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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Sep 4 2013, 22:26
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Pillowgirl
Group: Gold Star Club
Posts: 5,458
Joined: 2-December 12

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QUOTE(zanky @ Sep 4 2013, 18:22)  this is combo to get leg. quarter=>max LoTd=>max difficulty=>max but if scavanger is low then it's useless.scavanger add 2% drop change and base drop is 10% so lvl 40 scavanger add around 90%drop change (IMG:[ invalid] style_emoticons/default/laugh.gif) lvl 10 scavanger only add 30% drop change (IMG:[ invalid] style_emoticons/default/sad.gif) Those trainings are percentages added from the base stats, not added to it directly.
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Sep 4 2013, 23:00
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megaplayboy
Group: Gold Star Club
Posts: 2,873
Joined: 8-June 08

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QUOTE(zanky @ Sep 4 2013, 01:22)  this is combo to get leg. quarter=>max LoTd=>max difficulty=>max but if scavanger is low then it's useless.scavanger add 2% drop change and base drop is 10% so lvl 40 scavanger add around 90%drop change (IMG:[ invalid] style_emoticons/default/laugh.gif) lvl 10 scavanger only add 30% drop change (IMG:[ invalid] style_emoticons/default/sad.gif) Scavenger increase some base drop value by 2. For example, assume a 2% increase on a 10% base drop chance. You would get 10.2% drop chance, not 12%.
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Sep 4 2013, 23:18
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Hep Elf
Newcomer
 Group: Recruits
Posts: 17
Joined: 2-May 13

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Quick question - I always see that the wiki recommends people put AGI as a mid-priority for mages . . . yet it seems to me that AGI and STR are nigh useless! Not that you don't need any AGI , just that above level it gets expensive and only increases attack speed. It seems that survivability is better served by putting those points into END. Again, with STR, I don't see the point of having it over, say, 60-75% of level - it seems that DEX is far more crucial since you don't want to miss when you're juggling Ether Tap. The only reason I would hit a monster with my staff would be to kill time while waiting for Ether Tap to tick and give me mana before refreshing its duration, or to hit a mob and trigger Ether Tap/refresh its duration.
So it seems that the best prioritization would be:
WIS - highest INT - above level END - above level DEX - slightly above level AGI - at level STR - well below level
You give up on some clear speed by going Wis slightly higher than Int, but this makes endurance runs much more successful. Making monsters 90% dead when an area spell hits is far more useful than making them 100% dead all the time, because this way you have more chances of having Ether Tap set up.
Am I putting too much effort on chasing sustainability? Master mages, any thoughts?
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Sep 5 2013, 00:01
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dis astranagant
Newcomer
  Group: Members
Posts: 83
Joined: 27-February 09

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Looks like my scan plan worked. Went from 24.4 to 53.8 before I ran out of mana pots and fled. Not bad for just tapping 2 keys while doing something else.
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Sep 5 2013, 00:38
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Megafauna Blitzkrieg
Newcomer
 Group: Members
Posts: 49
Joined: 28-August 13

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So I was reading up on equipment types and such and in general trying to pay more attention to things. I hate my mana cost so I was working on lowering interference, I now have 3 shade xxxxx of the arcanist, burden is down to 29.x from like 45.x, yet it really seems like I hit some kind of plateau and my buff costs skyrocketed again, instead of going down.
Up to like 55 for spark of life, which thankfully I don't need very often yet, but regen and haste are also getting huge 40+.
I was reading that advice page too, and it heavily pimps of slaughter, which I already know and love, and some other things, but doesn't even seem to mention the ... of haste, whichever one it is. Right now I have an ethereal ithlid axe main hand, and arctic dagger of swiftness in offhand. I am keeping an eye out for a worthy rapier/club to work in, but I was planning on getting the haste suffix, should I not? Even on BT I think I more or less never miss, although I don't actually read all that spam every round. My damage seems pretty good I think, I take out most BT enemies in a few hits.
So clubs are really that great eh? I had 1h and shield for a long time, and I loved shield bash for the stun, so I could see loving a club.
Lastly, I got a my little pony trophy thing somewhere, Dr Hooves or something, if you get all 21 you get some sort of special attack? Is the attack worth it, and is getting 21 something that ever happens, or should I just sell it to someone who likes MLP?
Edit: Is there a way to pull up your equipped gear at the bazaar screen? It's very hard to compare gear, screen shot, 2 HV windows open, etc, as far as I can tell.
This post has been edited by Megafauna Blitzkrieg: Sep 5 2013, 00:42
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Sep 5 2013, 01:12
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Hep Elf
Newcomer
 Group: Recruits
Posts: 17
Joined: 2-May 13

