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post May 7 2012, 01:54
Post #15081
ChosenUno



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I think I seem to have found the right mix of killing speed and survivability.

Shatter's gone the way of the not useful now, but overall I love the new patch.

I predict heavy will be the new shit. It has the best of everything, while light has just lost a lot of its appeal.
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post May 7 2012, 01:58
Post #15082
HaliZorat



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Guess I'll switch back to using a Mace on my 2H setup since Bleed's been nerfed.

I've reset my abilities. Is Nerf still worth getting? The only use I see for it is to further increase the damage you do in RoB fights, but with the new Curse Weaving feature and me being a melee, I'm pretty sure it'd be a waste of MP since it'd "miss" a lot. (Poison + Weaken + Imperil being the spells I would cast normally)

Likewise, is MagNet still also worth it? I imagine it'd still have use in DwD, where maybe I wouldn't cast Poison...
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post May 7 2012, 02:06
Post #15083
Mi-Ala Starbreeze



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QUOTE(HaliZorat @ May 7 2012, 02:58) *

Guess I'll switch back to using a Mace on my 2H setup since Bleed's been nerfed.

I've reset my abilities. Is Nerf still worth getting? The only use I see for it is to further increase the damage you do in RoB fights, but with the new Curse Weaving feature and me being a melee, I'm pretty sure it'd be a waste of MP since it'd "miss" a lot. (Poison + Weaken + Imperil being the spells I would cast normally)

Likewise, is MagNet still also worth it? I imagine it'd still have use in DwD, where maybe I wouldn't cast Poison...

< Melee.
Just had a fight with yet another bossmob, tried to apply both Slow and Magnet and... well, it is quite awesome. And as far as I know Nerf does not increase the damage YOU deal to the target, only the target's damage output, so I assume its pretty useless.
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post May 7 2012, 02:13
Post #15084
n125



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QUOTE(HaliZorat @ May 6 2012, 16:58) *

Guess I'll switch back to using a Mace on my 2H setup since Bleed's been nerfed.

I've reset my abilities. Is Nerf still worth getting? The only use I see for it is to further increase the damage you do in RoB fights, but with the new Curse Weaving feature and me being a melee, I'm pretty sure it'd be a waste of MP since it'd "miss" a lot. (Poison + Weaken + Imperil being the spells I would cast normally)

Likewise, is MagNet still also worth it? I imagine it'd still have use in DwD, where maybe I wouldn't cast Poison...


Nerf is now just an additional damage reduction spell that can be stacked with Weaken. It's also more expensive and does not prevent critical hits. It's probably not worth it since Weaken and Silence no longer cancel each other out. You can now cast something like Weaken, Silence, Blind, and Imperil.

I still like X-Nerf though, for those 9-10 mob IWBTH Random Encounters.

No comment on MagNet. I have it but haven't used it yet. (IMG:[invalid] style_emoticons/default/laugh.gif) It's still probably needed for DwD.
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post May 7 2012, 02:26
Post #15085
HaliZorat



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Right, my bad about Nerf increasing damage dealt instead of reducing damaging taken.

...And I just realized something. Fuck. With Iris Strike inflicting Blind and Backstab possibly inflicting Poison, I have to constantly deal with the effects of Curse Weaving when Weaken and Imperil wear off. (IMG:[invalid] style_emoticons/default/dry.gif)
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post May 7 2012, 02:39
Post #15086
Coma



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QUOTE(HaliZorat @ May 7 2012, 02:26) *

Right, my bad about Nerf increasing damage dealt instead of reducing damaging taken.

...And I just realized something. Fuck. With Iris Strike inflicting Blind and Backstab possibly inflicting Poison, I have to constantly deal with the effects of Curse Weaving when Weaken and Imperil wear off. (IMG:[invalid] style_emoticons/default/dry.gif)

Well, you can first inflict 2~3 curses (you know you must cast Silence, Weaken, and Slow anyway), then do Iris Strike and Backstab.
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post May 7 2012, 03:00
Post #15087
HaliZorat



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QUOTE(Coma @ May 6 2012, 20:39) *

Well, you can first inflict 2~3 curses (you know you must cast Silence, Weaken, and Slow anyway), then do Iris Strike and Backstab.

I don't cast Silence or Slow. (IMG:[invalid] style_emoticons/default/rolleyes.gif) Silence, not since I got Spirit Shield (and Iris Strike) anyways. And I never got Slow. Only 3 things I cast on FSM are Weaken, Imperil (previously Nerf) and Poison (because Backstab's Poison doesn't last long).

Poison doesn't seem as effective anymore, so I might not cast that now anyways. The point was that AFTER Weaken and Imperil wear off, Blind and Poison would likely still be active, meaning Curseweaving would be in play.

Also, loving PA now more than ever. I'm doing a whole lot more damage with my Skills now (though the loss of element infused skills is regrettable).
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post May 7 2012, 04:12
Post #15088
4EverLost



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Can someone explain to me the point of added Curse Weaving other then fucking with players. If I want to take the time in turns & mana to cast Deprecating spells on the same monster why should it fail to gain the effect. Magnet doesn't help this at all, its just another Deprecating spell. It can take 3-4 or more castings of a spell before the monster gains the effect.

