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post Dec 8 2017, 08:19
Post #102581
Deckard Cain



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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
KitsuneAbby



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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
Post #102583
Deckard Cain



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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
Post #102584
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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
Post #102585
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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
Post #102586
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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
Scremaz



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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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post Dec 8 2017, 19:41
Post #102588
qw3rty67



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QUOTE(Cryosite @ Dec 8 2017, 00:07) *
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.

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.

Might be easier to just paste what I was wearing.
mainhand offhand helm body hands legs feet
The two agiles are downgrades, but it gives me 24% attack speed. I don't know where 62.5 pmit ranks but it sure doesn't help when one monster parries EIGHT times in a row (IMG:[invalid] style_emoticons/default/blink.gif) Damage doesn't matter as much with FRD as obtaining infinite stun or, failing that, an acceptable range of stun mixed with avoidance against small numbers.

Also I'm trying to avoid points in Better Protection. Mastery points cost a million chips. Scrolls are free compared to that, but I don't use them regularly.

QUOTE
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.

You're still not getting me. You stun one monster, kill another, then go back and kill the stunned monster before it wakes up. I don't know how long 1h stun lasts, but normal stun gives you plenty of turns.
Now that I'm looking at it, is the free turn mechanic even still in the game? I'm in battle now, and enemies get two hits every other turn no matter what actions I take, and they're both taking no action on the turn stun/sleep wears off and never getting three hits in whenever they do act. Yet they also don't always get two hits on the turn they wake up. Must be too fast for em (IMG:[invalid] style_emoticons/default/cool.gif)

Enemies threaten you with 1h? Last time I played, I just hit S once and went 11111x222222x33333... in absolute safety. Some people even wanted perma-stance to get nerfed because "use 1h -> win" was the go-to advice for anyone trying to do the higher difficulties. I liked club over rapier so I could have more control over the level 2 skill, but I doubt I'd do it today.

Also don't forget that when absorb and spark are triggered, they block all attacks for that turn. FRD and 2H skills resetting every monster's spell timers is a useful side effect.

QUOTE
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. [...]Again, this works out regardless of which number of opponents you face, or how many strikes it takes to kill each opponent.

You really need to actually play it for bit. This entire example is completely wrong (IMG:[invalid] style_emoticons/default/laugh.gif)
In an avoidanceless, procless, stanceless, skill-less, damageless version of hentaiverse, sure you'd want to kill one target at a time. Then you'd immediately die because DW isn't built for that without the absolute godliest of gear, in which case it wouldn't matter what you target because everything would die in one hit regardless. You should be starting the round with frenzy to instantly kill the first five targets before doing anything else. DW is a lot stronger than 1h. A LOT stronger. Even the proficiency bonus is better at 3/4/5 over 2/3/4. A player's natural evade, parry, and shadow veil is enough to get a good bit under 50% chance to be hit. From here it should be easier to see how reaching out to kill the weak enemies first is better than going one at a time. The number of opponents and strikes per kill absolutely determines what actions you should take. That's the entire game! Even with 1h, you should be keeping an eye on the damage your counterhits are doing and picking off weak monsters or using a skill on stronger ones if you want to be more efficient.

Of course enemies with procs on them should have a higher priority.

Bleeding wound is an absolute joke. The formula is Bleeding % (20 max for 1h weapons) * base damage * Stack (5 stacks) * 0.4. An extra two hits for every five hits AFTER building up all five stacks is meaningless outside of niten's squidward sword.

QUOTE
10 total levels eliminates all enemy parry, period.
EDIT Enemy parry is capped at 19%. If OP5 eliminated parry, people would have noticed it, so this confirms it's multiplicative. Also lines up with Scremaz recommending 6 as it brings a capped monster from 1/5 to 1/7 parry. The extra 4 to get to 1/9 is a lot less noticeable.

QUOTE
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.

