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post Dec 7 2017, 14:10
Post #102561
EsotericSatire



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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
Scremaz



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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
reality_marble



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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.

This post has been edited by reality_marble: Dec 7 2017, 15:23
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post Dec 7 2017, 15:31
Post #102564
Setton-san



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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
Post #102565
Cryosite



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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
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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
Post #102567
Scremaz



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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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post Dec 8 2017, 00:40
Post #102568
reality_marble



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QUOTE(-vincento- @ Dec 7 2017, 20:35) *

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

ヽ(  ̄д ̄)ノ are yuo of use the toolbox my man?
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post Dec 8 2017, 02:57
Post #102569
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QUOTE(Cryosite @ Dec 7 2017, 14:33) *
snip

Excellent work.

On FRD: I threw two eth axes on and went at it. Doesn't really work. You want infusions to kill monsters in one hit, maybe two, and without fully forged weapons that isn't happening without stance. No FRD with stance, but that's not the problem. The real problem comes from the stragglers left over after stun wears off. With shit parry from me and Matrix-like parry from monsters, I was getting fucked up. I'd at least have to put a rapier in the offhand, but if I'm going to do that I'm better off just using an estoc. If I want enough attack speed to get all 100 OC back between FRDs, that would lower the damage even further. My axe actually has 1 overpower and 1 swift strike on it already, so I'm IWing it to see how much difference it will make.

On stun: I think you're underestimating how big the damage reduction is from stuns. Sure it's "only" 10% per stun if there are ten monsters, but there is no shield to catch spells and the 25% speed bonus on pfudor is no joke. Double-taps happen all the time. It also seems like you're only hitting one monster at a time until it dies instead of moving across all targets. Take club/rapier with stance and infusions, for instance. Do 123456... The weaker monsters will be dead outright, and whatever's left standing should be around halfway dead, stunned, stunned AND PA'd, or god forbid they parried. But that parry's no longer such a big deal when his buddies are incapped or 1-2 hits away from death. Of course that's all pointless if you're using FRD, but until you get the funds for the big guns that's not a bad way to play. Or if you don't want to use stance, swing on half of the monsters, use frenzy to kill the bottom half, then go back up to the finish the stunned top half.

QUOTE
Why aren't you playing 1h if you need more durability?

Right in the feels (IMG:[invalid] style_emoticons/default/sad.gif)
I don't remember why I dropped 1h, but I know the """25%"""" health requirement to kill with merciful blow isn't accurate. Waste of oc on normal enemies, and on sgs I can do more damage than that with the other dw skills. If counterhits could use procs, I might think about it (IMG:[invalid] style_emoticons/default/wink.gif)

The fighting styles wiki page says "20% counter-parry chance per stack, 5 stacks at maximum (20% to ignore monster's successful parry per stack)." If that's the same as the OP mod, then a straight stack from both hands would mean there's a 40% chance to ignore enemy parry. Definitely useful if the damage to kill in one hit is there, but it'd NEED to be 5/5 to even bother with. 8 at the absolute least. Tenborolled.

On conclusions: This is what makes dw great. You can kind of make anything work if you think about your budget, style, and battle mode. Unlike mage that deliberately trolls you into rotating elements, then trolls you again with BS RESISTS!!! when you start playing the right way.
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post Dec 8 2017, 03:09
Post #102570
Scremaz



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QUOTE(qw3rty67 @ Dec 8 2017, 01:57) *

it'd NEED to be 5/5 to even bother with. 8 at the absolute least.

6 is viable enough already, worry not.

on the other hand, 5 should be needed on 2H style.
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post Dec 8 2017, 03:58
Post #102571
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QUOTE(reality_marble @ Dec 8 2017, 06:40) *

ヽ(  ̄д ̄)ノ are yuo of use the toolbox my man?

