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post Jan 27 2014, 15:30
Post #43261
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QUOTE(Owyn @ Jan 27 2014, 13:36) *

Can resist of player both resist physical and magical type spells of monsters? what about evade and parry then?

Resist is for magical attacks, parry for physical ones, and evade/block for both. If a monster attack deals piercing/crushing/slashing damage, that's a physical attack, and that includes skills. In short, you can't resist a physical skill, but you can parry/evade/block it.
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post Jan 27 2014, 15:56
Post #43262
LazyShd



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Noticed the following:

Autocast 1 = Haste, Upkeep: 0.96 MP/round
Magic regen = 15.6 = 1.04 MP gained per turn , (from wiki: MP gained per turn = Magic Regen / 15)

But my mana is still decreasing slowly during battle, can someone explain how it works? I think it has something to do with: "These do not occur during any turns in which Skills, Spirit Stance, or any Items are used", but I still can not fully understand how it works.
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post Jan 27 2014, 16:07
Post #43263
Owyn



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QUOTE
Resist is for magical attacks, parry for physical ones, and evade/block for both.

QUOTE
The next magical attack against the target has a chance to be absorbed

so absorb has no chance to stop spells of monsters if their type is Physical then?
*but strangely absorb doesn't proc on normal magical attacks (of Elementals)

Physical skills seem better for monsters now...

QUOTE
If a monster attack deals piercing/crushing/slashing damage, that's a physical attack, and that includes skills.

that seems 99% wrong btw. cuz type (phys\magical) is selected at left of damage type.

This post has been edited by Owyn: Jan 27 2014, 16:17
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post Jan 27 2014, 16:26
Post #43264
Dan31



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QUOTE(Owyn @ Jan 27 2014, 15:07) *

so absorb has no chance to stop spells of monsters if their type is Physical then?

Physical skills seem better for monsters now...
that seems 99% wrong btw. cuz type (phys\magical) is selected at left of damage type.

Absorb can't stop physical attacks indeed.

Well, there are some exceptions with physical attacks being able to deal elemental damage, but crushing/slashing/piercing damage type is always physical.

Edit: Aaaand I'm wrong. You can set the attack type and damage type completely independantly. The fool that I am is learning everyday.

This post has been edited by Dan31: Jan 27 2014, 16:34
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post Jan 27 2014, 16:38
Post #43265
buktore



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All normal attacks = physical

For skill: "uses" = physical / "casts" = magical

QUOTE(buktore @ Sep 18 2012, 13:55) *

The Damage Type, or the Element of an attack, is irrelevant to whether the attack is Physical or Magical ...

... In fact, the game itself considered the 4 main melee damage type (Crush, Slash, Pierce, Void) simply as yet another type of 'Element' and treat them identically to those of the real element— it even labeled it as such internally.





Edit:: /me too slow. (IMG:[invalid] style_emoticons/default/heh.gif)

This post has been edited by buktore: Jan 27 2014, 16:39
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post Jan 27 2014, 17:50
Post #43266
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QUOTE(LazyShd @ Jan 27 2014, 14:56) *

Noticed the following:

Autocast 1 = Haste, Upkeep: 0.96 MP/round
Magic regen = 15.6 = 1.04 MP gained per turn , (from wiki: MP gained per turn = Magic Regen / 15)

But my mana is still decreasing slowly during battle, can someone explain how it works? I think it has something to do with: "These do not occur during any turns in which Skills, Spirit Stance, or any Items are used", but I still can not fully understand how it works.



That's because there's a difference between actions and turn, the mana consumption from IA is deducted for every action you take while your mana regens every turn.
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post Jan 27 2014, 18:36
Post #43267
LazyShd



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QUOTE(Oversoul @ Jan 27 2014, 19:50) *

That's because there's a difference between actions and turn, the mana consumption from IA is deducted for every action you take while your mana regens every turn.

Now it is clear. Thanks for the explanation.
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post Jan 27 2014, 19:21
Post #43268
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QUOTE(Valkrey @ Jan 27 2014, 00:15) *
FSM won't appear outside of RoB.
Wandering spaghetti for 0.79?
Deeper grindfesting increases chance to encounter higher monster classes.

QUOTE(holy_demon @ Jan 27 2014, 03:54) *
If you compare with the price jump of weapon and power slaughter/phase (from a few mil to 20-50m), that's actually cheap (IMG:[invalid] style_emoticons/default/tongue.gif)
True, but at what amounts to an extra million per percentage point, you can gain much more avoidance by spending half as much in other areas.

