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post Sep 13 2010, 21:57
Post #2541
hentai_fusion



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some questions on Ether theft...

is it very difficult for someone of my level to proc Ether theft?

the Statistics panel states:

Weapon procs
Ether theft
24 % chance on hit
Lasts for 1 turns

Fighting style procs
Coalesced mana
16.7 % chance on spell

i can proc Coalesced mana pretty frequently but i have so far never proc Ether theft before.

am i doing something wrong? my attacking strategy is to aoe any monster on the start of a new round and then target aoe on any of the monsters remaining that has Coalesced mana.
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post Sep 13 2010, 22:06
Post #2542
Sayo Aisaka



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To get Ether Theft, you first have to get Coalesced Mana, and then hit the monster with your staff.

And if you want to make use of it effectively, you need a staff with a better chance and longer duration.
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post Sep 13 2010, 22:12
Post #2543
hentai_fusion



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i see...

so basically... cast spell to get Coalesced Mana, then hit/melee to get Ether Theft and lastly cast spell to get Channeling...
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post Sep 13 2010, 22:39
Post #2544
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QUOTE(shiki666 @ Sep 13 2010, 12:20) *

Can someone tell me which battle area has the highest chance to drop a RoB token? Is it fighting in Arena, Grindfest or Item World?

Arena token bonuses.

QUOTE(shiki666 @ Sep 13 2010, 12:20) *

What difficulty should I try for? Does that increase the token drop chances?

No.

QUOTE(shiki666 @ Sep 13 2010, 12:20) *

Is there some training I can do to get more tokens?

Scavenger will increase drops which increase more random tokens, but, no, there really isn't anything you can do.
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post Sep 13 2010, 23:51
Post #2545
Death Grunty



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Fair Silk Robe of the Fleet
Average Silk Robe of the Fleet

Which one should I keep? Same evade stat but the Fair Silk has more than twice Attack Accuracy and better Resist. The Average Silk has overall better DMG absorption/mitigation and primary attributes.
BUT the Fair Silk is level 112. I'd have to go through the trouble of raising it in IW.
I'll probably trade one of them or maybe I should make an auction..
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post Sep 13 2010, 23:56
Post #2546
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Average Silk.
Physical Mitigation is more important than Accuracy and Resist.
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post Sep 14 2010, 07:58
Post #2547
Xsune



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Hey, so I'm here to ask for a little bit of advice again (IMG:[invalid] style_emoticons/default/smile.gif)

So far, I have pretty much only leveled and played as a mage, and it's not too bad, I was able to acquire a little bit of elementalist gear so my spells do hit pretty hard now. And I have a nice ether theft staff with 3 turns (so far can only use 2).

Anyways, I'd like to consider going melee, specifically dual wield melee.
What kind of abilities would I need to respec to? Currently I have all the hp/mp tanks full and also maxed out the elec tree and almost maxed the fire tree (just missing a few points in rating).
I also have cure, shield, weaken, and planning on getting haste next.
Should I drop one of my ele trees and get more overcharge? How much overcharge should I aim for? Also, how big of an impact does STR make? I have let STR/DEX drop a little bit since I kept my INT fairly high (at my level). My END/WIS and AGI are also at my level or 1 level behind (AGI).

Any input is appreciated, thanks.

Also, how important is proficiency? Like, will I be gimped if I don't grind it up? Currently sitting at like 20% dual wield prof.
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post Sep 14 2010, 09:45
Post #2548
buktore



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@ Xsune

Melee is all about gears IMO. If you have a Melee gears, you can do Melee just fine. In fact, that what's most people do.

Overcharge gives very little bonus for the amount of point spent. Unless you're really committed to this, or have absurdly high AP point to spare, you don't need it.

