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post Jan 3 2011, 20:13
Post #4241
hgbdd



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QUOTE(ki1ler7 @ Jan 3 2011, 18:06) *

Hey quick question
the suffix "of the Battlecaster" is it the best type for mages since it adds magic damage multiplier, magic accuracy, wisdom, intelligence, and greatly reduces the item's interference
It's only best for mages that use different spells. Ex. elemental+holy
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post Jan 3 2011, 20:21
Post #4242
goblinhun7er



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I understand all these things (the assumed make-up of the magic damage calculation). I was only wondering about two things, or maybe 3.

You speak of "1% increase in magic rating is 2% increase in damage".
- What do you regard as an 1% increase in magic rating? Do you mean an increase of +1 magic rating?
- Where does that 2% come from - how do we know such a thing?
Magic rating gets calculated against Barrier rating.
- If this is true, then 1% barrier rating is 2% decrease in incoming damage, and 1wis is 1%. But this would get you to 100% damage reduction at 100wisdom, which doesn't make sense, so I must assume that a monster's magic rating increases with it's level in order to prevent that.

If it looks like that:
Magic damage modifier=attacker magic rating - defender barrier rating
Magic damage modifier=(1+INT*1.5+WIS*0.5) - (1+END*1.5+WIS*0.5)
to have 1% yield 2% increase and to make it into a factor, you need:
Magic damage modifier=(1+ 2*(1+INT*1.5+WIS*0.5)/100 - 2*(1+END*1.5+WIS*0.5)/100)
Magic damage modifier=(1+ (2+INT*3+WIS)/100 - (2+END*3+WIS)/100)

That's the calculation we have. At some point (for example at 100wisdom for the defender but 0wisdom/int for the attacker) the whole factor simply becomes 0. So there must be a mechanism to prevent that from happening. One such mechanism is that the use of barrier and magic rating both depend on how much barrier and magic rating the enemy has. But this then means that we can't know how useful 1% magic rating really is - because the effect will depend on the barrier rating of the opponent, which we simply don't know.
I don't see how we can say that our magic rating increases our damage by x%, indepent of who our opponent is. All the other factors (EDB, MDM, etc) are much easier to use, because they don't have that dependence.

I think these are my three questions. I hope you can understand what I mean.
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post Jan 3 2011, 20:28
Post #4243
goblinhun7er



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QUOTE(ki1ler7 @ Jan 3 2011, 19:06) *

Hey quick question
the suffix "of the Battlecaster" is it the best type for mages since it adds magic damage multiplier, magic accuracy, wisdom, intelligence, and greatly reduces the item's interference

It depends on your priorities... I think that most mages use cloth armor, and cloth doesn't have any interference to begin with. Then you have a rather complicated equation to calculate magical damage, which is a product of magic damage modifier, elemental damage bonus and elemental rating, elemental proficiency and magic rating (and barrier rating). So, in order to know if an item "of the battlecaster" yields more damage than "of the elementalist"/"of surtr" etc, for example, you need to crunch some numbers. I would assume that battlecaster items are only useful if you can't get away with cloth+staff and need to use a different weapon+shield for example and if you'd have too much interference with those pieces otherwise. Like everything in the game it is a trade off, a decision between different benefits.
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post Jan 3 2011, 20:47
Post #4244
Darq



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Did anybody tested the effect of (IMG:[g.ehgt.org] http://g.ehgt.org/hv045/img/a/1130.png)breached defences? Is it useful like pa or do it works totally different?
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post Jan 3 2011, 20:48
Post #4245
miwabe



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QUOTE(gotei1 @ Jan 3 2011, 18:21) *

I understand all these things (the assumed make-up of the magic damage calculation). I was only wondering about two things, or maybe 3.

You speak of "1% increase in magic rating is 2% increase in damage".
- What do you regard as an 1% increase in magic rating? Do you mean an increase of +1 magic rating?
- Where does that 2% come from - how do we know such a thing?
Magic rating gets calculated against Barrier rating.
- If this is true, then 1% barrier rating is 2% decrease in incoming damage, and 1wis is 1%. But this would get you to 100% damage reduction at 100wisdom, which doesn't make sense, so I must assume that a monster's magic rating increases with it's level in order to prevent that.