How do I install the HV toolbox? I use IOS system and chrome as browser. I downloaded the script. It's a txt file, and I have no idea how to install and launch it........ (IMG:[invalid] style_emoticons/default/anime_cry.gif)
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post Dec 8 2017, 04:15
Post #102572
reality_marble



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do you of has any script thingey like tampermonkey? ヽ( ̄~ ̄ )ノ

because you of need of an script thingey like tampermonkey or greasemonkey

from then is is easy, any of them will have a "create new scripts" option. then is ctrl+v and presto! is script ╮(︶▽︶)╭

This post has been edited by reality_marble: Dec 8 2017, 04:17
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post Dec 8 2017, 04:43
Post #102573
-vincento-



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QUOTE(reality_marble @ Dec 8 2017, 10:15) *

do you of has any script thingey like tampermonkey? ヽ( ̄~ ̄ )ノ

because you of need of an script thingey like tampermonkey or greasemonkey

from then is is easy, any of them will have a "create new scripts" option. then is ctrl+v and presto! is script ╮(︶▽︶)╭

Succeeded. Thank you so much! (IMG:[invalid] style_emoticons/default/smile.gif)
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post Dec 8 2017, 04:58
Post #102574
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remembers to install others stuffs like mosnterbation, smartsearchs etc
ヽ(o^ ^o)ノ
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post Dec 8 2017, 07:07
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Cryosite



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QUOTE(qw3rty67 @ Dec 7 2017, 16:57) *

Excellent work.

On FRD: I threw two eth axes on and went at it. Doesn't really work. You want infusions to kill monsters in one hit, maybe two, and without fully forged weapons that isn't happening without stance. No FRD with stance, but that's not the problem. The real problem comes from the stragglers left over after stun wears off. With shit parry from me and Matrix-like parry from monsters, I was getting fucked up.

...


Thanks.

While more damage might push through to a win, I suspect that whatever barrier you're facing and thinking, "just a bit more damage and I'll get through" still exists even with more damage. This seems like it might be why people turn to rapiers and wakizashis to survive.

Alternatively, the double-axe style and/or FRD+DW style might work with better armor. More dex pab's = more parry. More agi pabs = more evade. More endurence pabs = more hp, pmit, and mmit. Forging your armor mitigations up, more hp from vigorous vitality hath perk, juggernaut potencies on armor, etc.. Again, you don't necessarily have to rely on your weapons to give you the defensive stats you need.

You could even commit utter blasphemy and wear leather in a slot or two for more protection, if the loss of damage from the downgrade from shade represents less of a loss of damage than swapping an axe. Legendary reinforced leather of protection instead of your weakest shade piece might be worth considering.

QUOTE(qw3rty67 @ Dec 7 2017, 16:57) *

On stun: I think you're underestimating how big the damage reduction is from stuns. Sure it's "only" 10% per stun if there are ten monsters, but there is no shield to catch spells and the 25% speed bonus on pfudor is no joke. Double-taps happen all the time.

It also seems like you're only hitting one monster at a time until it dies instead of moving across all targets.


My "underestimating stun" comes from two sources. One, I'm repeating/rewording what others have said: stunned monsters still build up mp/sp, and once they wake up from stun (those stragglers) they will tend to fire off their nukes at you. All the stun is doing is reducing the amount of regular attacks you're facing.

Two, personal experience, mostly confirming the above. 1h often generates a lot of stun. Even with all the defenses available to it, enemies still manage to generate enough offense to be a threat. Thus a frailer build seems even more at risk of being killed. Both have access to a liberal amount of stun, but one has less overall defense.

It isn't that stun is worthless, it just isn't the one thing that will keep you totally safe. Really only "bucketloads of HP" can be that.

As for single target vs "spray," again I haven't actually used DW myself. I would assume that DW would prefer to single-target for safety purposes. Especially if you're using a rapier.

Against 10 opponents (no SG's or anything unusual). Say 5 attacks to kill (the math works out regardless, so adjust to whatever you feel is more accurate to your experience). 50 total attacks to kill this round.

Attack #1-4 you are receiving (based on your relative attack speed to theirs) attacks from all ten opponents. While the DW build does favor some attack speed, lack of Wakizashi does make less speed available. You've already noted that PFUDOR opponents speed is no joke.

If single-targeting, attack #5-9 you only get attacked by nine opponents. If spraying, your still getting attacked by ten opponents at this point.

Attacks #10-14, eight opponents vs ten.
#15-19, seven vs ten.

and so on until about attack #41 after which (while spraying) all ten opponents have been hit four times each, and you're finally handing out killing blows. Single target at this point has killed eight of their opponents, and is starting to work on the ninth.

