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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Oct 31 2017, 22:20
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,571
Joined: 12-July 14

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That's already what I'm doing and it's already something that is a bother. One hand, sell all, validate, two hand sell all validate, staff sell all validate... I don't send my own personal equipment to the storage BTW. The storage is for equips that travel through my shop.
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Oct 31 2017, 22:44
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ikki.
Group: Gold Star Club
Posts: 2,990
Joined: 11-October 16

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if i use SP only for SoL, then less SP - better?
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Nov 1 2017, 00:46
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Cryosite
Group: Members
Posts: 553
Joined: 29-August 17

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QUOTE(decondelite @ Oct 31 2017, 04:13)  I know I did compare the soul fragments to credits in the past (in particular how much time it takes for the hath perk to self-pay), but no you cannot really consider them as credits, because: 1) No one does sell soul fragments 2) They're generally too expensive to be considered being bought
One should rather consider soul fragments as a limited resource, and ask himself "how much time would it take me to gather all the fragments needed to soulfuse that equipment?" That should settle whether you should soulfuse an equipment or not. The answer to this question is also the determining factor of whether one should purchase the hath perk or not.
I disagree. The reason others don't convert it to credits is because they're wrong. It doesn't matter if you actually buy or sell soul fragments. They're in infinite supply at the cost of 1k credits each. You should soulfuse an item if it is a good idea, and can afford it. Period. Soulfusion is expensive, so it very often is not a good idea. But it is a good idea and worth the cost some amount of the time. Not soulfusing something when it is a good idea is a cost. Soulfusing something when it is a bad idea reduces your available resources, and one such cost is not being able to soulfuse something when it is a good idea, or delaying it, or what have you. Convert all things to a common currency. "no, don't consider it credits, consider it time" is just nonsense. Time = money. Determining if it is a good idea or not has to be assessed in comparison to the alternate. Soulfusing a piece of gear locks its gear level to your level. It directly competes with the alternate strategy of "buy a new sword when I am higher level, so that new sword is my level." Until you hit max level, this is a constant concern, and a major driving force behind a newbie's interest in soulfusion. So if you don't soulfuse, you will be spending credits on some amount of upgrades. Some simply for the sake of raising gear level, as well as some simply for better base stats, better suffix, better prefix, or more appropriate subtype for your build (switching from axe to rapier for example). Upgrading has a lot of factors, but they're not infinite. You can assign value to them all. That value is in credits. So if you want to compare soulfusion to it, you need to convert it into credits to accurately compare the two. As for the hath perk, that too is a slightly complicated piece of math. On the one hand, it is a free 10k credits each day. But those 10k credits are locked into a purchase: soul fragments. There is also a concern that someday you will have your perfect gear, and never need to soulfuse ever again. At which point the perk stops making you any money. How long will it take for you to get to that state of never wanting to soulfuse anything ever again? How many days x 10k credits, and that is how much value you get out of the perk. The perk costs 500 hath, and at 4k credits per hath that is 2m. So multiple whatever you pay above 4k by 500 to get the exact price. 2m is an estimate. It'll take 200 days for the perk to pay for 2m, so it will take slightly over 200 days depending on hath price. Will you find yourself getting to that state of never wanting to soulfuse anything ever again in about 200-ish days? How long it takes after 200-ish days is how much free credits you earn from the perk. If it takes you ten years of playing to reach that state, the perk is a huge amount of value. If you only play for a year, most of that year will be spent paying for itself, and you'll get very little value. How many RE you do a day is irrelevant. "Just do two more RE" is nonsense. One RE is of high value, you should already do as many as you are capable/willing to do. It is impossible to just do two more, otherwise you'd already be doing those two. For some, there is a hardcap as you can only do 24 a day max, no matter how much you want to do more.
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Nov 1 2017, 02:45
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cxxts
Newcomer
 Group: Recruits
Posts: 14
Joined: 16-October 17

