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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Jun 21 2013, 03:03
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indiexanna
Group: Members
Posts: 215
Joined: 13-November 12

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Extracted the file, but no installer or some kind.
Should I copy the extracted zip datas to somewhere?
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Jun 21 2013, 03:40
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Yuuki17
Group: Members
Posts: 1,051
Joined: 4-March 12

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QUOTE(indiexanna @ Jun 20 2013, 19:03)  Extracted the file, but no installer or some kind.
Should I copy the extracted zip datas to somewhere?
You need an add-on such as Greasemonkey for Firefox, I think the Chrome equivalent is called Scriptish. Going to the script.user.js page on the link provided earlier, then clicking raw should prompt you to install the script, it does this for me with Greasemonkey at least. Note also, for the script to work, you will have to visit your character and equipment pages (to update level and such for the script), as well as use a custom font, I believe.
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Jun 21 2013, 03:48
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hmmz
Newcomer
  Group: Members
Posts: 85
Joined: 31-July 11

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How does Protection and Weaken stack? If I have -25% damage from Protection and -25% from Weaken, do I receive 50% damage? Or 56,25%, or something else? Does it get calculated before, after or together with natural mitigation?
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Jun 21 2013, 03:55
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Treia
Group: Members
Posts: 334
Joined: 10-March 10

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QUOTE(Maximum_Joe @ Jun 20 2013, 14:16)  SP people, SP.
SoL and SS use base SP, making raw changes useless. Increasing SP only helps spirit stance length, which is most often capped by OC and not raw spirit.
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Jun 21 2013, 04:04
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ncoll
Group: Gold Star Club
Posts: 1,041
Joined: 22-October 09

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lolwut12345 QUOTE Is there any new information regarding the proficiency requirement for Arcane Focus available? I'm at 100 supportive and my last unlocked spell was heartseeker. Think Arcane Focus has prof of 110, although, I only noticed gaining Arcane when I hit 113 (wasn't really paying close attention).
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Jun 21 2013, 04:50
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konfundo
Lurker
Group: Recruits
Posts: 6
Joined: 29-November 08

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Hi,
i was wondering what a Mage is actually good for?
I cant beat shit on IWBTH (except maybe "First Blood" etc.)
often get one hitted in Ring of Blood or vs Rare monsters; even in Easy or Hard mode...
The only thing that i feel rather good at is to chew threw hords of monsters in Easy mode, but i get less exp and worse loot then if i do 2-3 rounds of GrindFest in IWBTH.
I haven't yet understood what a mages strengths are, or am I doing something wrong...
Here my states: img849.imageshack.us/img849/1658/1cei.jpg
I would really be glad if someone could give me some advise.
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Jun 21 2013, 05:25
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Yuuki17
Group: Members
Posts: 1,051
Joined: 4-March 12

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QUOTE(konfundo @ Jun 20 2013, 20:50)  Hi,
i was wondering what a Mage is actually good for?
I cant beat shit on IWBTH (except maybe "First Blood" etc.)
often get one hitted in Ring of Blood or vs Rare monsters; even in Easy or Hard mode...
The only thing that i feel rather good at is to chew threw hords of monsters in Easy mode, but i get less exp and worse loot then if i do 2-3 rounds of GrindFest in IWBTH. I haven't yet understood what a mages strengths are, or am I doing something wrong...
Here my states: img849.imageshack.us/img849/1658/1cei.jpg I would really be glad if someone could give me some advise.
At level 90 being unable to succeed well in IWBTH isn't very surprising. Once you have better abilities and equipment it will become more plausible. Strength isn't very necessary for mage. Lest you are hitting often with your staff. Knowing your equipment type isn't useful for evaluation without the stats. Press 'c' with mouse cursor overtop the equipment, then post pop-up link to show your stats. However, already I know your armor isn't very good. Phase armor of a specific element is something to get. Gossamer and Cotton is not very good. Staff may or may not be good. Deprecating spells, specifically weaken and imperil, are very necessary for mage at higher difficulty. Spark of Life is also usually a must as mage at high difficulty. Should you want higher quality drops, train scavenger and find a difficulty inbetween normal and IWBTH that is more manageable. Mage on IWBTH is very plausible, albeit not for a very large number of rounds, at this time I can finish about 60 rounds on End of Days arena on IWBTH, which is 54 rounds of 3 monsters, then 6 rounds of 3 monsters + one schoolgirl. However my equipment isn't the best. I'm sure others my around level could do much better. This post has been edited by Yuuki17: Jun 21 2013, 05:27
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Jun 21 2013, 05:51
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konfundo
Lurker
Group: Recruits
Posts: 6
Joined: 29-November 08

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Jun 21 2013, 05:56
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nobody_xxx
Group: Gold Star Club
Posts: 13,753
Joined: 7-December 10

