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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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May 29 2014, 17:25
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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QUOTE(Cats Lover @ May 30 2014, 01:21)  FYI in current version 2H Power is suicidal even with 100x forged leg. estoc at 426 lv. Just try to do with Shade - probably with 20+ forged leg (agile) shade fleet/SD like jenga if someone want to test 2H. (IMG:[ invalid] style_emoticons/default/smile.gif) With that sort of money, might as well just play mage (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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May 29 2014, 17:39
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LostLogia4
Group: Gold Star Club
Posts: 2,716
Joined: 4-June 11

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QUOTE(Colman @ May 29 2014, 22:44)  They used to be 2H fighters in older version. Like Protocol-tan... here's the info I digged... QUOTE(danixxx @ May 13 2014, 00:25)  QUOTE(Rei-Tenshi @ May 13 2014, 00:19)  QUOTE(Colman @ May 12 2014, 21:16)  Mage have been nerfed many many times in the past and mage still overpower melee for a large margin, showing how broken HV is. Not really. People seem to forget the days when HTTP managed to clear the much-longer (200 rounds) IWBTH IWs of the older days in 5-10 mins. Most mages couldn't even clear half that. And that was during the days when spells had no cooldown and unlimited range. You could add about melees with 98-99% PMI. There used to be higher PMI from END, plus the broken Protection spell. Now the mitigation stats was capped to 80%... QUOTE(holy_demon @ May 29 2014, 23:25)  With that sort of money, might as well just play mage (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Except that expensive equips can't be easily be sold for credits, and even if you do, you probably wouldn't get good enough legendary staff and phase armaments go get by. This post has been edited by LostLogia4: May 29 2014, 17:42
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May 29 2014, 18:04
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(LostLogia4 @ May 29 2014, 23:39)  You could add about melees with 98-99% PMI.There used to be higher PMI from END, plus the broken Protection spell. Now the mitigation stats was capped to 80%...
PMI can go over 80% (tested and confirmed recently). The 80% cap is for the PMI from END and AGI . With full set of plate of protection, PMI can easily to go over 80%. However, it is too weak again magic and kill too slow; thus make its (plate's) high PMI useless in PF. edit: grammar mistake. This post has been edited by Colman: May 29 2014, 18:07
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May 29 2014, 18:24
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malkatmp
Group: Gold Star Club
Posts: 4,102
Joined: 30-April 12

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QUOTE(Colman @ May 29 2014, 18:04)  PMI can go over 80% (tested and confirmed recently). The 80% cap is for the PMI from END and AGI . With full set of plate of protection, PMI can easily to go over 80%. However, it is too weak again magic and kill too slow; thus make its (plate's) high PMI useless in PF.
edit: grammar mistake.
just curious, like what kind of plate of protection, Mmax+ PMI? though, theoretically, can 90+%PMI be achieved any more, or does it required all peerless plate of protection + max forged? though, i'd imagine Mmax+ PMI leather protection can easily get 70% PMI? maybe even mid-high 70ish (?!) which is actually better because there's a lot more evade & resist. This post has been edited by malkatmp: May 29 2014, 18:26
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May 29 2014, 18:26
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kos9494
Group: Members
Posts: 837
Joined: 12-September 12

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Another small question on IW again. I was lucky enough to get 2 levels of Juggernaut on these leggings after the first IWBTH run (kay, ~70 rounds of PFUDOR IW takes way longer time unlike ~60), then another 2 in the 2nd and 3rd. On the next two runs, I got another 2 levels of Elecproof. So on the next run, what's the chance of getting Lv.5 Juggernaut? QUOTE Additional levels of potency are more likely to level up existing ones rather than give new ones (50% chance) So based on this, I'd assume that it's either 1/4 (25% Juggernaut, 25% Elecproof and 50% new potency) or 1/3 if the chance is distributed equally to each existing potency and non-existing one (1/3 for Juggernaut, 1/3 for Elecproof and 1/3 for a new potency)? Sir jenga's method is really handy. (IMG:[ invalid] style_emoticons/default/biggrin.gif) This post has been edited by kos9494: May 29 2014, 18:42
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May 29 2014, 18:28
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zen_zen
Group: Gold Star Club
Posts: 2,177
Joined: 20-June 11

