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post Feb 15 2011, 06:34
Post #5181
hybras



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n125, I was a little sarcastic, but you are a melee player, you know exactly what i mean. Just hold 1 2 3 4 5 respectively until the monster dies...

Since a staff hits for crappo damage. It'll take a long time. Intended btw, you don't want to speed up the process because when you enter deeper in IW, there's more monsters hitting you back. Oh, you might want to train your cloth armor proficiency while you train staff proficiency at the same time.


Why?

Because cake on flimsy doesn't hit hard. It's ALL PART OF THE PLAN.
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post Feb 15 2011, 06:42
Post #5182
hybras



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QUOTE(Golden Sun @ Feb 15 2011, 12:24) *

That's not it. Everything was post-capped. They still maintain their previous values. My club has 28% but is capped at 25%. Bob's club had 40% but is capped at 25%.


http://hentaiverse.org/pages/showequip.php...;key=919e707cc8

Uh oh, when I equip it, it says 26% proc chance on my right hand equipment status.

I broke the internet?

It's post-nerf also.

POST-nerf.

EDIT: Sorry for the double post. I forgot I was the last person to post when I was searching for my 26% buggy thing. My inventory is large.

This post has been edited by hybras: Feb 15 2011, 06:43
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post Feb 15 2011, 06:48
Post #5183
buktore



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QUOTE(Golden Sun @ Feb 15 2011, 11:24) *

That's not it. Everything was post-capped. They still maintain their previous values. My club has 28% but is capped at 25%. Bob's club had 40% but is capped at 25%.


Thanks for an elaborated descriptions of "the change to the system" that I didn't really care to explain in details, since the effect is the same anyway, IE: pre-nerfed can have their proc up to 30% in the latest patch.

This post has been edited by buktore: Feb 15 2011, 06:49
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post Feb 15 2011, 06:55
Post #5184
grumpymal



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Detailed explanation:
All equipment maintain their original base procs. When Tenboro put a hard limit on their proc chance/duration, it did not change the base -- the caps are applied AFTER scaling. In the last update, all he had to do was change the cap, therefore making it work retroactively for all equipment the cap applied to. There was also an unintended(?) consequence when he later fixed a bug with this that resulted in ALL two-handers having their proc caps adjusted instead of just maces.
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post Feb 15 2011, 07:10
Post #5185
hybras



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In a sense, from what you are saying, equipment with higher 25% proc is now again, droppable. Except they won't have more than 25% effect even if they say it's higher than 25%.

Not talking about pre-nerf.


Am I wrong???


Nvm, thinking it over, I still think I'm crazy. But I still don't understand why my post-nerf katana has higher than 25% proc.

This post has been edited by hybras: Feb 15 2011, 07:15
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post Feb 15 2011, 07:39
Post #5186
purng



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As Tenboro Wrote.
CODE
-- Katana: removed +AGI bonus; increased +STR bonus from (2,14) to (5, 25); increased Bleed damage from (10,20) to (15,25)


Maybe, You got a bug katana. Lucky! (IMG:[invalid] style_emoticons/default/smile.gif) (IMG:[invalid] style_emoticons/default/smile.gif)
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post Feb 15 2011, 09:01
Post #5187
grumpymal



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QUOTE(hybras @ Feb 15 2011, 00:10) *

In a sense, from what you are saying, equipment with higher 25% proc is now again, droppable. Except they won't have more than 25% effect even if they say it's higher than 25%.

Not talking about pre-nerf.
Am I wrong???


Nvm, thinking it over, I still think I'm crazy. But I still don't understand why my post-nerf katana has higher than 25% proc.

Looking at the EID of your katana, it looks pre-nerf to me.
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post Feb 15 2011, 09:27
Post #5188
hybras



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(Going back many many many historical records in my credit history)

...

(smacks himself in the face so fucking hard that his face swells 2X it's normal size)

I mixed it up with a different katana that was also another 25%, that one I got it as a drop. (My own drop)

Yes, the 26% was a pre-nerf. I had to scroll through my history.
...

My bad.


2010-03-16 07:50 -3723
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EDIT:

I've been doing so many stupid mistakes that I should refrain using the forum for a day or two.... I've been staying awake for too long. The mid-terms make me stressed so I play hentaiverse to let off steam. Then that leads to me not thinking straight....

