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post Nov 26 2012, 17:42
Post #26021
varst



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QUOTE(galdon @ Nov 26 2012, 22:09) *

How do you unlock gear? I can't find any mention of it in the hotkeys page of the wiki and clicking on the lock just makes it glow but it still acts locked


Your equip may also appears 'locked' if it's in one of your equip sets.
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post Nov 26 2012, 17:46
Post #26022
Coma



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QUOTE(Temchy @ Nov 26 2012, 16:53) *

Glowing lock means it's locked, if you lock it while in the shop, refresh the page/tab and it'll disappear.
Unlock equipment by clicking the glowing lock again in your inventory/equipmen screen.

And if you dont want to scroll through long list of weapon equipments just to lock that particular katana at bottom. Forge have slot tabs that you can browse easier
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post Nov 26 2012, 18:19
Post #26023
Maximum_Joe



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QUOTE(Bonebuster @ Nov 26 2012, 01:57) *

ok thx though he difficulty effects the token drop chance as well as the equipment.

Difficulty does not affect any drop chance.

http://ehwiki.org/wiki/Loot_Drop_Rolls
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post Nov 26 2012, 19:11
Post #26024
RRViper



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QUOTE(PK678353 @ Nov 26 2012, 00:04) *

You just have to find them before I do or outbid me (IMG:[invalid] style_emoticons/default/tongue.gif)
Cure II is hardly worthless at his level for a light armor build. At your level, yes. At mine, it's still useful for the non-heavy armor builds. Remember, Cure I is only 0.75x base health if he's maxed prof (more like 0.65x at a realistic ~60/105 prof), while his total health is probably 1.99x base. Cure II is 1.3x base, which is good for pulling your ass out of the fire when you fail to evade one too many monsters. At your level with max prof, Cure will heal 1.3x base health (out of 2.62x base total health), which makes Cure II kind of moot as that's about half your health (and Cure III an exercise in inefficiency). Once he gets Regen II it certainly helps make Cure II obsolete given it's silly efficiency if cast off Channeling.


When it comes to Cure II, I have some annoyances as I basically am spending over double the magic power of Cure for a not even close equivalent of a healing effect that 2 cure spells can do. However, it is useful if you've been dealt almost lethal damage and need to get back into the fight quickly. I have noticed Regen does help out over time, providing the creatures leave me alone enough to regen.

As for Arena drops, I haven't hit a token of blood for a while. In fact, I do the highest I can (for the challenge) and usually end up with potions (superior or godly), crystals, or if I'm lucky a superior cloth armor (IMG:[invalid] style_emoticons/default/rolleyes.gif) Also, other then personal pride and a boost for experience, are there extra benefits for taking on arena areas at upper difficulty levels? Of the first batch of arenas, over half are been done at IWBTH level and Battletoads, although I've been taking each on at the lowest level and then when I beat it, I raise the difficulty and continue.

I may hold off on the exp and ability slot training and work on trying to get a better roll for drops, since I've done Scavenger 3 times, Luck of the Draw once, Quartermaster twice, and Archaeologist once.

And since this is a questions forum, here's 2 questions:
Can someone explain the Assimilator training skill a little better? I've done the reading, but I still don't quite get it. Is all it does is cut down the training time to learn a skill?

And for the dumb question of the day: In game only, what can one do to increase a credits that drop? I know I'm misssing something. I'm not saying I want them to drop tens of thousands of credits at a time, but I feel like it's the "drops in the bathtub" scenario in order for anything to accumulate.

laters,

RRViper
(speaking of battle, it's random battle time, IWBTH difficulty of course)

This post has been edited by RRViper: Nov 26 2012, 19:12
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post Nov 26 2012, 19:24
Post #26025
varst



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QUOTE(RRViper @ Nov 27 2012, 01:11) *

As for Arena drops, I haven't hit a token of blood for a while. In fact, I do the highest I can (for the challenge) and usually end up with potions (superior or godly), crystals, or if I'm lucky a superior cloth armor (IMG:[invalid] style_emoticons/default/rolleyes.gif) Also, other then personal pride and a boost for experience, are there extra benefits for taking on arena areas at upper difficulty levels? Of the first batch of arenas, over half are been done at IWBTH level and Battletoads, although I've been taking each on at the lowest level and then when I beat it, I raise the difficulty and continue.

