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post Dec 6 2017, 23:50
Post #102548
BlueWaterSplash



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QUOTE(qw3rty67)
But a non-rapiers X damage * 0.5ish mit is at best equal to a rapier's 0.5X damage with zero mit. Granted my best rapier actually does deal half the damage of my non-rapiers :blink: , but even then you'd have to get three crits in a row to get all three stacks, IF they don't parry. Meanwhile the club user could always imperil once and get two stacks on three targets if they aren't using stance. It's just hard to see why rapier gets the top pick as mainhand.

At higher levels if you don't care about defense I think most of us would agree that club of slaughter + rapier of balance, axe of slaughter + rapier of balance, or axe of slaughter + club of balance are the contenders.

Since people do care about defense at least somewhat, that's why you see rapier + wakizashi, club + wakizashi, and club + rapier of nimble builds.

Also you may be underestimating the damage of rapiers a bit. The weapon damage of an axe is only 1.5x greater than that of a rapier, not double like you said. And because a large part of your damage comes from your own strength, proficiency, and armor...an axe only increases your damage by about 12% over a rapier, not considering imperil or penetrated armor.
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post Dec 6 2017, 23:57
Post #102549
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QUOTE(Cryosite @ Dec 6 2017, 21:47) *

wiki entry is... lulzy.


True, last time I updated the Advice and Advice Advanced, I just copied what was there - I don't know much about DW... Could I ask you, and other DW experts, for help? I'd appreciate it! You can just post the few lines that should replace the existing ones, and then I'll edit those into the wiki.
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post Dec 7 2017, 00:16
Post #102550
Cryosite



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QUOTE(Dead-ed @ Dec 6 2017, 13:13) *

It's outdated by several patches.
Read .82


Well, that changes things a bit.

QUOTE(BlueWaterSplash @ Dec 6 2017, 13:50) *

Also you may be underestimating the damage of rapiers a bit. The weapon damage of an axe is only 1.5x greater than that of a rapier, not double like you said. And because a large part of your damage comes from your own strength, proficiency, and armor...an axe only increases your damage by about 12% over a rapier, not considering imperil or penetrated armor.


To add to this:

Consider three main sources of damage:
Armor (shade/power)
PABs (STR and Dex)
Weapon(s)

For everyone else weilding only one weapon, you just pile all those together and go to town.

For DW, you pile all those together for your main hand, then do something similar for your offhand. Then apply your Offhand Strikes proc chance to that (reducing your average damage if it is below 100%) and then -20% to the damage (instead of 50% it used to be before 0.82 apparently).

So you get the following:
Armor+PABS+Rapier
and
Armor+PABS+Wakizashi*0.8

If an axe does 1.5x the ADB as a similar quality rapier, then you're getting
Armor+PABS+(Weapon*1.5)

To put that into perspective, consider:
Armor = 2k ADB
PABS = 2k ADB
Rapier = 1k ADB
Axe = 1,500 ADB

Your main hand damage is looking at 5k ADB vs 5.5k ADB.

Now take the same logic for your offhand. Lets say a similar quality Wakizashi does half the damage of a rapier, or 500ADB. You're getting 2k+2k+(500*0.8)= 4400
Compare to an axe: 2k+2k+(1500*0.8)= 5200

5200 is obviously better, but the loss of 800 ADB is not as big an impact on damage as "half" or "1/3rd" even if the weapon has half or a third of the ADB.

Meanwhile, tearing up your opponents' pmit through Imperil and/or PA stacks does result in close to twice as much damage in many situations.

QUOTE(qw3rty67 @ Dec 6 2017, 13:36) *

Okay, that makes more sense (IMG:[invalid] style_emoticons/default/smile.gif) I think price / IW time should be included as part of the valuation since something like Overpower, for example, is a pretty significant factor when it comes to mainhand rapier. If you're killing in 2-3 hits, a single extra parry doubles your kill time + wastes / doesn't build OC, whereas with club you KNOW it's dead after the stun procs. A forged-up IW'd-up rapier of slaughter may be better than any random club, but that's a big ask given the only other benefit over the PA proc is about 10%ish parry that does nothing against spells.

