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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Nov 24 2009, 01:35
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(cmal @ Nov 23 2009, 12:55)  If you can find some high-evade Light armor, that wouldn't be a bad idea. Going all leather, though, is, since consensus seems to be that its crap -- its between cloth and heavy, but not spectacular because its middle ground.
Good light armor seems to be in short supply these days. If people have it, they do not seem to be selling it. QUOTE(cmal @ Nov 23 2009, 12:55)  Poison could be good if you've got points to spare since you're swinging an estoc and you can proc PA. Shame there's no AoE poison.
I'm looking to take on the legendaries in the Ring of Blood, so if poison is helpful, that would be a plus. QUOTE(cmal @ Nov 23 2009, 12:55)  If you do switch to DW, you'll probably do about the same DPS, just more focused instead of being able to sometimes hit extra mobs for some damage.
Really? If I was to dual-wield I would probably use: [ hv.e-hentai.org] Average mithril rapier of slaughter and [ hv.e-hentai.org] Average mithril dagger of slaughter Both of which I think I bought from you. No one seems to be selling anything better at the moment. I would be trading (+53% dmg, +21.1% hit, +3% crit, 4.6% parry, 48.2% domino strike, and 23% PA) for (+33.4% dmg, +54.4% hit, +2.7% cit, 24.9% parry, 28% offhand strike, and 13% PA). Both PA's last for 4 turns. That increased hit percentage would probably make up some of the damage lost, the nice parry would reduce damage taken, but would it really be worth it? QUOTE(cmal @ Nov 23 2009, 12:55)  2H is really at its best with Bleed, because a massive Bleed sword can really mow down mobs.
I was using a bleeder, but [ hv.e-hentai.org] this > [ hv.e-hentai.org] this. QUOTE(cmal @ Nov 23 2009, 12:55)  It'll be more tedious fighting large groups, but it'll be much easier to dispatch stragglers or fighting Bosses with DW. That'll be the trade-off between switching styles.
I just breezed through Endgame. PA made Bosses seem easy. QUOTE(cmal @ Nov 23 2009, 12:55)  In other news, I'm a point away from maxing Shadow Veil, so once I've tested it out, I'll let you guys know if its worth it for making yourselves less hittable, especially those of you with massive evade as it is.
I personally loved Shadow Veil when I had it. The problem? I never found myself using it. I'm not sure I considered it a worthwhile use of my MP. QUOTE(coredumperror @ Nov 23 2009, 14:22)  @Boggyb: The major difference I've found with DW over 2H is the huge potential for increased hit chance. With my 4-turn PA Rapier mainhand and 43.7% +hit offhand, my effective hit chance is over 85%. Your effective hit chance is 69.6%, meaning that you're twice as likely to miss your attacks.
How do you figure out your effective hit chance?
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Nov 24 2009, 02:06
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uth
Group: Gold Star Club
Posts: 1,849
Joined: 28-December 08

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QUOTE(Boggyb @ Nov 23 2009, 18:35)  I personally loved Shadow Veil when I had it. The problem? I never found myself using it. I'm not sure I considered it a worthwhile use of my MP. How do you figure out your effective hit chance?
Shadow veil is almost a necessity for the arenas after endgame where your facing 4+ minibosses, I don't care how much mitigation you have 4 bosses all hitting on the same turn is gonna hurt. Hit chance from gear reduces your chance to miss. So if you have 80 hit from stats that means you have 20 chance to miss, with 50 hit that would make your effective hit 90.
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Nov 24 2009, 02:17
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Eutopia
Group: Members
Posts: 2,392
Joined: 15-March 09

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I dont use shadow veil and i can do up to feast for crows. Only tried using shadow veil once though but removed it later on since the mana cost was to high, so its possible without it. How much mana does shadow veil need nowadays?