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Just need some clarification, are end drops from clearing all arena waves not affected by difficulty modifiers? (Ex. Pfudor guaranteed superior drops)
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Nov 1 2017, 02:47
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프레이
Group: Gold Star Club
Posts: 701
Joined: 21-October 17

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Why can't I slot Flames of Loki? I've read through the wiki and it seems I only need to be Lv150 with 150 base elemental proficiency. I'm pretty sure I meet those requirements, so what am I missing? (IMG:[ i.imgur.com] https://i.imgur.com/aqAXOu5.png) (IMG:[ i.imgur.com] https://i.imgur.com/eaMaNEk.png)
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Nov 1 2017, 03:48
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lololo16
Group: Gold Star Club
Posts: 2,839
Joined: 5-March 12

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QUOTE(Frotag @ Oct 31 2017, 21:47)  I've read through the wiki and it seems I only need to be Lv150 with 150 base elemental proficiency.
The wiki is wrong, you need more than that (don't know how much, though. Try with 185) This post has been edited by lololo16: Nov 1 2017, 03:48
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Nov 1 2017, 04:42
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cxxts
Newcomer
 Group: Recruits
Posts: 14
Joined: 16-October 17

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QUOTE(Frotag @ Nov 1 2017, 02:47)  Why can't I slot Flames of Loki? I've read through the wiki and it seems I only need to be Lv150 with 150 base elemental proficiency. I'm pretty sure I meet those requirements, so what am I missing?
I just had this issue a day ago, its actually unlocked at level 175 for flame of loki and 185 for the ice variant and +10 levels for any other elemental variant thereafter from what ive seen. This post has been edited by cxxts: Nov 1 2017, 04:43
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Nov 1 2017, 05:18
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프레이
Group: Gold Star Club
Posts: 701
Joined: 21-October 17

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QUOTE(lololo16 @ Oct 31 2017, 21:48)  The wiki is wrong, you need more than that (don't know how much, though. Try with 185)
QUOTE(cxxts @ Oct 31 2017, 22:42)  I just had this issue a day ago, its actually unlocked at level 175 for flame of loki and 185 for the ice variant and +10 levels for any other elemental variant thereafter from what ive seen.
I see, thanks! One last question, is there any benefit to increasing my max MP? (i.e., from the ability tree or wisdom stat) From what I understand, both the mana conservation perk and spell costs are %'s based on max MP. Is there any reason to go for a larger pool aside from wanting the mana costs to round slightly more efficiently? This post has been edited by Frotag: Nov 1 2017, 05:19
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Nov 1 2017, 05:53
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reality_marble
Group: Gold Star Club
Posts: 1,475
Joined: 31-August 13

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Spell cost bases on lvl (ノ>ω<)ノ :。・:*:・゚’★,。・:*:・゚’☆ One million billions MP is goods for cast more
"Spell costs are all a percentage of the player's level, rounded up. "
This post has been edited by reality_marble: Nov 1 2017, 05:54
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Nov 1 2017, 06:03
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cxxts
Newcomer
 Group: Recruits
Posts: 14
Joined: 16-October 17

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QUOTE(Frotag @ Nov 1 2017, 05:18)  I see, thanks!
One last question, is there any benefit to increasing my max MP? (i.e., from the ability tree or wisdom stat)
From what I understand, both the mana conservation perk and spell costs are %'s based on max MP. Is there any reason to go for a larger pool aside from wanting the mana costs to round slightly more efficiently?
Maybe a more experienced mage can follow up on this. From my experience having a larger mana pool from wisdom allows coalesced/ether tap to stabilize your mana efficiency at later levels allowing you to cast T2 and T3 spells as your main damagers. Ether Tap: You are absorbing magicks from shattering the Coalesced Mana surrounding a target. Restores mana equal to 2% of the player's base MP per turn. The restoration effect can be stacked once for double amount of MP restored. Mana Draught: Restores 1% base mana/spirit per turn for 50 turns. This post has been edited by cxxts: Nov 1 2017, 06:07
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Nov 1 2017, 06:18
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프레이
Group: Gold Star Club
Posts: 701
Joined: 21-October 17