I'm only wondering so much because it's on the advanced page (IMG:[invalid] style_emoticons/default/smile.gif)


I still think club's stun proc is not as valuable as Overpower. Butcher/Fatality are adding a little bit of ADB to that particular weapon. See the above for how much of a difference that probably doesn't matter.

Overpower is a sure and reliable removal of "missing."

You say you KNOW it is dead once stun procs, but you have to proc stun. Until you do, you're missing and failing to generate OC, etc. Meanwhile, enough OP to completely nullify all parry happens first attack, every attack. Also remember that both weapons can have up to 5 OP each. Not that you likely need that much, but you can.

And what little damage you lose due to having less Butcher/Fatality, you can somewhat makeup for with bleed procs instead of 0-damage stun procs.

This post has been edited by Cryosite: Dec 7 2017, 00:18
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post Dec 7 2017, 00:23
Post #102551
Dead-ed



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QUOTE(DJNoni @ Dec 6 2017, 14:57) *

True, last time I updated the Advice and Advice Advanced, I just copied what was there - I don't know much about DW... Could I ask you, and other DW experts, for help? I'd appreciate it! You can just post the few lines that should replace the existing ones, and then I'll edit those into the wiki.

Should i? Should i not?
*tosses a coin*
Result: should
Nope, exhausting & not even fun. Not a dw expert either.
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post Dec 7 2017, 00:47
Post #102552
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QUOTE(DJNoni @ Dec 6 2017, 22:57) *

True, last time I updated the Advice and Advice Advanced, I just copied what was there - I don't know much about DW... Could I ask you, and other DW experts, for help? I'd appreciate it! You can just post the few lines that should replace the existing ones, and then I'll edit those into the wiki.

let's simply say that the the amount of possible DW combos is quite big. just think about the various weapon types (which are 5), with all the possible combos (doubles included), and eventually even mirrored...

among them, the viable ones are relatively low (let's say half a dozen?) but still quite the big number for one person to try.

the most tested ones are:
  • rapier of slaughter + waki of nimble (which is the one i'm using): waki gives high speed (i'm at 30%), and its huge AGI/DEX rolls boost your Evade and Parry quite a lot. combine all of this with a Shadowdancer build and you can reach 60+ Crit, 65+ Evade, 80+ Parry without paying too much attention to forging (currently i'm at 63.4/68/90.2 respectively). incidentally, even Resist, PMI and MMI aren't that bad.
    suggested IW is Fatality and Overpower on offhand, a combo of Butcher, Fatality and Overpower on mainhand. not sure about how many OP though. many say 10 is mandatory, but seems too much of a waste to me.
    note that afaik the main damage is done by the rapier. the waki is there primarily to boost defense and Crit and overall the build feels like a savage ghost
  • club of slaughter + rapier (of balance?): i have limited knowledge of this, but on the paper here you give away a certain amount of Evade and Parry to be a bit more on the safer side, and exploit the fact that stunned mobs cannot evade nor parry - thus, it's like having 100% Overpower. hence you can also trade the more defensive Nimble suffix on offhand for a more offensive Balance one, which should allow you to reach ~100% offhand chance - which, on the other hand, allows you to reach a PA chance next to rapier's own one.
    suggested IW would be Butcher and Fatality on both weapons, but personally i wouldn't bother to reset if one or two Overpower should appear. first hit needs to land afterall, isn't it?
    speed and evade will surely be lower than in the other case (i'm not even sure crit will be *so* higher than rapier/waki, since DEX rolls are way lower)

other viable builds *may* include Axe of Slaughter + Rapier, Shortsword of Slaughter + Rapier, Axe of Slaughter + Club (Slaughter? Balance? Nimble?)... but personally i'd throw a Waki only with a Rapier.



btw, other DW experts are brewdonkey and drksprnt, if you need some opinions.
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post Dec 7 2017, 01:13
Post #102553
Cryosite



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QUOTE(DJNoni @ Dec 6 2017, 13:57) *

True, last time I updated the Advice and Advice Advanced, I just copied what was there - I don't know much about DW... Could I ask you, and other DW experts, for help? I'd appreciate it! You can just post the few lines that should replace the existing ones, and then I'll edit those into the wiki.


