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post Nov 29 2017, 10:08
Post #102417
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pre-0.82 equip is generally crappier than after 0.82 equip (rolls are lower in general)
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post Nov 29 2017, 10:21
Post #102418
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QUOTE(Slobber @ Nov 29 2017, 17:08) *

pre-0.82 equip is generally crappier than after 0.82 equip (rolls are lower in general)

so their rolls are lower but once they got assigned, level scaling work equally with after patch equips, or work differently? And if i buy them, what should i do besides checking base stat?
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post Nov 29 2017, 10:21
Post #102419
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before 0.82, quality tier was calculated from the stats, so it was possible to have a legendary where some stats are very low. since 0.82, quality tier is rolled first and then the stats are rolled in that tier's range, so all stats on a legendary are guaranteed a certain minimum
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post Nov 29 2017, 10:36
Post #102420
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QUOTE(reality_marble @ Nov 28 2017, 15:10) *

( ˘_˘ ) hmm... ( ̄∀ ̄)
so the 4% loss of counter-resists if I has pen4 insteads of pen5 means that if I would do 100k damages I will do 96k damages basicals?

Probably would have a little bit more impact than that.

Damage as an average would indeed be reduced as, over millions of hits, about 4% of them get resisted. Sometimes fully, sometimes partially.

What also would happen is that you'd have to spend a bit more time, on average, "cleaning up." Picking off those survivors who, 4% of the time, have just one more member than usual.

This is one of those situations where it is less valuable to think of things in terms of raw DPS. How many t will it cost you to clear DWD PFUDOR with choice A vs choice B. If your T3 Fire kills everything in one cast, there is 4% per target that it takes only half damage (or less) making you take 2t to clear that round instead of 1. Does your T2 Fire one shot everything or take 75% HP away? You're going to have to clean up with T1 fire, but how many times?

If your T3 fire isn't killing everything in one shot (resists aside), then how much cleanup is normal and how much more do you need to do because of resists? Increase that annoyance by 4%.

How much damage do you take while cleaning up? Will a bit more cleanup force you to Cure more often,thus spending more t on average.

Overall, it probably represents an increase in average t spent to clear stuff. It probably is more than a 4% difference. But "basically" no, it matters a bit more than 100k damage vs 96k damage.
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post Nov 29 2017, 10:48
Post #102421
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QUOTE(reality_marble @ Nov 29 2017, 00:10) *

( ˘_˘ ) hmm... ( ̄∀ ̄)
so the 4% loss of counter-resists if I has pen4 insteads of pen5 means that if I would do 100k damages I will do 96k damages basicals?

No, the loss of damage is around 1.2% (difference in turns is difficult to estimate and would require testing both configurations over ~3+ runs averaged).
For the math go here.
You can use your data and see what you get.
Note that average monster resist is likely higher than when I tested (all those 2250PL with 27% counter-resist aren't helping).
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post Nov 29 2017, 14:15
Post #102422
reality_marble



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٩(◕‿◕。)۶ thanks for answers
well, back to reforges
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post Nov 29 2017, 15:46
Post #102423
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I am just curious, so that i could answer that question myself. But what is consider as ideal IW for DW weapons?
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post Nov 29 2017, 15:59
Post #102424
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QUOTE(Uncle Stu @ Nov 29 2017, 14:46) *

I am just curious, so that i could answer that question myself. But what is consider as ideal IW for DW weapons?

it mostly depends whether a club is involved or not, since that would be a bit redundant with overpower. (*)

for most of the people:

with Club: mainhand: But+Fat; offhand: Fat+But
w/o Club: mainhand: whatever combo of But, Fat, OP; offhand: Fat+OP.

as for the proper amount of OP, well... i have O6 and feel comfy enough, so probably O10 isn't needed? (IMG:[invalid] style_emoticons/default/unsure.gif)


(*) also, not sure if FRD DW is a thing, but in such a case you should probably boost your speed a bit if you don't have a waki, but that's quite niche.
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post Nov 29 2017, 16:09
Post #102425
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So if you counter the monster parry with a club, you just IW main and offhand like a normal 1H weapon? But what does actually mean whatever combo? I mean there has to be something like an ideal mixup, doenst it? I mean even as DW i doubt you want 10 Overpower in both weapon together. Or would you? (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Nov 29 2017, 16:28
Post #102426
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QUOTE(Uncle Stu @ Nov 29 2017, 15:09) *

So if you counter the monster parry with a club, you just IW main and offhand like a normal 1H weapon?

fact is, a stunned mob cannot parry. so stun proc already offers native counter-parry. so yep, you can skip overpower - or at least, this is the common suggestion.
though the first hit still has to land, so personally i wouldn't mind a level or two.