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Nov 24 2009, 02:23
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Boggyb @ Nov 23 2009, 18:35)  Good light armor seems to be in short supply these days. If people have it, they do not seem to be selling it. I'm looking to take on the legendaries in the Ring of Blood, so if poison is helpful, that would be a plus.
I'm pretty much selling all the light armor I've got except for my two pieces of Kevlar, a Battlecaster piece, and some other bits -- a piece for every slot should I ever decide to wear some Light. QUOTE(Boggyb @ Nov 23 2009, 18:35)  Really? If I was to dual-wield I would probably use: [ hv.e-hentai.org] Average mithril rapier of slaughter and [ hv.e-hentai.org] Average mithril dagger of slaughter Both of which I think I bought from you. No one seems to be selling anything better at the moment. I would be trading (+53% dmg, +21.1% hit, +3% crit, 4.6% parry, 48.2% domino strike, and 23% PA) for (+33.4% dmg, +54.4% hit, +2.7% cit, 24.9% parry, 28% offhand strike, and 13% PA). Both PA's last for 4 turns. That increased hit percentage would probably make up some of the damage lost, the nice parry would reduce damage taken, but would it really be worth it? Yeah, I don't think going DW would be as effective as that estoc. That pair isn't as good. A big part of DW seems to be putting together a good pair that's effectively better than a 1HS or good 2H. QUOTE(Boggyb @ Nov 23 2009, 18:35)  I was using a bleeder, but [ hv.e-hentai.org] this > [ hv.e-hentai.org] this. Okay, that's some massive attack multiplier on that estoc. I don't blame you for switching. QUOTE(Boggyb @ Nov 23 2009, 18:35)  I personally loved Shadow Veil when I had it. The problem? I never found myself using it. I'm not sure I considered it a worthwhile use of my MP.
I've been casting it in the first round of arenas to give me a small edge while I charged up my OC and in the last few rounds when there are large mobs/multiple minibosses. I'm only getting about 11% from it because I'm losing 50 prof from Interference. So far, haven't really noticed much difference. I'll have to record some fresh data when I do my next arena runs, but I suspect the gains will be mostly negligible for my 5 AP and 39 MP. It'll probably end up being a situational spell rather than general use. QUOTE(Boggyb @ Nov 23 2009, 18:35)  How do you figure out your effective hit chance?
I have no idea where he got the 69% from (that's way too low), but effective hit chance should be [base hit + accuracy modifier * (100 - base hit)], which is what uth described.
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Nov 24 2009, 02:55
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(uth @ Nov 23 2009, 16:06)  Hit chance from gear reduces your chance to miss. So if you have 80 hit from stats that means you have 20 chance to miss, with 50 hit that would make your effective hit 90.
The exact formula, taken from Marcho's post in the HV Tips Thread, is: Effective Hit Chance = (Attack Hit Chance - Target's Evade Chance) + (Equipment Hit Bonus / 100) * (100 - (Attack Hit Chance - Target's Evade Chance)). Monsters have 20% evade, so Target's Evade Chance is 20. The formula for your own hit chance (the stat you see in the bottom-left portion of the character screen) is Attack Hit Chance = 75 + DEX/25 + AGI/40. Boggy's Attack Hit Chance is ~81.5%, and his Equipment Hit Bonus is 21.1% Plugging in those values, we get Effective Hit Chance = (81.5 - 20) + (21.1/100) * (100 - (81.5 - 20)) = 69.62%. The way I like to think of it is thus: Your Attack Hit Chance is your ability to not miss. This is augmented from 75% based on your AGI and DEX, and subtracting this number from 100 gives your "Chance to Miss." Target's Evade Chance is their ability to dodge the attacks that you don't miss. Equipment +hit bonuses augment this stat, reducing your target's "Chance to Dodge." I think of it that way because otherwise, once you reach 100% Attack Hit Chance from getting super-high AGI and DEX, equipment hit bonuses would have no effect, since you can't miss. But since hit bonuses actually reduce your target's Chance to Dodge, they're still useful when you have a 0% Chance to Miss. If you actually read all that, you've probably realized that I'm a Theorycrafting nut. I used to spend