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QUOTE(Megafauna Blitzkrieg @ Sep 4 2013, 18:38)  So I was reading up on equipment types and such and in general trying to pay more attention to things. I hate my mana cost so I was working on lowering interference, I now have 3 shade xxxxx of the arcanist, burden is down to 29.x from like 45.x, yet it really seems like I hit some kind of plateau and my buff costs skyrocketed again, instead of going down.
Up to like 55 for spark of life, which thankfully I don't need very often yet, but regen and haste are also getting huge 40+.
I won't pretend I'm an expert, and certainly not on non-mage setups, but I find it interesting that 40+mp is a "huge" cost for you. That's a rather cheap buff for a mage! Are you keeping your wis near your level, using MP tanks to boost max MP by 70%, and so forth? As a melee you can dump INT but don't dump WIS!
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Sep 5 2013, 01:58
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Yuuki17
Group: Members
Posts: 1,051
Joined: 4-March 12

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QUOTE(Hep Elf @ Sep 4 2013, 15:18)  Quick question - I always see that the wiki recommends people put AGI as a mid-priority for mages . . . yet it seems to me that AGI and STR are nigh useless! Not that you don't need any AGI , just that above level it gets expensive and only increases attack speed. It seems that survivability is better served by putting those points into END. Again, with STR, I don't see the point of having it over, say, 60-75% of level - it seems that DEX is far more crucial since you don't want to miss when you're juggling Ether Tap. The only reason I would hit a monster with my staff would be to kill time while waiting for Ether Tap to tick and give me mana before refreshing its duration, or to hit a mob and trigger Ether Tap/refresh its duration.
Agility adds to physical mitigation formula. Edit: Oops forgot about evade also. Strength is pretty much useless since most recent patch, except in making it easier to kill a low-health enemy to get ether theft. I only have points in it, because when it's low cost it barely affects my other stats. At my strengths current cost for a level, I can level it up 77 times in what would be 1 level of intelligence, so why not put a few levels in it. I'd rather the INT than WIS. If your playing higher difficulty, you won't be killing all the monsters in a single cast. In fact, I can't even do that on normal mode. And killing them faster is good, the less alive they are, the more alive you are. This post has been edited by Yuuki17: Sep 5 2013, 03:58
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Sep 5 2013, 02:08
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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@Megafauna/Help Elf: mana costs will keep scaling higher as you level. Best way to reduce them for supportive is high prof, then stanced casting and IA.
@Megafauna: For mage, STR is nigh-useless, as it only increases staff meleeing damage and spirit regeneration scales slower with increasing stats that base spirit increase.
AGI is actually the best stat for mage defensively, far better than END, because AGI gives 1 point of evade per 25 points, attack speed for AGI over level(and you should have at least 50% over level with all the phase pieces having AGI), and plays half the importance of END in PMI formula, which varies but should come out as about 0.07 or so level(decreases as END/AGI increases, but mage gears don't have any END), albeit END also gives HP.
Main usage for DEX, once you have 100% melee accuracy, is mainly for the parry it gives.
@megaplayboy: Not 10.2% but 10.05% - base drop of 10% scales to 12.5% with maxed scavenger.
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Sep 5 2013, 05:46
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hentai_fusion
Group: Gold Star Club
Posts: 33,644
Joined: 14-August 09

