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post Jan 11 2012, 07:44
Post #10701
roadgray



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QUOTE(LoneUnknown @ Jan 11 2012, 06:43) *

Question:

Is the information on the wiki regarding White/Black/Rainbow auras correct?

The hath page says only benefits are exp gains and power.

The wiki says they give health / magic, resists and attributes as well.

Wiki is correct.
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post Jan 11 2012, 07:50
Post #10702
LoneUnknown



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QUOTE(roadgray @ Jan 10 2012, 23:44) *

Wiki is correct.


Thanks
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post Jan 11 2012, 09:39
Post #10703
rpgman1



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Is it worth investing credits into Scavenger, Quartermaster, Archaeologist, and Luck of the Draw? I notice that if I did max them out, I get 10%, 4%, 0.2%, and 25% from loot drop rolls correct? Seems Luck of the Draw has the greatest effect on determining quality of the loot.
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post Jan 11 2012, 09:51
Post #10704
varst



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QUOTE(rpgman1 @ Jan 11 2012, 15:39) *

Is it worth investing credits into Scavenger, Quartermaster, Archaeologist, and Luck of the Draw? I notice that if I did max them out, I get 10%, 4%, 0.2%, and 25% from loot drop rolls correct? Seems Luck of the Draw has the greatest effect on determining quality of the loot.


At your level, don't invest so much into them.
LotD is rubbish if you can't play in higher difficulty, and the others will be effective only when you play tons of rounds.
As for those percentages, I don't know how you get to those numbers, so I can't say you're correct or not.
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post Jan 11 2012, 09:57
Post #10705
rpgman1



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Here in the wiki. I've seen that they do affect Arena drops greatly.
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post Jan 11 2012, 10:01
Post #10706
~Nanodesuyo



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(IMG:[i1228.photobucket.com] http://i1228.photobucket.com/albums/ee447/Ryougami/wa2.png)

was wondering if I should take out the overchange ability points invested and put in like spirit tank, since overcharge does not give anymore the passive dmg for melees >.<
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post Jan 11 2012, 10:03
Post #10707
varst



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QUOTE(rpgman1 @ Jan 11 2012, 15:57) *

Here in the wiki. I've seen that they do affect Arena drops greatly.


Notice that wiki is talking about the base chance instead of the actual chance.

Areans have a greater chance to drop things in the last round, so you should exclude that effect when you're talking about drop chance.

QUOTE(~Nanodesuyo @ Jan 11 2012, 16:01) *

was wondering if I should take out the overchange ability points invested and put in like spirit tank, since overcharge does not give anymore the passive dmg for melees >.<


Some unrelated suggetion:
Mana tank may be good, but you would benefit more from leveling.
It may be better if you pull some AP from mana tanks and invest in EXP tanks.

(Besides, mana won't be replenished now, so getting so many mana tanks won't help that much)

This post has been edited by varst: Jan 11 2012, 10:11
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post Jan 11 2012, 10:09
Post #10708
buktore



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QUOTE(rpgman1 @ Jan 11 2012, 14:39) *

I notice that if I did max them out ...


You won't... (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jan 11 2012, 10:15
Post #10709
~Nanodesuyo



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QUOTE(varst @ Jan 11 2012, 06:03) *

Notice that wiki is talking about the base chance instead of the actual chance.

Areans have a greater chance to drop things in the last round, so you should exclude that effect when you're talking about drop chance.
Some unrelated suggetion:
Mana tank may be good, but you would benefit more from leveling.
It may be better if you pull some AP from mana tanks and invest in EXP tanks.

(Besides, mana won't be replenished now, so getting so many mana tanks won't help that much)


Heeey, was you that said to me remove from exp and put to mana tanks ! (IMG:[invalid] style_emoticons/default/laugh.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)

But since this new patch modified a lot of things, will reset again and put on exp (IMG:[invalid] style_emoticons/default/happy.gif)

about the overcharge and spirit points, should i invest into other things, or stick these "spirit points + overcharge" to mana tank, or I dont know x_X
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post Jan 11 2012, 10:31
Post #10710
varst



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QUOTE(~Nanodesuyo @ Jan 11 2012, 16:15) *

Heeey, was you that said to me remove from exp and put to mana tanks ! (IMG:[invalid] style_emoticons/default/laugh.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)

But since this new patch modified a lot of things, will reset again and put on exp (IMG:[invalid] style_emoticons/default/happy.gif)

about the overcharge and spirit points, should i invest into other things, or stick these "spirit points + overcharge" to mana tank, or I dont know x_X


No, I'm quite sure I haven't said that (IMG:[invalid] style_emoticons/default/tongue.gif)

Basically you should invest into both mana tanks and EXP tanks;
for melees, you don't need that much mana (as comparing to mages), but you can't clear rounds as fast as mages do, so you should move some AP from MP tank to EXP tank to compensate that loss
(besides, a bit extra mana tank can ensure that your mana won't overflow with godly mana potions and mana gems)

