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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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May 12 2012, 18:44
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morphing
Group: Members
Posts: 1,177
Joined: 28-September 10

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did applying debuff got changed or something? I am having a hard time applying to target in ROB I will cast the same spell 5 times to have it on them
Before the patch I do not run out of pots on goddess, just now i tried unicorn and I cant beat it. applying debuff drains all my mana
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May 12 2012, 18:55
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(cirrux @ May 13 2012, 00:29)  I just started changing from 2h(mace) to Dual wield style. I would like to ask if there's any guide for such a build as i couldn't yield any results from searching. Currently using kevlar protection set (thx el h) Mace(main)(average balance)+rapier(off)(fine slaughter) str=dex=agi=end wis= lv*0.8 int=lv *0.5
Either use a slaughter mace (2H) or club (DW) in MH. That should give you more damage output. The ultimate solution, however, is to get a 2H ethereal weapon. Even one without 'slaugher' suffix will help, but those can still be quite expansive. Mace should give you better protection, even though it may be a bit weaker offensively when compared against estoc. QUOTE(morphing @ May 13 2012, 00:44)  did applying debuff got changed or something? I am having a hard time applying to target in ROB I will cast the same spell 5 times to have it on them
Before the patch I do not run out of pots on goddess, just now i tried unicorn and I cant beat it. applying debuff drains all my mana
Check the patch notes on curse weaving. You may have insufficient depreciating prof to keep all those spells. QUOTE(king zeal @ May 13 2012, 00:50)  or should I just get a new staff?
Get a new staff. You want something that you can use till lv 250~300, where you can safely grind for trophies/credits. This post has been edited by varst: May 12 2012, 18:56
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May 12 2012, 19:06
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MidNightPass
Group: Catgirl Camarilla
Posts: 5,228
Joined: 20-March 11

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Varst: Nothing in particular, just a random thing popped up in my mind.
cirrux: You may consider a kevlar set to go with the estoc.
This post has been edited by MidNightPass: May 12 2012, 19:06
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May 12 2012, 19:09
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crute
Group: Gold Star Club
Posts: 1,599
Joined: 7-May 12

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@MidNightPass How'd you know I tried using a estoc previously before O_o
@varst thxn I'll go look for a good slaughter mace
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May 12 2012, 19:14
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MidNightPass
Group: Catgirl Camarilla
Posts: 5,228
Joined: 20-March 11

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QUOTE(cirrux @ May 13 2012, 01:09)  @MidNightPass How'd you know I tried using a estoc previously before O_o
@varst thxn I'll go look for a good slaughter mace
Because I am smart (IMG:[ invalid] style_emoticons/default/tongue.gif) Nah, it's logical. FYI, max proc chance for a mace is 30% with 4 turns.
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May 12 2012, 19:14
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king zeal
Group: Gold Star Club
Posts: 505
Joined: 29-November 09

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which edb should I focus on? lightning? fire? wind? cold?
or is it not that important since I'm gonna have to replace my gears with heim at lv180?
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May 12 2012, 19:48
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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Check this. The numbers represent resistances (-75 being lowest resistance, 50 highest resistance and 0 neutral). Cold has an overall better score, Elec and Wind are better against Giants, Fire works great against Undeads. Fire: 6 minor resistances, 3 major resistances, 2 minor weaknesses, 1 medium weakness, 1 neutral Cold: 5 minor resistances, 3 major resistances, 1 minor weakness, 2 medium weaknesses, 2 neutral Elec: 6 minor resistances, 3 major resistances, 1 minor weakness, 1 major weakness, 2 neutral Wind: 4 minor resistances, 4 major resistances, 2 minor weaknesses, 1 medium weakness, 2 neutral And you can easily clear every arena up to Trio (level 200) with an elemental set. Higher arenas might be trickier, though.
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May 12 2012, 20:47
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(Tiap @ May 12 2012, 17:48)  Check this. The numbers represent resistances (-75 being lowest resistance, 50 highest resistance and 0 neutral). Cold has an overall better score, Elec and Wind are better against Giants, Fire works great against Undeads. Fire: 6 minor resistances, 3 major resistances, 2 minor weaknesses, 1 medium weakness, 1 neutral Cold: 5 minor resistances, 3 major resistances, 1 minor weakness, 2 medium weaknesses, 2 neutral Elec: 6 minor resistances, 3 major resistances, 1 minor weakness, 1 major weakness, 2 neutral Wind: 4 minor resistances, 4 major resistances, 2 minor weaknesses, 1 medium weakness, 2 neutral And you can easily clear every arena up to Trio (level 200) with an elemental set. Higher arenas might be trickier, though. One nice thing about the new spell Imperil, is that it makes schoolgirls less of a pain when using elemental (IMG:[ invalid] style_emoticons/default/smile.gif) I was stupid and went in in my elec set
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May 12 2012, 20:53
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Coma
Group: Members
Posts: 1,575
Joined: 16-September 08

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QUOTE(skillchip @ May 12 2012, 20:47)  One nice thing about the new spell Imperil, is that it makes schoolgirls less of a pain when using elemental (IMG:[ invalid] style_emoticons/default/smile.gif) I was stupid and went in in my elec set Have you found out whether Imperil also reduce Holy/Dark mitigation too?
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May 12 2012, 20:54
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(Coma @ May 12 2012, 18:53)  Have you found out whether Imperil also reduce Holy/Dark mitigation too?
Haven't tested, though seeing that it says elemental, and that someone else said it didn't, I haven't looked into it yet.
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May 12 2012, 21:03
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Coma
Group: Members
Posts: 1,575
Joined: 16-September 08