Not an expert on DW. Haven't used it myself. I can just read what others, like Scremaz, have mentioned. I tend to absorb info like a sponge, and can usually explain it well.

QUOTE(Scremaz @ Dec 6 2017, 14:47) *

let's simply say that the the amount of possible DW combos is quite big. just think about the various weapon types (which are 5), with all the possible combos (doubles included), and eventually even mirrored...

among them, the viable ones are relatively low (let's say half a dozen?) but still quite the big number for one person to try.

the most tested ones are:

...



I think rather than try to list every possbile combination, to include suffixes, I think it would be more useful to take a step back and explain the general function and considerations of the build, then point out which weapons have which strengths.

For example, just from sponging off of what others have said, I have picked up that:
Offhand wants accuracy. Half the accuracy of the weapon itself adds to Offhand Strike proc chance, capping at 100% if you have 50% accuracy (other sources of proc chance cap at 75%). Therefore, this is a consideration most DW players will place in reasonably high priority. So whatever you put on your offhand, pay attention to that Acc stat. Balance is good due to double the usual accuracy (as well as some tasty crit chance). Most legendary weapons I've looked at have somewhere around 25% acc, and most balance legendary weapons have about 50%. So if you're not using a balance weapon, you'll have to come up with 25% more acc through forging.

Overpower/Stun(from club proc): bypass enemy parry/evade. This is a consideration 1h users (like me) mostly don't care much about, due to Overwhelming Strikes as well as lots of stun handed out like candy by Counter Attacks. Again, regardless of what weapon combination you use, consider how much anti-parry/evade you have available. This is probably worth more than slight increases to raw damage.

Speed, parry, and evasion are your "don't kill me" stats. As a 1h user, I get a different perspective on these, and get block to boot. But for a DW user, going fast, high evasion, and high parry all help keep you alive. All builds need to figure out how to stay alive in order to keep killing things. So weapons like Rapiers, Wakizashis, and Shortswords are useful because of survivability they offer, suffixes like Nimble and Swift help too, and Swift Strikes potency helps as well.

Then lastly, raw damage output considerations. Rapier for PA. Without it you're getting about half your damage output being mitigated away by enemy defenses. Slashing weapons inflict bleeding wounds, which is some damage and interacts with at least one of the fighting style skills if memory serves. Other than that, the entry ought to give advice on how much or how little importance raw damage is compared to other considerations, and it should suggest that some weapons, like axes, do offer more raw damage, but don't offer parry/attack speed.

Experience in the build would dictate how important these things are.

I think something that gives that information, plus whatever information I'm obviously missing due to lack of familiarity with the build, and general advice on how to select weapons is a better use of the entry than "here are some combination people use. Use one of these."
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post Dec 7 2017, 01:32
Post #102554
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QUOTE(Dead-ed @ Dec 6 2017, 20:23) *

Nope, exhausting & not even fun. Not a dw expert either.


two heavesn as one ,,\_(((  ̄□)_/ =/= two heavens ,,(((  ̄□)_/_/ after alls
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post Dec 7 2017, 01:58
Post #102555
Cleavs



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QUOTE(Cryosite @ Dec 7 2017, 00:13) *

Offhand wants accuracy. Half the accuracy of the weapon itself adds to Offhand Strike proc chance, capping at 100% if you have 50% accuracy (other sources of proc chance cap at 75%).

