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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Dec 8 2010, 16:28
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hentai_fusion
Group: Gold Star Club
Posts: 33,644
Joined: 14-August 09

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QUOTE(gotei1 @ Dec 8 2010, 20:02)  My action speed is 108, which is above 100. How do I tell that my agi and level of action speed are sufficient?
you can never have sufficient action speed since... Every point of burden above 20 reduces action speed by 1. burden increases with the level of your equipment so you will need to constantly increase your action speed in order to offset the burden. Action speed translates into how long a 1.0x action (like an attack or Tier 1 elemental spell) takes by subtracting it from 300. more powerful spells will take more time so you will need more speed to offset it. As battles progress and time units pass, some monsters with higher action speeds may perform an additional attack against the player. Conversely, a player who has accumulated enough time units due to their high action speed may take a turn to perform an additional action before the monsters are allowed their action. you will always need more action speed in order to catch up with the monsters. however, Action speed is capped at 200. but that does not mean that you do not need to care about agi once your action speed hitted the cap since Base Evade is increased by 1% for every 25 points of AGI. you can never have enough evade can you... QUOTE(gotei1 @ Dec 8 2010, 20:16)  Two points of wisdom give 1MR, 1,5MP, 0,05accuracy, 0.08concentration, 1.0barrier, 0.08resistance and manareg, while two points of int only give 3MR, 0.5MP, 0.08accuracy, 0.08concentration. How fast will the point be reached at which wisdom is no longer enough to support the accuracy of magic?
no idea. the formula for calculating how much exp is needed to raise the stats has not been figured out yet. QUOTE(gotei1 @ Dec 8 2010, 21:13)  I'm not yet sure if it's practicable due to its dependence on mana, and mana tank over overcharge seems very expensive with such a small mana pool.
this is why you need wis since... Magic Points = (10 + LEVEL + INT * 0.25 + WIS * 0.75) * MP Tank Modifier the mp tank is calculated last so as you have more and more wis, each point of mp tank will give you a lot more mp.
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Dec 8 2010, 17:29
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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QUOTE(hyl @ Dec 8 2010, 06:29) 
Edit: a question of my own.
On what level should i take on the gods, real life and spaghetti monster? (i should probably fight flying pink unicorn when i have the dark spells)
You can do them any time after 110 as long as your equipment is sufficient. Silence + significant holy/dark mit for ipu/fsm respectively makes the battles pretty easily manageable (or you can go the weaken route for even more damage reduction but you need to keep spark running for spirit attacks). For real life you'll want high evade, block and or parry.
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Dec 8 2010, 17:38
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goblinhun7er
Newcomer
  Group: Gold Star Club
Posts: 77
Joined: 20-November 10