I'm not so sure on comparison between overcharge and man tanks, you should ask others

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post Jan 11 2012, 10:33
Post #10711
skillchip



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Wiki is correct
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post Jan 11 2012, 10:35
Post #10712
~Nanodesuyo



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QUOTE(varst @ Jan 11 2012, 06:31) *

No, I'm quite sure I haven't said that (IMG:[invalid] style_emoticons/default/tongue.gif)

Basically you should invest into both mana tanks and EXP tanks;
for melees, you don't need that much mana (as comparing to mages), but you can't clear rounds as fast as mages do, so you should move some AP from MP tank to EXP tank to compensate that loss
(besides, a bit extra mana tank can ensure that your mana won't overflow with godly mana potions and mana gems)

I'm not so sure on comparison between overcharge and man tanks, you should ask others


varst varst varst, ur little tricky human being ;3

just kidding. I really thank you for your tips (IMG:[invalid] style_emoticons/default/happy.gif)

Gave some karma to you , even being just a few ;3 will try to put Adept Learning, but leave some mana tanks cause of the overflow.

About the overcharge I will still think about it, cause overcharge doesnt give anymore passive dmg, but combined with spirit will make the spirit mode last longer, i guess...so probably i will keep the AP till some veteran tells me about it (IMG:[invalid] style_emoticons/default/tongue.gif)

EDIT: oh yeah, another thing I got curious about.

Since I got silence , I almost never use weaken or bewilder. Should i remove these too, or better keep them (i think its best ot keep them, idk) ?

Cause even silenced legendarys really beat me some dmg up>.<

This post has been edited by ~Nanodesuyo: Jan 11 2012, 10:41
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post Jan 11 2012, 10:41
Post #10713
La_Mangouste



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How difficult is the flying spaghetti monster in comparison of the invisible pink unicorn?
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post Jan 11 2012, 10:41
Post #10714
~Nanodesuyo



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Sorry x_x misclicked it edited the msg above

Well as I saw, I can tell Flying Spaghetti Monster got a LOT of hp compared to invisible pink unicorn...

This post has been edited by ~Nanodesuyo: Jan 11 2012, 10:43
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post Jan 11 2012, 10:44
Post #10715
La_Mangouste



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Thanks for the info.

No offense but is the max signature not supposed to be 700x400?

This post has been edited by La_Mangouste: Jan 11 2012, 10:45
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post Jan 11 2012, 11:18
Post #10716
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@La_Mangouste
It took me about 368 turns to kill the thing the first time around. I did it with melee, only slightly higher level than what you got at the moment. Probably less if I had any decent prof in divine that made any dent in maging at the time.

[i186.photobucket.com] http://i186.photobucket.com/albums/x151/tr...rse/FSM_001.png

So if your maging it might be faster, got no real comparison since my maging gear is crap at the moment.


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This is what my ability tree looks like.
[i186.photobucket.com] http://i186.photobucket.com/albums/x151/tr...e_level_130.png

I had more in the overcharge and spirit points before the patch. I moved most of it to spells so I can lvl as a mage as well. I have 62/100 on Ability Boost, if you think the AP points don't seem to nearly match yours.


This post has been edited by trikon000: Jan 11 2012, 11:30
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post Jan 11 2012, 13:51
Post #10717
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Getting ready for Trio and the Tree soon. Anything I need to keep on mind?
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post Jan 11 2012, 13:57
Post #10718
wr4st3r



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QUOTE(Raidy @ Jan 11 2012, 12:51) *

Getting ready for Trio and the Tree soon. Anything I need to keep on mind?


If you're meleeing, it's actually easier than expected (first try on Heroic was a breeze, used about 5 mana godlies iirc).

To Kill a God might actually be a little harder because of the higher starting monster count (5, T&T starts at 4 iirc).

What really changes (hope someone can confirm this actually) after you hit 200 (or you get Godslayer title, dunno which) is that you start facing top PL monsters which are way tougher, and without a proper etheral weapons it's a pain in the ass - I lack one, so it takes forever to kill all those Giants.

Disregard all of that if you're maging lol, just kill the Tree to prevent the healing/barrier stuff.

This post has been edited by wr4st3r: Jan 11 2012, 13:57
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post Jan 11 2012, 14:12
Post #10719
varst



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QUOTE(Raidy @ Jan 11 2012, 19:51) *

Getting ready for Trio and the Tree soon. Anything I need to keep on mind?


For mages...
1. Don't try to play in your 'normal' arena difficulty if you are unsure
2. Rotate among elements or use dark/holy burst(if you're using fenrir/heimdall). I use the former one before I get soul burst, although I primarily use fenrir.
3. After killing the tree, DON'T kill Verdandi first.

Trio isn't difficult, but you can still be caught off guard if you're unprepared.

This post has been edited by varst: Jan 11 2012, 14:13
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post Jan 11 2012, 14:14
Post #10720
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Don't expect too much or you'll be disappointed.
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