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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Jul 9 2010, 10:20
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Golden Sun
Group: Members
Posts: 2,079
Joined: 9-April 10

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QUOTE How do people grind IW and why? I ask this since usually I just simply play on Normal difficulty and using gears that I use and need to LVling it up to IW. Doing IW just for EXP and not for item's LV, to me it feet like a waste of time IMO. Nice loot, 100% exp (350 rounds = lv up for me right now). Leveling up seems to be more attractive than credits because it gives greater access to arena challenges. I'm getting very bored with the current arenas and would like to start facing bosses/legendaries soon.
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Jul 9 2010, 20:20
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Black Dynamite
Group: Gold Star Club
Posts: 15,046
Joined: 14-October 09

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Jul 9 2010, 20:24
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(mr daniels @ Jul 9 2010, 11:20)  Keep these. Incidentally, I would love to have those Heimdall pants.
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Jul 11 2010, 03:20
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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Time for another installment of Which Is Better? QUOTE Average Silk Gloves of the Cheetah Level: 0 Attack Accuracy Bonus: 3.2 Physical Absorption: 0.26 Physical Mitigation: 0.73 Magical Absorption: 0.37 Magical Mitigation: 0.81 Evade Chance: 2.75 Resist Chance: 1.51 Burden: 4.04 DEX: 0.03 AGI: 0.39 or QUOTE Average Silk Gloves of the Fleet Level: 0 Attack Accuracy Bonus: 3.2 Physical Absorption: 0.32 Physical Mitigation: 0.52 Magical Absorption: 0.31 Magical Mitigation: 0.61 Evade Chance: 4.5 Resist Chance: 0.51 Burden: 2.52 DEX: 0.06 AGI: 0.18 The only thing the Fleet gloves have going for them is Evade. Most of the other stats are lower similar.
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Jul 11 2010, 03:52
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(cmal @ Jul 10 2010, 18:20)  Time for another installment of Which Is Better? or The only thing the Fleet gloves have going for them is Evade. Most of the other stats are lower similar.
Evasion is the only reason to wear cloth... This post has been edited by Boggyb: Jul 11 2010, 03:52
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Jul 11 2010, 05:07
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Boggyb @ Jul 10 2010, 21:52)  Evasion is the only reason to wear cloth...
Generally, yes. But I'm particular about gloves having Accuracy bonuses, as well, even though its a non-isse with this pair and in general soon enough. The big drop in AGI was a bit of a concern at first, but it really doesn't matter anymore, does it? We're at a high enough level where primary attribute bonuses don't make much of a difference to stats. That fraction of a percent of base evade should be more than covered by the raw evade bonus.
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Jul 11 2010, 23:00
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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Someone should develop a formula to tell me whether an off-hand rapier is better against the FSM than an off-hand sword chucks. I suppose I could simply experiment, but I'm lazy.
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Jul 14 2010, 06:45
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Thanos008
Group: Gold Star Club
Posts: 2,017
Joined: 28-May 09

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A question for Melee Fighters near or above my current level:
What, in your experience, constitutes the best use or mixing of Heavy Armor for the most overall effectiveness:
All (or mostly) Deflection? All (or mostly) Dampening? All (or mostly) Warding? All (or mostly) Protection? All (or mostly) Stone-Skinned? All (or mostly) Elemental/Holy/Dark/Spirit Protection Armors? All (or mostly) just "plain old"' Armor??
Or, if it's a mixture of Heavy Armors, what do you use (I assume that you higher level fighters use all or mostly Heavy)??
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Jul 14 2010, 06:46
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Thanos008
Group: Gold Star Club
Posts: 2,017
Joined: 28-May 09

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Well, that was weird.
An SQL Server message, followed up by a double-post.
This post has been edited by Thanos008: Jul 14 2010, 06:50
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Jul 14 2010, 06:58
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Golden Sun
Group: Members
Posts: 2,079
Joined: 9-April 10

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QUOTE Someone should develop a formula to tell me whether an off-hand rapier is better against the FSM than an off-hand sword chucks. I suppose I could simply experiment, but I'm lazy. I would assume rapier, since off hand gets 50% reduction to attack, making a balance/parry (50% bonus) rapier much more useful. QUOTE All (or mostly) Protection? QUOTE (I assume that you higher level fighters use all or mostly Heavy)??
Maybe cmal. Mages use cloth. More damage, less burden, no interference.
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Jul 14 2010, 07:05
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(Golden Sun @ Jul 13 2010, 21:58)  QUOTE(Boggyb @ Jul 11 2010, 14:00)  Someone should develop a formula to tell me whether an off-hand rapier is better against the FSM than an off-hand sword chucks.
I would assume rapier, since off hand gets 50% reduction to attack, making a balance/parry (50% bonus) rapier much more useful. As the FSM is functionally melee immune, the issue was more of PA vs. Crit which causes automatic weapon proc. I came up with some vague numbers, but quickly realized that you would need a high damage low turn bleed axe for the Sword Chucks to be better.
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Jul 14 2010, 07:21
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Thanos008 @ Jul 14 2010, 00:45)  A question for Melee Fighters near or above my current level:
What, in your experience, constitutes the best use or mixing of Heavy Armor for the most overall effectiveness:
All (or mostly) Deflection? All (or mostly) Dampening? All (or mostly) Warding? All (or mostly) Protection? All (or mostly) Stone-Skinned? All (or mostly) Elemental/Holy/Dark/Spirit Protection Armors? All (or mostly) just "plain old"' Armor??
Or, if it's a mixture of Heavy Armors, what do you use (I assume that you higher level fighters use all or mostly Heavy)??
Whatever had the best overall protection stats (so Warding/Protection/Stone-Skinned). Then again, I haven't worn full Plate since I was about your level. HelmCuirassGauntletsGreavesSabatonsI still wear the cuirass as my one Heavy and in one set the sabatons. Even though I don't wear many of the pieces, I'm still maintaining them in so much that I have yet to find suitable replacements should the need to wear full plate arises.
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Jul 14 2010, 07:34
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Golden Sun
Group: Members
Posts: 2,079
Joined: 9-April 10

