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post Mar 31 2010, 22:16
Post #1041
grumpymal



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QUOTE(Alice T. @ Mar 31 2010, 16:05) *

Question. What's the highest Proc duration one can get with a staff?

7 turns is the max duration for all weapon procs, IIRC. Good luck finding one, though.
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post Mar 31 2010, 22:27
Post #1042
hgbdd



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QUOTE(cmal @ Mar 31 2010, 21:16) *

7 turns is the max duration for all weapon procs, IIRC. Good luck finding one, though.

Almost correct, Stunned and Ether Theft are exceptions, and they're capped to 3 turns
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post Mar 31 2010, 22:43
Post #1043
Sayo Aisaka



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QUOTE(Tenboro @ Nov 1 2009, 14:30) *

- Stun and Ether Theft are now capped to 3 turns. Bleed and Armor Piercing are capped to 7 turns.

And although I've seen 3 turn Staffs, even at my level they all get scaled down to 2 turns.
Oh, except for this one,but I don't think you can still get those...

QUOTE(Alpha 7 @ Mar 30 2010, 20:56) *

Crude@Normal - Easier than CakeFest battles with Normal difficulty drop bonus. After Round 75, the good stuff starts dropping.

Average@Cake = CakeFest without the Credits and with the same lame drops.

Good point. AFAIK no one has ever mentioned item quality affecting the drop bonus. But that being the case, if you're doing Item World for the drops, you might be better off doing Crude/Hard or even higher, if you can get far enough. The drop quality caps at round 100 btw.
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post Apr 1 2010, 18:00
Post #1044
Ichy



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It`s me again! (IMG:[invalid] style_emoticons/default/laugh.gif)

Thanks to your tips I`m doing fine.
Now another question: Is the Ability Overcharge Boost of any use for a melee fighter like me?
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post Apr 1 2010, 18:06
Post #1045
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QUOTE(Ichy @ Apr 1 2010, 09:00) *

It`s me again! (IMG:[invalid] style_emoticons/default/laugh.gif)

Thanks to your tips I`m doing fine.
Now another question: Is the Ability Overcharge Boost of any use for a melee fighter like me?

Overcharge boost is ONLY useful for melee fighters. You gain a bonus to melee damage equal to half you current Overcharge. So, every point you point int Overcharge Boost comes out to a 1% boost to damage.
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post Apr 1 2010, 18:11
Post #1046
Ichy



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QUOTE(Boggyb @ Apr 1 2010, 18:06) *

Overcharge boost is ONLY useful for melee fighters. You gain a bonus to melee damage equal to half you current Overcharge. So, every point you point int Overcharge Boost comes out to a 1% boost to damage.


Oh thanks.
Time to do some more Ability Boost Trainings!
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post Apr 1 2010, 18:11
Post #1047
yuripe



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QUOTE(Ichy @ Apr 1 2010, 23:00) *

Now another question: Is the Ability Overcharge Boost of any use for a melee fighter like me?

if you want say need, I think yes. for melee fighter, Spirit attack is the biggest atack, and that's come from overcharge. Overcharge increase when you attack a monster,and Overcharge boost 'll make the limit of overcharge increase, that'll make the spirit attack stronger, too.
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post Apr 1 2010, 19:32
Post #1048
grumpymal



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QUOTE(Ichy @ Apr 1 2010, 12:00) *

It`s me again! (IMG:[invalid] style_emoticons/default/laugh.gif)

Thanks to your tips I`m doing fine.
Now another question: Is the Ability Overcharge Boost of any use for a melee fighter like me?

Don't bother with it until you have AP to spare, though. Its very expensive AP-wise (3 in SP Tank before the 5 for OC Boost), and until you've filled out the essentials like HP/MP Tanks and support spells you shouldn't worry too much about it. Also, don't do it just for the boost in Spirit Attack damage. Its not that worth it unless you can afford it (you eventually end up with excess AP as a melee since you don't have to sink AP into spells).
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post Apr 1 2010, 19:43
Post #1049
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QUOTE(cmal @ Apr 1 2010, 10:32) *

(you eventually end up with excess AP as a melee since you don't have to sink AP into spells).

You eventually end up with excess AP as a mage as well. I have 17 AP in Spirit Tank, solely for the 3rd Spark. I have 11 AP in Soul magic to get the mitigation when fighting Real Life. I suppose I could try to max out all my spells for the Magic Rating, but whats the point?
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post Apr 2 2010, 02:59
Post #1050
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Can I please get some direction for my stat allocation?

[i199.photobucket.com] http://i199.photobucket.com/albums/aa138/agung_016/stas.png

I like bashing my enemies using my strength but I've seen a ton of high level people who have invested in magic and it seems that it's better than going with a physical route. Should I now start pumping my exp into INT and WIS?

I'm sorry if this is in the wrong thread/section...
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post Apr 2 2010, 03:12
Post #1051
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QUOTE(darklazer57 @ Apr 1 2010, 17:59) *

I'm sorry if this is in the wrong thread/section...

I just told you to post your questions here... (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE(darklazer57 @ Apr 1 2010, 17:59) *

Can I please get some direction for my stat allocation?


For melee play, I suggest you keep Str, Dex, Agi, and End balanced. You can let Int and Wis lag behind though don't completely ignore them. I'd also say that Wis is more important than Int, so pull that up before investing more experience into Int.

