 |
 |
 |
Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
|
May 24 2013, 21:23
|
Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12

|
QUOTE(hujan86 @ May 24 2013, 18:17)  I mixed a few Superior Shades with some Mag. Kevlar equip. and my Evade chance increased from 22.6% to 28.8%. But Physical & Magic Mit. dropped from 59.1% to 55.3% and 48.7% to 47.3% respectively. Worth the tradeoff?
Let's do the math. Let's say you receive 1000 attacks doing X damage. For physical mitigations, the damage reduction will be: In the first case: 226X + 0.591(1000-226)X = 683.434XIn the second case: 288X + 0.553(1000-288)X = 681.736XYou see that the damage reduction is better in the first case, and thus you should not change.
Against magical attacks, there is probably an improvement, but most attacks are physical, so...That said, the difference isn't that great, and you will have an edge regarding magic defense. It should be okay. (I haven't factored the differences between parry/resist btw) This post has been edited by Dan31: May 24 2013, 21:35
|
|
|
|
 |
|
May 24 2013, 21:31
|
Koaen
Group: Catgirl Camarilla
Posts: 2,225
Joined: 7-April 12

|
QUOTE(Shadowsword @ May 24 2013, 15:08)  My math would say that it's worth it. Until the monster start getting a lot of anti-evade. How do you guys estimate the value of stuff? There's an automated calculator on the forum, but it seems to be pretty obsolete. Do you have your own excel sheets, or just enough experience to estimate by instinct? For exemple, I won my first random encounter in BT mode, and dropped http://hentaiverse.org/pages/showequip.php...;key=ef4e6a3a4f . And since I never played mage, I don't have the least idea of it's worth. In the later and more difficult rounds of grindfest/item world, monsters hit very hard. A 10% reduction in damage seems better to me than a 6% chance of evading. This is just my opinion, but I expect more use out of the mitigation. i.e. with the evad build in later rounds, when you get hit.. you'll have to cure and that turns into a vicious cycle. In the same scenario with higher MIT, you might have an extra round in there which you don't have to cure on. I've found the best way to determine the price of an object is to create an auction. You can more easily price stuff properly in the future. (add 20% to shop items based on auction prices or so)
|
|
|
|
 |
|
May 24 2013, 21:48
|
PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10

|
QUOTE(Lement @ May 24 2013, 06:03)  PK: given that holy/dark have undead/mech as worst case mobs, which are also worst case for several elements saying that they have worse worst case mobs isn't quite true imho.
What I meant by 'Elemental has a better worst case' is perhaps better stated as 'Elemental has a better post-Imperil worst case'. The problem is, as you mentioned, elemental has many more worst case mobs, sometimes too many to practically Imperil. QUOTE(Shadowsword @ May 24 2013, 14:08)  My math would say that it's worth it. Until the monster start getting a lot of anti-evade. How do you guys estimate the value of stuff? There's an automated calculator on the forum, but it seems to be pretty obsolete. Do you have your own excel sheets, or just enough experience to estimate by instinct? For exemple, I won my first random encounter in BT mode, and dropped http://hentaiverse.org/pages/showequip.php...;key=ef4e6a3a4f . And since I never played mage, I don't have the least idea of it's worth. Earth-Walker. Jaaaaaaank. Exquisite jank is still jank. Even as much as mage has been shaken up recently, Earth-Walker was never used outside a few incredibly niche builds, and they don't use the staff usually.
|
|
|
|
 |
|
May 24 2013, 21:58
|
Yuuki17
Group: Members
Posts: 1,051
Joined: 4-March 12

|
QUOTE(H-elp @ May 24 2013, 13:22)  I've been just playing and nothing else until now. Maybe it's the time for some advice. Attached my stats, please review them.  Adding some agility would be good. Every point adds 0.5 to Physical Mitigation formulaEvery 25 points raises base Evade chance by 1%
|
|
|
May 24 2013, 23:29
|
Malenk
Group: Gold Star Club
Posts: 1,143
Joined: 12-June 12

|
was STR nerfed? i'm only getting 1.5 damage for each point now.
|
|
|
May 25 2013, 00:07
|
PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10

|
QUOTE(Malenk @ May 24 2013, 16:29)  was STR nerfed? i'm only getting 1.5 damage for each point now.
Yes. ADB gains from STR/DEX now go through a weakly logarithmic formula before coming out the other end. The takeaway from this is that ADB gains from Attributes slow down as you level. This also affects MDB and INT/WIS. On the upside, this log growth affects monsters too, and harder since they have both higher stats (so log cuts off more of it), and no Slaughter weapons.
|
|
|
May 25 2013, 01:22
|
Amaduyu Mitsumi
Group: Gold Star Club
Posts: 1,609
Joined: 2-October 11

|
So I just tried out 1H + Shield style out of boredom and found out that apparently every counter with shield can now stun the countered mob. Can anyone confirm this?
Anyway it seriously sounds like a fun possibility for me; I don't even know when this feature got added.
|
|
|
May 25 2013, 02:27
|
Arxdewn
Group: Members
Posts: 711
Joined: 19-November 12

|
QUOTE(hujan86 @ May 24 2013, 09:17)  I mixed a few Superior Shades with some Mag. Kevlar equip. and my Evade chance increased from 22.6% to 28.8%. But Physical & Magic Mit. dropped from 59.1% to 55.3% and 48.7% to 47.3% respectively. Worth the tradeoff?
It's an increase in damage taken, and damage dealt. If you aren't casting cure much, then more damage means faster clears. This is gona be a personal thing, if it's just for arenas, more damage may be better, but less taken is safer if you pay less attention.
|
|
|
May 25 2013, 06:23
|
difso
Group: Gold Star Club
Posts: 1,183
Joined: 10-January 13

