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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
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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
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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
reality_marble



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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
Post #102575
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
Post #102576
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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
Post #102577
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
Post #102578
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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
Post #102579
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
Post #102580
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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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post Dec 8 2017, 08:19
Post #102581
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Wow, kind of an old-timer here. Haven't played since 2013 or so and just took a peek into the game again. Frankly feels kind of overwhelming trying to understand everything new and recollect old stuff. I remember before I used to just load up haste/shadow veil/regen then 2H bash the crap out of stuff. Used to just silence and bash that FSM on IWTBH for days. I also had been working on upping proficiencies for my non-main build categories but get the feeling that has changed a bit too.

Spent some time going through some of the newer stuff. Was hoping to get a general feel for some basics since it appears everything on my account has been reset (primary attributes, abilities, everything unequipped). I'm kind of bummed! I used to have a spellcasting setup and a 2H setup and both were at least semi-usable, but now I feel pretty much committed to one style only, based on the ability point distribution/allowance. Can anyone briefly look at the skillsets I've picked and give me a quick appraise? Also, I used to have some magic formula/distribution for attribute allocation. It was something like str/dex/agi/end cost should hover around 3x the cost for int/wis, though looking at the wiki it seems like int is completely worthless to a melee build now (didn't int used to give the mana, wis gave the regen/resistance?) I've got some equipment questions too but not even sure where to start.

Picture of ability distribution
[imgur.com] https://imgur.com/XrGQAhy

Thanks for any help!
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post Dec 8 2017, 08:37
Post #102582
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Just play melee like you used to and it'll be alright.
If you had different playstyles, remember that each persona has its own set of primary attributes and ability points, that all equipment sets in the ame persona share the same ability points but can have different abilities slotted in.

So basically, I'd recommend to use one persona for the heavy armor setups, one for the light armro setups, and one for the mage setups. Though when it comes to mage setups, you will need an awful lot of ability points to upgrade the abilities of the different elements, as they are all shared between the equipment sets.

Side note: you may prefer flame spike shield.
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post Dec 8 2017, 09:18
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Thank you for the comments! I think I have a thin idea on some of the stuff but re-thinking through what to buy/sell to bazaar, min/maxing attributes, how to read good equipment, still foreign languages at the moment.
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post Dec 8 2017, 09:35
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Merciful Blow sucks, I dont think it's wiki description is correct. I question whether the instant kill works as stated. And I don't think it even has the stated 5x damage multiplier otherwise. Also I believe it uses 100 overcharge (4 blips) not 75 as stated.
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post Dec 8 2017, 12:07
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QUOTE(BlueWaterSplash @ Dec 8 2017, 08:35) *

Merciful Blow sucks, I dont think it's wiki description is correct. I question whether the instant kill works as stated. And I don't think it even has the stated 5x damage multiplier otherwise. Also I believe it uses 100 overcharge (4 blips) not 75 as stated.



the description :Instantly kills a bleeding target with less than 25% health.

so.. needs to be a bleeding weapon.
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post Dec 8 2017, 13:01
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I believe I checked that (by using Vital Strike to inflict the bleed) but I may have made a mistake. Setting that aside I still think the damage multiplier is less than stated and the overcharge usage is more than stated. Whoever here likes Merciful Blow may want to double check these. =)
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post Dec 8 2017, 13:23
Post #102587
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QUOTE(reality_marble @ Dec 8 2017, 03:58) *

remembers to install others stuffs like mosnterbation, smartsearchs etc
ヽ(o^ ^o)ノ

and to spend two words (two, if not explicitly requested. full explanation otherwise) to teach people how to read the results they earn from a number-spitting calculator, otherwise the next question will be: "hey, why the hell numers are negative?" (IMG:[invalid] style_emoticons/default/duck.gif)

QUOTE(Cryosite @ Dec 8 2017, 06:07) *

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.

pretty much, yep. rapier/waki is a quite safe style due to all that speed, evade and parry. of course there still are some cases in which you're hit quite hard, but aren't them in every playstyle?
also, crit stats are usually very high (especially if you have some fatality potencies), so the loss in firepower may not be as high as one may think: for example, there are still cases in which you cut through critters like they were made of butter - especially if heartseeker and spirit stance are on.

QUOTE(Cryosite @ Dec 8 2017, 06:07) *

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.

double axe + FRD? hmm...
may be promising. just remember that all that BUR may kill your crit and speed though.

QUOTE(Cryosite @ Dec 8 2017, 06:07) *

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.

if you're in a tight corner and are really wondering about MP/SP attacks, Silence is still an option. (IMG:[invalid] style_emoticons/default/duck.gif)

QUOTE(Cryosite @ Dec 8 2017, 06:07) *

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.

likely because you're giving away AOE to concentrate all your firepower into one single mob - skills reflect this. on the other hand, 2H gives away a bit of safety to concentrate on AOE firepower. Niten should be an in-betweener.
as for 1H, well... that's an oddity...

QUOTE(Cryosite @ Dec 8 2017, 06:07) *

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).

not exactly. when your speed is high enough, BW is hindered by that, since afaik it's synchronized with mob's time and not with player's. another point of rapier/waki is that BW damage from waki is quite low, so in the overall scheme is not that big of a loss

QUOTE(Cryosite @ Dec 8 2017, 06:07) *

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.

shield bash was a prerequisite to use the T2 skill. now, you can ignore it if you use T2 skill on certain cases.
T3 *needs* to be used under certain ipothesis, and it's quite effective on its own.

QUOTE(Cryosite @ Dec 8 2017, 06:07) *

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.

this is my impression, yep. as i said, i have OP6 and my hits still tend to connect often enough to let me think it's not low. maybe i would care a bit more if i had a slow connection, but with a standard 2~3 tps one, you'd better focus on damage imho.
and afterall, trying-and-pushing-and-pushing-and-pushing... is what *all* styles do, isn't it? (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE(Cryosite @ Dec 8 2017, 06:07) *

EDIT: Quoting is hard. Please help, mod.

fixed.


btw, not explicitly meant to you, but a request to all users who don't do it (yet): at times we may need to have a quick source to quoted posts because of reasons. please, try to attach the source at the very least.
if the post is always the same and you break it into pieces it's not mandatory to attach it everytime like i did now (though i did because it was in clipboard, so quick to cast), but at least the source in the first post of the train...


thank you for you cooperation, guys (IMG:[invalid] style_emoticons/default/smile.gif)

QUOTE(hentailover6983 @ Dec 8 2017, 06:28) *

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?

the sweet point about void is that it ignores all particular mitigations or (which is the same) it has 0% mit. of course you occasionally may lose a bit of advantage if compared to certain mobs, but in average it's still a big gain.

QUOTE(ravenfrost123 @ Dec 8 2017, 07:19) *

Wow, kind of an old-timer here.

protip: when assigning all those EXP, keep pressed CTRL or SHIFT to assign more than once. it works only at the start though - so i suggest you to switch from one stat to another

QUOTE(amumusdream @ Dec 8 2017, 11:07) *

QUOTE(BlueWaterSplash @ Dec 8 2017, 08:35) *

Merciful Blow sucks, I dont think it's wiki description is correct. I question whether the instant kill works as stated. And I don't think it even has the stated 5x damage multiplier otherwise. Also I believe it uses 100 overcharge (4 blips) not 75 as stated.

the description :Instantly kills a bleeding target with less than 25% health.

so.. needs to be a bleeding weapon.

not necessarily a BW weapon. either that, or it needs to follow T2 skill. but yep, it works (and it works well!) only in the case mentioned by amumusdream.
and yep, it uses 100 OC. possibly that part is still outdated.
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