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post Dec 27 2011, 08:29
Post #10251
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I'm guessing bewilder + absorb = gets rid of one drawback of absorb and possibly allowing it to be more useful than spirit shield

Esp vs schoolgirls
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post Dec 27 2011, 09:00
Post #10252
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I'm going to beginning to do the arenas with all the schoolgirls in them. End of Days is the first one that I will unlock.

Other than maybe getting a different staff for holy damage, maybe a different set of phase with emphasis on holy damage, what else should I do?

Thanks! Also, please PM to me your reply to my questions because I probably won't see it in this forum anyways since I hardly visit this thread.
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post Dec 27 2011, 09:03
Post #10253
☆Loli Police☆



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What class would you guys recommend? I'm currently using A two-handed weapon with crushing damage. And my armor is all heavy. I tend to die a lot too, any tips?
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post Dec 27 2011, 09:39
Post #10254
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Hello! I have just start playing this game around 3 weeks ago. This game is fun, and the free credits give me meaning to play the game. (IMG:[invalid] style_emoticons/default/smile.gif)

After the newly patch (0.6.3), I am a bit lost in choosing melee style/equipments.

As a beginner, I pick 1H club + shield + light armor aiming as a defensive fighter. I use club as weapon because its attacking power is on pair with 2H weapon. My shield provide 29% blocking rate at my level. I give up on heavy armor because the slow speed and high interference making me use more MP for recovering. Also, the price for good cloth armors are too high for me.

In 0.6.2, my attack power is barely enough to handle hard difficulty, with 140% OC. After the patch, I find the new 1H skill is powerful, only when facing a single boss class monster, which is very rare. When I play arena/grindfest/crysfest/item world, I find it very hard to survive until rounds 35 even in normal difficult. Then I switch to 2H weapon yesterdays to see any different. With the new 2H skill that give free kill every few rounds, I could survive more rounds with a common 2H mace and 0% in 2H prof.

Now, I would like to ask the experienced players about the usefulness of 1H style. I would like to know is there any way to keep 1H style as strong as 2H style?

Sorry for my poor English.

This post has been edited by Colman: Dec 27 2011, 09:53
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post Dec 27 2011, 11:32
Post #10255
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QUOTE(Rei-Tenshi @ Dec 27 2011, 05:37) *

Absorb lost a lot of its value when custom monsters came out. I only use it on Schoolgirl Marathons since that's the only time that any monster gets to cast their spells.

I don't use Spirit Shield nowadays either. Even when I went for the Dovahkiin title, I just relied on Spark for survival.


ya, If the arenas were longer and monsters still hit harder the deeper you go, I think I'd use it more.

QUOTE
My not-so-intelligent guess is that you guys have more hp than other players, so SP shield activates less frequently.


I'm sure that is part of it. I'm at 10,300 health & 1850 SP. I think weaken also helps a lot. Normal attacks only do a few thousand damage and Reg II heals ~950 a turn so most attacks don't need to be healed. When I do take a lot of damage Cure I can restore my full hp.

I have been messing around with blind from time to time on the Dragons or FSM. I still haven't made up my mind if I like more then bewilder again. (I use to use blind all the time at lower levels)

EDIT:
Was just looking at avg damage taken per hit.
normal attacks ~1007
crit attacks ~1490

This post has been edited by 4EverLost: Dec 27 2011, 14:29
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post Dec 27 2011, 14:00
Post #10256
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QUOTE(4EverLost @ Dec 27 2011, 01:32) *

I'm sure that is part of it. I'm at 10,300 health & 1850 SP. I think weaken also helps a lot. Normal attacks only do a few thousand damage and Reg II heals ~950 a turn so most attacks don't need to be healed. When I do take a lot of damage Cure I can restore my full hp.