Does anyone know the optimal ratio of number of spell types to tier per cast to damage to mana cost? Including holy/dark imperil, if necessary.
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post Jan 27 2014, 19:45
Post #43269
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Don't know if it's been answered already but I'll still ask: is the ability "better regen" really worth it?
I mean, it increases the mana cost with barely any change in recovering health and durability. That's why I'm starting to get doubts...
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post Jan 27 2014, 19:59
Post #43270
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QUOTE(qw3rty67 @ Jan 28 2014, 01:21) *

Does anyone know the optimal ratio of number of spell types to tier per cast to damage to mana cost? Including holy/dark imperil, if necessary.


It's almost always 'the more powerful, the better'. The primary target is to kill before being killed.

QUOTE(boulay @ Jan 28 2014, 01:45) *

Don't know if it's been answered already but I'll still ask: is the ability "better regen" really worth it?
I mean, it increases the mana cost with barely any change in recovering health and durability. That's why I'm starting to get doubts...


You can try to take that ability off. The mana cost will drop by 60% but the duration and the HOT will drop by at least 40% and 50% respectively. (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by varst: Jan 27 2014, 20:02
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post Jan 27 2014, 20:10
Post #43271
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QUOTE(varst @ Jan 27 2014, 18:59) *

You can try to take that ability off. The mana cost will drop by 60% but the duration and the HOT will drop by at least 40% and 50% respectively. (IMG:[invalid] style_emoticons/default/smile.gif)


Is that so? I never noticed the increase (IMG:[invalid] style_emoticons/default/blink.gif)
Guess I'll keep it, thanks for the your quick answer (IMG:[invalid] style_emoticons/default/smile.gif)

Since I'm a 2H/heavy armor, regen costs an arm to cast, that's why I started doubting its efficiency...

This post has been edited by boulay: Jan 27 2014, 20:13
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post Jan 27 2014, 20:21
Post #43272
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QUOTE(varst @ Jan 27 2014, 18:59) *

QUOTE(boulay @ Jan 27 2014, 18:45) *

Don't know if it's been answered already but I'll still ask: is the ability "better regen" really worth it?
I mean, it increases the mana cost with barely any change in recovering health and durability. That's why I'm starting to get doubts...

You can try to take that ability off. The mana cost will drop by 60% but the duration and the HOT will drop by at least 40% and 50% respectively. (IMG:[invalid] style_emoticons/default/smile.gif)

i've tried at my level (that has the same Regen tier of yours), and i found that without the ability slotted it restores 202HP for 24 turns; with the slot instead it restores 627HP for 61 turns; the exact amount is due also to your base health as explained in wiki.
also keep in mind that if you call it through channelling effect it costs only 1 MP and the duration is doubled... it requires many AP but it undoubtly has an utility...
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post Jan 27 2014, 20:30
Post #43273
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Around 500hp for me (IMG:[invalid] style_emoticons/default/smile.gif)
I try to cast it with channeling but, since the effect appears quite randomly, I have to cast it without it sometimes. Also, 61 turns isn't much unless you can kill monsters with two or three shots (one if you're lucky). It doesn't last many rounds during arenas...
Relatively speaking, heartseeker is the way worse: 281 mp to cast it, I do it only with channeling (IMG:[invalid] style_emoticons/default/dry.gif)

This post has been edited by boulay: Jan 27 2014, 20:35
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post Jan 27 2014, 20:41
Post #43274
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QUOTE(boulay @ Jan 28 2014, 04:45) *

Don't know if it's been answered already but I'll still ask: is the ability "better regen" really worth it?
I mean, it increases the mana cost with barely any change in recovering health and durability. That's why I'm starting to get doubts...


