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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Nov 29 2017, 10:48
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09

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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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Nov 29 2017, 14:15
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reality_marble
Group: Gold Star Club
Posts: 1,475
Joined: 31-August 13

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٩(◕‿◕。)۶ thanks for answers well, back to reforges
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Nov 29 2017, 15:46
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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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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Nov 29 2017, 15:59
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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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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Nov 29 2017, 16:09
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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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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Nov 29 2017, 16:28
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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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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Nov 29 2017, 16:50
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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So alltoghether in both weapons something around like 6 of Over/But/Fat?
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Nov 29 2017, 17:09
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Cryosite
Group: Members
Posts: 553
Joined: 29-August 17

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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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Nov 30 2017, 02:33
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clarkiest
Group: Members
Posts: 1,335
Joined: 28-December 12

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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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Nov 30 2017, 02:57
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reality_marble
Group: Gold Star Club
Posts: 1,475
Joined: 31-August 13

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I gives 3/10 ┐(︶▽︶)┌ must apply self more
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Nov 30 2017, 08:29
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hentailover6983
Group: Members
Posts: 803
Joined: 13-June 15

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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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Nov 30 2017, 08:38
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Noni
Group: Catgirl Camarilla
Posts: 13,435
Joined: 19-February 16

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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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Nov 30 2017, 12:21
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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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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Nov 30 2017, 13:46
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Cryosite
Group: Members
Posts: 553
Joined: 29-August 17

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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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Nov 30 2017, 14:33
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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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_Bestiaryhowever, 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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Nov 30 2017, 16:14
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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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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Nov 30 2017, 16:33
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Cryosite
Group: Members
Posts: 553
Joined: 29-August 17

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QUOTE(Scremaz @ Nov 30 2017, 04:33)  https://ehwiki.org/wiki/HentaiVerse_Bestiaryhowever, 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. Thanks for the link. From there, I navigated to the Monster Lab page. (IMG:[ i.imgur.com] https://i.imgur.com/JOjp9Uq.png) None of the player-monsters have +75% or +50% resistances, nor -50% or -75% resistance. They're all +25%, 0%, or -25%. Celestials and Daemons both have -25% to all. Against these foes you lose some damage for the switch to void, no matter what. But they both also tend to have very low HP, as I mentioned above. Even without that boost, you can kill them pretty fast. Depending on how high your damage is relative to their HP, it likely doesn't change the number of attacks needed to kill them. Sprites and Elementals also have melee weaknesses (crushing, and crushing and piercing). Like above, they tend to have low HP, so remain easy to kill with void damage. Humans have no weakness to any melee type, so remain exactly as easy to kill with void. Avions, Beasts, Mechanoids, and Reptiles all are like this, and generally are found to not have a huge amount of HP. They remain easy to kill, you don't lose damage against them for using Void, and in a few cases you do miss being slowed down by a resistance here or there. The common tanks (which have high END) are Dragons, Giants, Undead, and arthropods. Arthropods are weak to crushing and Giants weak to piercing, while Dragons and Undead have no weaknesses to any melee. So against half the "tanks" you miss out on a small damage boost at all, and only against one quarter of the tanks if you have a non-void peircing or crushing weapon to exploit it. Of the two, Giants have more HP, making piercing the slightly more attractive choice there. Undead on the other hand, are resistant to both Crushing and piercing. Giants resistant to Crushing.Dragons resistant to Crushing and Slashing, and Arthropods resist Slashing. Again, piercing seems slightly more attractive overall, since all the tanks other than Arthropods are resistant to Crushing, though undead are resistant to Piercing. So if your choice is piercing vs void, one of the four tanks will resist you while one will show a weakness to piercing. Crushing sees one weakness too, but three resistances. Slashing sees no weakness, and two resistances. And against foes with that much HP, those resistances can matter more than they do against paper-thin enemies. They can easily increase the amount of swings you need in order to kill them. Thus void damage bypasses those resistant tanks, while not meaningfully losing damage that otherwise would hit weaknesses.
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Nov 30 2017, 21:57
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Cryosite
Group: Members
Posts: 553
Joined: 29-August 17

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QUOTE(DJNoni @ Nov 30 2017, 10:54)  Success at last! Legendary Demonic Willow Staff of DestructionBut now I need some expert advice, I guess. What to do with this fine staff: Legendary Demonic Willow Staff of DestructionIt wasn't cheap. 50m. And it's still tradable. But the market for mid-range matching staves has gone sour, so it seems. They sell for just a couple of millions, or just a couple of 100k's! Should I salvage (salvage a 50m piece of equip (IMG:[ invalid] style_emoticons/default/blink.gif) )? Should I try to sell for more than salvage value? Auction it, set the min bid to about 50m. If no one buys, decide if you're willing to let it go for less and set the min bid appropriately the following week. If still no takers, salvage it then. No sense letting it go for way less than the forge cost.
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Dec 1 2017, 02:08
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09

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QUOTE(DJNoni @ Nov 30 2017, 19:54)  Should I salvage (salvage a 50m piece of equip (IMG:[ invalid] style_emoticons/default/blink.gif) )? Should I try to sell for more than salvage value? Try to auction with min bid set as (value of salvage materials + 3-4M) * 1.1 And see how it goes. A shop may even be better but selling in shops is pretty difficult and the more time you wait the less you will get from the materials.
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