I can't really say about the STR (or more precisely, Attack rating) ... My 2 cents is that, the more Damage multiplier / Overcharge you have, the more effects you get from it, but no one seem to know for sure.
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post Sep 14 2010, 09:53
Post #2549
Maha



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QUOTE(Xsune @ Sep 13 2010, 22:58) *
Hey, so I'm here to ask for a little bit of advice again (IMG:[invalid] style_emoticons/default/smile.gif)

So far, I have pretty much only leveled and played as a mage, and it's not too bad, I was able to acquire a little bit of elementalist gear so my spells do hit pretty hard now. And I have a nice ether theft staff with 3 turns (so far can only use 2).

Anyways, I'd like to consider going melee, specifically dual wield melee.
What kind of abilities would I need to respec to? Currently I have all the hp/mp tanks full and also maxed out the elec tree and almost maxed the fire tree (just missing a few points in rating).
I also have cure, shield, weaken, and planning on getting haste next.
Should I drop one of my ele trees and get more overcharge? How much overcharge should I aim for? Also, how big of an impact does STR make? I have let STR/DEX drop a little bit since I kept my INT fairly high (at my level). My END/WIS and AGI are also at my level or 1 level behind (AGI).

Any input is appreciated, thanks.

Also, how important is proficiency? Like, will I be gimped if I don't grind it up? Currently sitting at like 20% dual wield prof.

As said in an earlier post... you probably shouldnt worry too much about your agility... just lvl it up every now and then... because you can't make a fast atttacker really...

+ For dual-weilding the thing most people use is a HIGH PA rapier (generally around 20% for 2-3 turns) and one of the following off-hand weapons:
  • High Parry dagger (nothing less than maybe 10% when scaled to your lvl) with decent damage or more accuracy to balance out rapier.
  • High Bleed Axe with GOOD damage and and multiple turns and high hit chance... (dont know what would be best... don't use it...).
+ as for stats: worry mostly about strength & dexterity, as they have the most influence of the off-hand's hit chance and damage (If I remember correctly)...

+ probably stop investing in int. altogether (pretty sure it really only good for more collesced mana probablity... invest in wisdom if your still want to keep up your maging...)

+ go for good evade silk (or whatever you can get that will get you around 4-5+ evade scaled works for me. also, try for a good amount of physical absorb... probably no lower than 1.2 really works for me.) plus maybe 1 (or 2 at the most) GOOD heavy armor with a good amount of physical absorb (2.5+ Phys Absorb works fine for me with my decent phys absorb silk and such).

+ For abilities: Poison maybe and would probably hold off on overcharge... at your lvl... i'd assume you could only get 150 max overcharge at your tier lvl.... and that would equate to 75% extra damage... unless you have the money or AP for it... I suggest you save for better things... but probably will want to invet in overcharge over exp tanks?

+ of course, although I say all this... I'm still no expert... I just read this topic aloy and have included some things I have picked up for here and through my own experiences... so your free to do what evver you wany, but I suggest you get a second opinion...

+as for prof., my understanding is as follows:
More prof. gives you:
  • More damage [when using magic and weapons(?)]
  • Lowers the burden by .25% for every 1.00% of prof. (any equip)
  • Increases the chances of Fighting Style Procs...
So, although it really doesn't NEED to be grinded, it is probably in yourbest interestto do so...

This post has been edited by Maha: Sep 14 2010, 10:04
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post Sep 14 2010, 10:20
Post #2550
hentai_fusion



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Equipment proficiencies increase the positive statistics of the piece of equipment (by 10% for every 100 proficiency) while also decreasing the compromise statistics (Burden and Interference, by 20% for every 100 proficiency). Weapon proficiencies also increase the chance of the special proc for player's active Fighting Style.

Magic proficiencies increases:

* The damage caused by spells (Offensive magic and Poison).
o The formula for calculating this is: Spell damage multiplier = 1 + prof / 200
* The damage caused by Status Effects
* The duration of sustained spells (everything but damage spells and cure).
o The formula for calculating this is: duration = base_duration * (1 + additional_AP / 4) * (1 + proficiency / 100)
+ Base Durations can be found on the Spells page.
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post Sep 14 2010, 10:32
Post #2551
buktore



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Little tips on Overcharge : If you frequently find yourself attacking an enemy and the enemy still have a little HP left (HP bar almost empty) before your last attack, up more Overcharge then.

