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post Jan 17 2012, 07:09
Post #10961
varst



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QUOTE(derpymal @ Jan 17 2012, 11:51) *

Protip: IA is not for building profs.


Derylmal is correct.

Notice that there's no difference in the rate of gaining prof. in the following two cases:
1. You case a supportive spells with 50 turns duration.
2. You have IA 1, put the same supportive spells in for 50 turns.
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post Jan 17 2012, 07:15
Post #10962
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QUOTE(varst @ Jan 16 2012, 23:09) *

Derylmal is correct.

Notice that there's no difference in the rate of gaining prof. in the following two cases:
1. You case a supportive spells with 50 turns duration.
2. You have IA 1, put the same supportive spells in for 50 turns.



And is there a difference between casting TWO skills manually and having TWO auto-casted in IA? Factoring out the 15% of discounted upkeep

If there isn't then I'll go for the IA slots and spam weaken/bewilder like there's no tomorrow
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post Jan 17 2012, 07:37
Post #10963
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QUOTE(Shadow of Legend @ Jan 17 2012, 08:10) *

Okay, I'm not really sure what I'm doing with my stats, but I'd like to go two-handed sword/magic hybrid, if possible.

Fourth question: Aside from my stats screen, what other screenshots should I take and upload for you to see? I'll edit this post to include them as needed.




1. Fill your item slots! There's no reason not to do so.
2. Pick an infusion slot. It will become handy against legends/gods.
3. Put points to max weaken, haste and SV.
4. Max your EXP, MP, HP tanks. You should have enough AP to do so.
5. Put points into 1-2 overcharge tiers.

I believe you've trained tons of ability boost. Stop doing so if it's over 40~50/100, as it will become quite inefficient.
You should allocate your APs through careful planning.

For armor, I copy my advices from another post:

It depends on whether you want to be a light melee or a heavy melee.
For light melee, pick some Kevlar of protection with good mitigation, and use mace as weapon.

For heavy melee, pick some plate of protection with good mitigation.
You may want to try to use bleeding weapons instead of mace, since you move slowly and stun will wear off easily.


QUOTE(JamesCID @ Jan 17 2012, 13:15) *

And is there a difference between casting TWO skills manually and having TWO auto-casted in IA? Factoring out the 15% of discounted upkeep

If there isn't then I'll go for the IA slots and spam weaken/bewilder like there's no tomorrow


If there's no discounted upkeep then it'll be the same.
However, upkeep is present, so you can't factor that out.
The result is that manually casting skills will give you more prof. (IN THE LONG RUN)

This post has been edited by varst: Jan 17 2012, 07:57
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post Jan 17 2012, 07:40
Post #10964
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With max Assimilator, IA4 (4 spells on auto-cast) and Arcane Focus being the only supportive spell channel cast during battles, my supportive prof level caps itself under 2 arena resets. Was about the same with IA3 as well.
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post Jan 17 2012, 08:20
Post #10965
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QUOTE(Ilirith @ Jan 16 2012, 17:58) *

I understand your golden rule regarding melee characters but not for mages...
I've read somewhere in this thread ( 5-6 pages back or so ), that dex contributes to parry ( the wiki confirms, as do my stats ). It was said that parry is basically just as important as evade is, which would make dex more interesting than maybe strength?


Some players prefer the parry if they want higher avoidance but IMO the +life is more important.

http://ehwiki.org/wiki/Damage_Avoidance

I think Evade is vastly superior to parry due to the above link. This makes AGI very important since it also gives Action Speed as well as that coveted Evasion boost.

As well, Mages don't have gear that add to that parry bonus so it's essentially standalone IMO. Most Mage players use cloth armor that adds to Evasion allowing you to "stack" the Evade. Same can't be said for parry (melee's have a much higher chance to +parry if they desire)

Strength is about 1/4 as valuable as Endurance. For most Mages
http://ehwiki.org/wiki/Character_Stats#Primary_Attributes
Str = 1 hp and End = 4 hp
Mitigation isn't super important to a Mage but it's a nice bonus. Most Mage players keep strength perpetually at 1/4 the exp cost of End. The value of the HP itself varies depending on the player.

QUOTE(Shadow of Legend @ Jan 16 2012, 18:01) *

1. (IMG:[invalid] style_emoticons/default/sad.gif)

2. I quickly found that I needed the HP to stay alive, even in Normal mode. Everything but my sword sucks.

3. Will do.

4. Screens up in previous post.


Damn I got ninja-ed by Varst.