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QUOTE(reality_marble @ Oct 31 2017, 23:53)  Spell cost bases on lvl (ノ>ω<)ノ :。・:*:・゚’★,。・:*:・゚’☆ One million billions MP is goods for cast more
"Spell costs are all a percentage of the player's level, rounded up. "
Well shit, I skipped over the level bit. Thanks again.
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Nov 1 2017, 08:29
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Noni
Group: Catgirl Camarilla
Posts: 13,159
Joined: 19-February 16

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QUOTE(cxxts @ Nov 1 2017, 05:03)  Maybe a more experienced mage can follow up on this. From my experience having a larger mana pool from wisdom allows coalesced/ether tap to stabilize your mana efficiency at later levels allowing you to cast T2 and T3 spells as your main damagers.
Ether Tap: You are absorbing magicks from shattering the Coalesced Mana surrounding a target. Restores mana equal to 2% of the player's base MP per turn. The restoration effect can be stacked once for double amount of MP restored.
Mana Draught: Restores 1% base mana/spirit per turn for 50 turns.
Say cxxts, you are doing quite well in leveling up! What's your play style? At what difficulty do you play? And with or without javascripts? I would have expected mage at your level to go much slower, as melee should be faster for leveling up at your level. So do yo have tips for starting players? At full imperil mage level (lv 310 and higher) then in my experience you don't have any trouble with mana consumption, provided that you play elemental mage. Holy and Dark have more mana consumption. Elemental mage don't rely on ether tap. Just use potions and draughts. I buy mana potions by the thousands, and take them almost always when cool down makes them available again. And for Pfudor Grindfest, I use Aether Shards on my staff. And yes, WIS is very important for mage. A huge mana pool is very handy (and great for showing-off purposes (5530 (IMG:[ invalid] style_emoticons/default/heh.gif) )). This post has been edited by DJNoni: Nov 1 2017, 08:30
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Nov 1 2017, 08:52
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cxxts
Newcomer
 Group: Recruits
Posts: 14
Joined: 16-October 17

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QUOTE(DJNoni @ Nov 1 2017, 08:29)  Say cxxts, you are doing quite well in leveling up! What's your play style? At what difficulty do you play? And with or without javascripts? I would have expected mage at your level to go much slower, as melee should be faster for leveling up at your level. So do yo have tips for starting players? At full imperil mage level (lv 310 and higher) then in my experience you don't have any trouble with mana consumption, provided that you play elemental mage. Holy and Dark have more mana consumption. Elemental mage don't rely on ether tap. Just use potions and draughts. I buy mana potions by the thousands, and take them almost always when cool down makes them available again. And for Pfudor Grindfest, I use Aether Shards on my staff. And yes, WIS is very important for mage. A huge mana pool is very handy (and great for showing-off purposes (5530 (IMG:[ invalid] style_emoticons/default/heh.gif) )). I play on the nintendo difficulty with a fire/ice mage with no javascripts (havn't looked into using them). I use shock spike shield to prime for fire blast and use freeze to proc the blast from fire and just rotate accordingly. This usually leaves only a select few enemies left on the table at low health and most of the time coalesced which i finish with a staff hit to keep my ether tap stacks up. I used to use mana draughts and maybe a mana potion on rare occasions before level 100 but after i got a focus staff and some prof gear off the bazaar or random drops I don't even use them anymore. Think the best tip i can give as a starter mage is keep your buffs up, cast on coalesced targets when you can, and slap em for ether tap if your health is stable. This post has been edited by cxxts: Nov 1 2017, 08:53
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Nov 1 2017, 08:54
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BlueWaterSplash
Group: Members
Posts: 3,323
Joined: 15-March 11

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That style sounds like what I did as a newbie mage around level 40.
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Nov 1 2017, 09:12
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Noni
Group: Catgirl Camarilla
Posts: 13,159
Joined: 19-February 16