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QUOTE(LeFlame-Befoe @ May 29 2014, 04:31)  You're making this hard on me... I've got 110k on hand so I'm gonna look around the stores for a mace with better crit... which is the other thing I was looking at in the mace I linked, although I didn't think about the monsters being unable to dodge.
Ah, you prefer accuracy over raw thumping power - I've thought the same way when I tried playing DW with balance weapons only; nice accuracy but it felt like I was tickling the mob to death, slowly. (IMG:[ invalid] style_emoticons/default/smile.gif) Anyway, if you want to try the mace out for a while, pm and I'll lend it to you.
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May 29 2014, 18:34
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malkatmp
Group: Gold Star Club
Posts: 4,102
Joined: 30-April 12

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QUOTE(kos9494 @ May 29 2014, 18:26)  Another small question on IW again. I was lucky enough to get 2 levels of Juggernaut in the first IWBTH run (kay, ~70 rounds of PFUDOR IW takes way longer time unlike ~60), then another 2 in the 3rd and 4th run. On the next two runs, I got another 2 levels of Elecproof. So on the next run, what's the chance of getting Lv.5 Juggernaut? So based on this, I'd assume that it's either 1/4 (25% Juggernaut, 25% Elecproof and 50% new potency) or 1/3 if the chance is distributed equally to each existing potency and non-existing one (1/3 for Juggernaut, 1/3 for Elecproof and 1/3 for a new potency)? Sir jenga's method is really handy. (IMG:[ invalid] style_emoticons/default/biggrin.gif) imo, if you're trying to sink in that much resource (time + shards) to get lv5 juggernaut, you might as well get VV first. it's cheaper & you get more hp. also, unless IWTBH vs PF time difference is <5mins, i wouldn't bother doing IW on PF. though, probably it's because i really hate doing IWs. (IMG:[ invalid] style_emoticons/default/duck.gif)
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May 29 2014, 18:43
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(malkatmp @ May 30 2014, 00:24)  just curious, like what kind of plate of protection, Mmax+ PMI? though, theoretically, can 90+%PMI be achieved any more, or does it required all peerless plate of protection + max forged?
though, i'd imagine Mmax+ PMI leather protection can easily get 70% PMI? maybe even mid-high 70ish (?!) which is actually better because there's a lot more evade & resist.
I dun really looked close to the PMI range. I used 1 piece of Leg plate with some forge and 4 random piece of mag plate of protection. For 90% PMI.......you need to understand that 90% PMI is not 1.125x of the 80% PMI, it is double or another 50% PMI. Perhaps lv 450+ players with forged plate can achieve it. BTW, 10B may have another cap on final PMI and I cannot be sure. This post has been edited by Colman: May 29 2014, 18:45
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May 29 2014, 18:50
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kos9494
Group: Members
Posts: 837
Joined: 12-September 12

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QUOTE(malkatmp @ May 30 2014, 00:34)  imo, if you're trying to sink in that much resource (time + shards) to get lv5 juggernaut, you might as well get VV first. it's cheaper & you get more hp. also, unless IWTBH vs PF time difference is <5mins, i wouldn't bother doing IW on PF. though, probably it's because i really hate doing IWs. (IMG:[ invalid] style_emoticons/default/duck.gif) Actually if you have a good start (2 levels Juggernaut in first run) it's almost a sure that you can get at least Lv.4 Lv.3 when the piece is maxed. The odds of getting Lv.4 Juggernaut on my helmet is relatively high too since it's still at Lv.4. ('Kay I admit, I spent 6 shards which means I only managed to get 2 starting levels of Juggernaut on 4th attempt, which I spent ~1 hour on it.) Lv.4 Juggernaut on all 5 armors = 5 x 8% = 40% of HP (with increased amount of Cure heals?) VV = 25% (amount of Cure heals is still fixed?) IIRC, VV does increase the amount of your max HP but it doesn't increase the regeneration amount of Cure, Health Potion, and Regen. (IMG:[ invalid] style_emoticons/default/biggrin.gif) This post has been edited by kos9494: May 29 2014, 18:56
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May 29 2014, 18:59
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Ermahferkinggerd
Newcomer
 Group: Recruits
Posts: 18
Joined: 23-December 13