QUOTE(Uncle Stu @ Nov 29 2017, 15:09) *

I mean even as DW i doubt you want 10 Overpower in both weapon together. Or would you? (IMG:[invalid] style_emoticons/default/unsure.gif)

i doubt as well. as i said, i have OP6 (in total, of course) and i feel it's already good enough.

QUOTE(Uncle Stu @ Nov 29 2017, 15:09) *

But what does actually mean whatever combo? I mean there has to be something like an ideal mixup, doenst it?

as for "whatever combo" i mean that the difference between butcher and fatality shouldn't be too big, afterall. probably you could boost fatality a bit if you have a high Crit chance...
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post Nov 29 2017, 16:50
Post #102427
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So alltoghether in both weapons something around like 6 of Over/But/Fat?
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post Nov 29 2017, 17:09
Post #102428
Cryosite



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QUOTE(Uncle Stu @ Nov 29 2017, 06:50) *

So alltoghether in both weapons something around like 6 of Over/But/Fat?

Each weapon can have 9 levels of potencies. 18 total. Scremaz is suggesting 6 of that be OP. Your mileage may vary.

The rest would be Butcher and Fatality in any combination. They're functionally almost equal. You could show a slight preference towards Fatal if you have really high crit chance. But, honestly, whatever shows up in the IW process is probably fine.
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post Nov 30 2017, 02:33
Post #102429
clarkiest



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QUOTE(Uncle Stu @ Nov 29 2017, 16:50) *
Over/But/Fat?

what? Overly fatty butt?
I didn't know you like that...
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post Nov 30 2017, 02:57
Post #102430
reality_marble



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I gives 3/10 ┐(︶▽︶)┌
must apply self more
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post Nov 30 2017, 08:29
Post #102431
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Is void damage better than any other type of weapon damage? Does this mean I should do Item World to upgrade my Legendary Arctic Rapiers to be able to deal void damage?
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post Nov 30 2017, 08:38
Post #102432
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QUOTE(hentailover6983 @ Nov 30 2017, 07:29) *

Is void damage better than any other type of weapon damage? Does this mean I should do Item World to upgrade my Legendary Arctic Rapiers to be able to deal void damage?


Yes. It will give you a 2nd strike. You'll deal much more damage!
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post Nov 30 2017, 12:21
Post #102433
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QUOTE(hentailover6983 @ Nov 30 2017, 07:29) *

Is void damage better than any other type of weapon damage? Does this mean I should do Item World to upgrade my Legendary Arctic Rapiers to be able to deal void damage?


Void damage by itself is not really better than the rest. Regular monsters have between -25% and +25% mitigation toward Crush/Piercing/Slash. Bosses, goddesses and Konata have +25% everywhere. Schoolgirls have -1% on one and +50% on the two others. FSM and all other purples have +50% everywhere.

So overall void damage itself is effective on all special monsters, as for regular monsters it's just something that makes your damage output a bit more consistant (it does increase it in some cases, it lowers it in some others).

But then, IWing a weapon to IW10 means that you do have an extra void strike on top of your attack being Void instead of Crushing/Slashing/Piercing, so it increases your total output against all monsters altogether and you do "feel" its effect in battle.

However, keep in mind that Void damage is neutral only against specific mitigations (Crushing/Slashing/Piercing/Fire/Cold/...), but not against general physical/magical mitigation, which still kick in. Therefore Void damage alone doesn't guarantee a maximum damage output against monsters. When playing a rapier, you will need to stack procs of penetrated armor against a SG to reduce its physical mitigation, which will increase your damage output against it. Penetrated armor won't reduce the mitigation against the cold damage that your rapier's cold strike will do: only Imperil can do that.

I hope I've been clear enough.
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post Nov 30 2017, 13:46
Post #102434
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QUOTE(hentailover6983 @ Nov 29 2017, 22:29) *

Is void damage better than any other type of weapon damage? Does this mean I should do Item World to upgrade my Legendary Arctic Rapiers to be able to deal void damage?


QUOTE(decondelite @ Nov 30 2017, 02:21) *

Void damage by itself is not really better than the rest. Regular monsters have between -25% and +25% mitigation toward Crush/Piercing/Slash. Bosses, goddesses and Konata have +25% everywhere. Schoolgirls have -1% on one and +50% on the two others. FSM and all other purples have +50% everywhere.

So overall void damage itself is effective on all special monsters, as for regular monsters it's just something that makes your damage output a bit more consistant (it does increase it in some cases, it lowers it in some others).

But then, IWing a weapon to IW10 means that you do have an extra void strike on top of your attack being Void instead of Crushing/Slashing/Piercing, so it increases your total output against all monsters altogether and you do "feel" its effect in battle.