QUOTE(darklazer57 @ Apr 1 2010, 17:59) *

I like bashing my enemies using my strength but I've seen a ton of high level people who have invested in magic and it seems that it's better than going with a physical route. Should I now start pumping my exp into INT and WIS?

Magic is effective at higher levels, but is less so at lower levels when you have low Mana and few extra Ability Points. If you want to bash your enemies, you can continue to do so. I didn't switch to magic till around level 155 and I didn't have any problems until then.

This post has been edited by Boggyb: Apr 2 2010, 03:13
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post Apr 2 2010, 03:13
Post #1052
grumpymal



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QUOTE(darklazer57 @ Apr 1 2010, 20:59) *

Can I please get some direction for my stat allocation?

[i199.photobucket.com] http://i199.photobucket.com/albums/aa138/agung_016/stas.png

I like bashing my enemies using my strength but I've seen a ton of high level people who have invested in magic and it seems that it's better than going with a physical route. Should I now start pumping my exp into INT and WIS?

I'm sorry if this is in the wrong thread/section...

Switching styles is entirely up to you. As tempting as nuking everything in two turns is, I like the straight-forward way of killing everything to death with melee and I'm pretty high-level.

As general advice, you need to up your END and WIS. END should always be at or above your level, and WIS is useful so you can cast Cure and other support spells that everyone needs. Your other stats are fine where they are, but don't let them lag too far behind. If you continue on the melee path, you can let INT lag a bit more.
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post Apr 2 2010, 03:50
Post #1053
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Hi!

I thought I should take the opportunity to get some advice before my level gets so high it would just be embarrassing to ask.

Some disclaimers:
- I'm a mage (probably not clear from the proficiencies), but I often go melee (2H) on IW
- I know it seems to be a widespread opinion that mages should go with all cloth. I do intend to change, but haven't had the patience to search the shops yet (and I tend to prefer to invest my credits in Training anyway). That said, I would like advice about what stats to look for in equip (I know EVADE is crucial, but what else?).

Thanks in advance for the upcoming constructive criticism (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Apr 2 2010, 05:14
Post #1054
Panuru



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QUOTE(uvauva2 @ Apr 1 2010, 20:50) *

That said, I would like advice about what stats to look for in equip (I know EVADE is crucial, but what else?).

Yup, evade is a big one. Resist is also an excellent one to have around.
Mitigation tends to be more useful than absorption at this point, since it's a percentage.
Stat and proficiency bonuses can be very helpful, but I don't know that I would particularly buy or avoid an item based on them alone (unless you're up against a legendary and want protection from a specific attack).

Edit: I also suggest getting Bewilder for the magical heavy-hitters.

This post has been edited by Panuru: Apr 2 2010, 05:15
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post Apr 2 2010, 15:23
Post #1055
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I'm bored and decided to explore the mage path at my level and I have to say it's pretty fun. I have 1 question though:

As my APs are limited, which elements should I go 1st? I'm currently using Fire and Elec. Also, does the increase in damage from the higher tier elemental spells really make up for the 2x+ increase in MP?
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post Apr 2 2010, 18:19
Post #1056
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QUOTE(ChosenUno @ Apr 2 2010, 06:23) *

Also, does the increase in damage from the higher tier elemental spells really make up for the 2x+ increase in MP?

Some of the advantage of higher tiers of spells is the 10% elemental rating you can get. That allows you to use the lower tiers of spells with greater effect. That is worth doing with Elec at least (though you aren't at 70 yet)
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post Apr 2 2010, 20:57
Post #1057
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Do ratings affect damage mitigation / absorption? I've read posts in the Legendary Thread in which people post their mitigation and then add in parentheses the rating for a certain element, but the formula for Barrier or Shield Rating on the EHWiki don't mention it.
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post Apr 2 2010, 21:12
Post #1058
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QUOTE(BlorgAlmighty @ Apr 2 2010, 11:57) *

Do ratings affect damage mitigation / absorption?

They effect damage mitigation in that half of your rating is added to your specific damage type mitigation.

QUOTE(BlorgAlmighty @ Apr 2 2010, 11:57) *

I've read posts in the Legendary Thread in which people post their mitigation and then add in parentheses the rating for a certain element, but the formula for Barrier or Shield Rating on the EHWiki don't mention it.

I think that was covered by the Specific damage type mitigation, but I intended to elaborate that.

This post has been edited by Boggyb: Apr 2 2010, 21:12
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post Apr 3 2010, 15:10
Post #1059
Alpha 7



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QUOTE(Boggyb @ Apr 1 2010, 13:43) *

You eventually end up with excess AP as a mage as well. I have 17 AP in Spirit Tank, solely for the 3rd Spark. I have 11 AP in Soul magic to get the mitigation when fighting Real Life. I suppose I could try to max out all my spells for the Magic Rating, but whats the point?


The excess AP come much sooner for melee, than for mage. There always seem to be more than 10 AP worth of spells and things worth getting per Rank for a mage. It's not until 120 (the first Rank without an Ability Tree) that you start to get excess AP. I used them to fill in some new deprec./support spells and re-get Fire I.
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post Apr 3 2010, 18:19
Post #1060
ChosenUno



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For grinding, is it more efficient to use the lower tier spells compared to the higher ones?

This post has been edited by ChosenUno: Apr 3 2010, 18:21
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