So while your damage output per strike doesn't change, the amount of attacks you have to survive does. If ten opponents with PFUDOR speed boosts keep pace with you and do an attack (and occasionally an extra attack, but we'll ignore that for easier math) for every attack you make, then the spray method receives 445 attacks. Single target in the same round receives only 265 attacks.

You're trying to rely on those stun procs to do a lot of work to keep you alive.

Again, this works out regardless of which number of opponents you face, or how many strikes it takes to kill each opponent. The size of the gap does shrink with fewer opponents and fewer strikes to kill, but as long as there is more than one opponent, it is simply safer to kill them off sequentially.

Now, real world situations don't work out that perfectly, obviously. Your stun procs from your club do mitigate some of that extra attacks you'd otherwise face. But as many have mentioned, dead opponents don't hurt you very much. In fact, in your own description, you are suggesting that some opponents should die off outright (the weaker ones) to reduce the total incoming firepower. So you are, at least somewhat, doing single-target anyway.

Using a rapier with DW would further make single-target more attractive. PA procs aren't going to much use if you're not hitting them after landing it. By spraying, you're ignoring that source of extra damage due to reduced pmit in favor of striking a fully defended opponent. Same with your stun procs from your club. You're favoring fresh opponents who can still parry you, rather than hitting the stunned opponent.

Where spraying helps is with bleeding wounds. Since your opponents stay alive longer in that timeframe of fifty attacks, they bleed more, which softens them up more and potentially reduces how many times you have to swing your axe(s).

QUOTE(qw3rty67 @ Dec 7 2017, 16:57) *

Right in the feels (IMG:[invalid] style_emoticons/default/sad.gif)
I don't remember why I dropped 1h, but I know the """25%"""" health requirement to kill with merciful blow isn't accurate. Waste of oc on normal enemies, and on sgs I can do more damage than that with the other dw skills. If counterhits could use procs, I might think about it (IMG:[invalid] style_emoticons/default/wink.gif)


I've never bothered with Merciful Blow. If they're a legal target for it, I generally might as well just keep stabbing. I also tend not to bother with Shield Bash. I do on occasion use Vital Strike for a spike of damage, such as against the dragons in DWD, the tree in TT&TT, FSM, and so on.

Overall, I tend to play 1h not for the skills, but for the fact that that shield+heavy armor is very durable, and counterattacks are a lot of free damage. I also play it because counterattacks generate OC, and I can literally stay in Spirit Stance 100% of the arena unless I'm using OFC. I sometimes use Vital Strike to burn OC because I would otherwise stay at 250% while remaining in Spirit Stance.

While counter attacks can't proc your weapon, they do stun for 2 turns. It's a lot like having a club and rapier DW. Lots of things spend a fair amount of time stunned in my experience.

QUOTE(qw3rty67 @ Dec 7 2017, 16:57) *
The fighting styles wiki page says "20% counter-parry chance per stack, 5 stacks at maximum (20% to ignore monster's successful parry per stack)." If that's the same as the OP mod, then a straight stack from both hands would mean there's a 40% chance to ignore enemy parry. Definitely useful if the damage to kill in one hit is there, but it'd NEED to be 5/5 to even bother with. 8 at the absolute least. Tenborolled.


I'm not sure which mechanic you're talking about here. Are you talking about Overwhelming Strikes from the 1h style? Or are you asking about how Overpower potency works with DW?

If the former, I basically just ignore Overwhelming Strikes. It is super easy to get to the 30% proc chance cap for it, and it's a buff that winds up pretty much always sort of there. It eliminates a fair amount of enemy parry, such that I don't tend to bother worrying about enemy parry at all. Between it and the stuns from counter attacks, enemy parries just aren't a concern to the 1h build. Yes there are rare situations where I'm attacking something that isn't stunned, Overwhelming Strikes hasn't proc'd yet, and as such my opponent might parry me. Sometimes they do. But it makes almost zero impact on the overall run.