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QUOTE(cxxts @ Nov 1 2017, 07:52)  I play on the nintendo difficulty with a fire/ice mage with no javascripts (havn't looked into using them). I use shock spike shield to prime for fire blast and use freeze to proc the blast from fire and just rotate accordingly. This usually leaves only a select few enemies left on the table at low health and most of the time coalesced which i finish with a staff hit to keep my ether tap stacks up. I used to use mana draughts and maybe a mana potion on rare occasions before level 100 but after i got a focus staff and some prof gear off the bazaar or random drops I don't even use them anymore. Think the best tip i can give as a starter mage is keep your buffs up, cast on coalesced targets when you can, and slap em for ether tap if your health is stable.
Interesting. So this works quite well up to level 200, I didn't know that! Thanks for sharing this with us. It used to be, in previous version of HV, that you basically had to switch to 1h heavy at level 250 or so, because monsters became too strong. You'll find out if that is still the case, soon. What would help you is to use scripts. Or, one script in particular: monsterbation. That will speed up your game play considerably. If you need any help to set it up or to install it, check this thread. And if you run into troubles, just ask here.
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Nov 1 2017, 11:17
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,571
Joined: 12-July 14

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QUOTE(cxxts @ Nov 1 2017, 07:52)  I play on the nintendo difficulty with a fire/ice mage with no javascripts (havn't looked into using them). I use shock spike shield to prime for fire blast and use freeze to proc the blast from fire and just rotate accordingly. This usually leaves only a select few enemies left on the table at low health and most of the time coalesced which i finish with a staff hit to keep my ether tap stacks up. I used to use mana draughts and maybe a mana potion on rare occasions before level 100 but after i got a focus staff and some prof gear off the bazaar or random drops I don't even use them anymore. Think the best tip i can give as a starter mage is keep your buffs up, cast on coalesced targets when you can, and slap em for ether tap if your health is stable.
I used to play like that. It's quite annoying.
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Nov 1 2017, 11:45
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Cryosite
Group: Members
Posts: 553
Joined: 29-August 17

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So, after earning Fus Ro Dah, I'm kind of interested in trying it out. I've heard that it is paired with some success with a stunlock build, using high atk speed, mace, and as much damage as possible after that. Basic plan to use high atk speed to get as many turns as possible to get FRD off cooldown while building up the OC to fuel it.
I threw together a 2h+Light build on my third, mostly unused persona. Cranked AGI as high as possible, leaned towards shade pieces I have sitting in inventory where possible.
The build can only get 15% AS. It also has noticeably less base damage compared to my main 1h build. Would that, combined with IA Haste, be enough to stunlock below pfudor or possibly also on pfudor?
Should it be DW with club and wakizashi (for more speed) instead?
Anything else important to the build I'm missing?
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Nov 1 2017, 11:53
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(Cryosite @ Nov 1 2017, 12:45)  Anything else important to the build I'm missing?
for stunlock you want to use mace or FRD, since active stuns have to expire for them to be reapplied, so using both would be wasted potential. i've heard that FRD is best paired with niten or estoc, add swift strike and agile shade as needed. i believe at least 30% attack speed bonus is what's recommended This post has been edited by sickentide: Nov 1 2017, 12:03
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Nov 1 2017, 14:35
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friggo
Group: Gold Star Club
Posts: 2,134
Joined: 9-October 14

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Quick question for mages.
I'm finally starting to transition to maging and if I want to play no-imperil holy, I'd need 914 total proficiency at level 457, correct?
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Nov 1 2017, 16:01
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Noni
Group: Catgirl Camarilla
Posts: 13,159
Joined: 19-February 16

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QUOTE(friggo @ Nov 1 2017, 13:35)  Quick question for mages.
I'm finally starting to transition to maging and if I want to play no-imperil holy, I'd need 914 total proficiency at level 457, correct?
Yep
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