not necessarily. it depends also by the specific proc. while Stun and PA definitely wants to have an offhand chance as high as possible, it's not so mandatory for BW, because:
  1. a DW Shade build *inevitably* boosts your speed. while this is good for Stun and PA because it basically prolongs their durations, it's bad for BW because it will prolong the number of turns between two bleed damages
  2. usually you pick the weakest weapon on offhand: in case of bleeding weapons (Axe, Shortsword, Wakis) it means Wakis, which don't have a very high damage to begin with. and as i said before, its purpose isn't to inflict damage on its own, but to boost the whole build. Axes are inevitably mainhand weapons. Shortswords are sort of a jolly and have a decent damge, so here you may actually think a bit about their ACC. not that 94 vs 100 does that big of a difference, though

QUOTE

Overpower/Stun(from club proc): bypass enemy parry/evade.

note the difference: Stun is granted (at least afaik) to bypass both parry and evade, while Overpower has a chance to bypass parry. ACC > 100 bypasses evade in this case

QUOTE

This is probably worth more than slight increases to raw damage.

well, they say dead men tell no tales...
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post Dec 7 2017, 02:17
Post #102556
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First I have to say the wiki doesn't say exactly how overpower works. We know counter-resist through magic proficiency is multiplicative. Overpower simply says it reduces parry by 1% on the monster lab page, and you get 4% per level on the item world page. So 10 overpower is either really good or really average. If it's a straight stack, otherwise it's only useful on the mainhand since the offhand always hits if the mainhand does.

QUOTE(Cryosite @ Dec 6 2017, 18:13) *
Speed, parry, and evasion are your "don't kill me" stats. As a 1h user, I get a different perspective on these, and get block to boot. But for a DW user, going fast, high evasion, and high parry all help keep you alive. All builds need to figure out how to stay alive in order to keep killing things. So weapons like Rapiers, Wakizashis, and Shortswords are useful because of survivability they offer, suffixes like Nimble and Swift help too, and Swift Strikes potency helps as well.

Then lastly, raw damage output considerations. Rapier for PA. Without it you're getting about half your damage output being mitigated away by enemy defenses. Slashing weapons inflict bleeding wounds, which is some damage and interacts with at least one of the fighting style skills if memory serves. Other than that, the entry ought to give advice on how much or how little importance raw damage is compared to other considerations, and it should suggest that some weapons, like axes, do offer more raw damage, but don't offer parry/attack speed.

Experience in the build would dictate how important these things are.

Damage is also a "don't kill me" stat. Is it much of a sacrifice to drop parry for other stats or procs when a dead monster is dead and a living one can always get lucky? Hard to talk about without actual numbers, but I can say with my experience that more mainhand damage more than makes up for a few percents of parry. That said, the real strength of a club is that it can "kill" a monster in one hit, and 50% crit after fartseeker is a very attainable bar to reach. You need 44.5 on the character sheet to get an effective 50. I know my rapiers have terrible damage, but switching from rapier to axe was a huge upgrade, and again from axe to club. If one switches from club to a good rapier with overpower, how much gain is there when you still need to build stacks (unless you go rapier/rapier lol but I'm sure no one with money does that since money can give you 67 crit and a good waki has everything a rapier has minus the proc) and kill one monster at a time. while a just-as-good club can "kill" several monsters at once while you're actually killing another? I could see mainhand rapier if one used infusions, but I've seen maybe two people ever talk about using those, and if you use OFC instead neither the proc nor the parry would be useful when half the screen is dead.

I think the progression is rapier for poor/low level, other stuff in the middle, slightly more even at the highest end? with rapier in the offhand instead of main since 98-99% offhand PA is just as good as in the mainhand.

EDIT: I could see the extra percents of mainhand rapier being more important if you're playing pfudor and the other stats aren't quite enough to overcome the monster speed bonus, but I always play pfudor so I couldn't say. Also parry does nothing vs spells so the stun from a club more than makes up for the evade hit if you don't let it wear off.

