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post Jan 1 2013, 02:38
Post #27741
fishinsea



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Because as your proficiency increases, the mana/turn of supportive spells decrease. and the turns/round also decrease, making percent of mana more signification. The first 50 levels of ability boost costs between 200k and 400k, which would get you an upgrade to magnificent perhaps, and is not worth trading mp tanks.

But whatever works for you, I don't want this to drag any further.
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post Jan 1 2013, 02:53
Post #27742
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QUOTE(Slobber @ Jan 1 2013, 00:31) *

The true value of MP tanks is from the presence of mana gems

Wut? Gems only restore 50% base mana, care to explain? I'd rather say godlies make them more valuable, as you rarely get down to 0 mana.

I'm not disagreeing with their usefulness, however, I dare say some players could actually do without them, or rather with just a small amount, say 20-24.
If you got positive mana regen after IA as a melee you'd probably fine just a bit more than 60% extra mana, if you get close to 10% total mana you can chuck a godly and have enough leeway in case a mana gem drops. Any additional starting mana beyond that would only increase the time until you need the first potion. But that does only work on shorter runs, on longer ones that "saved" time will grant you several more valuable rounds.
Then again, high-level players that fulfill that criteria and a re strong enough to do really long runs will probably have more AP than they can use anyways, so eh.. y'know.

As a mage, every point of mana is valuable I guess.

QUOTE(Arxdewn @ Jan 1 2013, 01:24) *

It's 2.6 million credits for AP.

It's 2.6m for 1-100, he was talking about the first 50, they cost probably less than a 5th of that.

This post has been edited by Temchy: Jan 1 2013, 03:17
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post Jan 1 2013, 03:01
Post #27743
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QUOTE(Lement @ Dec 31 2012, 16:35) *

Fyi: Innate arcana uses your MP pool with tanks included for dissipation and appearing.

But it is nowhere near 2.6 mil credits for AP - I doubt 50th level costs even 15k

http://ehwiki.org/wiki/Training

2,649,215
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post Jan 1 2013, 03:12
Post #27744
Temchy



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QUOTE(Arxdewn @ Jan 1 2013, 02:01) *

2 options: either stop trolling or actually read what others write.

@Lement: close, 50th AP costs 15.3k (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jan 1 2013, 03:20
Post #27745
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QUOTE(RRViper @ Jan 1 2013, 06:21) *

Cure III actually necessary?

From wiki I read cure III not necessary and didn't your regen II enough for you? I'm not using cure II or even cure I frequent enough as regen II cure more in the long run for me.

QUOTE(RRViper @ Jan 1 2013, 06:21) *

As for light armor, I know... get rid of Negation. (IMG:[invalid] style_emoticons/default/wink.gif) Working on it; just trying to find something in fleet or Shadowdancer that doesn't destroy my stats in the process. I've primarily looked for pieces with PAs around STR/DEX/Agi boosts, and preferably all 3, with any other PAs nice, but not necc. Should I be considering something different? Also, I think I'm rather picky in choosing the equipment to try to get close to equal or better stats so I'm not losing out too much, but other than the resist chance, what should I consider willing to sacrifice? I know Wis/Int don't mean too much to me, and I don't target endurance much either.

Aim for all 4 mele PAB if possible. For me, I look at evade first(you don't want fleet/shadowdancer with crappy evade) and then PAB. For PAB my first priority strength and endurance, second agility and wisdom. But perfect equipement is hard to encounter, and if PAB perfect there is a good chance the evade or other stat is crappy (IMG:[invalid] style_emoticons/default/heh.gif) .
Exquisite shade equipment is easy to find in WTS, the hard one is Magnificent one(Where are you sellers with magnificent shade? I still need helmet&gauntlets)
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post Jan 1 2013, 03:32
Post #27746
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Just got this one from a Noodly Appendage: Magnificent Ethereal Katalox Staff of the Heaven-sent

