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post Apr 8 2014, 15:04
Post #46741
malkatmp



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QUOTE(holy_demon @ Apr 8 2014, 14:25) *

That still wouldn't make 2H useful for SG (IMG:[invalid] style_emoticons/default/duck.gif)
SG - Schoolgirls, codename for the last 3 arenas, where you will get to fight 50 to 300 bosses. You only become pro after you can clear all of them on PFUDOR (IMG:[invalid] style_emoticons/default/rolleyes.gif)



buff 2nd damage too?

so you can end up with a Mag 2000+ damage Estoc before forging & make 2H+power the ture Berserker/brute force style fighter. (IMG:[invalid] style_emoticons/default/biggrin.gif)

QUOTE(kos9494 @ Apr 8 2014, 14:54) *

New questions.

0 Burden is the main reason most people use Shade aside from the atk power it gives.

So, what's the difference between 0 burden and >70 burden?
I could see many people were struggling to lower down their burden to below 70. (IMG:[invalid] style_emoticons/default/huh.gif)


iirc, <70 (or is it 40) you get speed bonus. 70+ you'll start getting critical chance penalties
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post Apr 8 2014, 15:05
Post #46742
kos9494



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QUOTE(Owyn @ Apr 8 2014, 21:01) *

what atk? power slaughter gives much atk, not shade +_+


Shade gives second most atk power for armors, that's what I forgot to add.
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post Apr 8 2014, 15:19
Post #46743
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QUOTE(kos9494 @ Apr 8 2014, 21:54) *

New questions.

0 Burden is the main reason most people use Shade aside from the atk power it gives.

So, what's the difference between 0 burden and >70 burden?
I could see many people were struggling to lower down their burden to below 70. (IMG:[invalid] style_emoticons/default/huh.gif)


0 : No penalty
0+ : Penalty to evasion
40+ : Penalty to attack speed
70+ : Penalty to physical critical chance

Generally heavy armor users can't avoid the penalty for both evasion and attack speed unless full use of featherweight, but still can avoid the penalty for physical critical chance by lowering their natural burden under 70 (without any use of featherweight.)
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post Apr 8 2014, 15:22
Post #46744
kos9494



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QUOTE(Cats Lover @ Apr 8 2014, 21:19) *

0 : No penalty
0+ : Penalty to evasion
40+ : Penalty to attack speed
70+ : Penalty to physical critical chance

Generally heavy armor users can't avoid the penalty for both evasion and attack speed unless full use of featherweight, but still can avoid the penalty for physical critical chance by lowering their natural burden under 70 (without any use of featherweight.)


In that case Shade would be much better if you're seeking "stable" playstyle huh? (IMG:[invalid] style_emoticons/default/cool.gif)
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post Apr 8 2014, 15:23
Post #46745
LostLogia4



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QUOTE(kos9494 @ Apr 8 2014, 18:17) *

Some random forum including WTS/WTB?
Most people I saw mentioned buying/using 1H and DW. (IMG:[invalid] style_emoticons/default/ohmy.gif)
Though, more are using DW + 2H hybrid rather than raw 2H.

So, have you ever seen anyone with just 2H? (IMG:[invalid] style_emoticons/default/rolleyes.gif)
I've PMed someone who's selling his long-forged katana for 20 Megacredits, said he's changing to estoc. Cuz estoc has the penetrated armor proc.

QUOTE(EsotericSatire @ Apr 8 2014, 18:37) *
I can play on IWBTH with Ex rapier + Ex forceshield + full phase, its just really really slow to kill enemies.
60% MMI/PMI 48% evade, 38% block + 38% parry + 40% resist.

Its just really suboptimal and slow, but it somewhat works as something different.

Shade has higher attack damage, and higher defense.
QUOTE(Cats Lover @ Apr 8 2014, 19:16) *
Full phase do works, especially with high block shield.
I have a set Hallowed Rapier of Battlecaster + Force Shield + Phase of Heimdall and play as battle mage (or holy melee, whatever it is called (IMG:[invalid] style_emoticons/default/smile.gif)).
I can't do DWD with it on PFUDOR and slow when MP is insufficient, but who cares? It's really fun for me and "fighter who uses magic" is always a romance of mine. (IMG:[invalid] style_emoticons/default/laugh.gif)

Jack of all-stats defensive stats, I would say. I guess that would explain all the rages for the phase armaments.
For melee on phased armaments I would rather dual wielding a pair of hallowed rapiers, with the phase armaments elemental weapons are superior to ethereal weapons... as long as the "spell damage bonus" counts in elemental strikes, that is. and that's exactly what I wanna ask.

Either way, phased armaments are geared for elemental-specific mages, bar none. If you want speed, go for elemental-specific mage setup.
Though it's only recently that I realized that it can be used as a "magic knight" setup...