Wow, how much do you need to raise your attributes to get your vitals that high? (IMG:[invalid] style_emoticons/default/huh.gif) My vitals go up by such small amounts whenever I raise my attributes that I can't really imagine seeing over 10,000 HP and nearly 2,000 SP.
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post Dec 27 2011, 14:24
Post #10257
4EverLost



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QUOTE(n125 @ Dec 27 2011, 12:00) *

Wow, how much do you need to raise your attributes to get your vitals that high? (IMG:[invalid] style_emoticons/default/huh.gif) My vitals go up by such small amounts whenever I raise my attributes that I can't really imagine seeing over 10,000 HP and nearly 2,000 SP.


click on the pic@325

A new one will be added @330 where str/dex/end will be 340-345. Much of your spirit points comes from how much power/karma you have if I'm not mistaken. You can look it up but its something like post count, time as a member, HV level, stars/awards/auras, power tank... all effect it. Oh and spirit tanks

I'd love to know what Tenseigamoon has for spirit points. His old spirit attacks must have been just sick.
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post Dec 27 2011, 15:01
Post #10258
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QUOTE(4EverLost @ Dec 27 2011, 04:24) *

click on the pic@325

A new one will be added @330 where str/dex/end will be 340-345. Much of your spirit points comes from how much power/karma you have if I'm not mistaken. You can look it up but its something like post count, time as a member, HV level, stars/awards/auras, power tank... all effect it. Oh and spirit tanks

I'd love to know what Tenseigamoon has for spirit points. His old spirit attacks must have been just sick.


Ahh, I completely forgot about Power's effects on SP--every 7 points of Power increases base SP by 1, and a whole host of things increases Power. Looks like Power Tank, Karma level, and (special) Auras are holding me back, specifically. Thanks. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Dec 27 2011, 15:40
Post #10259
~Nanodesuyo



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QUOTE(4EverLost @ Dec 27 2011, 02:46) *

I only do most of my arenas on Hard, I'm lazy and want to do them as fast as I can.

I seem to see a lot of posts about people that don't like absorb very much, using spirit shield all the time and blind vs bewilder.

I use absorb almost all the time. I also like to use weaken/bewilder way more then blind. And I almost never seem to use spirit shield. I find that odd since it seems so many others use it all the time.


I see, looks like i got too used to finish arenas on normal / hard xD

what i really need at moment is better equipment, any tips on how getting it ? better difficult or itemworld / gryndfest like crazy ? or trophies
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post Dec 27 2011, 16:05
Post #10260
4EverLost



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QUOTE(~Nanodesuyo @ Dec 27 2011, 13:40) *

I see, looks like i got too used to finish arenas on normal / hard xD

what i really need at moment is better equipment, any tips on how getting it ? better difficult or itemworld / gryndfest like crazy ? or trophies


fastest way is to just buy something from another player (shop/auction) you can often get good gear for credits, hath, crystals or artifacts. It doesn't need to be the top end, just good for your level and price.

clearing all your arenas each day, save blood tokens for FSM, and if you can train things so you get more drops. When you are able to play oh harder levels.
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post Dec 27 2011, 16:49
Post #10261
Randommember



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QUOTE(sets213 @ Dec 27 2011, 08:03) *

What class would you guys recommend? I'm currently using A two-handed weapon with crushing damage. And my armor is all heavy. I tend to die a lot too, any tips?

Mage.
Seems to have been the best option for a while and this patch made it even more so.
Do the switch before you get too stuck with melee gear.

QUOTE(Colman @ Dec 27 2011, 08:39) *

Hello! I have just start playing this game around 3 weeks ago. This game is fun, and the free credits give me meaning to play the game. (IMG:[invalid] style_emoticons/default/smile.gif)

After the newly patch (0.6.3), I am a bit lost in choosing melee style/equipments.

As a beginner, I pick 1H club + shield + light armor aiming as a defensive fighter. I use club as weapon because its attacking power is on pair with 2H weapon. My shield provide 29% blocking rate at my level. I give up on heavy armor because the slow speed and high interference making me use more MP for recovering. Also, the price for good cloth armors are too high for me.

In 0.6.2, my attack power is barely enough to handle hard difficulty, with 140% OC. After the patch, I find the new 1H skill is powerful, only when facing a single boss class monster, which is very rare. When I play arena/grindfest/crysfest/item world, I find it very hard to survive until rounds 35 even in normal difficult. Then I switch to 2H weapon yesterdays to see any different. With the new 2H skill that give free kill every few rounds, I could survive more rounds with a common 2H mace and 0% in 2H prof.

Now, I would like to ask the experienced players about the usefulness of 1H style. I would like to know is there any way to keep 1H style as strong as 2H style?

Sorry for my poor English.