IWBTH is easy enough without gear. You'll just have to use spells. Gear won't help if the player skills aren't there (IMG:[invalid] style_emoticons/default/smile.gif)
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post Dec 8 2017, 19:52
Post #102589
reality_marble



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QUOTE(qw3rty67 @ Dec 8 2017, 15:41) *

Main-hand: axe
Off-hand: axe
(◕‿◕) this is a lot of axes.
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post Dec 8 2017, 20:23
Post #102590
Scremaz



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QUOTE(qw3rty67 @ Dec 8 2017, 18:41) *

EDIT Enemy parry is capped at 19%. If OP5 eliminated parry, people would have noticed it, so this confirms it's multiplicative.

eh? (IMG:[invalid] style_emoticons/default/huh.gif)

QUOTE(qw3rty67 @ Dec 8 2017, 18:41) *

Also lines up with Scremaz recommending 6 as it brings a capped monster from 1/5 to 1/7 parry. The extra 4 to get to 1/9 is a lot less noticeable.

it's not that i'm recommending. i'm saying that 6 is good enough since personally i don't feel that big of a difference if compared to when i had OP8, but that's only my personal opinion.

also, i remind you that while there's plenty of datas about 1H and mages, DW is still relatively un-explored in this meta. i mean, we know about the standard builds that work, but we don't know too much neither about some of the more experimental ones nor the optimal IW. if someone wants to collect some datas about this, i won't say no for sure.
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post Dec 9 2017, 00:41
Post #102591
Cryosite



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QUOTE(qw3rty67 @ Dec 8 2017, 09:41) *


You're still not getting me. You stun one monster, kill another, then go back and kill the stunned monster before it wakes up. I don't know how long 1h stun lasts, but normal stun gives you plenty of turns.

...

You really need to actually play it for bit. This entire example is completely wrong (IMG:[invalid] style_emoticons/default/laugh.gif)
In an avoidanceless, procless, stanceless, skill-less, damageless version of hentaiverse, sure you'd want to kill one target at a time. Then you'd immediately die because DW isn't built for that without the absolute godliest of gear, in which case it wouldn't matter what you target because everything would die in one hit regardless.

You should be starting the round with frenzy to instantly kill the first five targets before doing anything else. DW is a lot stronger than 1h. A LOT stronger. Even the proficiency bonus is better at 3/4/5 over 2/3/4. A player's natural evade, parry, and shadow veil is enough to get a good bit under 50% chance to be hit. From here it should be easier to see how reaching out to kill the weak enemies first is better than going one at a time. The number of opponents and strikes per kill absolutely determines what actions you should take. That's the entire game! Even with 1h, you should be keeping an eye on the damage your counterhits are doing and picking off weak monsters or using a skill on stronger ones if you want to be more efficient.

Of course enemies with procs on them should have a higher priority.


Did a damage log of two early rounds in EoD PFUDOR. Both had three opponents, and very similar total HP. In one I did "spray" method, the other I did "focus" method.

Linky

For "spray" I did 1,2,3,1,2,3 etc. until things died off. For "focus" I did 1,1,1, until death,2,2,2, until death, 3,3,3 until death.

It would take a lot more data points to really eliminate outliers, but between the two fights you can see that it still takes a very similar amount of offense from me to clear the rounds. The spray version I received 4 more attacks from the enemies, despite the fact that I got parried three times in the focus method (thus granting that set of opponents three more rounds worth of attacks at me). Do also note all the stuns that reduced how many attacks I received in both cases too. Every counter is a 2-turn stun, and there were more counters in the spray log. I'm confident that you'd see a noticeable difference in how many attacks received between the two methods with more data points.

Even with a small number of opponents, a lot of defenses, and other oddities going on, the math still checks out. Spray method simply invites more attacks your way than focus method. Better defenses (be they evade/parry/speed of DW, or Block/parry/mitigation of 1h) will make this extra offense more survivable.

Yes, that is only three opponents. Which is far less extreme an example than my 10 opponents example above. You can imagine that these are the three remaining opponents after you've used burst effects to quickly kill off the other 7 opponents or something if you like.

