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May 7 2012, 07:17
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(Veince @ May 7 2012, 00:08)  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.
Important bits: 1) Landing a damage spell on a monster often produces an effect as well, such as Searing Skin (http://ehwiki.org/wiki/Spells#Offensive_Magic). While the effects themselves do something, it's very significant that each effect makes the monster vulnerable to a specific other spell. 2) With this in mind, you want to cast offensive spells that maximize this extra damage. Your options are generally Holy and Dark alternating or elemental spells. For elemental spells, you want to go in the order of Fire -> Cold -> Wind -> Electric -> Fire -> Cold etc etc. 3) When any spell lands on a target, you can produce Coalesced Mana. This decreases the mana cost for a single-target spell on that monster, but more importantly it sets you up for Ether Theft. 4) When you hit a monster affected by CM with a staff, you have a chance of producing Ether Theft, which refills your mana a bit. Strength and duration of this depend on the staff. 5) AoE spells do more damage than single-target versions, even when cast only on a single target. Also, cast AoE spells toward the center of the group, as the damage drops off the further away the monster is. 6) Magic Missile is a free offensive spell, but weak compared to the others. It also has the chance to produce CM. There's the basics.
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May 7 2012, 07:25
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(varst @ May 7 2012, 05:04)  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. Thats just it, how many spells do you need? When I fight FSM-IWBTH I cast everything just for the hell of it. When I do T&T-BT I use to be weaken, bewilder, x-nerf And Schoolgirls-Hard is only nerf but now imperil is all you need. For speed x-nerf is still nice for rounds 75-100 DwD but for the mana cost for it doesn't seem worth it anymore.
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May 7 2012, 07:25
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Panuru @ May 7 2012, 13:17)  Important bits: 3) When any spell lands on a target, you can produce Coalesced Mana. This decreases the mana cost for a single-target spell on that monster, but more importantly it sets you up for Ether Theft. 4) When you hit a monster affected by CM with a staff, you have a chance of producing Ether Theft, which refills your mana a bit. Strength and duration of this depend on the staff. 5) AoE spells do more damage than single-target versions, even when cast only on a single target. Also, cast AoE spells toward the center of the group, as the damage drops off the further away the monster is. 6) Magic Missile is a free offensive spell, but weak compared to the others. It also has the chance to produce CM.
There's the basics.
Some concepts are either wrong or can be stated in a better way -> 3. Coalesced mana will decrease mana cost for any spells cast on that monster. -> 4. Chance and duration depends on the staff. Strength (how many mana you get) depends on the monster. You get more mana from those with higher WIS, like elementals/legends/gods. -> No difference casting to center of the group against casting to side of the group. And the damage won't drop off the further away. It's purely random factor between ~0.75 and ~1.25. QUOTE(4EverLost @ May 7 2012, 13:25)  Thats just it, how many spells do you need?
When I fight FSM-IWBTH I cast everything just for the hell of it. When I do T&T-BT I use to be weaken, bewilder, x-nerf And Schoolgirls-Hard is only nerf
but now imperil is all you need. For speed x-nerf is still nice for rounds 75-100 DwD but for the mana cost for it doesn't seem worth it anymore.
Er...well we're not the only players in HV (IMG:[ invalid] style_emoticons/default/heh.gif) Some low-level players still need weaken/poison/silence for extra protection, and I feel bad to force them to choose between imperil and other debuffs This post has been edited by varst: May 7 2012, 07:31
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May 7 2012, 07:30
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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I think it's WIS. Elementals seem to give the most MP back, and they have the highest starting WIS. Celestials tend to give less, and they have the highest starting INT.
I think monster level is a factor too, and maybe PL as well, but I'm not sure.
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May 7 2012, 07:33
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(varst @ May 7 2012, 00:25)  -> 3. Coalesced mana will decrease mana cost for any spells cast on that monster. -> No difference casting to center of the group against casting to side of the group. And the damage won't drop off the further away. It's purely random factor between ~0.75 and ~1.25.
Apparently my information about details is outdated. Both of these were correct at one point, but are apparently no longer applicable.
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May 7 2012, 07:33
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(n125 @ May 7 2012, 13:30)  I think it's WIS. Elementals seem to give the most MP back, and they have the highest starting WIS. Celestials tend to give less, and they have the highest starting INT.
I think monster level is a factor too, and maybe PL as well, but I'm not sure.
Yeah you're correct, the main factor should be WIS while the minor factor is INT. Don't know why I type in INT when I was referring to the main mana factor (IMG:[ invalid] style_emoticons/default/heh.gif) Monster level scales with your level, so it should be almost the same across levels. PL....unless it's about WIS/INT which both gives more mana, I don't think there's more correlation. QUOTE(Panuru @ May 7 2012, 13:33)  Apparently my information about details is outdated. Both of these were correct at one point, but are apparently no longer applicable.
Probably that's the reason. (IMG:[ invalid] style_emoticons/default/smile.gif) This post has been edited by varst: May 7 2012, 07:35
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May 7 2012, 07:38
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(varst @ May 7 2012, 00:33)  Probably that's the reason. (IMG:[ invalid] style_emoticons/default/smile.gif) Hey at least I remembered that CM is caused by spells now instead of by physical attacks (IMG:[ invalid] style_emoticons/default/tongue.gif) --edit-- One thing I forgot to mention, Venice, that is very important. If you see an icon pop up that looks like the little silhouette of a man (Scaramouche! Scaramouche! Will you do the Fandango?) you have the Channeling effect. This means that your next spell is both free and overpowered. It is a good thing. This post has been edited by Panuru: May 7 2012, 07:40
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May 7 2012, 07:47
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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QUOTE(varst @ May 6 2012, 22:33)  Monster level scales with your level, so it should be almost the same across levels.
I just noticed that as I level up, the same monsters give more and more MP. Between levels 240-250 The Q and Dig Dug would give around 30-33 MP per turn; now they give about 39. It's the same trend with all monsters. I guess this is part of the reason why ET doesn't really become useful until after 200. QUOTE(Panuru @ May 6 2012, 22:38)  Will you do the Fandango?) you have the Channeling effect. This means that your next spell is both free and overpowered. It is a good thing.
Channeling is great for refreshing your Supportive spells and relieving some burden from IA, but this is something that both melees and mages get to enjoy (mages just get to enjoy it more often (IMG:[ invalid] style_emoticons/default/biggrin.gif) ).
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May 7 2012, 07:57
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(n125 @ May 7 2012, 13:47)  I just noticed that as I level up, the same monsters give more and more MP. Between levels 240-250 The Q and Dig Dug would give around 30-33 MP per turn; now they give about 39. It's the same trend with all monsters. I guess this is part of the reason why ET doesn't really become useful until after 200.
Probably because monster stat scales faster than ours. But then IMO the main factor is still ET turns. 33*3 is still better than 39*2 (IMG:[ invalid] style_emoticons/default/heh.gif)
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May 7 2012, 08:06
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Veince
Group: Gold Star Club
Posts: 118
Joined: 2-October 11