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QUOTE Crit which causes automatic weapon proc Did not know that. QUOTE high damage low turn bleed axe Like marcho's? Why not a high damage low turn sword chucks in mainhand? Why not a 25% 3 turn stun club in mainhand? Stun and bleed to death.
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Jul 14 2010, 07:38
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(Golden Sun @ Jul 13 2010, 22:34)  Why not a high damage low turn sword chucks in mainhand?
That could work. One of my sword chucks is comparable to my axe in damage.
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Jul 14 2010, 10:57
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HybridGuardian
Group: Members
Posts: 2,627
Joined: 27-March 10

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Nevermind, I figured that out myself...
This post has been edited by HybridGuardian: Jul 14 2010, 11:27
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Jul 14 2010, 12:48
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(Golden Sun @ Jul 14 2010, 06:34)  Why not a 25% 3 turn stun club in mainhand? Stun and bleed to death.
Because you still take hits, so you'll have to cast the same deprecating spells, while it will take at least twice more time to kill it (since off-hand hit caps to 50% chance). The only thing where you could save MP is on regen where you could trade for cure instead, but cure is less mana effective than regen, and 2x turns means you're gonna waste MP instead.
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Jul 14 2010, 13:10
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Golden Sun
Group: Members
Posts: 2,079
Joined: 9-April 10

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QUOTE cast the same deprecating spells Slow, poison, (haste), and spark. With slow, you can probably cast both silence and weaken before fsm gets a hit in after it breaks out of stunlock. QUOTE since off-hand hit caps to 50% chance Fair enough. Probably will take more time than 2x. QUOTE where you could save MP is on regen where you could trade for cure instead QUOTE but cure is less mana effective than regen You answered your own question. The only problem is hoping fsm will get back into stunlock before it kills you, but since you'll have around 50% rate of stunning (boggyb's 20 crit + stat bonus + 25% initial), I don't think it'll be a problem.
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Jul 14 2010, 13:45
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(Golden Sun @ Jul 14 2010, 12:10)  Slow, poison, (haste), and spark. With slow, you can probably cast both silence and weaken before fsm gets a hit in after it breaks out of stunlock.
Slow is a expensive spell, and doesn't last long, so you'll bleed MP like crazy comparative with silence casted 100% time which is more than 2x MP effective. Why both silence and weaken? You know that they dispel each other, so I assume you'll be casting silence for SP attack but you can't predict when it will be casted. Plus without PA, poison damage will be worthless and the same can be said to the mini-spirit attacks, more turns you lose. QUOTE(Golden Sun @ Jul 14 2010, 12:10)  The only problem is hoping fsm will get back into stunlock before it kills you, but since you'll have around 50% rate of stunning (boggyb's 20 crit + stat bonus + 25% initial), I don't think it'll be a problem.
Where you did get that? Assuming 100% hit chance (but don't forget sword chucks don't have acc bonus) and also assuming 25% crit chance (5% from the club) 25% + 25%*75% = 43.75%. With 3 turns it's covered alright, but don't forget the bad rolls, plus you aren't actually always hitting. Then again this is a strategic that only works in very high levels where they are easy to kill already, why I would waste more time?
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Jul 14 2010, 14:05
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Golden Sun
Group: Members
Posts: 2,079
Joined: 9-April 10

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QUOTE You know that they dispel each other Too early. QUOTE PA, poison damage will be worthless Assumed from previous post that bleed is a lot more useful than PA. QUOTE Slow is a expensive spell Same as haste, but remember that if you take more turns than fsm, slow is more efficient than haste (b/c haste turns uses your ticks). QUOTE Where you did get that? Assuming 100% hit chance (but don't forget sword chucks don't have acc bonus) and also assuming 25% crit chance (5% from the club) 25% + 25%*75% = 43.75%. Too tired to process that. I just added 20 crit chucks, 5 crit stat (perhaps even more, perhaps also add club crit), and 25% chance. Don't know where the .75 came from. And yes, this works mostly for high levels. I mentioned it in the passing as something that is possible, but you launched it into discussion. This post has been edited by Golden Sun: Jul 14 2010, 14:07
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Jul 14 2010, 14:41
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(Golden Sun @ Jul 14 2010, 13:05)  Assumed from previous post that bleed is a lot more useful than PA.
A lot no, PA is still very useful, and it makes difference, and bdw there's people like Ichy that killed these gods without bleeding, using mini-spirit attacks and poison without losing much turns QUOTE(Golden Sun @ Jul 14 2010, 13:05)  Same as haste, but remember that if you take more turns than fsm, slow is more efficient than haste (b/c haste turns uses your ticks).
You don't need haste at higher levels, and even if you need it, it's even worse since it's another thing that consume 2x mana again. QUOTE(Golden Sun @ Jul 14 2010, 13:05)  Too tired to process that. I just added 20 crit chucks, 5 crit stat (perhaps even more, perhaps also add club crit), and 25% chance. Don't know where the .75 came from.
Because 25% chance only affects normal hits, not crits where it's 100%, since you have 25% crits, you'll going to have 75% hits. QUOTE(Golden Sun @ Jul 14 2010, 13:05)  And yes, this works mostly for high levels. I mentioned it in the passing as something that is possible, but you launched it into discussion.
Ok, possible it is, but killing with poison alone is also possible if you have level, use the proper gear and have high deprecating prof.
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