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QUOTE(skillchip @ May 12 2012, 20:54)  Haven't tested, though seeing that it says elemental, and that someone else said it didn't, I haven't looked into it yet.
Also, in some posts some say Imperil wont stack with Penetrated Armor/stun damage mitigation, but some say it does. QUOTE(Tenboro) - Filling in for Bewilder, a new spell named Imperil was added. This reduces both the physical and magical mitigations, as well as elemental (fire/cold/wind/elec) mitigations on the target.
So there are 2 things need to confirm for Imperil: Stack with PA, holy/dark mitigation reduction This post has been edited by Coma: May 12 2012, 21:06
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May 12 2012, 21:21
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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If Tenb state so firmly that it gives elemental mitigations only, I don't think there's a chance it includes holy/dark mitigation. And there's no reason to believe imperil won't stack on PA/stun. Another stupid thing I've made. [ docs.google.com] https://docs.google.com/spreadsheet/ccc?key...RnRVbG1RYjdsMWcThis is basically a coarse calculator on the type of monsters surviving attacks, and the amount of counter-damage it deals. Some description/assumptions: 1. You can change the parameters in the fire/cold/wind/elec/STR/DEX/END to suit your personal assumptions on monster strength. HP and Damage approximated by: HP = END*0.8 + STR*0.2 Damage = (STR*2+DEX)/3 2. Cell I16 is very important. It simulates damage dealt on monsters with 0% mitigation modifier. My initial assumption is that it equals to the average amount of HP across different classes, but you can change that. 3. 1st hit range shows the type of monsters left in the battlefield after the first cast. I assume automatic hit on all monsters, and the number simulates the amount of HP left. The same applies to 2nd hit and 3rd hit. 4. 1st Counter range shows the amount of damage monsters will deal. I assume automatic damage from all (alive) monsters, with agitation below 20% HP (haven't included the part above 80% HP for simplicity). The bottom line shows the total amount of damage dealt from (alive) monsters. The same applies to 2nd counter. 5.If you want to simulate effect on difficulty, just put a HP modifier and damage modifier on the specified input columns. I haven't included holy/dark as it's captain obvious. This post has been edited by varst: May 12 2012, 21:22
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May 13 2012, 05:28
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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I have a question about the relative value of a grab-bag of abilities. I'm asking because most of them I haven't touched, but my ability reset at level 200 is going to leave me 35 AP remaining after covering all the essentials. I know what I am thinking would be a good setup, but getting a few other opinions is a good idea. So then, if you were a pure mage type who had 35 AP to spend toward these, how would you prioritize?
Nerf, X-Nerf, Silence, Blind, Slow, Sleep, Confuse, Absorb, Heartseeker, Resistances, Overcharge Tanks
This post has been edited by Panuru: May 13 2012, 05:29
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May 13 2012, 05:48
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YukaThunder
Group: Members
Posts: 129
Joined: 29-December 10

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Hmm, I've been reading about a bit, and I cannot seem to find anyone who 'recommends' getting the sleep skill, they usually go for other nerfs/ buffs instead, is there a reason to this?
Like does it have horrible accuracy, or it last too little for its mana cost? I mean if it completely puts the enemy out of action, why wouldn't people prioritize it more often?
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May 13 2012, 05:49
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Insania
Group: Gold Star Club
Posts: 1,475
Joined: 21-October 10

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Any tips for fighting FSM?  Would Absorb null it puff of logic attack? This post has been edited by Insania: May 13 2012, 05:55
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May 13 2012, 05:49
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LangTuTaiHoa
Group: Banned
Posts: 1,792
Joined: 8-June 10

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QUOTE(YukaThunder @ May 13 2012, 10:48)  Hmm, I've been reading about a bit, and I cannot seem to find anyone who 'recommends' getting the sleep skill, they usually go for other nerfs/ buffs instead, is there a reason to this?
Like does it have horrible accuracy, or it last too little for its mana cost? I mean if it completely puts the enemy out of action, why wouldn't people prioritize it more often?
Too easy to break. There is a chance to wake them up on every hit.
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May 13 2012, 06:09
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YukaThunder
Group: Members
Posts: 129
Joined: 29-December 10

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QUOTE(LangTuTaiHoa @ May 12 2012, 22:49)  Too easy to break. There is a chance to wake them up on every hit.
Oh...you can wake them up with an attack? Well that does make it pretty impractical.
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May 13 2012, 06:33
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(YukaThunder @ May 13 2012, 04:09)  Oh...you can wake them up with an attack? Well that does make it pretty impractical.
And they get a free attack when they awaken.
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May 13 2012, 06:39
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YukaThunder
Group: Members
Posts: 129
Joined: 29-December 10

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QUOTE(skillchip @ May 12 2012, 23:33)  And they get a free attack when they awaken.
Wow...I think I'm going to stay away from that one then. (IMG:[ invalid] style_emoticons/default/tongue.gif) Gonna stick with Weaken and Imperil for Debuffs for now I suppose.
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