If it looks like that:
Magic damage modifier=attacker magic rating - defender barrier rating
Magic damage modifier=(1+INT*1.5+WIS*0.5) - (1+END*1.5+WIS*0.5)
to have 1% yield 2% increase and to make it into a factor, you need:
Magic damage modifier=(1+ 2*(1+INT*1.5+WIS*0.5)/100 - 2*(1+END*1.5+WIS*0.5)/100)
Magic damage modifier=(1+ (2+INT*3+WIS)/100 - (2+END*3+WIS)/100)

That's the calculation we have. At some point (for example at 100wisdom for the defender but 0wisdom/int for the attacker) the whole factor simply becomes 0. So there must be a mechanism to prevent that from happening. One such mechanism is that the use of barrier and magic rating both depend on how much barrier and magic rating the enemy has. But this then means that we can't know how useful 1% magic rating really is - because the effect will depend on the barrier rating of the opponent, which we simply don't know.
I don't see how we can say that our magic rating increases our damage by x%, indepent of who our opponent is. All the other factors (EDB, MDM, etc) are much easier to use, because they don't have that dependence.

I think these are my three questions. I hope you can understand what I mean.


1. A 1% increase in magic rating would be, for example, going from 500 to 505.

2. The 2% comes from people who have experimented, such as using fox gear to increase their magic rating and seeing how much more damage they do. This is a fair approximation, but almost certainly not entirely true. I've been meaning to test this personally, but given that it requires changing equipment, it's harder than testing the effect of infusions.

3. No, it would mean that having 50% more barrier rating than the attacker's magic rating would negate all magic damage (i.e. having 300 barrier rating against an attacker with 200 magic rating). However, as we do not actually know the true effect magic rating and barrier rating have on damage, we cannot say if this is true (and it probably isn't).

Magic rating and barrier rating don't have a multiplier, but instead are used to calculate the base magic damage in a way that has not been given to us. Thus, we can only compare two different setups to see the change in magic damage between them.


QUOTE
Did anybody tested the effect of breached defences? Is it useful like pa or do it works totally different?


I believe it was posted somewhere, but it causes a much smaller reduction in defense than PA, and is not nearly as useful.

This post has been edited by miwabe: Jan 3 2011, 20:51
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post Jan 3 2011, 20:58
Post #4246
hgbdd



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QUOTE(Darq @ Jan 3 2011, 18:47) *

Did anybody tested the effect of (IMG:[g.ehgt.org] http://g.ehgt.org/hv045/img/a/1130.png)breached defences? Is it useful like pa or do it works totally different?
It was posted somewhere like miwabe said, IIRC Breached Defence reduce 5 Shield/barrier rating points, really not significant.
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post Jan 3 2011, 21:22
Post #4247
goblinhun7er



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Thank you, miwabe. So everything we have is speculation based on information from a hard to measure environment, i.e. no precise conclusion as to the use of intellect for magic damage can be drawn at this point in time. I was delighted to see the discussion involve int, but unfortunately reality often isn't as bright as it first seems. Now I can be at peace on returning to my way of ignoring int bonuses from equipment completely in my damage calculations. (That last sentence was a struggle... and I feel illiterate and insignificant)
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post Jan 3 2011, 23:56
Post #4248
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It's been bugging me for a while : how to improve Aura Rank ?
I put 1 AP in Focused Aura (which allows me to improve them), but the only thing which I was able to do with my aura point (after dinging 60 lvl) was releasing the last grey aura.
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post Jan 4 2011, 00:02
Post #4249
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QUOTE(HNTI @ Jan 3 2011, 15:56) *

It's been bugging me for a while : how to improve Aura Rank ?
I put 1 AP in Focused Aura (which allows me to improve them), but the only thing which I was able to do with my aura point (after dinging 60 lvl) was releasing the last grey aura.

You can only put a second rank into an aura that you have active at that time. I've tried upping my Aura rank on one that I wasn't using at the time and it wouldn't upgrade it, but it allowed me to upgrade the ones that I had active..
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post Jan 4 2011, 18:33
Post #4250
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What is a good EDB for Mjollnir/Surtr staffs? Anybody know the cap?
I haven't been paying them much attention since I prefer Destruction ones.
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post Jan 4 2011, 18:46
Post #4251
HNTI



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Is there any benefit(for a mage) of Staff Proficiency ?