Can anyone evaluate that staff for me? I can see it's got two good rolls in MDB and holy prof. but that's it it would seem... (IMG:[invalid] style_emoticons/default/rolleyes.gif) Oh and ethereal, but I don't think that matters much.
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post Jan 1 2013, 03:45
Post #27747
Herp in your Derp



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Unless your curative is really low, cure3 will probably heal for about 105-110% of your effective hp. That means the only time you'd need such a big spot heal would be when you're already dead.
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post Jan 1 2013, 04:42
Post #27748
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QUOTE(Kagoromo @ Dec 31 2012, 21:32) *

Just got this one from a Noodly Appendage: Magnificent Ethereal Katalox Staff of the Heaven-sent

Can anyone evaluate that staff for me? I can see it's got two good rolls in MDB and holy prof. but that's it it would seem... (IMG:[invalid] style_emoticons/default/rolleyes.gif) Oh and ethereal, but I don't think that matters much.


Ethereal is better than nothing. Hallowed/Demonic/Astral would be better of course, but having 0 burden is a nice little evade boost (some very high level mages actually feather their staves for the evade).

It's certainly got good rolls where it matters, MDB, Prof, EDB is decent, INT is solid. My first reaction was pretty much "do want!"
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post Jan 1 2013, 06:29
Post #27749
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@varst & T starrk

thx for the advice (IMG:[invalid] style_emoticons/default/smile.gif)

i'm short of cash so it's hard to buy great equipment in WTS

This post has been edited by ahenayau: Jan 1 2013, 06:29
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post Jan 1 2013, 07:00
Post #27750
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QUOTE(Temchy @ Dec 31 2012, 17:53) *

Wut? Gems only restore 50% base mana, care to explain? I'd rather say godlies make them more valuable, as you rarely get down to 0 mana.

I'm not disagreeing with their usefulness, however, I dare say some players could actually do without them, or rather with just a small amount, say 20-24.
If you got positive mana regen after IA as a melee you'd probably fine just a bit more than 60% extra mana, if you get close to 10% total mana you can chuck a godly and have enough leeway in case a mana gem drops. Any additional starting mana beyond that would only increase the time until you need the first potion. But that does only work on shorter runs, on longer ones that "saved" time will grant you several more valuable rounds.
Then again, high-level players that fulfill that criteria and a re strong enough to do really long runs will probably have more AP than they can use anyways, so eh.. y'know.

As a mage, every point of mana is valuable I guess.
It's 2.6m for 1-100, he was talking about the first 50, they cost probably less than a 5th of that.


I say mana gems because of their uncertainty of dropping. The player controls when they wish to spend mana potions although I agree, Godly Mana's are pretty difficult to use efficiently if you have 0 mana tanks.

When you have no mana gems dropping, the mana tanks are strictly a +max and allow you access to taking full advantage of better mana potions.

When you have many mana gems dropping, the mana tank increases the likelihood the mana gem will heal you for 50% of your base max.

Gem management is a very important aspect of combat and although some may disagree, I'm of the opinion that you should be spending them almost immediately (because any monster kills while you possess an unused gem = wasted gem drop chance. this is called opportunity cost).

This specifically applies to the mana gem although I've been too lazy to verify my theory on spirit gems (health gems should be used any time before the next monster death since they are equivalent to a cure or so only). Now some people may say "huh I'm always maxed mana/health/spirit anyways", in many situations that simply means you're playing at too low a difficulty.

When you're in a situation where replenishments matter (ie for those that're "playing" and not frolicking around on a difficulty they shoulda left many levels ago) there will be many instances (thx to the lovely RNG) where you can get 2, 3, 4, or even 5 mana gems in succession (possibly even from the same round). While the mana tank player goes from 0 to full. The 0 mana tank player sits around with wasted gems/gem drop chances. (yes they'll go to full too, but their full is pretty pitiful compared to the mana tanker's one ie they won't last as long/benefit from the "gem rain" as much)

Edit: for melee's that don't have to cure often, it'll depend a bit on their set up (feathers yes/no, levels of IA, proficiencies, total mana regen, etc) but mana tanks can be the difference between a melee that relies on feathers or one that can actually fight without feathers. Or similarly, a melee that keeps 2 self buffs up or one that keeps 5 self buffs up. Naturally all of this correlates with the players ability to clear rounds.