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QUOTE(konfundo @ Jun 21 2013, 09:50)  Hi,
i was wondering what a Mage is actually good for?
I cant beat shit on IWBTH (except maybe "First Blood" etc.)
often get one hitted in Ring of Blood or vs Rare monsters; even in Easy or Hard mode...
The only thing that i feel rather good at is to chew threw hords of monsters in Easy mode, but i get less exp and worse loot then if i do 2-3 rounds of GrindFest in IWBTH. I haven't yet understood what a mages strengths are, or am I doing something wrong...
Here my states: img849.imageshack.us/img849/1658/1cei.jpg I would really be glad if someone could give me some advise.
don't play on IWBTH at your LvL (IMG:[ invalid] style_emoticons/default/dry.gif) wait till your LvL near 300
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Jun 21 2013, 06:15
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walkleft
Group: Members
Posts: 303
Joined: 28-September 11

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Hello, there. I am here to ask very complicate questions. Very curious
I was wondering if there is any particularly better or useful element in most of situation other than void. What element dmg and resist should I go for? Or, are elemental weapons just worse than normal weapons?
Also, how should I cope with monsters with high element mitigation, if I am wearing a weapon with that element? Ex. fighting undead type with dark weapon.
How does the dmg formula work? Say, I have a fire type rapier, the attack type is both fire and pierce, or just one of them?
How does multi elemental weapon works? For example, if I have a weapon with fire and wind, does it apply element with highest dmg possible, two type added, or average of both type?
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Jun 21 2013, 06:27
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Yuuki17
Group: Members
Posts: 1,051
Joined: 4-March 12

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QUOTE(konfundo @ Jun 20 2013, 21:51)  Thanks,
I'm really uncertain what to look for in equipment, I'll just post what I've gathered so far.
btw is more int/wis or more elemental damage the way to go?
and should i focus on elemental(fire&ice) or corruption and smity
Elemental or holy/dark are a choice for you to make. holy/dark is more mana-cost but less monsters have resistance. Elemental is less cost, but more resistant monsters. However imperil works better for elemental than holy/dark. For armor, the higher the (only phase has this) Spell Damage Bonus the better. You want both INT and WIS on the equip too, with others too is better, but not necessary. If phase is out of reach, try for elementalist gossamer. Proficiency no longer adds to damage, but it does have counter-resist, reduces specific mitigation and reduced cost. With staff Magic Damage then spell damage. Both INT and WIS. Provided you decide to choose holy/dark at some time, look for katalox staff, and fenrir/heimdall phase or demon-fiend/heaven-sent gossamer.
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Jun 21 2013, 07:07
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PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10

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QUOTE(Treia @ Jun 20 2013, 20:55)  SoL and SS use base SP, making raw changes useless. Increasing SP only helps spirit stance length, which is most often capped by OC and not raw spirit.
Yeah. . . stance can chew through a lot of SP if you're throwing all your OC at it (and Estoc in particular will be trying to stance all the things). That moment when you burn just enough via stance and SS to see your health bar turn green is never a pleasant one. (IMG:[ invalid] style_emoticons/default/dry.gif) QUOTE(weioh @ Jun 20 2013, 23:47)  Hello, I was wondering which club and rapier should I equip out of these two options for each: Exquisite Club of SlaughterExquisite Ethereal Club of the NimbleSuperior Rapier of BalanceSuperior Rapier of BalanceOh and any general tips and rules for the future for determining which equip I should choose? Thanks! Use the Ethereal Club over the Slaughter one. Ethereal Slaughter is better than either, but given that choice, take the Void Damage. Crushing damage is just bad against Giants, and the Void Strike adds 50% damage, which will more than make up the difference in raw ADB. As for the Rapier, I'd go with the one that has enough PA time to actually matter when it procs, and look for a better one (they're both pretty iffy). If you're in Shade, you really do want Ethereal weapons because of the 0 burden to keep all of your evade. If you're Leather or Heavy, Elemental is an option as well. I'm assuming you're Shade since you're using the Club/Rapier pairing. For the Club, you ideally want an Ethereal Club of Slaughter with solid Stun chance and time, and of course as much ADB as you can afford. For the Rapier, you'll want Ethereal Balance or Ethereal Nimble. Balance is more potent offensively, Nimble of course can give you silly Parry numbers. Good Nimble is notably cheaper than Balance. This post has been edited by PK678353: Jun 21 2013, 07:18
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Jun 21 2013, 07:17
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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QUOTE(PK678353 @ Jun 20 2013, 14:41)  However, Spirit Stance takes a set 1 SP per round, so for anyone who stances, more base SP is valuable. Any melee will stance to a greater or lesser extent (1H and Estoc most, but even Mace will want to be in stance when they fire off their skill chains if I'm not mistaken).
QUOTE(Treia @ Jun 20 2013, 19:55)  SoL and SS use base SP, making raw changes useless. Increasing SP only helps spirit stance length, which is most often capped by OC and not raw spirit.
These are both valid. True that SP doesn't help with SoL and SS in *most* situations and usually the OC will dry up before the SP but having a larger "SP total" gives you much more buffer/time for Spirit Stance. Because SoL eats up a set amount of SP and SShield SP damage is capped at a certain %, the more base SP you have, the more turns you can comfortably stance for. Here's an example: 500SP base vs 2000SP base 500SP base gets ~250+ turns of Stance (assuming no SP regen/SShield) before Spark no longer protects him 2000SP base gets ~1000+ turns of Stance (assuming no SP regen/SShield) before Spark no longer protects him There's a clear advantage here for that 2000SP guy. Now how tangible is that advantage in practice? Well that's a difficult question because then you're asking for factors like kill speed (if your SP gives you enough time to rape everything with no trouble, then why increase it?) SP consumption from monsters hitting your SShield (since SShield is another SP eater and will be affected by many factors like avoidance, pmi, difficulty, SShield settings, life, etc) how lucky you are with landing blows (longer your stance lasts, the faster your SP will drain for a given OC amount) etc. And that is why I said "leave it alone" (IMG:[ invalid] style_emoticons/default/tongue.gif) If SP is lacking, pump some points into Int. But do NOT take points out of Int. When there is so little exp invested in it already, there is no point converting all that Int into 1-3 points of str.
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Jun 21 2013, 07:31
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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Hm. +5 INT gives the character +1 base spirit, and 5/600 spirit regen(before perks).
Looking at my current stats of 565/8(565/5.695 without perk), +5 INT makes regen go up by 0.146327187591% and spirit points by 0.176991150442%.
So actually, having more INT means you regenerate spirit slower.
Though it would take 17179 turns to negate the advantage of getting extra SP point if you consume SP points for stance exclusively. Less if you have any regen perks, more if you are lower level. And not taking into account potions refilling more SP bar with bigger bar and more often than once every 17k turns.
This post has been edited by Lement: Jun 21 2013, 07:36
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Jun 21 2013, 07:41
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walkleft
Group: Members
Posts: 303
Joined: 28-September 11