If it is the latter, they stack. It has been confirmed by people who use DW a lot, such as Scremaz. You can pile the OP from both weapons and ignore basically all parry. 10 total levels eliminates all enemy parry, period. Scremaz has often said that that much OP is wasteful though, and I imagine the occasional rare parry that gets through doesn't matter to the run much the way it doesn't matter for me in 1h style if it happens.

QUOTE(qw3rty67 @ Dec 7 2017, 16:57) *

On conclusions: This is what makes dw great. You can kind of make anything work if you think about your budget, style, and battle mode. Unlike mage that deliberately trolls you into rotating elements, then trolls you again with BS RESISTS!!! when you start playing the right way.


DW does sound pretty fun. I look forward to eventually giving it a try. I still have some more work and expenses to deal with in my main style first, but I have been collecting pieces of gear to try out other things whenever the funds become available for forging/IW'ing. I have a persona set up with the basic abilities for "melee in light armor that uses agility." It has all of the 2h and DW (and thus Niten) abilities and light armor abilities.

EDIT: Quoting is hard. Please help, mod.

This post has been edited by Scremaz: Dec 8 2017, 12:51
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post Dec 8 2017, 07:11
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chemistamu



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Question about critical hits.
Successfully hitting an enemy with a physical attack fills the player's Overcharge bar by a 5-10%.
Is the amount of Overcharge gained affected by critical hits?

And more over when critical hit an enemy, does the proc of weapons change?

This post has been edited by amumusdream: Dec 8 2017, 07:29
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post Dec 8 2017, 07:15
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Cryosite



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QUOTE(amumusdream @ Dec 7 2017, 21:11) *

Question about critical hits.
Successfully hitting an enemy with a physical attack fills the player's Overcharge bar by a 5-10%.

Is the Overcharge gained effected by critical hits?

And more over when critical hit an enemy, does the proc of weapons change?


No, yes.

When you score a critical hit, your weapon's proc will activate. So the actual chance of landing Penetrated Armor (rapier) for example is 1-(1-crit chance stat)*(1-weapon proc chance). 25% weapon proc and 50% crit chance would result in 62.5% chance to put PA on your opponent.
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post Dec 8 2017, 07:28
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hentailover6983



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I have a question about void and ethereal weapons. If a weapon like a rapier is leveled up through IW to have the void damage, does this make it more effective against monsters who are strong against piercing weapons, or does it still factor in the strength?

For example, would the void damage of a rapier work well against the boss monster Yuki Nagato, which is relatively strong against piercing weapons but weak against crushing weapons like clubs?

Also, IW doesn't increase the value of a weapon or armor when it gets sold to the bazaar, right?
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post Dec 8 2017, 08:00
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Cryosite



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QUOTE(hentailover6983 @ Dec 7 2017, 21:28) *

I have a question about void and ethereal weapons. If a weapon like a rapier is leveled up through IW to have the void damage, does this make it more effective against monsters who are strong against piercing weapons, or does it still factor in the strength?

For example, would the void damage of a rapier work well against the boss monster Yuki Nagato, which is relatively strong against piercing weapons but weak against crushing weapons like clubs?

Also, IW doesn't increase the value of a weapon or armor when it gets sold to the bazaar, right?


Void damage is not piercing damage. And ethereal or hollowforged loses its original type.

In your example, the void damage is applied to Yuki's 0% resistance to void, not her +25% resistance to piercing. An ethereal club would also apply to void resistance, not crushing resistance. In a very few cases like that, the ethereal/hollowforge conversion does result in reducing your damage. However, that is more than made up for by all the other situations in which it is an increase in damage.

No increase to bazaar value.
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post Dec 8 2017, 08:04
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hentailover6983



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QUOTE(Cryosite @ Dec 7 2017, 22:00) *

Void damage is not piercing damage. And ethereal or hollowforged loses its original type.

In your example, the void damage is applied to Yuki's 0% resistance to void, not her +25% resistance to piercing. An ethereal club would also apply to void resistance, not crushing resistance. In a very few cases like that, the ethereal/hollowforge conversion does result in reducing your damage. However, that is more than made up for by all the other situations in which it is an increase in damage.

No increase to bazaar value.


Thank you. I've always wondered why void damage and ethereal/hollowforged weapons were considered to be a valuable strategy for the melee combat.
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