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post Dec 7 2017, 04:07
Post #102557
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Hello I'am lv135 now and was a melee dual then change to magi, now i want to change back to melee because i read it's easier and also is starting to use monsterbation, so

What should i expect from light+two hand or heavy+one hand?(they are recommended)-if i want to make the combat end quicker and easier which one should i choose?) and what kind of stats construction and equipment should i looking for?

thank you~

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post Dec 7 2017, 04:20
Post #102558
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"quicker" ε===(っ≧ω≦)っ dunnos

"easier" 1h by fars so it general recommends to move to it

although am pretty of sure that due to pricings differents you can have a nice forge levels with light armour that might mitigate
differents? __〆( ̄ー ̄ )

like most, main experients was with 1H and even my relatives' underpowereds set still works for me when wants to do something my mage set has trouble with

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post Dec 7 2017, 09:42
Post #102559
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I used club + waki of varying suffixes for much of my life prior to level 245, mainly because it was what I owned, but also because rapier was kind of useless before level 200 as enemies didn't yet have much physical mitigation.

QUOTE(Cryosite)
Consider three main sources of damage:

Armor (shade/power)
PABs (Str and Dex)
Weapon(s)

For everyone else wielding only one weapon, you just pile all those together and go to town.

For DW, you pile all those together for your main hand, then do something similar for your offhand. Then apply your Offhand Strikes proc chance to that (reducing your average damage if it is below 100%) and then -20% to the damage (instead of 50% it used to be before 0.82 apparently).

You forgot proficiency, which can actually be the largest chunk of your damage. But anyway it doesn't affect the general argument.

Your calculation for DW is wrong (also does not affect the general argument, just pointing it out). I don't know how it used to go, all I can say is that it currently goes like this:
  • Your main hand weapon damage and offhand weapon damage pile together, along with the damage from your armors, stats, and proficiency, except that the offhand weapon is multiplied by 80% in this piling.
  • Your main hand damage is calculated from this. 80% of the offhand weapon's damage is part of this.
  • Your offhand strike damage is 50% of your main hand damage, no matter what. Similar to a void/elemental strike, you could say.
  • Your main hand weapon's void strike is also 50% of your main hand damage. So your main hand void strike is typically the same damage as your offhand strike.
  • Your offhand void strike in turn is 25% of your main hand damage.
  • Except at low levels, elemental strikes tend to roughly be half of void strike damage due to elemental mitigation but this varies by enemy species.


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post Dec 7 2017, 14:02
Post #102560
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Should I raise my Archaeologist skill to maximum? How much would that cost me? And is it worth it?
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post Dec 7 2017, 14:10
Post #102561
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The issue with the scripts appears to be an issue with firefox and notepad?

Works 50% of the time when saving with notepad
works 10% with wordpad

So random.
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post Dec 7 2017, 14:13
Post #102562
Cleavs



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QUOTE(Setton-san @ Dec 7 2017, 13:02) *

Should I raise my Archaeologist skill to maximum? How much would that cost me? And is it worth it?

maxing archaeologist costs 19.3 M. 19,268,648 C, to be exact. if you want to know the cost on a level-per-level base, there's an excel spreadsheet in my sig.
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post Dec 7 2017, 14:32
Post #102563
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QUOTE(Setton-san @ Dec 7 2017, 10:02) *

Should I raise my Archaeologist skill to maximum? How much would that cost me? And is it worth it?

think like this ┐(︶▽︶)┌

a lvl 5 archy has 150% chance of arty and a lvl 6 archy would has 160% chance of arty
same situationings, a lvl0 that drops 100 preccy would drop 150 in lvl 5 and 160 at lvl 6

for me to raise from 5 to 6 woulds costeds 950,428 credit
950k/22k -> 44 preccy to pay for this

instead of gets 15 I get 16 in same times nows, so we can say that this 1 is the differnts of gain
follows me there?
I woulds of need to drop the 15 previous + 1 (the plus from train upgrade) multiply for 44 times to pay for my archy! ヽ(ˇヘˇ)ノ
[15+1]*44=704 preccy