I may hold off on the exp and ability slot training and work on trying to get a better roll for drops, since I've done Scavenger 3 times, Luck of the Draw once, Quartermaster twice, and Archaeologist once.

And since this is a questions forum, here's 2 questions:
Can someone explain the Assimilator training skill a little better? I've done the reading, but I still don't quite get it. Is all it does is cut down the training time to learn a skill?

And for the dumb question of the day: In game only, what can one do to increase a credits that drop? I know I'm misssing something. I'm not saying I want them to drop tens of thousands of credits at a time, but I feel like it's the "drops in the bathtub" scenario in order for anything to accumulate.


- Token can be a bit tricky: you know it has more chance to drop at the end of a round, but you just can't see any. Then one day you receive more than a few tokens and you consider yourself lucky.

- You get better drop bonus and more credits from higher difficulty, so it's always better to fight in that difficulty provided that you've sufficient time and effort

- Drop training is also tricky. if all depends on your luck, but that's a big credit sink.

- Assimilator is used to let you gain proficiency more often. Nothing to do with training.

This post has been edited by varst: Nov 26 2012, 19:24
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post Nov 26 2012, 19:59
Post #26026
fishinsea



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QUOTE(PK678353 @ Nov 11 2012, 09:57) *

According to skillchip swift strike does indeed stack, multiplicatively.
Short version
Long version


So action speed has no cap, but going above 400 would make no difference to you actual fights in terms of your turns:monster turns?
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post Nov 26 2012, 20:07
Post #26027
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QUOTE(Maximum_Joe @ Nov 26 2012, 17:19) *

Difficulty does not affect any drop chance.

http://ehwiki.org/wiki/Loot_Drop_Rolls



Sorry, I didnt express myself very well - I didnt mean the drop chance in general but the drop chance to get better stuff.

This post has been edited by Bonebuster: Nov 26 2012, 20:09
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post Nov 26 2012, 21:05
Post #26028
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QUOTE(varst @ Nov 26 2012, 13:24) *

- Assimilator is used to let you gain proficiency more often. Nothing to do with training.


I think it doubles the amount of prof gain (to 0.02, 0.04, 0.06 at max). The prof gain chance depend of your max lv and current prof
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post Nov 26 2012, 21:13
Post #26029
arialinnoc



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Does it different if die from battle and flee from battle? (IMG:[invalid] style_emoticons/default/huh.gif)
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post Nov 26 2012, 21:25
Post #26030
varst



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QUOTE(Nekokon @ Nov 27 2012, 03:05) *

I think it doubles the amount of prof gain (to 0.02, 0.04, 0.06 at max). The prof gain chance depend of your max lv and current prof


No, it changes the frequency you're getting the prof gain. The amount is still 0.01, 0.02, 0.03.

QUOTE(arialinnoc @ Nov 27 2012, 03:13) *

Does it different if die from battle and flee from battle? (IMG:[invalid] style_emoticons/default/huh.gif)


No. Um...well one of the monster may get a kill if you die, but that should be it.

This post has been edited by varst: Nov 26 2012, 21:26
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post Nov 26 2012, 21:30
Post #26031
etothex



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you lose all your hp
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post Nov 26 2012, 22:23
Post #26032
arialinnoc



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QUOTE(etothex @ Nov 27 2012, 02:30) *

you lose all your hp

(IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Nov 26 2012, 22:24
Post #26033
RRViper



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QUOTE(arialinnoc @ Nov 26 2012, 12:13) *

Does it different if die from battle and flee from battle? (IMG:[invalid] style_emoticons/default/huh.gif)


As far as I can tell it doesn't. Based on what I read on the wiki, if you flee or die you don't get the exp/credits for the victory, and the monsters that were generated and left alive might get a victory point for their creator for the drop. I don't know if anyone would get the kill point though. There's no penalty for dying as far as I can tell.

I would guess it depends on how much hp/mp/sp you want to restore if you die vs fleeing out.

laters,

RRViper
(who is now pondering what penalties would be intersting for a flee vs death.)
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post Nov 26 2012, 23:49
Post #26034
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QUOTE(n125 @ Nov 26 2012, 07:25) *

Just to double-check: Unless you are using a weapon with the Swift Strike potency, is more Evade the only reason to continue raising Agility once your Action Speed is over 400 with Haste?