Aura's. If you're going Melee and swapping to Mage I would suggest you prioritize Blue aura (always useful for Mage+Melee)

Auras you have to plan out a little because you can't max them all until you're very very high level. At my level I'm still missing 4 aura points (1 every 10 levels) to maxing my last aura - Orange) - This means you need to decide where you'll put your semi-precious aura points (getting level 1 of each aura is important if you want the EXP bonus though)

IMO...
Red/Orange - mainly for melee's. Invest heavily in it if you plan on melee-ing in the long run
Yellow/Blue/Green/Violet - neutral colors that're useful for both melee + mage
Indigo - mainly for mage. Invest heavily in it if you plan on maging in the long run

As an example, when I knew I was going Mage I planned my aura points out so that Blue/Indigo/Violet were always max (the moment I got a new level of focused aura I maxed all 3) - this means at level 100 I had 3 spare aura points (from level 80/90 saved up) and pumped Blue/Indigo/Violet to rank 3 immediately upon hitting 100.

Abilities. Do an Ability reset as Varst suggested (it's free for you right now and as long as you're prudent with resets, it won't rise in cost too steeply. (mine is currently at 1243 credits)

I agree with Varst's ability suggestion as well. Keep that 1 level of poison and make sure your HP/Mana tanks are topped up as often as possible (sometimes I saved up ability points just so I could max all the HP/Mana tanks whenever a new Ability tier opened up - they're *that* important)

Exp tank is important if you want to level quickly (most high level players will have maxed theirs)

Don't worry about saving up ability points for "mage spells", if you do decide to swap to Mage you can do another ability reset (it'll be cheap assuming you don't excessively do ability resets as melee)

Gear. Probably best to specialize in light or heavy armor (whichever performs best for you). By doing so you can benefit from:
http://ehwiki.org/wiki/Proficiencies#Armor
Main priority for bleed weapons (IMO) is how much bleed damage it offers you (25 max base bleed for long swords/katana I think and 30 max base bleed for scythes), its proc chance (25% is max), and it's accuracy. I'm assuming every fight you enter has a crapload of giants so bleed might be the best choice.

Edit: Also as Varst suggested, Mace is a decent candidate. It's much safer than the bleed but assuming you run up against a lot of giants, it'll take much longer for the monsters to die.

As for the IA discussion... hypothetically it's not supposed to be any different from casting manually and as mentioned in Tiap's post it's actually worse off because of the discount. But in practice, I'd argue IA is *better* than manually casting when it comes to proficiency gain.

It definitely was in my case. Prior to getting IA I only used Arcane Focus + Regen 2 during my normal arena runs. When I did a "more difficult" arena, I'd use the full works like haste/SV/etc. Now that I have IA, I have a bunch of supportive spells running almost *all the time*.

Result? Before my depreciating prof ~ my supportive prof ~ my curative prof. Now my supportive prof > depreciating prof ~ my curative prof.

This post has been edited by dcherry: Jan 17 2012, 08:26
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post Jan 17 2012, 08:46
Post #10966
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Do you really have enough aura points that you can upgrade all the auras to max? If so how?

Does elemental proficiency increase damage done by magic missile?

What causes ET? I mean more specific than just hitting him? Do I need to crit?

This post has been edited by DSpooky: Jan 17 2012, 08:47
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post Jan 17 2012, 09:28
Post #10967
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QUOTE(DSpooky @ Jan 17 2012, 01:46) *

Do you really have enough aura points that you can upgrade all the auras to max? If so how?

Does elemental proficiency increase damage done by magic missile?

What causes ET? I mean more specific than just hitting him? Do I need to crit?



There are 7 auras, you get a aura point every 10 lvls. There are 5 lvls max for each the auras.

7x5x10=350

You can max it at lvl 350.
You need to have Refined Aura from the trainer done to be able to activate all 7. Then put a AP into every Focused Aura that becomes available.


yes, elemental prof increases the damage done by magic missle.

A monster has to have Coalesced Mana on it, then you hit it with a staff with Ether Theft.

(IMG:[g.ehgt.org] http://g.ehgt.org/hv043/img/e/coalescemana.png) -> (IMG:[g.ehgt.org] http://g.ehgt.org/hv043/img/e/wpn_et.png)

That is why they tell you to get a high end redwood for it, it will have 50% to do ether theft. You only have a 35% max to proc (that is the cap) Coalesced mana.
So in reality you actually got a 17.5% chance to get ether theft working for you, if the setup is done for you.