When I drop 704 preccy I would of hav pay for the change of lvl 5 -> lvl 6. 704 preccy is a lot of preccy and I still didn't dropped that much in some month... ヽ(ー_ー )ノ

too long, didn't into readings: are you an archaeologist? isn't very very worths to put a maximum on its too long to get return
invest on gear or perk first my man, use the pocket change to invest on it. when has too much pocket change, worth to invest as no damage done.

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post Dec 7 2017, 15:31
Post #102564
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QUOTE(Scremaz @ Dec 7 2017, 20:13) *

maxing archaeologist costs 19.3 M. 19,268,648 C, to be exact. if you want to know the cost on a level-per-level base, there's an excel spreadsheet in my sig.

(IMG:[invalid] style_emoticons/default/ohmy.gif) , that's not something a casual like me can afford. Looking at the spreadsheet you made; I guess I can raise to a certain level but that'd be much later after I get the perks I want first.

Thanks!

QUOTE(reality_marble @ Dec 7 2017, 20:32) *

think like this ┐(︶▽︶)┌

a lvl 5 archy has 150% chance of arty and a lvl 6 archy would has 160% chance of arty
same situationings, a lvl0 that drops 100 preccy would drop 150 in lvl 5 and 160 at lvl 6

for me to raise from 5 to 6 woulds costeds 950,428 credit
950k/22k -> 44 preccy to pay for this

instead of gets 15 I get 16 in same times nows, so we can say that this 1 is the differnts of gain
follows me there?
I woulds of need to drop the 15 previous + 1 (the plus from train upgrade) multiply for 44 times to pay for my archy!
16*44=704 preccy

When I drop 704 preccy I would of hav pay for the change of lvl 5 -> lvl 6. 704 preccy is a lot of preccy and I still didn't dropped that much in some month...

too long, didn't into readings: are you an archaeologist? isn't very very worths to put a maximum on its too long to get return
invest on gear my man or perk first


I'll get it to level 5 like yours. But yep, gears or perks first.
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post Dec 7 2017, 21:33
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QUOTE(BlueWaterSplash @ Dec 6 2017, 23:42) *

I used club + waki of varying suffixes for much of my life prior to level 245, mainly because it was what I owned, but also because rapier was kind of useless before level 200 as enemies didn't yet have much physical mitigation.
You forgot proficiency, which can actually be the largest chunk of your damage. But anyway it doesn't affect the general argument.

Your calculation for DW is wrong (also does not affect the general argument, just pointing it out). I don't know how it used to go, all I can say is that it currently goes like this:
  • Your main hand weapon damage and offhand weapon damage pile together, along with the damage from your armors, stats, and proficiency, except that the offhand weapon is multiplied by 80% in this piling.
  • Your main hand damage is calculated from this. 80% of the offhand weapon's damage is part of this.
  • Your offhand strike damage is 50% of your main hand damage, no matter what. Similar to a void/elemental strike, you could say.
  • Your main hand weapon's void strike is also 50% of your main hand damage. So your main hand void strike is typically the same damage as your offhand strike.
  • Your offhand void strike in turn is 25% of your main hand damage.
  • Except at low levels, elemental strikes tend to roughly be half of void strike damage due to elemental mitigation but this varies by enemy species.


That explains what I observed in Scremaz's data sample then, and is what I was getting my original 50% figure from.

Alright, so going with a damage-focused assessment of the options:

Theoretical max raw damage

Double axe of slaughter is simply the most possible damage. Whichever you put in your offhand needs to be 50% accuracy to max out Off-hand procs so you get the most damage from your build. Also, both weapons should be ethereal and with holy or dark strike IW10, and enchanted with the other strike. Other elements may have situational better value.