Oh, for your "holy melee" term, change that to "Holy Sword", named after Heathcliff's Unique Skill in Sword Art Online. Now hallowed rapiers are at the top of my to-hunt equip list once I've go pro, and my shop will give a detailed list of possible battle stances then.

This post has been edited by LostLogia4: Apr 8 2014, 16:10
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post Apr 8 2014, 15:33
Post #46746
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QUOTE(kos9494 @ Apr 8 2014, 22:22) *

In that case Shade would be much better if you're seeking "stable" playstyle huh? (IMG:[invalid] style_emoticons/default/cool.gif)

Yes, IMO shade is for defense, not for offense. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Apr 8 2014, 15:43
Post #46747
holy_demon



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QUOTE(Cats Lover @ Apr 8 2014, 23:33) *

Yes, IMO shade is for defense, not for offense. (IMG:[invalid] style_emoticons/default/smile.gif)


you know something is wrong with the game when light armor has better defense than heavy armor (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Apr 8 2014, 15:57
Post #46748
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QUOTE(holy_demon @ Apr 8 2014, 22:43) *

you know something is wrong with the game when light armor has better defense than heavy armor (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Well... I guess I know what you mean. (IMG:[invalid] style_emoticons/default/cool.gif) Attack power means fast kill, and fast kill means better defense.
I just generally considered from my experience about "1H Heavy vs 1H Light", "2H Heavy vs 2H Light", "DW Heavy vs DW Light", and "Niten Heavy vs Niten Light".
Except 1H (for its stun with counter-attack by block/parry, as you know), I prefer Light to Heavy on melee. This is just my opinion, of course. (IMG:[invalid] style_emoticons/default/smile.gif)

For example, I can't clear DwD on even IWBTH with DW Heavy and Niten Heavy, but I can clear DwD on PFUDOR with DW Light and Niten Light.
I can't clear Hellfest with Niten Heavy, but can clear it with Niten Light.
I can't clear Eternal Darkness on Nintendo with 2H Heavy, but can clear it with 2H Light... and so on.

FYI, my heavy set is comprised of some forged legendary power slaughter (+ legendary plate protection),
and my light set is comprised of non-forged one leg shade fleet and ex~mag shade fleet/arcanist/negation (+sometimes one leg leather protection). (IMG:[invalid] style_emoticons/default/laugh.gif)

+Edit
I forgot one leg. shade fleet recently added to the set from drop. (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by Cats Lover: Apr 8 2014, 16:09
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post Apr 8 2014, 16:12
Post #46749
LostLogia4



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QUOTE(Cats Lover @ Apr 8 2014, 21:57) *
Attack power means fast kill, and fast kill means better defense.
Offense is the best defense, so they say.

Few questions regarding Elemental Weapons:
1. Does Elemental Weapons gain double voidstrikes at max level?
2. Does the "spell damage bonus" from the phase armaments applies to melee and skills?
3. And finally, is it possible to infuse two identical elemental strikes on elemental/fully forged ethereal weapons?

This post has been edited by LostLogia4: Apr 8 2014, 16:15
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post Apr 8 2014, 16:21
Post #46750
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QUOTE(LostLogia4 @ Apr 8 2014, 16:12) *

Offense is the best defense, so they say.

Few questions regarding Elemental Weapons:
1. Does Elemental Weapons gain double voidstrikes at max level?
2. Does the "spell damage bonus" from the phase armaments applies to melee and skills?
3. And finally, is it possible to infuse two identical elemental strikes on elemental/fully forged ethereal weapons?

1. + 3.:
Nope, Elemental Weapons automagically gain Voidstrike at max level (hollowforged) + the base elemental strike. Ethereal keep the void strike + get a random elemental strike. Also you don't get any benefits from infusing the same element twice (ie. Hallowed + Divine or Ethereal/Hollowforged + Voidseeker).
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post Apr 8 2014, 16:26
Post #46751
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QUOTE(LostLogia4 @ Apr 8 2014, 23:12) *

Few questions regarding Elemental Weapons:
1. Does Elemental Weapons gain double voidstrikes at max level?

Non-prefix weapon at max level: gain void strike
elemental weapon at max level: gain void strike
ethereal weapon at max level: gain a random elemental strike
QUOTE

2. Does the "spell damage bonus" from the phase armaments applies to melee and skills?

EDB is for spell damage only, except holy's cure bonus.
QUOTE

3. And finally, is it possible to infuse two identical elemental strikes on elemental/fully forged ethereal weapons?

No, 2 elemetal strikes + 1 void strike at a time. Since the weapon has already its own elemental strike, so you can use just another infusion type to that.

This post has been edited by Cats Lover: Apr 8 2014, 16:27
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post Apr 8 2014, 16:31
Post #46752
kos9494



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QUOTE(LostLogia4 @ Apr 8 2014, 22:12) *

Offense is the best defense, so they say.