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Ok, so I don't know why I only just found out about battle items and how to use them, but holy shit is that a huge improvement battle efficiency-wise!
I managed to beat the arena I was stuck at with EASE cause my greater health pot carried me so hard.
Is it worth continuously using greater/heroic health pots and mana pots in order to grind exp on higher difficulties like battletoads+ ?
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May 29 2014, 19:02
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Kazetenshi
Group: Members
Posts: 314
Joined: 8-August 12

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QUOTE(Ermahferkinggerd @ May 29 2014, 09:59)  Ok, so I don't know why I only just found out about battle items and how to use them, but holy shit is that a huge improvement battle efficiency-wise!
I managed to beat the arena I was stuck at with EASE cause my greater health pot carried me so hard.
Is it worth continuously using greater/heroic health pots and mana pots in order to grind exp on higher difficulties like battletoads+ ?
Yes, you'll reach the point where you won't ever run out of Heroic potions. I'll send you a few to get you started (IMG:[ invalid] style_emoticons/default/smile.gif)
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May 29 2014, 19:02
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(Ermahferkinggerd @ May 29 2014, 18:59)  Is it worth continuously using greater/heroic health pots and mana pots in order to grind exp on higher difficulties like battletoads+ ?
yes, it it. also, don't worry about consuming them because they are the most common drop out there...
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May 29 2014, 19:04
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Ermahferkinggerd
Newcomer
 Group: Recruits
Posts: 18
Joined: 23-December 13

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Thanks Kazetenshi for the pots, even though I still had about 20 of each and I keep replenishing them. Also just found out I can only use them once per arena, not sure about grindfest but I reckon you can only use one of each battle item per battle mode. Even if so, wish I had found out about this sooner since it makes my mana much easier to maintain hehe. Edit: Damn, 500 heroic mana & health pots + 250 spirit pots! (IMG:[ invalid] style_emoticons/default/ohmy.gif) Don't think I'll be running out of pots anytime soon haha. Question about the spirit stat though.. I've kinda been neglecting it since I don't see much use of it. My spirit capacity is only 103 atm but I read somewhere that Spirit mode reduces mana cost of all spells by half and increases damage done by 100%, is that right? This post has been edited by Ermahferkinggerd: May 29 2014, 19:07
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May 29 2014, 19:20
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Cats Lover
Group: Gold Star Club
Posts: 2,800
Joined: 18-April 13

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doublepost
This post has been edited by Cats Lover: May 29 2014, 19:31
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May 29 2014, 19:29
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Cats Lover
Group: Gold Star Club
Posts: 2,800
Joined: 18-April 13

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QUOTE(malkatmp @ May 30 2014, 01:24)  just curious, like what kind of plate of protection, Mmax+ PMI? though, theoretically, can 90+%PMI be achieved any more, or does it required all peerless plate of protection + max forged?
though, i'd imagine Mmax+ PMI leather protection can easily get 70% PMI? maybe even mid-high 70ish (?!) which is actually better because there's a lot more evade & resist.
Quick calculation for assuming 1H Heavy. (IMG:[ invalid] style_emoticons/default/smile.gif) Lv 500, peerless plate protections (unforged), AGI 700, END 1050 PMI from stats = 0.608696, PMI from 5 peerless plate protection = 0.626398 Total PMI = 85.3808% Lv 500, peerless palte protections (x50 forged to both PMI and END), AGI 700, END 1210 PMI from stats = 0.634146, PMI from 5 peerless plate protection = 0.749002 Total PMI = 90.8171% QUOTE(kos9494 @ May 30 2014, 01:50)  Lv.4 Juggernaut on all 5 armors = 5 x 8% = 40% of HP (with increased amount of Cure heals?) VV = 25% (amount of Cure heals is still fixed?) IIRC, VV does increase the amount of your max HP but it doesn't increase the regeneration amount of Cure, Health Potion, and Regen. (IMG:[ invalid] style_emoticons/default/biggrin.gif) Yes, total HP and HP Boost do not affect to healing amount of Cure and Regen. And VV and HP Boost from Juggernaut and HP Tank abiliy. Juggernaut bonus is added to HP Boost, while VV multiplies 1.25 to total HP itself. 1. Assuming you have base HP = 10000, HP Boost = 100% so Total HP = 10000 * 2(HP Boost 100%) = 20000. 1) 5 Juggernaut * all 5 = 5 * 10% = 50% that makes HP Boost = 100+50=150% Total HP = 10000 * 2.5 (HP Boost 150%) = 25000 2) VV Total HP = 10000 * 2 (HP Boost 100%) * 1.25 (VV) = 25000 2. Assuming you have base HP = 10000, HP Boost = 150% so Total HP = 10000 * 2.5 (HP Boost 150%) = 25000. 1) 5 Juggernaut * all 5 = 5 * 10% = 50% that makes HP Boost = 150+50=200% Total HP = 10000 * 3 (HP Boost 200%) = 30000 2) VV Total HP = 10000 * 2.5 (HP Boost 150%) * 1.25 (VV) = 31250 This post has been edited by Cats Lover: May 29 2014, 19:31
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May 29 2014, 19:35
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kos9494
Group: Members
Posts: 837
Joined: 12-September 12