Regardless of whatever your defenses, strategy, damage output, or number of opponents is, you are better off finishing off opponents faster rather than "spraying."

By all means, use whatever you need to survive the brutal start of a big round, but at some point during the round you'll get to this stage.
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post Dec 9 2017, 01:24
Post #102592
qw3rty67



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QUOTE(Scremaz @ Dec 8 2017, 13:23) *
eh? (IMG:[invalid] style_emoticons/default/huh.gif)
it's not that i'm recommending. i'm saying that 6 is good enough since personally i don't feel that big of a difference if compared to when i had OP8, but that's only my personal opinion.

also, i remind you that while there's plenty of datas about 1H and mages, DW is still relatively un-explored in this meta. i mean, we know about the standard builds that work, but we don't know too much neither about some of the more experimental ones nor the optimal IW. if someone wants to collect some datas about this, i won't say no for sure.

Looking at the formula "Parry = 1 - (1 - min(10 , (DEX/ 100) , (DEX - Level) / 75) / 100) * (1 - chaos_interception_rank * 0.5%)"
1 - (1 - 10 / 100) * (1 - 20 * 0.005) = 19 flat. So OP5 if subtractive would take out all 19 of it.

I thought DW was popular enough to have more eyes looking into it. I'm actually more surprised about all these niten posts. Why bother when you can mage on lower diffs and do anything else on higher diffs, including mage? (IMG:[invalid] style_emoticons/default/laugh.gif) It's skill used to hit all ten targets, right? Once that got nerfed there was no longer any reason to use it. Bleed is trash so you need squidward to get instant stacks, but you also need it to kill, doublebut you also need not TOO much damage or you won't get the 110 oc back before the next round. And there's no offhand bonus so you still need to survive a screenful of pissed off monsters before the first five drop. I'm sure it's a 1 hit kill when you're forged up, but before that I'm just not seeing it.

Anyway, if overpower is a straight stack, then OP5 should go on the offhand while the mainhand gets butcher and fatality to ensure it's a 1 hit kill. The ideal setup won't be hard to figure out if you start wth the strats.
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post Dec 9 2017, 02:25
Post #102593
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QUOTE(qw3rty67 @ Dec 9 2017, 00:24) *

Looking at the formula "Parry = 1 - (1 - min(10 , (DEX/ 100) , (DEX - Level) / 75) / 100) * (1 - chaos_interception_rank * 0.5%)"
1 - (1 - 10 / 100) * (1 - 20 * 0.005) = 19 flat. So OP5 if subtractive would take out all 19 of it.

Lol, where did this "OP is subtractive" come from?
20% counter-parry just means you have 20% less chance of being parry.

So if you're playing @PFUDOR against fully chaosed monsters the chance of being parried is reduced from 27.1% to 21.7%.
If you have no other way to counter-parry there is literally nothing better than OP since it's 4.58% more damage and 4.58% more OC gain.

QUOTE(qw3rty67 @ Dec 8 2017, 18:41) *

DW is a lot stronger than 1h. A LOT stronger.

Yeah, I would honestly call for a nerf.

This post has been edited by Sapo84: Dec 9 2017, 02:25
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post Dec 9 2017, 04:34
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QUOTE(Sapo84 @ Dec 8 2017, 19:25) *
Lol, where did this "OP is subtractive" come from?

That's only way it could "eliminate all parry." So I highly doubt it does.
QUOTE
Yeah, I would honestly call for a nerf.

booo *hiss* (IMG:[invalid] style_emoticons/default/cry.gif)
Buff 1h instead. Lower the cooldowns for shield bash and vital strike, then make the spike shield ability add an elemental strike to a 1-handed counter on block-only. More points raises the percent damage.

QUOTE(Cryosite @ Dec 8 2017, 17:41) *
For "spray" I did 1,2,3,1,2,3 etc. until things died off.