Yeah, 2H is superior due to it's ability to hit multiple monsters with one attack.
And since everything except ring of blood is multiple monsters, 2H is way better in most situations.
Defenses like evasion, parry and block are also subject to diminishing returns, meaning you get lessout of it the more you have.
If you have 50% block, 50% evasion and 50% parry, that does not mean you have 150% defense and enemies will never hit you.
Instead 50% block gives you 50% chance to get hit, 50% evasion halves that to 25%, and 50% parry again halves that to 12,5%.
Yes, having 87,5% chance of avoiding an attack is really good, but good luck getting evasion and parry that high.
And first there is the same stacking problem within each category. So a shield that gives 30% block and 5 OMFG-powerful armor pieces giving 10% block each and 1H-proficiency at 200 (giving 10% block), is not 30+10+10+10+10+10+10=90%.
No, it's 100*(1-0.3)*(1-0,1)*(1-0,1)...., for a total of 37,2% chance to get hit. Or 62,8% block.
And that is with some really awesome stuff that is in mnay cases not even possible to get.

And that would of course require heavy armor, to get the special shield armor which gives bonus to armor.

And usually, heavy shield armor is actually worse mitigation-wise than light kevlar armor, but with way higher burden and interference.


But overall, the most powerful way is going mage.
There you can use AoE spells to one-shot an entire room full enemies and go through arenas really quickly.
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post Dec 27 2011, 19:35
Post #10262
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I'm going to beginning to do the arenas with all the schoolgirls in them. End of Days is the first one that I will unlock.

Other than maybe getting a different staff for holy damage, maybe a different set of phase with emphasis on holy damage, what else should I do?

Thanks! Also, please PM to me your reply to my questions because I probably won't see it in this forum anyways since I hardly visit this thread.
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post Dec 27 2011, 19:51
Post #10263
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Not much to add. Keep SP shield, Aranca focus and regen2 on. Also keep haste and SV if you want to.
Some people like to ET on konata exclusively. For me I like to ET on every legendaries evenly so as to keep my buffs on.
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post Dec 27 2011, 19:53
Post #10264
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QUOTE(varst @ Dec 27 2011, 11:51) *

Not much to add. Keep SP shield, Aranca focus and regen2 on. Also keep haste and SV if you want to.
Some people like to ET on konata exclusively. For me I like to ET on every legendaries evenly so as to keep my buffs on.


So Ether Theft plays a very important role in these arenas, then?
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post Dec 27 2011, 20:06
Post #10265
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QUOTE(Razorflame @ Dec 28 2011, 01:53) *

So Ether Theft plays a very important role in these arenas, then?


It really depends on your gear and your level.
The best way though is to observe how many rounds you can clear with 1 godly mana potion, then immediately estimate how many rounds you can clear with 12 godly mana potions. (not 13 for safety reason)
Then you'll know how many rounds you may need to ET for mana.
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post Dec 28 2011, 02:44
Post #10266
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for anyone playing melee at this point in the game:

-Stop playing on difficulties above Normal
-Bazaar all of your leather/plate and respec to mage

This is pretty much the discussion in regards to anyone thinking of continuing to use melee until further notice.

This post has been edited by Bunker Buster: Dec 28 2011, 02:47
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post Dec 28 2011, 08:27
Post #10267
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A question!

Which is better for late game? 2h or DW? and which armor class do i accompany both with? and what stats do i stack with either of them?
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post Dec 28 2011, 11:36
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I do not get those comments about melee becoming unplayable after patch. AFAIK overcharge bonus nerf does nothing to ethereal weapons users, so what am I misssing?
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post Dec 28 2011, 12:16
Post #10269
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QUOTE(valiant12 @ Dec 28 2011, 07:27) *

A question!

Which is better for late game? 2h or DW? and which armor class do i accompany both with? and what stats do i stack with either of them?

Of those two, 2H is better, since splash damage will hit multiple mobs.
And Light armor is superior since kevlar gives almost the same protection as plate, but without the same high burden and interference.

But even better is going staff, mage and cloth armor.

QUOTE(Valheran @ Dec 28 2011, 10:36) *

I do not get those comments about melee becoming unplayable after patch. AFAIK overcharge bonus nerf does nothing to ethereal weapons users, so what am I misssing?

Not unplayable, just very very weak.

And if you don't think the OC nerf did something to ethereal weapon users, you really are missing something.

