am still not sure how to interpret the lower-half part though
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Dec 11 2011, 18:47
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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The lower half of the chart adds up the number of monster classes / in-game monsters (top/bottom chart) with similar resists/weaknesses (go by color). Basically the top chart shows monster classes (what you expect), the bottom chart shows actual in-game monsters (what you actually get).
This post has been edited by Ballistic9: Dec 11 2011, 18:50
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Dec 11 2011, 22:55
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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QUOTE(Ballistic9 @ Dec 11 2011, 04:32)  I use Elec. (IMG:[ invalid] style_emoticons/default/mellow.gif) Fire, Elec, Wind seem to be popular. Cold not as much for some reason. Snapshot of current HV: [attachmentid=10386][attachmentid=10387] Man... I ended up doing something similar too. I weighed it based on PL's to show the significance of a monster's resists more accurately (if there are very little monsters with high PL of that specific type, odds are you won't run up against it as often as say, a giant or human) Monsters with 0resist -> 25resist thanks to crystals I kept at 0 because they're essentially freebies. There's practically no difference between a 0resist monster and that same monster 25resist later to a mage IMO (because in both cases you deal omg yay dmg to them) Lastly I ended up setting an arbitrary scale system that's basically a less in depth version of your stat weighing. Ie Giants would have a scale value of 2 whereas Sprites have a scale factor of 0.5. Looks like your analysis was catered more towards a "general player". If it were more mage oriented I would've done END valued greater than STR and then summed the total up and calculate a weight from the stats to set up a scale factor of the monsters relevance in their resistances. In which case Giants would probably be the highest value (naturally) due to their ridic END.
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Dec 12 2011, 02:43
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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I'll clarify just in case: the numbers in the bottom chart of each set list the number of mobs over PL 255 / 423 currently in-game. Basically, how often you'll run into a certain mob class (eg: there are 52 PL255+ giants currently in-game). I may need to raise the PL, meeting PL255s is rare for me now. I haven't really done any real weighting calculations other than assign monster classes a color based on HP.
I use the chart mainly for comparing differences between the first four elements (for IW/GF/CF), the rest is just there for completion.
(Edited charts for clarity)
This post has been edited by Ballistic9: Dec 12 2011, 03:22
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Dec 12 2011, 13:16
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Bunko
Group: Members
Posts: 1,262
Joined: 19-September 10

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Another quick tip to melee people. What is the fastest weapon when fighting multiple enemies on IWBTH ? Always a 2 handed weapon. Answer is an ethereal estoc. The less hitpoints your enemies have, the closer it's a tie with ethereal bleeders. Ethereal maces are the slowest, but they keep you alive 2-3 times as long.
For legendaries and above... Dualwield. For me it used to be best to have ethereal rapier in main hand and heavy damage ethereal in off hand.
Now that I have a heavy bleeding cool ethereal axe, I use that in main hand. But only because I have an ethereal rapier in off hand that has piercing duration of 7 turns. That combo kills fsm in 200 turns and all legendaries in under 40 turns.
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Dec 12 2011, 15:03
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Mi-Ala Starbreeze
Group: Gold Star Club
Posts: 2,024
Joined: 7-March 09

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QUOTE(Bunko @ Dec 12 2011, 13:16)  Another quick tip to melee people. What is the fastest weapon when fighting multiple enemies on IWBTH ? Always a 2 handed weapon. Answer is an ethereal estoc. The less hitpoints your enemies have, the closer it's a tie with ethereal bleeders. Ethereal maces are the slowest, but they keep you alive 2-3 times as long.
For legendaries and above... Dualwield. For me it used to be best to have ethereal rapier in main hand and heavy damage ethereal in off hand.
Now that I have a heavy bleeding cool ethereal axe, I use that in main hand. But only because I have an ethereal rapier in off hand that has piercing duration of 7 turns. That combo kills fsm in 200 turns and all legendaries in under 40 turns.
One-handed Eth Rapier with 7 turns duration proc? Seriously? Ha, and this person claims he has no specific "luck", hurr hurr.
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