This post has been edited by Slobber: Jan 1 2013, 07:12
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post Jan 1 2013, 07:17
Post #27751
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Don't forget riddlemaster (IMG:[invalid] style_emoticons/default/wink.gif)

QUOTE
thx to the lovely RNG


There's also instances where you don't get a single fucking channeling so you end up brute-forcing through all 100 rounds of IWBTH trio without heartseeker (IMG:[invalid] style_emoticons/default/dry.gif).

This post has been edited by fishinsea: Jan 1 2013, 07:19
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post Jan 1 2013, 07:34
Post #27752
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How does one make a bunch of money? I see people selling equipment for 50k+ when I can barely make any after doing arenas and training. Only got 610 credits right now. Feels bad.

Edit: Also, should I do arenas on normal or a difficulty I can handle?

This post has been edited by ShiningMeow: Jan 1 2013, 07:56
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post Jan 1 2013, 07:42
Post #27753
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@fish I didn't include riddlemaster because you can kinda know when to expect them. They're not nearly as random as gem drops (none, or every second kills) They're pseudo random.

But yes, they benefit from mana tanks similarly to single mana gem drops

Indeed a mana gem can sometimes be treated as a mystic gem.

@Shining kill things. lots of things.
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post Jan 1 2013, 07:52
Post #27754
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QUOTE(ShiningMeow @ Jan 1 2013, 14:34) *

How does one make a bunch of money? I see people selling equipment for 50k+ when I can barely make any after doing arenas and training. Only got 610 credits right now. Feels bad.

Raise your level, open more arena and money will follow.
At my level I create 40-50k daily from arena(nightmare difficulty).
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post Jan 1 2013, 07:53
Post #27755
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My activated Green Aura in HentaiVerse isn't green (?) The Dashboard isn't affected though.

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post Jan 1 2013, 08:18
Post #27756
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QUOTE(hujan86 @ Jan 1 2013, 05:53) *

My activated Green Aura in HentaiVerse isn't green (?) The Dashboard isn't affected though.




how many active auras can you have at one time?

and you may be able to unlock a lot of them but do you have the aura points too?

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post Jan 1 2013, 08:38
Post #27757
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QUOTE(4EverLost @ Jan 1 2013, 14:18) *

how many active auras can you have at one time?

and you may be able to unlock a lot of them but do you have the aura points too?

I used up all my aura points. So it's a max. of 3 active auras at one time.
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post Jan 1 2013, 09:14
Post #27758
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QUOTE(hujan86 @ Jan 1 2013, 13:38) *

I used up all my aura points. So it's a max. of 3 active auras at one time.

have you allocate ability points on all 3 aura slot ?
looks like you only have unlocked 2 of them

character -> abilities, the "Aura Slot" on the 1st, 3rd and 5th row

This post has been edited by aiwotorimodose: Jan 1 2013, 09:15
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post Jan 1 2013, 09:36
Post #27759
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Holy! I just did End of Days, I didn't really know what to expect but since I could manage the Trio and the Tree on hell, I thought I could do End of Days on Heroic...WRONG! I even switched to an astral estoc of slaughter instead of my normal katana, didn't matter. I manage to get to around 60 rounds and then I just get blown up (probably my fault for not being more cautious, I probably could have made it to 80 rounds with all my potions but not much further without some luck)

So, I have two questions. I realized that I don't get a trophy for each legendary monster, is there a drop chance or will it occur only in certain rounds?
Should I just play in normal until I get use to it? (to be more specific, is there a certain way to handle these rounds or just gotta force my way through them?)

This post has been edited by SPoison: Jan 1 2013, 09:45
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post Jan 1 2013, 09:57
Post #27760
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Girls have 10% chance to drop a trophy until the final round. They also have tons of PMI and resistance to non-holy/dark elements. Soul is only resistant as opposed to impervious.
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