hours working out how to get just a few % of extra effectiveness out of my toon in World of Warcraft. As Uth pointed out in the post he made while I was writing this, 69% does seem lower than it should be. However, there's also the various auras you've got, which augment your hit chance significantly. I don't know how the +5% hit from Orange, White, and Rainbow fit into the Effective Hit Chance formula. There's also the fact that Monster Evade Chance may be lower than 20%. I don't know how that number was calculated. It's also possible that the formula is just wrong. I'd certainly be sad if that's true... that'd mean my whole post is meaningless >_<. My whole post is meaningless >_<. This post has been edited by coredumperror: Nov 24 2009, 03:31
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Nov 24 2009, 03:04
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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Note that Macho's post you're referring to is from Oct 2. When 0.3.7 was released on Oct 4, the stuff he's talking about got scrapped. There is no longer a monster evade. QUOTE "Attack Hit Chance" and "Magic Hit Chance" have changed to "Attack Accuracy" and "Magic Accuracy", and is now the actual chance you have to land an attack or spell, before equipment bonuses are taken into account.
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Nov 24 2009, 03:10
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uth
Group: Gold Star Club
Posts: 1,849
Joined: 28-December 08

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QUOTE(coredumperror @ Nov 23 2009, 19:55)  The exact formula, taken from Marcho's post in the HV Tips Thread, is: Effective Hit Chance = (Attack Hit Chance - Target's Evade Chance) + (Equipment Hit Bonus / 100) * (100 - (Attack Hit Chance - Target's Evade Chance)). Monsters have 20% evade, so Target's Evade Chance is 20. The formula for your own hit chance (the stat you see in the bottom-left portion of the character screen) is Attack Hit Chance = 75 + DEX/25 + AGI/40. Boggy's Attack Hit Chance is ~81.5%, and his Equipment Hit Bonus is 21.1% Plugging in those values, we get Effective Hit Chance = (81.5 - 20) + (21.1/100) * (100 - (81.5 - 20)) = 69.62%. The way I like to think of it is thus: Your Attack Hit Chance is your ability to not miss. This is augmented from 75% based on your AGI and DEX, and subtracting this number from 100 gives your "Chance to Miss." Target's Evade Chance is their ability to dodge the attacks that you don't miss. Equipment +hit bonuses augment this stat, reducing your target's "Chance to Dodge." I think of it that way because otherwise, once you reach 100% Attack Hit Chance from getting super-high AGI and DEX, equipment hit bonuses would have no effect, since you can't miss. But since hit bonuses actually reduce your target's Chance to Dodge, they're still useful when you have a 0% Chance to Miss. If you actually read all that, you've probably realized that I'm a Theorycrafting nut. I used to spend hours working out how to get just a few % of extra effectiveness out of my toon in World of Warcraft. As Uth pointed out in the post he made while I was writing this, 69% does seem lower than it should be. However, there's also the various auras you've got, which augment your hit chance significantly. I don't know how the +5% hit from Orange, White, and Rainbow fit into the Effective Hit Chance formula. There's also the fact that Monster Evade Chance may be lower than 20%. I don't know how that number was calculated. It's also possible that the formula is just wrong. I'd certainly be sad if that's true... that'd mean my whole post is meaningless >_<. QUOTE(marcho @ Oct 2 2009, 15:23)  Dealing with equipment accuracy: What the equipment bonus does is really an additional percentage increase, not a start additive increase. A 50% hit chance bonus from equipment will cut your chance to miss by 50%. So say without equipment we had a 20% chance to miss (80% hit rate). With a 50% equipment bonus, this is reduced to a 10% chance to miss (90% hit rate). The full equation is Combat Effective Hit Chance = Attacker's Attack Hit Chance + (Equipment Hit Bonus / 100) * (100 - Attacker's Attack Hit Chance). Individual equipment bonuses no longer stack. You cannot have 100% equip acc anymore, two 50s will yield a 75.