However, keep in mind that Void damage is neutral only against specific mitigations (Crushing/Slashing/Piercing/Fire/Cold/...), but not against general physical/magical mitigation, which still kick in. Therefore Void damage alone doesn't guarantee a maximum damage output against monsters. When playing a rapier, you will need to stack procs of penetrated armor against a SG to reduce its physical mitigation, which will increase your damage output against it. Penetrated armor won't reduce the mitigation against the cold damage that your rapier's cold strike will do: only Imperil can do that.

I hope I've been clear enough.

As Deco here says, though with a few very minor corrections/additions.

Yuki, Ryouko, and Mikuru are crushing, slashing, and piercing type damage and their resistance to that damage is -25%. They don't have 25% across the board, but they do have it vs the other two melee types.

Konata is also crushing damage, but I forget what her melee mitigations look like. I remember that unlike the tougher three, she has 75% vs holy and dark (instead of -1%), and instead has -1% wind resistance for some weird reason.

I forget what Manbearpig, Mithra, and Dalek have. I'd assume each of them has either a strong point or a weak point, as they sort of fit a trio-set like Yuki, Ryouko, and Mikuru do.

Outside of those culprits, player-monsters have every possible combination of weak and strong melee mitigations too, and so overall (at least in arenas) you'll on average face close to an equal amount of monsters who are weak to, neutral to, or resistant to your melee weapon's damage type.

As Deco says, void-type damage (which all opponents have 0% resistance to) won't actually increase your average damage. But rather than looking at it as simply "evening out" your damage, I'd consider it valuable for dealing with "tough" enemies. Between Giants, Dragons, Undead, and Arthropods, you have a lot of monsters for which it is popular to crank up HP, and make these monsters durable. bypassing a poor melee type matchup lets you cut through all of these equally easy with void damage.

In contrast, "glass cannon" type monsters like Celestials, Daemons, Elementals, Sprites, and Humanoids all tend to have comparitively low HP, so their defenses matter very little. Even a strong defense mismatch would see these monsters killed in very few strikes anyway.

So, overall, using Void damage isn't a source of increasing your damage "on average." But it does eliminate one of the potential bottlnecks you could face: a high HP "tanky" monster that becomes even more troublesome to kill because it is highly resistant to piercing and you're using a rapier. Those other situations where you "lose" damage (because, say a giant) is weak to your rapier's natural piercing damage, are less important.

And yes, as others pointed out, Hollowforge gives you an additional strike worth of damage that is also type: void. So there is a raw increase in damage from that. If your weapon has an elemental strike, it keeps that, giving it two additional strikes. If your weapon is Etheral, it has Void damage type and Void Strike already, and when it gets to IW10 it will be given a random elemental strike. Lastly, you can enchant your weapon at the Forge using infusions. This will give your weapon an additional strike that lasts for 15 minutes real time. At maximum, your weapon can have a total of three extra strikes: one Void Strike, and two elemental strikes (be they from prefix, IW10, or enchantment(s)).
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post Nov 30 2017, 14:33
Post #102435
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QUOTE(Cryosite @ Nov 30 2017, 12:46) *

Yuki, Ryouko, and Mikuru are crushing, slashing, and piercing type damage and their resistance to that damage is -25%. They don't have 25% across the board, but they do have it vs the other two melee types.

Konata is also crushing damage, but I forget what her melee mitigations look like. I remember that unlike the tougher three, she has 75% vs holy and dark (instead of -1%), and instead has -1% wind resistance for some weird reason.

I forget what Manbearpig, Mithra, and Dalek have. I'd assume each of them has either a strong point or a weak point, as they sort of fit a trio-set like Yuki, Ryouko, and Mikuru do.

https://ehwiki.org/wiki/HentaiVerse_Bestiary


however, one of the sweet point of Void is that it bypasses specific mitigations, so it *actually* boosts your damage on average if compared to all the other types (remember, both players and mobs have 0% Void mitigation, and afaik it basically replaces elemental/physical ones on calculations). apart for that, yep, since there are mobs with negative mitigations and you'll lose those tiny boosts, it allows you to have a more stable diagram of damage output - if so we want to call it - allowing you not to waste too much time thinking about which element you should pick for your play.
if you note, the only istances in which we say "pick this or that" is against SGs or when you have to go specific styles, because the spike shield may affect them.
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post Nov 30 2017, 16:14
Post #102436
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The choice of element type of a weapon is more along what elemental strike will deal the most damage against a mob that is afflicted by the proc of the spike shield, as well as the natural weakness of the said mob. That's the reason why Dark/Holy weapons are better against SGs, and Arctic is generally better against everything: the cold strike deals extra damage when a monster is burning due to the fire spike shield.
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