If you multiple the HoT with the duration and divide by cost (so you have total health healed per mana spent), you'd realise as you spend level up the ability, The problem is, when your regen is strong enough, you'll pretty much spend 50% of the time with full health, and all those healing will just go to waste, and when you do get damaged, do you will have to cast Cure anyway. Mana spent per turns gets worse, so higher level of "better regen" will drain more MP

However, unless you're running schoolgirls or hellfest (neither is possible for you at your level), mana shouldn't be a problem at all, so there's no point not to raise better regen for the extra security. When you get to the 300 mark, then you should keep raising "better regen" until you could do those runs with 1 cure per 3-4 regen cycle. Any more and you wouldn't get any benefit from withholding its level.
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post Jan 27 2014, 20:46
Post #43275
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QUOTE(boulay @ Jan 28 2014, 05:30) *

Relatively speaking, heartseeker is the way worse: 281 mp to cast it, I do it only with channeling (IMG:[invalid] style_emoticons/default/dry.gif)


Heartseeker pretty much raises your overall damage by 75%. So if you're not casting it, your run will last 75% longer, and you will use 75% more mana for other buffs. Not to mention, longer rounds will lead to monster getting more magic/spirit attacks on you, forcing you to use more cure. And channelling is very random, sometimes you can get 3 within 10 turns, sometimes you can go for 50 rounds without seeing one.
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post Jan 27 2014, 21:17
Post #43276
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another useful trick is to spam haste when possible, either via mp (but for a heavy it also has a relevant cost) or scroll of switness: it has the effect to speed your actions per turn thus giving you more control on the actions of monsters
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post Jan 27 2014, 21:49
Post #43277
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Oh god I'm giving 2H mace a try and I can't even make it through PFUDOR IW and flee with no mp/sp left, and 210 casts of cure :/ Longsword/estoc is even worse. I pretty much gave early after burning through 4 mp pot in the first 20 rounds just to keep myself alive.

On the other hand, I breezed through it with 1h, 5 mana pots, 3 spirit pot used and 3 casts of cure...

The nerf on 2H is way too harsh. All it'd be ever good for is hell arena (IMG:[invalid] style_emoticons/default/sleep.gif) (I'm feeling kinda lucky now that I lost the 4m bid on mace 2 weeks ago...)

This post has been edited by holy_demon: Jan 27 2014, 21:54
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post Jan 27 2014, 21:52
Post #43278
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QUOTE(holy_demon @ Jan 27 2014, 20:49) *

Oh god I'm giving 2H mace a try and I can't even make it through PFUDOR IW and flee with no mp/sp left, and 210 casts of cure :/ Longsword/estoc is even worse. I pretty much gave early after burning through 4 mp pot in the first 20 rounds just to keep myself alive.

On the other hand, I breezed through it with 1h, 5 mana pots, 3 spirit pot used and 3 casts of cure...

The nerf on 2H is way too harsh. All it'd be ever good for is hell arena (IMG:[invalid] style_emoticons/default/sleep.gif)

never done more than 10 levels of PFUDOR IW but the stats of the equips?

This post has been edited by Scremaz: Jan 27 2014, 21:53
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post Jan 27 2014, 21:57
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QUOTE(holy_demon @ Jan 27 2014, 22:49) *

Oh god I'm giving 2H mace a try and I can't even make it through PFUDOR IW and flee with no mp/sp left, and 210 casts of cure :/ Longsword/estoc is even worse. I pretty much gave early after burning through 4 mp pot in the first 20 rounds just to keep myself alive.

On the other hand, I breezed through it with 1h, 5 mana pots, 3 spirit pot used and 3 casts of cure...

The nerf on 2H is way too harsh. All it'd be ever good for is hell arena (IMG:[invalid] style_emoticons/default/sleep.gif)


Tell me about it... I was a 2H Estoc player any only managed pfudor IW or arenas but spamming Great Cleave, Rending Blow, Shatterstrike at the start of every round, praying I killed 5+ monsters before the stun ran out. Even then I was using cure all the time. I recently tried out 1H and force shield and hated it... it's way too slow! The best alternative I've found is DW with a mace and rapier. Using that, spirit stance for bonus damage and infusions for extra elemental hits I can really comfortably do pfudor arenas and only struggle a little on pfudor IW. I've not yet decided if I like the club or rapier on the offhand - I think I had better results with the rapier even though I have a club of balance and rapier of slaughter >_> (not ideal but it's almost impossible to find a mag+ rapier of balance and club of slaughter!)
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post Jan 27 2014, 21:59
Post #43280
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QUOTE(Scremaz @ Jan 28 2014, 06:52) *

never done more than 10 levels of PFUDOR IW but the stats of the equips?


Both with full ex power slaughter (all 3PAB, sup+ ADB), and exq eth mace of slaughter/rapier of slaughter (both 3PAB, but the mace is ex-2 ADB and the rapier is Sup ADB)
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