I think the formula your using is from 4-5 updates ago.
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Nov 24 2009, 03:12
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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Here's the current real calculation. My magic accuracy is 79% (to within rounding). I get +55% magic hit from equipment and auras. Thus my 21% chance to miss is reduced by 55% to 9.45%. My actual chance of landing a spell is about 90-91%.
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Nov 24 2009, 03:38
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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Does the soul damage done by ethereal weapons actually hurt legendaries (as opposed to the functionally 0 done my normal attacks)? Or do people just want them for the lack of burden and interference?
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Nov 24 2009, 03:51
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(Panuru @ Nov 23 2009, 17:12)  Here's the current real calculation. My magic accuracy is 79% (to within rounding). I get +55% magic hit from equipment and auras. Thus my 21% chance to miss is reduced by 55% to 9.45%. My actual chance of landing a spell is about 90-91%.
So aura hit chance bonuses are added to your equipment bonuses. Got it. I only started playing the game recently, so I'm mostly unfamiliar with what old posts in the forums are obsolete. It'd be really nice if the sticky on the System forum, and the Wiki page about stats, would be updated. Anyway, that mean's Boggy's hit chance is 81.5 + .211*(100-81.5) = 89.6%. My accuracy would be 78.2 + .652*(100-78.2) = 92.41%. I took a look at Boggy's gear and accuracy numbers, and I noticed something that has me wondering. His silk gear and weapon give him about 11.1% +hit. He's getting +10% from his Rank II Orange Aura. That accounts for the entire 21.1% +hit he reported. Where's the +hit from White Aura and Rainbow Aura? Aren't those supposed to each give the benefit of Orange Aura (and several others)? If the Spectral Auras don't give the benefit of auras any more, what do the give?
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Nov 24 2009, 03:58
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(coredumperror @ Nov 23 2009, 19:51)  Where's the +hit from White Aura and Rainbow Aura? Aren't those supposed to each give the benefit of Orange Aura (and several others)?
If the Spectral Auras don't give the benefit of auras any more, what do the give?
The "combined effects" description is a little outdated for those auras, but the wiki is accurate: Black Aura * +50 % bonus to gained EXP * +25 % Power * +10 % Magic Points * +5 % bonus to Dark Elemental Rating * +3 Strength, Agility and Intelligence White Aura * +50 % bonus to gained EXP * +25 % Power * +10 % Health Points * +5 % bonus to Holy Elemental Rating * +3 Dexterity, Endurance and Wisdom Rainbow Aura * +77 % bonus to gained EXP * +77 % Power * +50 % Health/Magic/Spirit Points regeneration * +2 % bonus to Fire, Cold, Elec, Wind, Dark and Holy Elemental Ratings * +2 to all Primary Attributes
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Nov 24 2009, 04:12
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(Panuru @ Nov 23 2009, 17:58)  The "combined effects" description is a little outdated for those auras, but the wiki is accurate:
Black Aura * +50 % bonus to gained EXP * +25 % Power * +10 % Magic Points * +5 % bonus to Dark Elemental Rating * +3 Strength, Agility and Intelligence
White Aura * +50 % bonus to gained EXP * +25 % Power * +10 % Health Points * +5 % bonus to Holy Elemental Rating * +3 Dexterity, Endurance and Wisdom
Rainbow Aura * +77 % bonus to gained EXP * +77 % Power * +50 % Health/Magic/Spirit Points regeneration * +2 % bonus to Fire, Cold, Elec, Wind, Dark and Holy Elemental Ratings * +2 to all Primary Attributes
Awesome! Now I have a question for the experts! Which Spectral Aura should I spend my Hath on first? Since I'm a Dual Wielder, White looks particularly enticing. Then there's Rainbow, which is far more expensive, but a LOT stronger than the other two (I especially like that 50% regen bonus). Should I save up for Rainbow, or get White first? I already have Penny Pincher, and I've got almost a month left on 4 separate Adopt-A-Server slots. I also run Hentai@Home, so my hath per day income is fairly high right now.