About the fighting style prof, you don't need to grind it, it will eventually max out by itself.
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post Sep 14 2010, 22:41
Post #2552
Xsune



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Alright, thanks for all the replies, I do have some decent weapons, a Rapier with 18% chance pa for 5 turns (only 3 at my level) and a dagger with 41% hit and 9.34% parry at my level.

I just find that my damage seems kind of crappy, it takes like 30-40 turns sometimes to kill all the mobs in 1 round, like 6 or so monsters. While if I was a mage, I'd never go above 10 unless I was going for ether theft. Sometimes even clearing a round in 2-3 turns if I get no resists. So I'm kind of scared to do any arenas atm as a melee because I do have a little bit of trouble as a mage already, having to use 2-3 pots for the highest 2 arenas I can do.

Meanwhile I've seen posts where people say they 2 shot normal mobs after they hit 100% oc, and I'm left wondering what it would take to be able to do that! (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by Xsune: Sep 14 2010, 22:42
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post Sep 14 2010, 23:05
Post #2553
Conquest101



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Well, cmal can one-shot mobs at full overcharge I believe. Of course, he's level 240+ and has like +100% attack damage.
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post Sep 14 2010, 23:28
Post #2554
grumpymal



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Picked up a new pair of fast pants and now I'm in a quandry. This or this?
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post Sep 14 2010, 23:34
Post #2555
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QUOTE(cmal @ Sep 14 2010, 14:28) *

Picked up a new pair of fast pants and now I'm in a quandry. This or this?

It depends on the context, but I'd say these. (You know why)
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post Sep 14 2010, 23:45
Post #2556
grumpymal



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QUOTE(Boggyb @ Sep 14 2010, 17:34) *

It depends on the context, but I'd say these. (You know why)

No, I don't. They're more or less the same. Most of their stats are similar with only a few that have a significant difference.
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post Sep 15 2010, 00:05
Post #2557
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Assuming you are generally using cloth, the increase in phys mitigation is proportionally higher than the increase in evasion.
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post Sep 15 2010, 00:23
Post #2558
grumpymal



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QUOTE(Boggyb @ Sep 14 2010, 18:05) *

Assuming you are generally using cloth, the increase in phys mitigation is proportionally higher than the increase in evasion.

I usually only wear two pieces of Cloth, unless I switch my leggings out for my fast pants because I need some extra evade.
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post Sep 15 2010, 00:28
Post #2559
hgbdd



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QUOTE(Conquest101 @ Sep 14 2010, 22:05) *

Well, cmal can one-shot mobs at full overcharge I believe. Of course, he's level 240+ and has like +100% attack damage.
You don't need that much, I can kill one-shot mobs with a single hit too (ok only the highest hits), having +85% ADM, and balanced stats.


QUOTE(cmal @ Sep 14 2010, 22:45) *

No, I don't. They're more or less the same. Most of their stats are similar with only a few that have a significant difference.

QUOTE(Boggyb @ Sep 14 2010, 23:05) *

Assuming you are generally using cloth, the increase in phys mitigation is proportionally higher than the increase in evasion.
I agree with Boggyb, plus given the similarity in magic mitigation/resist probably at "magical" defense is also better, and IMO resist is also better than magical mitigation.

@cmal the best way to see is by equipping it, and compare the stats.
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post Sep 15 2010, 18:27
Post #2560
Sayo Aisaka



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QUOTE(cmal @ Sep 14 2010, 22:28) *

Picked up a new pair of fast pants and now I'm in a quandry. This or this?

I'd go with the second pair. The gain in evade is greater than the loss in mitigation. I don't feel like posting a detailed mathematical analysis explaining why Boggy's wrong about that, but he is.
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