Are you trolling me? (IMG:[invalid] style_emoticons/default/huh.gif) When there's only three targets you're better off killing one at a time, yes, but let me try to explain it again.
You don't switch between each target until they all die. You hit about 4 or 5, then look at the monsters' bars and procs and adjust accordingly. Now assuming you have the damage to land 1-2 or 3 hit kills (not happening with 1h), let's say 2 are dead, one is stunned and will die in 1-2 more hits, one is stunned with high health, and one parried. Then you look at the rest of the monsters if there are any and pick your target accordingly, but as I said earlier you should be starting with frenzy (or something else I'm about to get to) to instantly kill five targets. Or if you have a rapier or something, swap stun with PA and adjust your target accordingly. It sounds drawn out on e-paper but it's not something you sit and think about, you just do it automatically.

Also monsters spawn in packs so if you see one monster take a massive hit, most of the monsters in the set will also be weak spawns. Adjust accordingly. In a strong pack you stun one or two and hit the third until death, or proc PA on the first monster you hit and kill it immediately, probably with a skill if you're using them.

Just sit down and actually play for a while. You might like it (IMG:[invalid] style_emoticons/default/smile.gif)


QUOTE(qw3rty67 @ Dec 8 2017, 18:24) *
The ideal setup won't be hard to figure out if you start wth the strats.

Cont.
In the perfect world, DW would hit and kill each target once. So in a full house, round1 would be [frenzy 67890], round2 [12345 frenzy], round 3 [1-0]. Round 3 is the problematic spot. The options are to get enough avoidance and gamble, get mit and tank/cure through it, or hope sleep hits three and - if needed - hope confuse hits three more and get on with it. With enough speed, the defending buff lasts a few turns, so it's also possible to defend+attack through it, but defend costs 25 oc now for some godawful reason. If perfect gear can give 1 hit kills without stance and two axes, then the offhand should be a waki with swift strike. As Cryosite once said, weapons don't have to be the sole source of defense, but the massive speed from a 'roided-up waki will free up more mod slots on the armor while also reducing the amount of enemies taking actions each turn.

If stance is required, every combination is back on the table, but then the question of frenzy vs no frenzy depends on how much OP and avoidance there is. Stance takes 0-5 oc per hit, but skills always take the full ten, making frenzy cost 85 oc / 17 oc per target. That's a lot of parries and non-1 hit kills that can be afforded across the same 5 targets, provided the player can withstand getting wailed on that long. But this is a rich kids conversation, so stanced skills are verboten. For the mortals, there's always the "start the round with stanced frenzy, stance off, kill the rest plainly" tactic.

It takes 63.4% crit to get 2/3rds after fartseeker, and 72.3 to break the 3/4ths barrier. I don't know how much crit that forge 'roids can give out, but more than 2/3rds effective crit is probably not worth it. Raw damage should be killing enemies outright, and the crits are for bringing down the tougher ones. With elemental strikes dealing 50% damage and both weapons being ethereal with two infusions, that's 9x the listed damage with identical weapons and stance on (before mit). Supposedly. The wiki page is implying there's an additional 50% penalty on top of it? It also says the offhand deals 50% instead of 80%, so it's probably wrong. The date still says August 2017 (IMG:[invalid] style_emoticons/default/huh.gif)
Maybe one day boroTen will buff DW and allow the proc from the mainhand (rapier) to set before the offhand hits, or if it does already it doesn't appear that way in the battle log.

Affixes: balance on offhand waki probably isn't worth it since the offhand crits if the mainhand does, and forging can get close to 100% offhand chance on non-balanced weapons. Contenders are nimble with agile armor or swiftness with savage armor.
Quickly-dying enemies can't cast spells, so shadowdancer is the only option.
If crit damage mods can make up for adb, the mainhand may not have to be slaughter or an axe, but I've only ever seen screenshots with axes so it either didn't work or there wasn't enough wealth and interest in people sitting down with all the options and a trademarked Skillchip supercomputer. Does slaughter axe and non-nimble waki even reach 200% accuracy? Void shards don't restock, and a non-slaughter or non-axe mainhand opens the door for other offhand options. Maybe we can get another buff that makes accuracy over 200% reduce enemy parry.
Potencies are still Butchality/OP. Maybe fatality over swift strike for a waki with agile gear.
I don't even want to think about heavy armor right now. I don't see how it can be faster with all that burden, even after full feathers. Shielding of slaughter with two rapiers / rapier-waki? (IMG:[invalid] style_emoticons/default/laugh.gif) Maybe that's what the niten's are using.
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post Dec 9 2017, 05:10
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hentailover6983