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Nov 24 2009, 04:32
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(coredumperror @ Nov 23 2009, 20:12)  Which Spectral Aura should I spend my Hath on first? Since I'm a Dual Wielder, White looks particularly enticing. Then there's Rainbow, which is far more expensive, but a LOT stronger than the other two (I especially like that 50% regen bonus). Should I save up for Rainbow, or get White first?
I already have Penny Pincher, and I've got almost a month left on 4 separate Adopt-A-Server slots. I also run Hentai@Home, so my hath per day income is fairly high right now.
My personal recommendation is to get Frugality (300c) before getting an aura. I'm assuming that you plan to get it at some point, so the later you get it, the fewer credits you earn from it. Not to mention that you'll likely be converting a bunch of GP from those adoptions, and the credit bonus applies to the conversion. Master Miser is rather expensive (600c), so at that point you may want to consider an aura instead. If you're going to be in HV regularly enough for the regen bonus to be helpful, I would go with Rainbow.
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Nov 24 2009, 05:32
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(Panuru @ Nov 23 2009, 18:32)  My personal recommendation is to get Frugality (300c) before getting an aura. I'm assuming that you plan to get it at some point, so the later you get it, the fewer credits you earn from it. Not to mention that you'll likely be converting a bunch of GP from those adoptions, and the credit bonus applies to the conversion. Master Miser is rather expensive (600c), so at that point you may want to consider an aura instead. If you're going to be in HV regularly enough for the regen bonus to be helpful, I would go with Rainbow.
I did some math a few weeks ago (which I posted here) about the relative value of the various tiers of credit savings perks. Since they are so much less effective than they used to be, yet cost the same amount of Hath, they drop off in value very quickly. I earn around around 14000 GP per day from my Adopted servers and H@H, which converts to around 1000 credits a day. Add 500c per day from the Gold Aura Dawn bonus, and I'm getting ~1500 credits per day passively. Adding 1% to that from PP gives me 15 extra credits per day. Adding another 1% from Frugality is still just 15 more credits a day. Also consider that the Spectral Auras give EXP bonuses, meaning I'm "missing out" on EXP by getting Frugality first, just as I'd be missing out on credits by getting an aura first. These credit perks apparently used to be a LOT better, and I'm sure I would have gone for Frugality back then. As for the regen bonus from Rainbow, don't forget that there's in-battle regen now. Getting a 50% bonus to that would be quite a boon over the course of long arenas and grindfests. Speaking of regen, does anyone know the formula for mana regen during combat? I've got 4.2 Magic Regen, and I regen 1 mana about every 7 turns. I also wanted to note that the wiki doesn't include the fact that Gold Aura and up give a 50% regen boost ( confirmed by Bob). Whoever's in charge of that might want to update it.
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Nov 24 2009, 05:42
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(coredumperror @ Nov 23 2009, 21:32)  Also consider that the Spectral Auras give EXP bonuses, meaning I'm "missing out" on EXP by getting Frugality first, just as I'd be missing out on credits by getting an aura first.