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QUOTE(Hep Elf @ Sep 5 2013, 05:18)  Quick question - I always see that the wiki recommends people put AGI as a mid-priority for mages . . . yet it seems to me that AGI and STR are nigh useless! Not that you don't need any AGI , just that above level it gets expensive and only increases attack speed. It seems that survivability is better served by putting those points into END. Again, with STR, I don't see the point of having it over, say, 60-75% of level - it seems that DEX is far more crucial since you don't want to miss when you're juggling Ether Tap. The only reason I would hit a monster with my staff would be to kill time while waiting for Ether Tap to tick and give me mana before refreshing its duration, or to hit a mob and trigger Ether Tap/refresh its duration.
So it seems that the best prioritization would be:
WIS - highest INT - above level END - above level DEX - slightly above level AGI - at level STR - well below level
You give up on some clear speed by going Wis slightly higher than Int, but this makes endurance runs much more successful. Making monsters 90% dead when an area spell hits is far more useful than making them 100% dead all the time, because this way you have more chances of having Ether Tap set up.
Am I putting too much effort on chasing sustainability? Master mages, any thoughts?
AGI increases evade which is better for mages as compared to END. mages have pretty low hp and PMI to begin with so giving it lots of END is not really going to make it more tanky. staff melee is now calculated based on average of MDB (INT) and ADB (STR). if you kill a monster on CM using staff melee, you are guaranteed an ET.
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Sep 5 2013, 06:03
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dis astranagant
Newcomer
  Group: Members
Posts: 83
Joined: 27-February 09

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Scav was nerfed by basically giving everyone max scav so I guess it's not a huge problem that scav itself is half its former glory.
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Sep 5 2013, 07:47
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Yuuki17
Group: Members
Posts: 1,051
Joined: 4-March 12

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QUOTE(zanky @ Sep 4 2013, 21:54)  what "nerf"?(nerf don't translated in google (IMG:[ invalid] style_emoticons/default/sad.gif)) A nerf, is the opposite of a buff. To make worse or weaken, usually in the context of weakening something in order to balance out a game.
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Sep 5 2013, 07:50
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Solarhawk
Group: Gold Star Club
Posts: 1,041
Joined: 11-June 11

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QUOTE(dis astranagant @ Sep 4 2013, 02:24)  Killing has very little to do with the question. I'm thinking about hopping in my shittiest item world (not the one you just sent me, wolfgirl, I've had much shittier for days, hence the low, low target in the wtb thread :v ) on normal and holding down defend til I stop sucking at heavy armor.
e: oh, not quite that simple. not hard to work around but kinda pricy. Probably better off just killing something than spamming supportives to little effect.
edit junior: oooooooooooooh I can still do that plan, just gotta use scan.
Defending won't work there. You gain no proficiency for rounds that you perform no action, such as focus or defend. See here: http://ehwiki.org/wiki/Proficiencies#Gains
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Sep 5 2013, 08:04
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zanky
Group: Members
Posts: 918
Joined: 8-March 13

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QUOTE(Yuuki17 @ Sep 5 2013, 12:47)  A nerf, is the opposite of a buff. To make worse or weaken, usually in the context of weakening something in order to balance out a game.
Is that so (IMG:[ invalid] style_emoticons/default/smile.gif) i understand now (IMG:[ invalid] style_emoticons/default/biggrin.gif) thanks (IMG:[ invalid] style_emoticons/default/laugh.gif) QUOTE(Solarhawk @ Sep 5 2013, 12:50)  Defending won't work there. You gain no proficiency for rounds that you perform no action, such as focus or defend. See here: http://ehwiki.org/wiki/Proficiencies#Gainsi'm glad you point that out. QUOTE Proficiencies cannot be gained during the turn the Defend or Focus commands are used or when a player otherwise skips a turn. thanks
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