Not if u r one-shot-KO'd by mobs (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Apr 8 2014, 16:38
Post #46753
LostLogia4



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QUOTE(Cats Lover @ Apr 8 2014, 22:26) *
EDB is for spell damage only, except holy's cure bonus.
Rules out elemental melee setup, though magic knight setup still works fine.

QUOTE(Cats Lover @ Apr 8 2014, 22:26) *
No, 2 elemetal strikes + 1 void strike at a time. Since the weapon has already its own elemental strike, so you can use just another infusion type to that.
Isn't it two voidstrikes and one elemental strikes? Is it possible to infuse two extra (different) elemental infusions for a total of 3 elemental and 2 voidstrikes?
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post Apr 8 2014, 16:44
Post #46754
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QUOTE(LostLogia4 @ Apr 8 2014, 23:38) *

Rules out elemental melee setup, though magic knight setup still works fine.

Isn't it two voidstrikes and one elemental strikes? Is it possible to infuse two extra (different) elemental infusions for a total of 3 elemental and 2 voidstrikes?

No, 2 elemental strikes + 1 void strike at a time on a weapon.

main weapon's attack (void type) <- this is not void strike!
main weapon's void strike
main weapon's elemental strike

If you use DW, you can get 2 elemetal strikes + 1 void strike for each weapon, so you would get

main weapon's attack (void type)
main weapon's void strike
main weapon's elemental strike
offhand weapon's attack (void type)
offhand weapon's void strike
offhand weapon's elemental strike
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post Apr 8 2014, 16:47
Post #46755
EsotericSatire



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QUOTE(Colman @ Apr 8 2014, 00:55) *

Use magic instead of melee by that setup. (IMG:[invalid] style_emoticons/default/smile.gif) Not that slow, but the mp will run out fast.


Yeah but then there's no point of equipping a melee weapon and I can just swtich back to my staff.
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post Apr 8 2014, 16:50
Post #46756
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QUOTE(Cats Lover @ Apr 8 2014, 22:44) *
No, 2 elemental strikes + 1 void strike at a time on a weapon.

main weapon's attack (void type) <- this is not void strike!
main weapon's void strike
main weapon's elemental strike

If you use DW, you can get 2 elemetal strikes + 1 void strike for each weapon, so you would get

main weapon's attack (void type)
main weapon's void strike
main weapon's elemental strike
offhand weapon's attack (void type)
offhand weapon's void strike
offhand weapon's elemental strike
You haven't quite answered whether it's possible to infuse two (per weapon) more elemental strikes on top of these...

This post has been edited by LostLogia4: Apr 8 2014, 16:51
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post Apr 8 2014, 16:53
Post #46757
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QUOTE(LostLogia4 @ Apr 8 2014, 23:50) *

You haven't quite answered whether it's possible to infuse two (per weapon) more elemental strikes on top of these...

Oops, sorry, forgot that.

Here once again:

1 normal attack + 2 elemental strikes + 1 void strike at a time on a weapon.

main weapon's attack (void type) <- this is not void strike!
main weapon's void strike
main weapon's elemental strike
main weapon's additional elemental strike (by infusion)

If you use DW, you can get 1 normal attack + 2 elemetal strikes + 1 void strike for each weapon, so you would get

main weapon's attack (void type) <- this is not void strike!
main weapon's void strike
main weapon's elemental strike
main weapon's additional elemental strike (by infusion)
offhand weapon's attack (void type) <- this is not void strike!
offhand weapon's void strike
offhand weapon's elemental strike
offhand weapon's additional elemental strike (by infusion)

This post has been edited by Cats Lover: Apr 8 2014, 16:54
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post Apr 8 2014, 16:56
Post #46758
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For DW, is it better to go club mainhand or axe mainhand, assuming rapier offhand?
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post Apr 8 2014, 17:00
Post #46759
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QUOTE(Lunarika @ Apr 8 2014, 07:56) *

For DW, is it better to go club mainhand or axe mainhand, assuming rapier offhand?


Depends on the Axe/Club.

The one that does the most damage is best if there's a large disparity (600 vs. 900, for example). If they're close, then the Club.
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post Apr 8 2014, 17:04
Post #46760
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QUOTE(Lunarika @ Apr 8 2014, 15:56) *

For DW, is it better to go club mainhand or axe mainhand, assuming rapier offhand?

personally i prefer a club, but it really depends on you: the correct question is "do you want more power but a less effective process or a bit less power but a stun process?" if you don't know the answer yet, i suggest you to buy an axe of slaughter and a club of slaughter and see the differences (IMG:[invalid] style_emoticons/default/cool.gif)

QUOTE(LostLogia4 @ Apr 8 2014, 15:50) *

You haven't quite answered whether it's possible to infuse two (per weapon) more elemental strikes on top of these...

it's answered in wiki, subsection 'enhancements through the forge': you can add a maximum of 2 different elemental strikes; past those, if you add a different one i think it will overwrite one of the previous, while adding another of the previous will extend its duration
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