Yeah, but I'd rather have a couple extra trained skills than a handful of extra levels. I'll take a look at that thread o' math. edit: After looking at that post, I have to give a big WTF? about hath costing 1750 credits per. Buying for 1500 isn't hard to do, and the 20 hath I've bought in the past couple weeks (thanks to selling some junk) have cost me an average of 1310 credits per hath. If you're patient, you can find a decent price. In case you're wondering, the hath perks themselves weren't especially better. It was a straight 3/6/12 etc. credit boost rather than being split between boost and discounts. The major difference is that it stacked with the kick-ass credit bonuses from auras. Now it's the only game in town. This post has been edited by Panuru: Nov 24 2009, 05:52
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Nov 24 2009, 05:49
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(coredumperror @ Nov 23 2009, 22:32)  Speaking of regen, does anyone know the formula for mana regen during combat? I've got 4.2 Magic Regen, and I regen 1 mana about every 7 turns. I also wanted to note that the wiki doesn't include the fact that Gold Aura and up give a 50% regen boost ( confirmed by Bob). Whoever's in charge of that might want to update it. The calculated regen value on your character page is points per minute. For combat regen, a turn counts as 2 seconds. So you're getting ~0.14 MP per turn. As for the wiki, no one's in charge of that -- its a wiki. Just register an account and add things that aren't already there yourself. If there's any wrong stuff in it, someone will come along and correct it if they get arsed to. There's a lot of missing and outdated stuff on the wiki.
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Nov 24 2009, 05:56
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uth
Group: Gold Star Club
Posts: 1,849
Joined: 28-December 08

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QUOTE(coredumperror @ Nov 23 2009, 22:32)  I did some math a few weeks ago (which I posted here) about the relative value of the various tiers of credit savings perks. Since they are so much less effective than they used to be, yet cost the same amount of Hath, they drop off in value very quickly. I earn around around 14000 GP per day from my Adopted servers and H@H, which converts to around 1000 credits a day. Add 500c per day from the Gold Aura Dawn bonus, and I'm getting ~1500 credits per day passively. Adding 1% to that from PP gives me 15 extra credits per day. Adding another 1% from Frugality is still just 15 more credits a day. Also consider that the Spectral Auras give EXP bonuses, meaning I'm "missing out" on EXP by getting Frugality first, just as I'd be missing out on credits by getting an aura first. These credit perks apparently used to be a LOT better, and I'm sure I would have gone for Frugality back then. As for the regen bonus from Rainbow, don't forget that there's in-battle regen now. Getting a 50% bonus to that would be quite a boon over the course of long arenas and grindfests. Speaking of regen, does anyone know the formula for mana regen during combat? I've got 4.2 Magic Regen, and I regen 1 mana about every 7 turns. I also wanted to note that the wiki doesn't include the fact that Gold Aura and up give a 50% regen boost ( confirmed by Bob). Whoever's in charge of that might want to update it. The bigger thing with getting the credit bonuses early is the reduced training cost...your obviously gonna save more credits by getting it early then your going to if you get it after you've already trained a few things. Although I suppose the lower level training cost is pretty cheap. This post has been edited by uth: Nov 24 2009, 06:03
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Nov 24 2009, 06:45
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(uth @ Nov 23 2009, 19:56)  Although I suppose the lower level training cost is pretty cheap.
That's what I figure is the biggest reason that getting Frugality later isn't so bad. I won't be spending the big bucks on training for some time, so saving an extra 2% on the cheaper stuff now isn't a huge priority. As for the wiki, I figured it was a private wiki like most specific-site wikis that I know about. Now that I know it's not, I'll go fix some stuff there.
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Nov 25 2009, 20:36
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(Boggyb @ Nov 23 2009, 17:38)  Does the soul damage done by ethereal weapons actually hurt legendaries (as opposed to the functionally 0 done my normal attacks)? Or do people just want them for the lack of burden and interference?
Repost since no one answered. (IMG:[ invalid] style_emoticons/default/smile.gif)
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Nov 25 2009, 21:39
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(Boggyb @ Nov 23 2009, 17:38)  Does the soul damage done by ethereal weapons actually hurt legendaries (as opposed to the functionally 0 done my normal attacks)? Or do people just want them for the lack of burden and interference?
I can't say for 100% certain, but from what little I've read about the subject, that is in fact the majority reason that Etherial weapons are so sought after. The 0 burden and interference are nice, but the real use is the soul damage.
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