This creates a lot of strikes:
  • Main hand 100% void
  • Main Void Strike 50% void
  • Off-hand 50% void
  • Off Void Strike 25% void
  • Main Holy Strike 25% holy
  • Main Dark Strike 25% dark
  • Off Holy Strike 12.5% holy
  • Off Dark Strike 12.5% dark
300% total, with 225% of that being void. The rest subject to varying resistance. Some situations may call for enchanting a different element.

The offhand represents 100% of that; reduce it further if proc chance is less than 100%. 90% proc rate results in 90% as much damage from off-hand on average.

Different weapons contribute different things to the build, but lets address the impact on damage first and foremost.

Rapier contributes less to the overall raw damage output. Lets assume it contributes 66% as much raw damage as an axe would (as we've established in our loose example so far, axes are 150% as much as a Rapier). If we put it in the offhand, that 0.8 multiplier is reducing a smaller value. Rapier main, axe offhand would be a bigger loss. If Axe+(axe*0.8) is 100% of theoretical max, and rapier is 66% of an axe, then axe+(rapier*08) = 1+(0.66*0.8) = 1.528 (contrast with 1.8) for a loss of about 27%. Also remember that both of those are being added to all non-weapon sources. So it is X+1.8 vs X+1.528, making the overall loss of damage even smaller. For comparison, Rapier main hand, axe offhand would be X+1.46.

The smaller X is, the more of an impact different weapons contributions make. A new player with very poor gear but buying their first expensive/good pieces of gear will see a big difference from weapons. A veteran player with lots of expensive and forged shade armor and hath perks and stuff won't.

I'll be using the following reference to represent the contribution of weapons:
Axe 1.0
Club 0.8
Shortsword 0.8
Rapier 0.66
Wakiashi 0.33

These numbers assume each weapon is "ideal." It has all considerations chosen to maximize how much damage it is contributing. For players who have less than ideal weapons, the numbers are still useful. They're relative to each other, so as long as your various weapon choices are all within the same "tier," they're useful.

Obviously if you run into a situation where you can buy a peerless Wakizashi that is way better than the best axe you can afford, then it is going to be a better option.

Anti-PMIT

Continuing from the rapier example above, you lose some raw damage contribution, but in exchange you can rely on almost a doubling of damage (2-3x PA stacks eliminate a -40%-ish reduction to damage from pmit). With no pmit elimination, you're getting your raw damage reduced to 60%. So the swap from axe #2 to Rapier is an overall increase to damage output. Unlike a simple swapout of weapons, this multiplier impacts the entire build, including X.

Like with mages, I theorize you can play Imperil-Style (which is oddly unpopular among melee builds). Over in the 1h thread, that is one of the things I'm experimenting with. I don't see why it wouldn't apply to DW.

Imperil-style would allow you to forgo the offhand rapier in favor of a second axe. You'd be trading -75% pmit reduction (reliant on procs) for -50% pmit (reliant on enemy not resisting) that costs 1t and some mana. With significantly high enough deprecating prof, the duration of Imperil should be plenty for most situations for DW to chew through, and if it successfully hits 2-3 opponents, free extra damage. This style would also often increase the damage of the 75% (out of 300% total) worth of damage that comes from non-void strikes, due to Imperil reducing elemental resistances.

Anti-parry

Enemy evade and parry can eliminate entire chunks of your damage output, so this need to be bypassed. 200% total accuracy in the build eliminates evade, so only parry is left to be dealt with. You have two choices for this consideration: Overpower potencies on your weapon or Stun (which also handles evade if you're just starting out and lack the accuracy).

A club can proc stun. Clubs appear to have more raw ADB than rapiers, but less than axes (based on the reference numbers, 0.8). Axe+Club would be X+1.64, while Club+Rapier would be X+1.328.