Your fail to weave the spell into the existing effects on the target.
25 1 You cast Imperil.
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post May 7 2012, 04:15
Post #15089
Kaosumx



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Cause now you can weaken AND silence?
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post May 7 2012, 04:17
Post #15090
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Yeah I think the point is to be able to stack all the deprecating spells and to strengthen the importance of deprecating prof.
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post May 7 2012, 04:25
Post #15091
n125



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Ugh, I think I'm going to have to scale back the difficulty. Hell was comfortable before this patch, but now it basically goes AoE -> Spark -> Heal -> AoE, all the while my Spirit slowly trickles away due to Spirit Shield going off with every other hit.
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post May 7 2012, 04:33
Post #15092
Charkan



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I currently am satisfied with my style, battle mage (DW). Curse Weaving was created to prevent abuse. But now I support removing the power-up of the monsters when they are low hp.

I realized that the monsters have had their chance to critical increased.

This post has been edited by Charkan: May 7 2012, 04:39
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post May 7 2012, 05:12
Post #15093
HaliZorat



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Wait a minute. If PA now completely removed physical mitigation, does that mean Imperil won't increase the damage I deal? Don't tell me I just wasted credits reseting my abilities to ones I don't need...
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post May 7 2012, 05:14
Post #15094
hzqr



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No, you now get negative mitigation, meaning you're actually hitting yourself
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post May 7 2012, 05:47
Post #15095
4EverLost



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QUOTE(Kaosumx @ May 7 2012, 02:15) *

Cause now you can weaken AND silence?


I think the only time I ever cast silence is T&T so she wont heal the others.


QUOTE(Mr. Plow @ May 7 2012, 02:17) *

Yeah I think the point is to be able to stack all the deprecating spells and to strengthen the importance of deprecating prof.


The problem is when you cast more then 2 spells on one monster they start to fail, if you wanted to cast everything you could take 5 turns just casting one spell.


I've got these 2 Estocs, anyone try going with an all DEX build yet?

Exquisite Estoc of the Raccoon
Exquisite Estoc of the Cheetah
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post May 7 2012, 06:49
Post #15096
Goodman2011



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A Forge Question.

What exactly is "BASE"?
What is meant by "Effect: +1% base"

Please choose a A. or B. or C. or D. and elaborate. (IMG:[invalid] style_emoticons/default/smile.gif)

Thank You.

A:
Is Base the current amount of an equipment's item/ability/stat/feature?
. For example: An Exquisite Redwood Staff of the Fox has Weapon Damage 271 Crushing.
. So the effect of +1% of 271 (2.71) would be 273.71


B:
Base has to do with the Quality of the equipment; Crude .01, Fair .02, Average .03, Fine .04, Superior .05, Excellent .1, Magnificent 1.0. Or some kind of scale based on Quality
.


C:
Base is just that it adds .01 to the equipment's item/ability/stat/feature.


D:
Base is none of the above, it is something else that only the HentaiVerse Pony God knows. (IMG:[invalid] style_emoticons/default/tongue.gif)
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post May 7 2012, 06:54
Post #15097
Slobber



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E https://forums.e-hentai.org/index.php?showtopic=26561
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post May 7 2012, 07:04
Post #15098
varst



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QUOTE(HaliZorat @ May 7 2012, 07:58) *

Likewise, is MagNet still also worth it? I imagine it'd still have use in DwD, where maybe I wouldn't cast Poison...


Magnet is still quite useful. It practically negates FSM's evade and slow it down by 25%.
Obviously that's not a must, but if your strategy includes slow, you may substitute it with magnet for some better effect IMO.

QUOTE(4EverLost @ May 7 2012, 10:12) *

Can someone explain to me the point of added Curse Weaving other then fucking with players.


That way we don't need to choose between 'imperil' and 'anything else besides imperil' (IMG:[invalid] style_emoticons/default/heh.gif)
That 25% mitigation decrease would possibly make it not stacking with any other spells, if the stacking rule still applies.

QUOTE(Goodman2011 @ May 7 2012, 12:49) *

What exactly is "BASE"?
What is meant by "Effect: +1% base"


Base is something you get when you scale your equip's stat to level 0. This way we can compare equips without noticing the level scaling for different weapons.
And then forging is applied to the base, which is a (1 + times of forging * 1%) factor
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post May 7 2012, 07:08
Post #15099
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After the patch the game felt more like "who kill first own". Most of the time I 1 hit kill monsters with my mace so arenas are now much faster. Though sometime I misses like crazy.

Since mage seems to be able to whack down most of the enemy in the first turn with a big spell, it's sound a lot more viable now more than ever so I'm considering trying out as mage.

I have 0 exp in playing mage and some advices how to start one would be very appreciated. And it'd be very grateful if someone who play mage can pm me a logs of their battles so I can understand more about this role. I also want to see how Coalesced Mana and Ether Theft play their parts in this.
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post May 7 2012, 07:17
Post #15100
varst



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QUOTE(Veince @ May 7 2012, 13:08) *

After the patch the game felt more like "who kill first own". Most of the time I 1 hit kill monsters with my mace so arenas are now much faster. Though sometime I misses like crazy.

Since mage seems to be able to whack down most of the enemy in the first turn with a big spell, it's sound a lot more viable now more than ever so I'm considering trying out as mage.

I have 0 exp in playing mage and some advices how to start one would be very appreciated. And it'd be very grateful if someone who play mage can pm me a logs of their battles so I can understand more about this role. I also want to see how Coalesced Mana and Ether Theft play their parts in this.


You don't need that. Just try to collect some elementalist clothes and a staff of focus to start with. Ether theft isn't that useful at your level because you don't get that many turns of ET, but you can utilize coalesced mana to decrease the spell cost of your 2nd spell.

You should try that yourself though. Even with my log you can't see what I'm doing, because it's basically a 2-3 turn log per round.
It's more important for you to notice when you need to cast buffs/debuffs, and when you need to cure yourself. And the latter is the most difficult thing IMO.
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