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QUOTE(Cats Lover @ May 30 2014, 01:29)  Quick calculation for assuming 1H Heavy. (IMG:[ invalid] style_emoticons/default/smile.gif) Yes, total HP and HP Boost do not affect to healing amount of Cure and Regen. And VV and HP Boost from Juggernaut and HP Tank abiliy. Juggernaut bonus is added to HP Boost, while VV multiplies 1.25 to total HP itself. 1. Assuming you have base HP = 10000, HP Boost = 100% so Total HP = 10000 * 2(HP Boost 100%) = 20000. 1) 5 Juggernaut * all 5 = 5 * 10% = 50% that makes HP Boost = 100+50=150% Total HP = 10000 * 2.5 (HP Boost 150%) = 25000 2) VV Total HP = 10000 * 2 (HP Boost 100%) * 1.25 (VV) = 25000 2. Assuming you have base HP = 10000, HP Boost = 150% so Total HP = 10000 * 2.5 (HP Boost 150%) = 25000. 1) 5 Juggernaut * all 5 = 5 * 10% = 50% that makes HP Boost = 150+50=200% Total HP = 10000 * 3 (HP Boost 200%) = 30000 2) VV Total HP = 10000 * 2.5 (HP Boost 150%) * 1.25 (VV) = 31250 So Juggernaut, HP Tank and VV alike do not actually increase the amount of Cure eh. (IMG:[ invalid] style_emoticons/default/faint.gif) But I heard it somewhere the heal amount of HP potions do get affected somehow (not like I'm still using HP potions at this stage though (IMG:[ invalid] style_emoticons/default/heh.gif)). This post has been edited by kos9494: May 29 2014, 19:37
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May 29 2014, 19:53
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Koaen
Group: Catgirl Camarilla
Posts: 2,225
Joined: 7-April 12

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QUOTE(kos9494 @ May 29 2014, 13:35)  So Juggernaut, HP Tank and VV alike do not actually increase the amount of Cure eh. (IMG:[ invalid] style_emoticons/default/faint.gif) But I heard it somewhere the heal amount of HP potions do get affected somehow (not like I'm still using HP potions at this stage though (IMG:[ invalid] style_emoticons/default/heh.gif)). Taken from the wiki; Base health restored = (base_health * AP / 100) * (1 + holy EDB / 100) All of those HP perks and potencies do not affect base health, so they won't increase cure power.
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May 29 2014, 19:55
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Koaen
Group: Catgirl Camarilla
Posts: 2,225
Joined: 7-April 12

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QUOTE(Cats Lover @ May 29 2014, 13:29)  Quick calculation for assuming 1H Heavy. (IMG:[ invalid] style_emoticons/default/smile.gif) Lv 500, peerless plate protections (unforged), AGI 700, END 1050 PMI from stats = 0.608696, PMI from 5 peerless plate protection = 0.626398 Total PMI = 85.3808% Lv 500, peerless palte protections (x50 forged to both PMI and END), AGI 700, END 1210 PMI from stats = 0.634146, PMI from 5 peerless plate protection = 0.749002 Total PMI = 90.8171% What about with the protection buff? Seems like with fully forged Lmax stuff and protection, PMI could get up to 90%ish. Does your mathematica support that?
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