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Although I'm still a little hesitant to try selling my own items and equipment through the shops, I do want to go into selling eventually. That said, I am wondering about soulfused equipment. I read that they are untradeable, does this mean that I cannot sell them, as they need to be sent through the moogle system?
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post Dec 9 2017, 05:42
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Sapo84



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QUOTE(qw3rty67 @ Dec 9 2017, 03:34) *

That's only way it could "eliminate all parry." So I highly doubt it does.

It's not possible to eliminate all parry, the same way it's not possible to eliminate all resist.
Even with maxed OP you will still get parried (sometime even twice in a row).

QUOTE(qw3rty67 @ Dec 9 2017, 03:34) *
booo *hiss* (IMG:[invalid] style_emoticons/default/cry.gif)
Buff 1h instead. Lower the cooldowns for shield bash and vital strike, then make the spike shield ability add an elemental strike to a 1-handed counter on block-only. More points raises the percent damage.

That was a joke (IMG:[invalid] style_emoticons/default/heh.gif)
Outside of some selected scenarios 1H + heavy slaughters outperforms every other melee styles, in some cases even significantly so.
Best defense in the game + immense OC gain + ridiculous ADB from armor pieces + one shot from OFC.
Even if paired with bad skills it's still a mindless playstyle which is also plenty fast.

This post has been edited by Sapo84: Dec 9 2017, 16:39
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post Dec 9 2017, 07:05
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Cryosite



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QUOTE(qw3rty67 @ Dec 8 2017, 18:34) *

Are you trolling me? (IMG:[invalid] style_emoticons/default/huh.gif) When there's only three targets you're better off killing one at a time, yes, but let me try to explain it again.

...

Just sit down and actually play for a while. You might like it (IMG:[invalid] style_emoticons/default/smile.gif)


Doing just that.

Iris Strike+Backstab is kinda nice vs the boss, while Frenzied Blows seems reasonably nice for clearing out large-ish rounds of trash. All three skills are nice and cheap on the OC cost.

I'll continue to test out the build on these two arenas, since they're fairly easy and lack SG's to complicate things.

That said, I think you're too stuck on "I'm right" and not listening to what my last couple of posts were about, so I'll just drop it. No sense speaking to a brick wall. I'll leave off saying that what I was talking about is proving to be the case in this testing so far.
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post Dec 9 2017, 07:55
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BlueWaterSplash



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Frenzy Blows is good on the boss, too. Try it, no need for Iris Strike or Backstab. =)

However, the boss should be alone, otherwise the Frenzy Blows will go hit other guys. So when there are multiple SG or bosses, you have to do the Iris Strike and Backstab on the first ones.
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post Dec 9 2017, 11:41
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QUOTE(hentailover6983 @ Dec 9 2017, 04:10) *

Although I'm still a little hesitant to try selling my own items and equipment through the shops, I do want to go into selling eventually. That said, I am wondering about soulfused equipment. I read that they are untradeable, does this mean that I cannot sell them, as they need to be sent through the moogle system?

Correct. Note that this means you won't be able to send them to IW service either.
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post Dec 9 2017, 14:44
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haojie_ma



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Hi, I just begin playing HV recently. I installed HVToolBox, and found there are some numbers at the bottom of equipment detail.
For example, my current equipped armor(https://hentaiverse.org/equip/147155519/2bedb9b494), I can read "ADB -219%"
What does the number mean? Why is it negative? How is the percentage number calculated?
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