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post Jan 13 2014, 09:25
Post #42241
treesloth



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QUOTE(Mewtty @ Jan 13 2014, 16:12) *

Last question; when I fight a hard boss, should I use both Slow and Magnet? I'm a mage.

Thanks very much!


i think it's multiplicative, but I don't know for sure.

As mage, I just silence. For safety's sake you can do both Silence and Weaken.
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post Jan 13 2014, 09:26
Post #42242
buktore



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QUOTE(Mewtty @ Jan 13 2014, 14:12) *

According to my ability chart, if I cast slow, the inflicted monster's speed will be reduced by 50%.
If I cast Magnet, the inflicted monster's speed will be reduced by 25%.

So if I cast both Slow and Magnet on a single monster, how much will its speed get reduced by?


I believe it work in the same way as other debuff spells, i.e. multiplicative, so the answer would be = 62.5% speed reduction.

QUOTE(Mewtty @ Jan 13 2014, 14:12) *

Last question; when I fight a hard boss, should I use both Slow and Magnet? I'm a mage.


I'm not mage, but one thing I can tell you is that both spell sucks... (IMG:[invalid] style_emoticons/default/sleep.gif)  It's a shame— Slow used to be such an awesome debuff back then.  (IMG:[invalid] style_emoticons/default/sad.gif)

Magnet might have some niche use though; mages will definitely have a better answer about this than me. (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by buktore: Jan 13 2014, 09:36
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post Jan 13 2014, 10:36
Post #42243
n125



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The best thing about MagNet is that it makes it impossible for enemies to resist your spells, meaning that you will deal full damage with every cast. This makes it incredibly useful in the RoB and against the schoolgirls in the marathons, but moreso for elemental mages since most system monsters are very weak to holy and dark.
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post Jan 13 2014, 10:54
Post #42244
EsotericSatire



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QUOTE(n125 @ Jan 12 2014, 22:36) *

The best thing about MagNet is that it makes it impossible for enemies to resist your spells, meaning that you will deal full damage with every cast. This makes it incredibly useful in the RoB and against the schoolgirls in the marathons, but moreso for elemental mages since most system monsters are very weak to holy and dark.



Thats pretty much the only place I use magnet. It would be good if it had a lower refresh time though or lasted a bit longer.
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post Jan 13 2014, 12:28
Post #42245
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I would like to ask the experts something. Generally, at higher levels, is going for higher physical/magical mitigation worth it?

Or should one just go with power armor? I mostly use 2-handed mace.
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post Jan 13 2014, 13:33
Post #42246
fatquack



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Hello experts!

What should I do with surplus equipment? I just sell the cheap stuff to the equipmentshop, but what about the better stuff? Is it worth salvaging, should I sell it to the equipmentshop or is it worth trying to sell to other players?

Is't stuff like this:
Superior shade breastplate of negation
Fair shade leggings of negation
Superior willow staff of focus
Superior shade breastplate of negation
Fair shade leggings of negation
Superior plate helmet of protection
Exquisite plate cuirass of stoneskin
Superior power gauntlets of warding
Superior plate sabatons of warding
Average power boots of protection

Any advice?
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post Jan 13 2014, 13:46
Post #42247
Dan31



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QUOTE(7331 @ Jan 13 2014, 11:28) *

I would like to ask the experts something. Generally, at higher levels, is going for higher physical/magical mitigation worth it?

Or should one just go with power armor? I mostly use 2-handed mace.

They say Power lacks defense, so go with Power of Protection if you are worried about it.

QUOTE(fatquack @ Jan 13 2014, 12:33) *

Hello experts!

What should I do with surplus equipment? I just sell the cheap stuff to the equipmentshop, but what about the better stuff? Is it worth salvaging, should I sell it to the equipmentshop or is it worth trying to sell to other players?

Is't stuff like this:
Superior shade breastplate of negation
Fair shade leggings of negation
Superior willow staff of focus
Superior shade breastplate of negation
Fair shade leggings of negation
Superior plate helmet of protection
Exquisite plate cuirass of stoneskin
Superior power gauntlets of warding
Superior plate sabatons of warding
Average power boots of protection

Any advice?

Superior shade breastplate of negation
Superior plate helmet of protection
Exquisite plate cuirass of stoneskin

I would keep those for the beginners that need them. The rest is kinda bad.