QUOTE
Fires a basic magic missile against the target. Free to cast. Affected by Elemental Proficiency but does not increase it. In recent iterations of Hentai Verse, however, when this spell cast with a Staff weapon, it has a chance to improve the user's Staff Proficiency.


Even plain Magic Missile doesn't seem to have any benefits from it, but increases it (IMG:[invalid] style_emoticons/default/sleep.gif).

This post has been edited by HNTI: Jan 4 2011, 19:32
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post Jan 4 2011, 18:50
Post #4252
marcho



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Staff proff increases the chance of coalesced mana / channeling

Also, as with all proficiencies, increases the stats you gain from its respective equipment type.
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post Jan 4 2011, 18:50
Post #4253
hgbdd



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QUOTE(HNTI @ Jan 4 2011, 16:46) *

Is there any benefits(for a mage) of Staff Proficiency ?
Even plain Magic Missile doesn't seem to have any benefits from it, but increases it (IMG:[invalid] style_emoticons/default/sleep.gif).
It increase the stats of the staff, 250 proficiency increase +25% and I would call that a benefit.
2nd it raises CM chance to proc.
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post Jan 5 2011, 04:24
Post #4254
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i have 2 staves
Fair Redwood Staff of the Ox and Superior Redwood Staff of Destruction

I have been playing around with elec magic (almost maxed out rank one) and was wondering if it was worth leveling up the first staff as it has a 2 turn 32% proc (but only like lvl 33) or if i should just stick with the second one(much higher lvl) ad the over all stats seem to be better, but it has a lower proc rate. I'm so low a level right now that I need the proc to stay afloat mana wise.

I switched to mage already because it seems much faster than mele and i'm not having any problems clearing arenas at this point. I can also get to about the same length in my grindfest and item worlds, which i do on cake for leveling.
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post Jan 5 2011, 04:25
Post #4255
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neither are worth leveling, because you will eventually use ebony or katalox staves. Because of their better damage output by having EDM.

Also ethertheft is nice, but not essential.

edit 2: you are better off usng staff 2. Because it has a much higher MDM.

This post has been edited by hyl: Jan 5 2011, 04:29
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post Jan 5 2011, 04:56
Post #4256
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QUOTE(Rei-Tenshi @ Jan 4 2011, 10:33) *

What is a good EDB for Mjollnir/Surtr staffs? Anybody know the cap?
I haven't been paying them much attention since I prefer Destruction ones.

Mid-20s would be about the best you could expect at your level. Maybe a little higher if it's a good "quality" staff with really high EDB and bad other stats.

This post has been edited by hitokiri84: Jan 5 2011, 04:57
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post Jan 5 2011, 10:21
Post #4257
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QUOTE(Drewman522 @ Jan 5 2011, 10:24) *


ox suffix for staff... it exist?
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post Jan 5 2011, 10:27
Post #4258
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QUOTE(hentai_fusion @ Jan 5 2011, 16:21) *

ox suffix for staff... it exist?

He probably meant Fox
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post Jan 5 2011, 19:22
Post #4259
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What is everything that increases spell damage?

I already know that the damage bonus for equipment in the element of spells you are using boosts the damage output, but what else increases damage output?

For example, does high Elemental proficiency increase elemental spell damage?
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post Jan 5 2011, 19:26
Post #4260
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QUOTE(cmdct @ Jan 2 2011, 21:37) *

It was already posted in this thread already...
+1% increase in magic rating is like +2% magic damage.
(magic damage)*(1+ prof/200)*(1+mdm/100)*A

In case the spell is elec, A is something involving elec rating, and elec damage bonus, but we don't know yet how exactly they work, but for me I consider as if it is (1+elec rating/100)*(1+elec damage bonus/100)

Sometime ago I did some test observing the dark damage (I currently have +27% rating, +85.5% edb) I would do on average vs +dark infusion (which increase 50% dark rating) and it appeared to me, rating and edb were actually separated, but miwabe posted somewhere that his observations showed the contrary. So no final conclusion about that part yet.
Once I cap the forbidden proficiency, I'll reset my HV stat's data and test it again.

for the formula
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