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Thx for the advices. I looked at my abilities tree and it's quite clear that I don't have enough AP to get all 4 elementals. Holy/Dark sounds more suitable but I'm still far from getting the Dark elements. I suppose I'll have to train a bit more on ability boost? Currently at 26/100. And should I spend AP on resistances? It'd be nice if we have sets of abilities as well (IMG:[ invalid] style_emoticons/default/tongue.gif)
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May 7 2012, 08:10
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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In the glory days, the resistance abilities also increased damage by the same amount. These days, they only add to damage resistance, so don't get them if you're hard-up for AP.
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May 7 2012, 08:18
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Veince @ May 7 2012, 14:06)  I looked at my abilities tree and it's quite clear that I don't have enough AP to get all 4 elementals. Holy/Dark sounds more suitable but I'm still far from getting the Dark elements.
I suppose I'll have to train a bit more on ability boost? Currently at 26/100.
You don't need all those tier 1 and tier 2 spells. Usually take the highest tier of every type of element/holy/dark, then take 1 lower-tier spell as complement. Which spell you pick depends on your major spell choice: for example, if you use elec, then pick either wind or fire as complement spells and goes something like wind 1 + elec 2 or elec 2 + fire 1. You need more AP as a mage. Train till around 40~50/100.
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May 7 2012, 08:19
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jarkus
Group: Members
Posts: 1,049
Joined: 22-January 12

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QUOTE(Veince @ May 7 2012, 08:06)  Thx for the advices. I looked at my abilities tree and it's quite clear that I don't have enough AP to get all 4 elementals. Holy/Dark sounds more suitable but I'm still far from getting the Dark elements. I suppose I'll have to train a bit more on ability boost? Currently at 26/100. And should I spend AP on resistances? It'd be nice if we have sets of abilities as well (IMG:[ invalid] style_emoticons/default/tongue.gif) Just choose 2 consecutive abilities from the chain then - unless you play high difficulty you will wipe everything anyway. IIRC elec+wind was the favored combination. As for resistances: dont take them, they are useless.
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May 7 2012, 08:25
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YohAsakuraXD
Newcomer
  Group: Members
Posts: 64
Joined: 30-April 12

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QUOTE After filling up the HP tank, invest into EXP tanks and MP tanks evenly. You can adjust the ratio between these tanks to level faster/greater chance for survival. thats not entirely true if u fill in the mp tanks u can get further in griendfest therefore more xp + i might just want to make credits not just level up + the slower u level up the more time u have to built yourself up and be ready for everything while if u level up really fast the monsters will eventually kill u easily (IMG:[ invalid] style_emoticons/default/happy.gif)
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May 7 2012, 13:13
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(LangTuTaiHoa @ May 7 2012, 11:02)  But do you really crit more? (IMG:[ invalid] style_emoticons/default/rolleyes.gif) I'd have to turn tracking on for battle stats.
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May 7 2012, 15:36
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Goodman2011
Group: Members
Posts: 1,248
Joined: 15-April 11

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QUOTE(dcherry @ May 6 2012, 23:54)  Thanks you (IMG:[ invalid] style_emoticons/default/smile.gif) Thanks to you I'm now aware of [ www.starfleetplatoon.com] Eqip Scaling Calc and can figure stuff out, however it doesn't really answer my question, using a calculator and understanding math and the formulas are completely different. I'm really am grateful for the Calc, don't get me wrong, I would just like complete understanding of base, equipment, items stats and how they work together. Is there a full description written somewhere of what base is?
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May 7 2012, 15:53
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Goodman2011 @ May 7 2012, 21:36)  Is there a full description written somewhere of what base is?
Are you blind?QUOTE(varst @ May 7 2012, 13:04)  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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