It won't help melee attacks, but it helps with things that have >1 attack time, like T2+ AoEs or Regen II. It's the action time that's capped (well, floored at 100 before X-Abilities/Swift Strike actually).

QUOTE(fishinsea @ Nov 26 2012, 13:59) *

So action speed has no cap, but going above 400 would make no difference to you actual fights in terms of your turns:monster turns?


If all you ever do is faceroll then yes, it doesn't do anything except the turns where you cast Regen II, but I know n125 is throwing Storms of Njord around.

This post has been edited by PK678353: Nov 26 2012, 23:50
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post Nov 27 2012, 02:46
Post #26035
t15



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Can I ask what kind of proficiency and stat needed to archieve 80% domino strike?(and level needed to get that point)
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post Nov 27 2012, 03:45
Post #26036
eqwer



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QUOTE(n125 @ Nov 26 2012, 10:03) *

It shouldn't be...I'm having a hard time understanding exactly what the problem is.

1) Cast Soul Fire on Yggdrasil until Burning Soul procs.
2) Cast Soul Burst on Yggdrasil to explode Burning Soul. (You won't see discrete explode damage in the battle log, but it's there.) Keep casting Soul Burst until Yggdrasil is dead.
3) Cast Soul Fire on one of the three other goddesses until Burning Soul procs. Kill with Soul Burst. Now that Yggdrasil is dead you will notice that Burning Soul keeps proc'ing on all three goddesses once you start casting Soul Burst.

You can be picky about the order in which you kill the goddesses, but I find that it doesn't really matter as long as Yggdrasil is first. On BT/IWTBH I just cast Imperil on all four at the beginning and proceed to take them out with the method above; it's over in about 20/30 turns respectively.





8 17 You gain 1484 Credits!
8 16 You gain 18658 EXP!
8 15 Arena Token Bonus! [Chaos Token]
8 14 Arena Clear Bonus! [Fine Plate Helmet of Protection]
8 13 Verdandi dropped [Crystal of Devotion]
8 12 Yggdrasil dropped [Sapling]
8 11 Urd dropped [Godly Health Potion]
8 10 You are Victorious!


8 9 Regen restores 423 points of health.
8 8 Verdandi has been defeated.
8 7 Soul Burst hits Verdandi for 14663 soul damage.
8 6 Verdandi gains the effect Burning Soul.
8 5 Verdandi gains the effect Lamentations of the Future.
8 4 Skuld has been defeated.
8 3 Soul Burst hits Skuld for 26211 soul damage.
8 2 Skuld gains the effect Burning Soul.
8 1 You cast Soul Burst.
7 12 Verdandi is agitated!
7 11 Regen restores 423 points of health.
7 10 Burning Soul hits Skuld for 1539 damage.
7 9 Skuld misses the attack against you.
7 8 Burning Soul hits Verdandi for 1539 damage.
7 7 You evade the attack from Verdandi.
7 6 Verdandi gains the effect Coalesced Mana.
7 5 Soul Burst hits Verdandi for 33604 soul damage.
7 4 Verdandi gains the effect Burning Soul.
7 3 Soul Burst blasts Skuld for 19196 soul damage.
7 2 Skuld gains the effect Burning Soul.
7 1 You cast Soul Burst.
6 7 Regen restores 423 points of health.
6 6 Soul Burst hits Verdandi for 16496 soul damage.
6 5 Verdandi gains the effect Burning Soul.
6 4 Skuld gains the effect Coalesced Mana.
6 3 Soul Burst hits Skuld for 24978 soul damage.
6 2 Skuld gains the effect Burning Soul.
6 1 You cast Soul Burst.
5 15 Regen restores 423 points of health.
5 14 Burning Soul hits Skuld for 1539 damage.
5 13 Skuld crits you for 839 crushing damage.
5 12 Burning Soul hits Verdandi for 1539 damage.
5 11 You parry the attack from Verdandi.
5 10 Soul Burst blasts Verdandi for 8554 soul damage.
5 9 Verdandi gains the effect Burning Soul.
5 8 Verdandi gains the effect Screams of the Past.
5 7 Skuld gains the effect Screams of the Past.
5 6 Urd has been defeated.
5 5 Soul Burst hits Urd for 73163 soul damage.
5 4 Urd gains the effect Burning Soul.
5 3 Soul Burst hits Skuld for 8223 soul damage.
5 2 Skuld gains the effect Burning Soul.
5 1 You cast Soul Burst.
4 7 The effect Replenishment has expired.
4 6 Regen restores 423 points of health.
4 5 Replenishment restores 156 points of magic.
4 4 Urd gains the effect Coalesced Mana.
4 3 Urd gains the effect Burning Soul.
4 2 Soul Fire hits Urd for 11017 soul damage.
4 1 You cast Soul Fire.
3 7 Regen restores 423 points of health.
3 6 Replenishment restores 156 points of magic.
3 5 You parry the attack from Skuld.
3 4 You parry the attack from Urd.
3 3 Verdandi hits you for 658 slashing damage.
3 2 You gain the effect Regen.
3 1 You cast Regen.
2 11 Replenishment restores 156 points of magic.
2 10 Your spell is absorbed.
2 9 Verdandi gains the effect Fury of the Sisters.
2 8 Urd gains the effect Fury of the Sisters.
2 7 Skuld gains the effect Fury of the Sisters.
2 6 Yggdrasil has been defeated.
2 5 Soul Burst blasts Yggdrasil for 91586 soul damage.
2 4 Yggdrasil gains the effect Burning Soul.
2 3 Your spell is absorbed.
2 2 Your spell is absorbed.
2 1 You cast Soul Burst.
1 9 Replenishment restores 156 points of magic.
1 8 Burning Soul hits Yggdrasil for 1232 damage.
1 7 You evade the attack from Yggdrasil.
1 6 Skuld hits you for 699 crushing damage.
1 5 Urd hits you for 695 piercing damage.
1 4 Verdandi hits you for 686 slashing damage.
1 3 Yggdrasil gains the effect Burning Soul.
1 2 Soul Fire hits Yggdrasil for 9177 soul damage.
1 1 You cast Soul Fire.