This post has been edited by trikon000: Jan 17 2012, 09:35
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post Jan 17 2012, 09:34
Post #10968
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Trikon thank you for answering my questions but about the third part I already know about CM, however There are times when I hit some SoB several times with my staff when he is proc-ced with CM yet ET does not trigger. Which brings up another point why is it at times I may get different number of stolen mana rounds, IE three times I stole his mana rather than two last time. What affects that?
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post Jan 17 2012, 09:37
Post #10969
trikon000



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50%, can be looked at as a flip of the coin and you called heads when it lands tails. you lose, it doesn't happen.

Ether theft is a separate calculated roll after CM.

This post has been edited by trikon000: Jan 17 2012, 09:41
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post Jan 17 2012, 09:49
Post #10970
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QUOTE(trikon000 @ Jan 17 2012, 15:28) *

There are 7 auras, you get a aura point every 10 lvls. There are 5 lvls max for each the auras.

7x5x10=350

You can max it at lvl 350.


Small correction: It is maxed at 340, not 350. (Assuming you don't win the yearly awards or donate for Tristar+.)
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post Jan 17 2012, 09:56
Post #10971
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Moot point, since donating is not available at the moment. He would have to wait 12 months from now to find out if he gets a yearly award.

This post has been edited by trikon000: Jan 17 2012, 10:02
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post Jan 17 2012, 10:13
Post #10972
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QUOTE(trikon000 @ Jan 17 2012, 15:56) *

Moot point, since donating is not available at the moment. He would have to wait 12 months from now to find out if he gets a yearly award.


The point was you were wrong about Auras being maxed at 350.
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post Jan 17 2012, 10:21
Post #10973
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You get a free aura point per star
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post Jan 17 2012, 10:26
Post #10974
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QUOTE(skillchip @ Jan 17 2012, 16:21) *

You get a free aura point per star


Only for Tristar and above.
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post Jan 17 2012, 10:54
Post #10975
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No, your wrong. It is 350, until he donates 300 or more for tristar+.
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post Jan 17 2012, 10:54
Post #10976
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QUOTE(trikon000 @ Jan 17 2012, 16:54) *

No, your wrong. It is 350, until he donates 300 or more for tristar+.


It's 340. Because you gain an Aura Point at Level 1.
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post Jan 17 2012, 11:38
Post #10977
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QUOTE(trikon000 @ Jan 16 2012, 23:56) *

Moot point, since donating is not available at the moment. He would have to wait 12 months from now to find out if he gets a yearly award.


Wait, what?

Damn. I was planning to get a Gold Star this week. (IMG:[invalid] style_emoticons/default/mad.gif) Is there an ETA on when donations will return?
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post Jan 17 2012, 14:56
Post #10978
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QUOTE(Argos @ Jan 16 2012, 20:09) *

I couldn't find it in the old posts so here's my (probably already answered earlier) question: does white aura boost cure (with holy prof)? Also, is it a good choice as the first expensive perk for poor, lvl100+, electric/holy mage?

No, white aura doesn't give any bonus to healing, the amount healed is decided by your base health and your curative proficiency (and for cure, but not regen, your holy EDB).
White aura doesn't give any proficiency or damage bonus, aside from the miniscule amount given by the small stat boosts.

And yeah, it's a good hath perk. Personally I would class the IA slots and the auras as the best perks for their cost.
I got a IA slot as my first choice, since I wanted something and was eager. Than for my second perk, I saved and I saved and finally had enough for rainbow aura for that bonus to regen.
Then white aura as my third, and now saving for black aura.
Then more IA slots, and then it's probably time for retirement so I will have lots of time to play, although I'm expecting full virtual reality interface to the game by that point.

QUOTE(king zeal @ Jan 16 2012, 19:22) *

How important is bewilder?

Would it save me from ring of blood when the boss uses magic attacks?

or should i take that 5ap into more hp tanks?

Bewilder cuts their magic damage in half and prevents them from being crits.
But usually, that isn't enough for legendaries and such, you need to stop it entirely with either silence, spark of life or spirit shield.

It gets beneficial later on, since it will stack with weakness, unlike silence, so you can cut down an enemies physical and magical output (and they also decrease the afflicted monsters defenses) when you have access to spirit shield, which will save you some spirit points.

But put those points into HP tanks, in fact that should not even be a question, hp tanks are top priority, if you haven't filled all of them, do so.