It used to be that the overcharge gave you a bonus to melee damage equal to 1/3 of the actual overcharge.
So even with no ability points into overcharge boost, you still got a 33% increase of damage, when overcharge was at 100%.
With lots of points into overcharge boost, you could all the way up to 280% overcharge, giving you a 93% damage bonus.
And this was passive, meaning as soon as you got your overcharge up, it stayed that way until you either used your overcharge or the arena was over or you fled, with no other costs associated.
This affects all melees equally, including those using ethereal weapons.
Ethereal weapons just do void damage instead of their normal crush, slash or pierce. And it is still counted as physical damage. Also they don't have any burden or interference, which is really good, but primarily the advantage of ethereal weapons is that they bypass damage specific mitigations like that of giants (which has 50% against crushing, making normal maces do only half damage).

Now, overcharge in itself is worthless.
We got a new attack skill that is pretty sweet, but eats up all the overcharge, and spirit mode, which gives a 100% damage bonus, but which also eats up overcharge and spirit points as well.

For lower level players, this spirit mode 100% damage bonus might seem like an improvement over the earlier 33% passive damage bonus, but when you get up in levels, the passive damage bonus would increase, which this spirit mode doesn't.

And that's the problem. Melee players were already very underpowered once you got up to the higher levels, and this patch made high-level melees even weaker.

For example, the spirit cost for spirit mode seems like nothing for lower-leveled melees, which is because they haven't yet gotten spirit shield, which is essentially what your spirit points are for.
And you will notice spirit mode drawing your spirit, since you have to have spirit mode running as often as you can just to try and get your damage up there.


Basically, melee is good at lower levels, when you don't have a lot of AP to spend on spells.
But as you get higher, mages become more powerful and this patch just enhanced on that part.
So once you get past level 100, it's time to start thinking about switching over to mage.

This post has been edited by Randommember: Dec 28 2011, 12:20
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post Dec 28 2011, 13:03
Post #10270
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QUOTE(Randommember @ Dec 28 2011, 11:16) *

And if you don't think the OC nerf did something to ethereal weapon users, you really are missing something.


To me actually, the nerf hits me harder when I'm using my Ethereal.

This is because my ethereal Mace has horrendous base damage (it's all about critical and accuracy), but on higher difficulty settings it's still better since like 70 % of the monsters on HV is either a Giant or a Dragonkin, who put standard Maces to shame.

What happens here is that when I have my ethereal on, Shatter Strike (which is far superior than Spirit Stance when you're fighting larger waves from my experience) will do abysmal damage and won't oneshot jack on mid difficulty settings, thus taking even more time than a standard Mace - standard Mace which is still unusable on anything harder than Heroic because of the aforementioned Giants and Dragonkins.

If instead I decide to burn my OC into Spirit Stance, it'll just take longer (Than Shatter Strike) to clean the wave, I'll suffer more damage and will have to burn more mana in heals.

QUOTE(Randommember @ Dec 28 2011, 11:16) *

For lower level players, this spirit mode 100% damage bonus might seem like an improvement over the earlier 33% passive damage bonus, but when you get up in levels, the passive damage bonus would increase, which this spirit mode doesn't.

And that's the problem. Melee players were already very underpowered once you got up to the higher levels, and this patch made high-level melees even weaker.

For example, the spirit cost for spirit mode seems like nothing for lower-leveled melees, which is because they haven't yet gotten spirit shield, which is essentially what your spirit points are for.
And you will notice spirit mode drawing your spirit, since you have to have spirit mode running as often as you can just to try and get your damage up there.
Basically, melee is good at lower levels, when you don't have a lot of AP to spend on spells.
But as you get higher, mages become more powerful and this patch just enhanced on that part.
So once you get past level 100, it's time to start thinking about switching over to mage.


Spirit Shield it's not the only issue, see the bolded part: what I mean is, Spirit Stance doesn't actually translate in a 100 % boost.

Well numerically it does, but the thing is that you don't have it up 100 % of the time: sure your attacks will do double damage (which an endgamer already did with maxed Overcharge btw, so to them it's worthless), but your Overcharge drains way too fast, and on longer crysfest/IW runs you're gonna burn mana like crazy - or you simply won't be able to activate it because you need Spirit Shield.

Basically, when people are like "it's 100 % vs your old 33 %, it's good", it's not really like that, because half of the time you're activating Spirit Stance or recharging Overcharge, and at some point you'll run out of Spirit.
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