This post has been edited by Dan31: Jan 13 2014, 14:29
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post Jan 13 2014, 14:26
Post #42248
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QUOTE(fatquack @ Jan 13 2014, 00:33) *

Hello experts!

What should I do with surplus equipment? I just sell the cheap stuff to the equipmentshop, but what about the better stuff? Is it worth salvaging, should I sell it to the equipmentshop or is it worth trying to sell to other players?

Is't stuff like this:
Superior shade breastplate of negation
Fair shade leggings of negation
Superior willow staff of focus
Superior shade breastplate of negation
Fair shade leggings of negation
Superior plate helmet of protection
Exquisite plate cuirass of stoneskin
Superior power gauntlets of warding
Superior plate sabatons of warding
Average power boots of protection

Any advice?


If you go for light armor, use Superior shade breastplate(negation is ok-ish, but you need to find the shade helmet, shade gauntlet, and shade boots), but from what I see you'll be more fully equipped using heavy armor, ie :

-> Superior Plate Helmet of Protection
-> Exquisite Plate Cuirass of Stoneskin
-> Superior Power Gauntlets of Warding
-> Superior Plate Sabatons of Warding
-> Average Power Boots of Protection
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post Jan 13 2014, 14:46
Post #42249
Paarfi



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I have a question to those knowledgeable in game mechanics: how does stun proc interact with speed buffs/debuffs? As in: stun works for 4 turns max, but is it my turns, stunned monster's turns or abstract turns (e.g. 100 ticks). Will I be able to do more actions before stun expires if I am hasted? Will I be able to do more actions before stun expires if stunned monster is/was hit with slow, freezing limbs or magnet?

And on the unrelated note: which elemental weapons are considered better than others for melee?
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post Jan 13 2014, 14:59
Post #42250
buktore



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As far as my understanding goes... (IMG:[invalid] style_emoticons/default/mellow.gif)

QUOTE(Paarfi @ Jan 13 2014, 19:46) *

I have a question to those knowledgeable in game mechanics: how does stun proc interact with speed buffs/debuffs? As in: stun works for 4 turns max, but is it my turns, stunned monster's turns or abstract turns (e.g. 100 ticks)


The bold-ed part is the answer. This applied to almost everything in the game, with cooldown being an exception to this rule; it count per player action.

QUOTE(Paarfi @ Jan 13 2014, 19:46) *

Will I be able to do more actions before stun expires if I am hasted?


Possibly, if you're fast enough.

QUOTE(Paarfi @ Jan 13 2014, 19:46) *

Will I be able to do more actions before stun expires if stunned monster is/was hit with slow, freezing limbs or magnet?


No.


TBH I don't really know how the whole speed thing actually work in the exact manner either, but that's the gist of it.

This post has been edited by buktore: Jan 13 2014, 15:14
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post Jan 13 2014, 15:10
Post #42251
fatquack



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QUOTE(Frostbite @ Jan 13 2014, 13:26) *

If you go for light armor, use Superior shade breastplate(negation is ok-ish, but you need to find the shade helmet, shade gauntlet, and shade boots), but from what I see you'll be more fully equipped using heavy armor, ie :

-> Superior Plate Helmet of Protection
-> Exquisite Plate Cuirass of Stoneskin
-> Superior Power Gauntlets of Warding
-> Superior Plate Sabatons of Warding
-> Average Power Boots of Protection


I already have better heavy armour (all exquisite or magnificent) that I use, these are just surplus.
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post Jan 13 2014, 15:16
Post #42252
holy_demon



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QUOTE(Paarfi @ Jan 13 2014, 23:46) *

I have a question to those knowledgeable in game mechanics: how does stun proc interact with speed buffs/debuffs? As in: stun works for 4 turns max, but is it my turns, stunned monster's turns or abstract turns (e.g. 100 ticks). Will I be able to do more actions before stun expires if I am hasted? Will I be able to do more actions before stun expires if stunned monster is/was hit with slow, freezing limbs or magnet?

And on the unrelated note: which elemental weapons are considered better than others for melee?