Overpower potencies could be on any weapon. Based on anecdotal reports from various users of DW, the total levels of OP on both weapons combine, and 10 levels should entirely eliminate all enemy parries. You could, due to preference or cost of IW/reforging make do with less total OP levels in favor of more raw damage from Fat/But, or survivability with Swift Strikes.

The relevant question here being how reliable is the stun proc to eliminate parrys compared to 10 (or less) total levels of OP. Proc rate for a club is max 25% for non-crit hits, 100% for crit hits. So 1-(1-crit chance)*(1-proc chance). On the plus side, once stun does land, you have a few rounds of complete freedom from parry. And a very slight reduction in enemy damage output.

10 OP leaves room for 8 levels of Fat/Butcher, and thus a club would get more Fat/Butcher, maximum of 18 (0-OP+SS). Does the loss of damage from Axe to Club outweigh the increase in damage from more Fat/Butcher?

Axe with OP vs Club with 0-OP would slightly reduce the axe's 1.0, and raise the club's 0.8. How much would involve testing.

Random thought: trade raw damage from Godslayer for Dovahkin, and rely on FRD's stun instead of clubs/OP. Could DW regenerate enough OC to sustain this?

Survivability/Durability considerations

Much how various weapon choices are a small trade of damage on top of various other sources (X), your weapons can also contribute to your defensive stats on top of other sources. None of these will entirely eliminate the need for potions and spells to keep you alive, and better quality armor will contribute a lot to your survival.

Weapon choice:
Shortsword trades damage for parry, and Wakizashi trades more damage for parry and attack speed. Rapier, while potentially increasing damage, also grants some parry (making it very popular).

Suffixes:
Trading out "of Slaughter" prefixes is about a loss of 25% raw ADB contribution from that weapon in favor of the another suffix. Balance offsets some of that raw damage loss due to higher crit chance. This also increases weapon proc rate; weapon procs automatically land on critical hits, so that could be attractive to Rapier or Club considerations on top of the accuracy for offhand strike 100% proc.

Nimble or Swift make for a more defensive-minded build. Trade damage output for avoiding more hits. Higher attack speed also has some value for capitalizing on debuff duration of: stun, PA, Imperil, Silence, and Weaken. Has some slight loss of efficiency for Bleeding Wounds. A Wakizashi of the Nimble is almost like a sharp-edged buckler.

IW potencies
Trading Fat/But/OP potencies for Swift Strikes would be another way to trade damage for more durability.

Conclusions

While there are a lot of factors to consider, and a lot of combinations to mix and match, the overall general trend is that nearly all of them will work, though some may be a bit better than others. You can make a lot of small decisions that matter little individually but add up to some pretty different builds.

Actually playing the build would determine:
How much glass-cannon can you build towards and still survive to kill things? How much survivability do you need from your weapons? Why aren't you playing 1h if you need more durability?

How much anti-defenses do you need? If you're low level and/or with weak gear, this might be a bottleneck for you. As you transition from early- to mid-game, or mid- to late-game, you'll run into stronger and stronger defenses. Pure raw damage will be less effective than anti-defense.

(this is looking a lot closer to a guide; but does this overall feel like it presents the considerations of the build better, without doing a side-by-side comparison of every weapon/suffix/IW combination?)

This post has been edited by Cryosite: Dec 7 2017, 21:38
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post Dec 8 2017, 00:35
Post #102566
-vincento-



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High LV players often provide percentages such as ADB%, BLOCK% when they sell equips. I checked Wiki that equip can be rolled at a certain range, but how did they get the percentage exactly? Can anyone possibly give me an example of rapier

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post Dec 8 2017, 00:38
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QUOTE(-vincento- @ Dec 7 2017, 23:35) *

High LV players often provide percentages such as ADB%, BLOCK%. I checked Wiki that equip can be rolled at a certain range, but how did they get the percentage exactly?

CODE
     your_roll - lmin_roll
% = -----------------------
     lmax_roll - lmin_roll


with lmax and lmin being respectively the maximum and the minimum for the Legendary range for that roll/gear combo
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