0 9 Verdandi gains the effect Absorbing Ward.
0 8 Urd gains the effect Absorbing Ward.
0 7 Skuld gains the effect Absorbing Ward.
0 6 A shimmering light is pulsating from Yggdrasil...
0 5 Spawned Monster D: MID=29 (Verdandi) LV=248 HP=74250
0 4 Spawned Monster C: MID=30 (Yggdrasil) LV=245 HP=32604
0 3 Spawned Monster B: MID=28 (Urd) LV=246 HP=73656
0 2 Spawned Monster A: MID=27 (Skuld) LV=245 HP=73359
0 1 Initializing arena challenge #28 (Round 100 / 100) ...
0 0 Battle Start!


-------------------------------------

my soul score is 3939 which is pretty match for the average soul damage(after multiply 7, it is about 20k output), but

5 5 Soul Burst hits Urd for 73163 soul damage.
2 5 Soul Burst blasts Yggdrasil for 91586 soul damage.

this two hits did much higher damage than rest ones
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post Nov 27 2012, 03:52
Post #26037
fishinsea



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Screams of the Past: The destruction of the past has increased the defensive power of her sisters.
Cast on the remaining goddesses after Urd is defeated.

After Urd dies, the other 2 get defense bonus, which should explain the lower damage.
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post Nov 27 2012, 03:57
Post #26038
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WHOA WHOA WHOA WHOA

Since when did monsters have Spirit points? Should I be worried?
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post Nov 27 2012, 04:02
Post #26039
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QUOTE(BizMoneyG @ Nov 26 2012, 17:57) *

WHOA WHOA WHOA WHOA

Since when did monsters have Spirit points? Should I be worried?

In 7 more levels if your gear sucks.
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post Nov 27 2012, 04:10
Post #26040
eqwer



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QUOTE(fishinsea @ Nov 27 2012, 03:52) *

Screams of the Past: The destruction of the past has increased the defensive power of her sisters.
Cast on the remaining goddesses after Urd is defeated.

After Urd dies, the other 2 get defense bonus, which should explain the lower damage.

hmm, it cause by other reasons, i got it now



"
If the primary target is under the effect of Soul Fire, the base damage of Soul Burst is multiplied
Soul T3.5 Burst | Damage factor | 7.8



so, in order to make 7.8 times output happen, players need cycling soul fire and soul burst

in past, i thought 7.8 times can just be made by
"soul fire on one mob > soul burst to spread soul debff > soul burst do 7.8x on everyone now "

how stupid i am (IMG:[invalid] style_emoticons/default/cry.gif)

This post has been edited by eqwer: Nov 27 2012, 04:18
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