|
http://ehwiki.org/wiki/trainingLuck of the Draw Base & Initial Cost 1000 -> 2000 Quartermaster Base & Initial Cost 2000 -> 5000 Archaeologist Base & Initial Cost 3000 -> 25000  editing plz. I do not know how to modify the wiki. This post has been edited by difso: May 25 2013, 06:33
|
|
|
|
 |
|
May 25 2013, 09:40
|
PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10

|
QUOTE(Kagoromo @ May 24 2013, 18:22)  So I just tried out 1H + Shield style out of boredom and found out that apparently every counter with shield can now stun the countered mob. Can anyone confirm this? Anyway it seriously sounds like a fun possibility for me; I don't even know when this feature got added.
Yes, counters can stun mobs. Not sure what the chance or time are, or if they vary with prof (1H is rather. . . understudied). That feature of 1H goes back at least as long as I've been here, I remember wondering why my Shortsword was Stunning mobs back in 2011.
|
|
|
May 25 2013, 09:45
|
varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

|
QUOTE(difso @ May 25 2013, 12:23)  editing plz.
Done.
|
|
|
May 25 2013, 13:08
|
Malenk
Group: Gold Star Club
Posts: 1,143
Joined: 12-June 12

|
QUOTE(PK678353 @ May 24 2013, 22:07)  Yes. ADB gains from STR/DEX now go through a weakly logarithmic formula before coming out the other end. The takeaway from this is that ADB gains from Attributes slow down as you level. This also affects MDB and INT/WIS.
On the upside, this log growth affects monsters too, and harder since they have both higher stats (so log cuts off more of it), and no Slaughter weapons.
thanks and i guess that INT is a total dump stat now for melee since it doesn't even give mana anymore? am i missing something?
|
|
|
|
 |
|
May 25 2013, 13:31
|
Amaduyu Mitsumi
Group: Gold Star Club
Posts: 1,609
Joined: 2-October 11

|
QUOTE(PK678353 @ May 25 2013, 14:40)  Yes, counters can stun mobs. Not sure what the chance or time are, or if they vary with prof (1H is rather. . . understudied). That feature of 1H goes back at least as long as I've been here, I remember wondering why my Shortsword was Stunning mobs back in 2011.
Thanks for your reply! (IMG:[ invalid] style_emoticons/default/laugh.gif) I tried a "quick" Eternal Darkness run on normal, the result was... underwhelming (IMG:[ invalid] style_emoticons/default/blink.gif) Even though my old Kevlar set seemed to work fine defense wise, things (especially the school girls) simply took too long to kill with my crappy Exquisite Rapier of the Vampire. Undeveloped proficiencies probably also had something to say about that (IMG:[ invalid] style_emoticons/default/tongue.gif) Nevertheless I enjoyed the semi-aoe aspect of 1H+S. I could just focus my attacks on a school girl and other mobs automatically died after a few counter-attacks. I wonder how more effective a counter could become if I had 200 1H prof and a better block chance shield...
|
|
|
|
 |
|
May 25 2013, 15:05
|
nobody_xxx
Group: Gold Star Club
Posts: 13,753
Joined: 7-December 10

|
are spark of life now get more turn when trigger ( not only 1 turn anymore ) ??
|
|
|
May 25 2013, 15:56
|
Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

|
QUOTE(ahenayau @ May 25 2013, 05:05)  are spark of life now get more turn when trigger ( not only 1 turn anymore ) ??
You mean cloak?
|
|
|
May 25 2013, 15:58
|
nobody_xxx
Group: Gold Star Club
Posts: 13,753
Joined: 7-December 10

|
QUOTE(Maximum_Joe @ May 25 2013, 21:56)  You mean cloak?
yeah , cloak of the fallen (IMG:[ invalid] style_emoticons/default/laugh.gif)
|
|
|
May 25 2013, 16:23
|
ttjj
Newcomer
 Group: Members
Posts: 28
Joined: 10-August 11

|
Is the advice on the wiki on levelling prof still accurate? my prof is kinda low for my level (27 2H, 37 Heavy, 16 Curative at level 65) and I'm not sure how to go about doing this. I seem to be able to get heavy prof no problem in crude item worlds but not for 2H...
|
|
|
May 25 2013, 16:35
|
hentai_fusion
Group: Gold Star Club
Posts: 33,644
Joined: 14-August 09

|
speaking of prof, what does prof do now?
weapon prof increases your damage.
depending on its type, armor prof increases your accuracy, critical chance, speed, mitigation, hp, mp, etc.
the duration and "strength" of the deprec and support spells are now dependant of the AP instead of prof. so what does deprec and suppot prof do now?
likewise for the offensive spells, based on their descriptions on the ability page, they seem to be affected solely by the AP and not prof. so what does elemental, holy and dark prof do now?
|
|
|
|
 |
|
May 25 2013, 19:24
|
PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10

|
Prof does a few things now.
First, it unlocks new spells. For most of us that were already 250+ and maging, we already have most if not all of those unlocked.
It still affects time for spells, but interestingly enough the relative factors for supportive and deprecating were reversed (prof can multiply supportive time up to 7x, deprecating only up to 4x). You get those full multipliers when you hit the spells prof maxes.
It also affects cast time and mana cost (though, slowly for some spells), and adds counter-resist and counter-mitigation. The counter-resist is going to be about 10% for an average mage with effective prof = 120% of level (same as an Oak stick), and the counter mitigation the same (though 10% counter mitigation is a lot more powerful in some ways).
|
|
|
|
 |
|
May 25 2013, 20:41
|
etothex
Group: Members
Posts: 4,557
Joined: 18-May 09

|
Do we have any clue yet, what this "threshold" is for monster getting a gift, ie some semblance of formula?
|
|
|
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
|
 |
 |
 |
|