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QUOTE(hentai_fusion @ Dec 8 2010, 17:28)  you can never have sufficient action speed since...
Every point of burden above 20 reduces action speed by 1. burden increases with the level of your equipment so you will need to constantly increase your action speed in order to offset the burden.
Action speed translates into how long a 1.0x action (like an attack or Tier 1 elemental spell) takes by subtracting it from 300. more powerful spells will take more time so you will need more speed to offset it.
As battles progress and time units pass, some monsters with higher action speeds may perform an additional attack against the player. Conversely, a player who has accumulated enough time units due to their high action speed may take a turn to perform an additional action before the monsters are allowed their action. you will always need more action speed in order to catch up with the monsters.
however, Action speed is capped at 200. but that does not mean that you do not need to care about agi once your action speed hitted the cap since Base Evade is increased by 1% for every 25 points of AGI. you can never have enough evade can you... no idea. the formula for calculating how much exp is needed to raise the stats has not been figured out yet. this is why you need wis since...
Magic Points = (10 + LEVEL + INT * 0.25 + WIS * 0.75) * MP Tank Modifier
the mp tank is calculated last so as you have more and more wis, each point of mp tank will give you a lot more mp.
According to Sayo Aisaka my burden only increases the action time by 8%. You can never have enough evade, but attribute points are limited and you can also never have enough shield rating, crit or parry. Actually I intended to focus mainly on agility and dex for high avoidance, but then I read that people always underestimate strength and reconsidered. Agility only gives 1/2 of the accuracy of dex, only 1/3 the attack rating, less crit and no fighting style procs. I will reconsider what a reasonable amount of MP (wisdom) is after gathering more experience with cure, which I didn't use prior to today and shield, which only recently became available to me. All attributes are important, but it is not easy to tell how important each one is compared to the others. I'd like to use a working model that I am content with based on knowledge, because details matter a great deal to me. It is for psychological reasons that I cannot simply say that I need more agi and spend hugely on it while neglecting the other stats.
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Dec 8 2010, 17:44
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(marcho @ Dec 8 2010, 15:29)  You can do them any time after 110 as long as your equipment is sufficient. Silence + significant holy/dark mit for ipu/fsm respectively makes the battles pretty easily manageable (or you can go the weaken route for even more damage reduction but you need to keep spark running for spirit attacks). For real life you'll want high evade, block and or parry.
Not so easy for FSM without staff or endless scrolls at least. You have a extraordinary bleeding axe, before this release the lowest level a player beat FSM was 124 IIRC.
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Dec 8 2010, 17:56
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Personally I've found it best o keep your stats relatively even through the first 100 levels., maybe +5 to str agi dex. With regen at level 70 you will never use health potions again (by slot mana potions will give you tremendously more health per consume than health potions will through using regen) so your mana pool is important, and I never really found a good reason to let Int lag behind.
As for FSM, as a test I did it a week ago without bleed using a rapier and some holy infusions. No need to burn those scrolls of the gods, 2 soulstones and some infusions let me standard melee it to death. I think I used 40 or so, which I could have instead sold to the bazaar for a whopping 800c total... no big loss.
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Dec 8 2010, 18:01
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(marcho @ Dec 8 2010, 15:56)  As for FSM, as a test I did it a week ago without bleed using a rapier and some holy infusions. No need to burn those scrolls of the gods, 2 soulstones and some infusions let me standard melee it to death. I think I used 40 or so, which I could have instead sold to the bazaar for a whopping 800c total... no big loss.
I said scrolls by mistake, I mean infusions. But if that's true now, meh the gods are pitiful now. This post has been edited by cmdct: Dec 8 2010, 18:02
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Dec 8 2010, 18:16
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Bleed is overrated. I kill FSM with a club in below 5 Minutes (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Dec 8 2010, 18:26
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hentai_fusion
Group: Gold Star Club
Posts: 33,644
Joined: 14-August 09

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well... if you have a decent club then i guess you can just hold down '1' on the keyword and just club it to death without losing a single hp... and under 5mins as well if your internet connection is good.
anyway... i remembered viewing a page which states which spells can be used on IA quite some time ago but i can't seem to remember where it is. anyone knows?
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Dec 8 2010, 18:29
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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He is not stunned 100% but this way I can use a full set of Curse Weaver gear (and of course an offhand rapier) to speed it up.
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Dec 8 2010, 21:12
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hyl
Group: Gold Star Club
Posts: 3,381
Joined: 11-January 07

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Atleast how much dark or holy mitigation is needed against those 2 gods?
This post has been edited by hyl: Dec 8 2010, 21:18
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Dec 8 2010, 21:40
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Well, I like to hit the 70% mit mark, but how much is "needed" is entirely dependent on your other gear/damage output.
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Dec 8 2010, 22:10
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goblinhun7er
Newcomer
  Group: Gold Star Club
Posts: 77
Joined: 20-November 10

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Is there a way to tell how often one is going to be subjected to monster double turns aside from studying combat logs? I.e. is there a way to see exactly how much every point of agi reduces the the number of double turns?
I know how to compare my burden vs no burden speed, but I have no idea how to figure out how fast I am compared to monsters.
The following just killed me despite having shield up, thereby aborting the third arena today. I hadn't failed two arenas on the same day before.
11 9 You have been defeated. 11 8 Peck hits you for 49 piercing damage. 11 7 Mutant Peacock uses Peck 11 6 You block the attack from Tentacle Monster. 11 5 Cockatrice crits you for 20 piercing damage. 11 4 Cookie Monster hits you for 26 slashing damage. 11 3 You gain 0.02 points of light armor proficiency. 11 2 Mutant Peacock hits you for 42 piercing damage. 11 1 Cockatrice evades your attack. 10 3 Regeneration restores you with 60 points of health. 10 2 You gain the effect Regeneration. 10 1 You use Average Health Potion.
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Dec 8 2010, 22:13
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE 0 4 Spawned Monster C: MID=10 (Blue Slime) LV=226 HP=9380 MP=157 SP=62 NA=63 Type=hostile 0 1 Initializing Grindfest (Round 1) ...
What is in bold represent half of the monster's speed.
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Dec 8 2010, 22:36
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Try and get your burden closer to the 20s to 30s range. Get shield and cure as mentioned, and start grinding out supportive and curative proficiencies. Ideally you want to keep your agi at least = to your level until much later (I gave up around 120 and starting putting everything into Int and Wis at that point, haste will bring you to the 200 cap from there anyways)
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Dec 9 2010, 04:03
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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I'm thinking of trying real life, but not sure if I'm ready. How much harder is it than Yuki? I killed Yuki relatively easily so not sure how they compare to each other.
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Dec 9 2010, 04:41
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goblinhun7er
Newcomer
  Group: Gold Star Club
Posts: 77
Joined: 20-November 10