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I have a question about restorative. I want to know efficiency of each potion. I want to know if I need to stock up lesser potion to heal out of combat or it is okay to buy greater from forum and use them. Also, I am not sure what Better pots tier explanation says. I assume [d] is about duration and [restore] is about percentage of being restored, but what are the numbers stand for? Raising [d] from 7 to 8, is it saying it has one turn increase no matter what potion is used? QUOTE(m118w11 @ Jun 20 2013, 23:53)  Potions should have the same duration regardless of the ability (only based of which type you use), you shouldn't buy potions as at higher levels you will have too many, always use the best ones you have (I sent you a bunch).
Cool, I didn't know why someone sent me potions. Thank you. Woot Woot This post has been edited by walkleft: Jun 21 2013, 09:02
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Jun 21 2013, 08:53
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m118w11
Group: Gold Star Club
Posts: 1,323
Joined: 7-March 11

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Potions should have the same duration regardless of the ability (only based of which type you use), you shouldn't buy potions as at higher levels you will have too many, always use the best ones you have (I sent you a bunch).
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Jun 21 2013, 09:30
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hentai_fusion
Group: Gold Star Club
Posts: 33,644
Joined: 14-August 09

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QUOTE(Slobber @ Jun 21 2013, 13:17)  These are both valid. True that SP doesn't help with SoL and SS in *most* situations and usually the OC will dry up before the SP but having a larger "SP total" gives you much more buffer/time for Spirit Stance. Because SoL eats up a set amount of SP and SShield SP damage is capped at a certain %, the more base SP you have, the more turns you can comfortably stance for. Here's an example: 500SP base vs 2000SP base 500SP base gets ~250+ turns of Stance (assuming no SP regen/SShield) before Spark no longer protects him 2000SP base gets ~1000+ turns of Stance (assuming no SP regen/SShield) before Spark no longer protects him There's a clear advantage here for that 2000SP guy. Now how tangible is that advantage in practice? Well that's a difficult question because then you're asking for factors like kill speed (if your SP gives you enough time to rape everything with no trouble, then why increase it?) SP consumption from monsters hitting your SShield (since SShield is another SP eater and will be affected by many factors like avoidance, pmi, difficulty, SShield settings, life, etc) how lucky you are with landing blows (longer your stance lasts, the faster your SP will drain for a given OC amount) etc. And that is why I said "leave it alone" (IMG:[ invalid] style_emoticons/default/tongue.gif) If SP is lacking, pump some points into Int. But do NOT take points out of Int. When there is so little exp invested in it already, there is no point converting all that Int into 1-3 points of str. i am maging so do not need spirit stance and thus have no need for more base SP. so safe to take points out of STR?
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Jun 21 2013, 09:50
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Treia
Group: Members
Posts: 334
Joined: 10-March 10

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QUOTE(hentai_fusion @ Jun 21 2013, 03:30)  i am maging so do not need spirit stance and thus have no need for more base SP.
so safe to take points out of STR?
Well you might OCASSIONALLY whack things with your staff but hell yeah go for it
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Jun 21 2013, 10:10
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baka9ball
Group: Members
Posts: 117
Joined: 13-June 13

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QUOTE(hentaivers @ Jun 21 2013, 03:33)  From what I've learned from reading the forums the best OH for DW is either a Rapier Of Balance or a Rapier of The Nimble. Perhaps one of the experts can give their opinion as I am by no means an expert. I did however purchase a Superior Ethereal Rapier Of Balance in the WTS forum which is working out well for me so far.
I'm also a Light DW, is this ok for my offhand? Because I think Shortsword and Rapier's stats are similar, right? Offhand Weapon
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