Both buffs and debuffs of the game run on a constant "abstract" time. Iif you have increased speed, the buff/debuff duration will relatively last longer (ie. you have more turns before they expire). So yes you can do more if hasted. Slowing debuffs only affects monster's time, not the player's time nor the constant time, so no to your other question.

as for melee elemental: hallowed(holy)>demonic(dark)>anything else > none. Hallowed and Demonic are superior because Schoolgirls are weak to them. Hallowed have the extra benefit of being the only element FSM doesn't resist, and Holy EDB that benefits your Cure.
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post Jan 13 2014, 15:38
Post #42253
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I know I'm going to sound like an idiot but well...
The wiki says that upgrading SoL is worthless and even more if I have it in the auto-cast slot.
Does that mean that if I have Innate Arcana, I don't have to waste MP to cast SoL or something like that?
I highly doubt that I'll ever have 50 hath so what should I do?
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post Jan 13 2014, 15:56
Post #42254
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QUOTE(alearg @ Jan 13 2014, 21:38) *

I know I'm going to sound like an idiot but well...
The wiki says that upgrading SoL is worthless and even more if I have it in the auto-cast slot.
Does that mean that if I have Innate Arcana, I don't have to waste MP to cast SoL or something like that?
I highly doubt that I'll ever have 50 hath so what should I do?


It's not worthless, per say, just on the lower end of priorities. As you level, you'll find that mana upkeep isn't quite as pressing a concern, so lower mana cost/more turns isn't all that important compared to some of the other benefits in the ability tree.

It's actually a good idea to get Innate Arcana, especially since Haste is a really useful spell, and most people would recommend keeping it up. the 10% mana reduction from the upkeep makes it even more useful. Having IA doesn't mean you don't spend MP; what it does is break down the mana you'd normally spend on the spell and the number of turns you would normally get out of it, and deduct that amount of mana per turn instead (subject to mana cost modifiers).
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post Jan 13 2014, 16:32
Post #42255
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Well...maybe we DO need to introduce the 'usefulness of spells' again... (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Spark is still good. It's just the ability's not THAT good. Especially when you don't have that many ability slow available (either you're low level, or you're a mage).
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post Jan 13 2014, 17:11
Post #42256
holy_demon



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QUOTE(varst @ Jan 14 2014, 01:32) *

Well...maybe we DO need to introduce the 'usefulness of spells' again... (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Spark is still good. It's just the ability's not THAT good. Especially when you don't have that many ability slow available (either you're low level, or you're a mage).


I think the usefulness of SoL's ability depends on the playstyle.

I almost never use spark, unless in a "Oh shit" situation (HP < 60%, Cure on cooldown). Even then, I still think the mana saving of spark's ablity useful, especially in long run, or RE, where the constant Cure Spam drains mana extremely fast. The longer duration is less useful, but might save me a re-cast in the next oh-shit moment :/
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post Jan 13 2014, 17:14
Post #42257
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QUOTE(holy_demon @ Jan 13 2014, 23:11) *

I think the usefulness of SoL's ability depends on the playstyle.

I almost never use spark, unless in a "Oh shit" situation (HP < 60%, Cure on cooldown). Even then, I still think the mana saving of spark's ablity useful, especially in long run, or RE, where the constant Cure Spam drains mana extremely fast. The longer duration is less useful, but might save me a re-cast in the next oh-shit moment :/

SoL cannot make a player safe from one-shoted since it will only leave HP as 1 and most of the melee players (as least me) have already input the next action (the effect of hold down number key) and going to die.
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post Jan 13 2014, 17:31
Post #42258
holy_demon



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QUOTE(Colman @ Jan 14 2014, 02:14) *

SoL cannot make a player safe from one-shoted since it will only leave HP as 1 and most of the melee players (as least me) have already input the next action (the effect of hold down number key) and going to die.


Scripts could easily fix that in 2 lines of code (IMG:[invalid] style_emoticons/default/tongue.gif)

Besides, I start to slow down when my HP goes below 60%

This post has been edited by holy_demon: Jan 13 2014, 17:36
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post Jan 13 2014, 18:00
Post #42259
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QUOTE(Colman @ Jan 13 2014, 23:14) *

SoL cannot make a player safe from one-shoted since it will only leave HP as 1 and most of the melee players (as least me) have already input the next action (the effect of hold down number key) and going to die.


I forgot where I read it from, but if you have HV Stat and you have the alert for SoL activated, opening HV in a different browser (i.e you'll need to open FF if you're originally using Chrome) when the alert pops up would allow you the opportunity to cast heal instead of activating the queued attack. It actually does work.
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post Jan 13 2014, 18:21
Post #42260
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Personally, I only cast SoL from scrolls... that brings be back up to 50% and it never fails.

That being said, I still almost never use it.
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