QUOTE(Shadow of Legend @ Jan 17 2012, 01:10) *

Okay, I'm not really sure what I'm doing with my stats, but I'd like to go two-handed sword/magic hybrid, if possible.

First question: Is that even feasible?

Second question: Is there anything in particular I should do with my stats? Things are getting quite tedious now...

Third question: Would I be better off just going full-on mage?

Fourth question: Aside from my stats screen, what other screenshots should I take and upload for you to see? I'll edit this post to include them as needed.



(This is my first post on these boards. I should probably look around some, huh?)

1. Feasible yes, good no. To have good magic damage output you need magic gear, magic damage is decided not just by the magic damage bonus but also by proficiencies (which interference cuts down when higher than 25) and by elemental damage bonus (such as +50% to holy damage).
So you need cloth armor to get those damage bonuses, which makes you fragile, which means you have to kill quick. Hitting things with a sword is just too slow and doesn't proc coalesced mana (which apart from making ether theft possible also halves the mp cost for any spell cast on that monster, including AoEs than affect other monsters).

2. You are still fairly low level, so if you think it is tedious now, it won't really get better, it's a lot of grinding and repetetiveness in this game.

3. Full on mage or full on melee, not half and half, that will jsut make you suck at both. If you want to go hybrid in the normal RPG sense, melees already do that with their dependancy on supportive, deprecating and curative spells, which they use more than mages.
And you will need your mana for that as a melee, so you won't be able to afford casting offensive spells that doesn't do enough damage to justify their cost if you don't have the gear to boost them.
But for now, stick to melee, switch to mage later on, when you have access to more AP and more spells.

4. Stats, abilities and equipment is the standard.

QUOTE(Ilirith @ Jan 17 2012, 01:14) *

Frankly, i have the same problem(s), except i'm still not sure if i want to be onehanded with light armor/mage hybrid or onehanded with heavy armor...
up till now i have placed my attributes somewhat evenly, although a bit higher Wis than the rest.

Still i have this familiar warm feeling inside, knowing that everything i've done is just to screw myself over >.>

The only thing you can't reset and fix is the auras.
First priority there is to unlock all aura slots and put one point into each aura, for the experience bonus an active aura gives, which you will need for all builds.
But then it gets tricky. Green, blue and yellow auras (mitigations and evade, stat bonuses to wisdom, endurance and agility) are neutral, both mages and melees need them, so spend points there first if you are unsure.
The other four are harder, there is two melee-oriented ones and two mage-oriented ones.
I spent my points on the melee ones, which I am paying for now, since I switched to mage and new aura points doesn't come very fast at my level.

QUOTE(Ilirith @ Jan 17 2012, 01:58) *

I understand your golden rule regarding melee characters but not for mages...
I've read somewhere in this thread ( 5-6 pages back or so ), that dex contributes to parry ( the wiki confirms, as do my stats ). It was said that parry is basically just as important as evade is, which would make dex more interesting than maybe strength?

No.
Strength adds more to damage than dexterity, and it also raises physical mitigation and hit points.
Dexterity does add to parry and also to crit rate, but damage is less than strength and parry is of less value than sheer hit points.
Also, for two-handers, strength adds twice the bonus to domino strike chance compared to dexterity.


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post Jan 17 2012, 15:20
Post #10979
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QUOTE(Randommember @ Jan 17 2012, 20:56) *

First priority there is to unlock all aura slots and put one point into each aura, for the experience bonus an active aura gives, which you will need for all builds.


Disagree on this. Those credits can be spent on adept learner/ability boost to achieve better result.

I've once tried to design on the 'perfect' route for taking up auras as a mage, with the following result:

1 -> indigio(1)
20 -> violet (1)
40 -> blue (1)
60 -> indigo (2), violet (2), blue (2)
(refined aura 1) -> yellow (1)
70 -> yellow (2)
100 -> indigo (3), violet (3), blue (3)
110 -> yellow (3)
(refined aura 2)
120 -> green (1)
130 -> green (2)
140 -> green (3)
(refined aura 3)
150 -> red (1)
(refined aura 4)
160 -> orange (1)
190 -> indigo (4), violet (4), blue (4)
200 -> yellow (4)

As you can see, if you do that correctly, you can achieve the same result at lv.160, while delaying the need to invest into refined aura.
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post Jan 17 2012, 16:46
Post #10980
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QUOTE(Rei-Tenshi @ Jan 16 2012, 23:49) *

Assuming you don't win the yearly awards or donate for Tristar+

Which yearly award(s) gave aura points?
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