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QUOTE(marcho @ Dec 8 2010, 23:36)  Try and get your burden closer to the 20s to 30s range. Get shield and cure as mentioned, and start grinding out supportive and curative proficiencies. Ideally you want to keep your agi at least = to your level until much later (I gave up around 120 and starting putting everything into Int and Wis at that point, haste will bring you to the 200 cap from there anyways)
After reading Sayo Aisaka's HV Secrets Revealed!, Actually just some numbers I worked out and marcho's HV Tips and Information I learned that action time = (base action time*time multiplier)+burden penalty action time = [(300-action speed)*(specific action time*x-action multiplier)]+(burden-20)/2 This means that for 108 action speed without burden I get 192, compared to an increase of only 8% to 208.45 with 52.9 burden. 8% doesn't seem that huge to me and I only noticed one double turn at 11 2 Mutant Peacock hits you for 42 piercing damage, 11 7 Mutant Peacock uses Peck, while 8% would lead me to expect one lost turn for every 12.5 turns. But that doesn't compare to how fast the monsters are. QUOTE(cmdct @ Dec 8 2010, 23:13)  QUOTE 0 4 Spawned Monster C: MID=10 (Blue Slime) LV=226 HP=9380 MP=157 SP=62 NA=63 Type=hostile 0 1 Initializing Grindfest (Round 1) ... What is in bold represent half of the monster's speed. After reading it again I think I might understand it now. I had missed Sayo's explanation of 'NA'. QUOTE(Sayo Aisaka @ Jul 15 2010, 07:01)  Also a little snippet of info regarding monsters. If you look at the start of a battle log, where it says "Spawned Monster A: ...", one of the parameters it outputs is called "NA". What's NA? QUOTE(Tenboro @ May 14 2009, 17:31)  Debug output. It's short for Next Action, the time units until the monster has its first action in the battle. There used to be a lot of time outputs, that's the only one left. So if your Blue Slime has an action time of 126 (2*NA=63) and I have an action time of 208.45, does that mean that he will double turn me every 1.6 of my turns? That seems too high (but it is your Slime, not mine and I don't remember how fast mine were). Or is it right? *utterly confused* (IMG:[ invalid] style_emoticons/default/sad.gif) This post has been edited by gotei1: Dec 9 2010, 04:44
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Dec 9 2010, 05:15
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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The more ticks you need to perform an action slower you are, what's to be confused of?
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Dec 9 2010, 05:31
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goblinhun7er
Newcomer
  Group: Gold Star Club
Posts: 77
Joined: 20-November 10

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QUOTE(cmdct @ Dec 9 2010, 06:15)  The more ticks you need to perform an action slower you are, what's to be confused of?
I want to know with how little agi or how much burden I can get away with based on numbers. You could just spend on agi until no mob double turns you anymore. But I'm not content with that until I know for sure that there is no better solution. I want to understand, so I ask. Can you tell when a monster is going to double turn you based on your action speed and its NA or anything similarl to it? I'm sorry to be such a bother already. But this is my most pronounced psychological weakness.
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Dec 9 2010, 05:47
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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Let's put in this way, the minimum ticks monsters can get is 100, so in order to avoid "double" turns you have to have the same number of ticks. Since at that time you already have X-attack, and you're over level 200 anyway, so if you decide to use haste (200 supportive prof) the minimum AGI is 0, and the minimum burden is 45 (For normal attacks/tier 1 spells).
This post has been edited by cmdct: Dec 9 2010, 05:49
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Dec 9 2010, 06:43
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julio123
Lurker
Group: Recruits
Posts: 2
Joined: 12-August 08

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i have 17 points in int and it was because i didn't know what i was doing but others added as melee class is there a way to fix this?
This post has been edited by julio123: Dec 9 2010, 06:45
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