This post has been edited by hybras: Feb 15 2011, 09:29
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post Feb 15 2011, 09:47
Post #5189
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QUOTE(hitokiri84 @ Feb 15 2011, 04:45) *

Demon-Fiend has to be pretty excellent to beat good fox gear. For example, I get more damage from this fox robe than this demon-fiend robe, despite it being pretty good.


i discovered that last night... all fox gear with only two good piece does same avg damage as my heaven sent with 4 good pieces

prof or edb equip beats fox only if they have good prof/damage AND good pab
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post Feb 15 2011, 10:24
Post #5190
4EverLost



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QUOTE(hitokiri84 @ Feb 15 2011, 03:45) *

Approximately. A crappy battlecaster piece with low INT and WIS but excellent MDM is still better than most fox and demon-fiend gear. Demon-Fiend has to be pretty excellent to beat good fox gear. For example, I get more damage from this fox robe than this demon-fiend robe, despite it being pretty good.


ok, that gives me a better idea. I haven't done many damage comparisons with fox/demon equipment so a good equation where you can pop in different numbers would be nice to have. Or maybe something in stats where you can pop out a total + MDM for a given piece of armor.

I tried going with a full fox setup a few times and wasn't happy with my damage.

ok here is a question, 4 different helms that i could use in my D-F setup. what would you use and why?

Fine Gossamer Cap of the Demon-fiend L262 - FP 22.91 (int 6.67 wis 5.00) low Proficiency, avg int/wis
Average Gossamer Cap of the Demon-fiend L282 - FP 40.64 (int 1.78 wis 3.56) great FP but low int
Fine Gossamer Cap of the Fox L252 - int 12.89 maybe if it had close to 20 int
Fair Kevlar Helmet of the Battlecaster L253 - MDM 6.40% - MAB 6.73 (4.04 int/wis) if this was a little better then I think this would be best.
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post Feb 15 2011, 10:41
Post #5191
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I'm not sure. None of those are particularly appealing to me. If your cloth proficiency is fairly high, I would go with one of the two demon-fiend caps.


Also, after some calculations and testing, I have extreme doubts that the posted damage equation is correct.
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post Feb 15 2011, 10:53
Post #5192
4EverLost



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QUOTE(hitokiri84 @ Feb 15 2011, 08:41) *

I'm not sure. None of those are particularly appealing to me. If your cloth proficiency is fairly high, I would go with one of the two demon-fiend caps.


that's because you have nice stuff and i use shit (IMG:[invalid] style_emoticons/default/tongue.gif) Cloth armor 257.50 Light armor 98.42. Guess I'll keep using the 40% until I get lucky and find something better.

QUOTE
Also, after some calculations and testing, I have extreme doubts that the posted damage equation is correct.


well that is too bad
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post Feb 15 2011, 13:12
Post #5193
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QUOTE
Thanks for an elaborated descriptions of "the change to the system" that I didn't really care to explain in details, since the effect is the same anyway, IE: pre-nerfed can have their proc up to 30% in the latest patch.

One handed weapons have been recapped. Check Bob's weapon description again.
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post Feb 15 2011, 13:21
Post #5194
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QUOTE(Golden Sun @ Feb 15 2011, 18:12) *

One handed weapons have been recapped. Check Bob's weapon description again.


Heh, it sure did. My statement's still correct, however. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Feb 15 2011, 13:24
Post #5195
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QUOTE
Heh, it sure did. My statement's still correct, however.

You're being unreasonable.
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post Feb 15 2011, 15:45
Post #5196
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I've been wondering. Just when/how is fox gear good for maging? I don't see how an extra say 10 int makes up for the missing 20+ proficiency. Assuming you had 500 magic rating, 10 more int would be roughly 6% more damage if +1% magic rating is roughly +2% damage. 20 proficiency is 10% more damage on its own.
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post Feb 15 2011, 16:58
Post #5197
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QUOTE(ramenface @ Feb 15 2011, 14:45) *

I've been wondering. Just when/how is fox gear good for maging? I don't see how an extra say 10 int makes up for the missing 20+ proficiency. Assuming you had 500 magic rating, 10 more int would be roughly 6% more damage if +1% magic rating is roughly +2% damage. 20 proficiency is 10% more damage on its own.

We don't know, in what way Magic Rating affect damage so you cannot say it increase only by 6%. Also 20 profiency don give directly 10%, you must look at your profiency (let say you have 100 Elemental prof -> 150% and increase by 20 prof -> 160%; in this szenario it would increase your damage 6,7%)

This post has been edited by Darq: Feb 15 2011, 17:02
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post Feb 15 2011, 18:06
Post #5198
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roughly and in order of importance
MDM=EDB=INT=2*PROF
naturally every equip has int bonus so a good one has both good damage/prof and nice int bonus

when bonus sums are similar it's better to try it in arena...
try to use only MM and always the same spell with prof near capped

do alternate arenas with one set and do the rest with other set, resetting battle stats when you change set; the more rounds the better, but they need to be equal; do not use AF or use it from the start of tests

also do not increase your base attributes doing this ad try to use the same staff

then averages from hvstat give their sentences

This post has been edited by tribalspirit: Feb 15 2011, 18:12
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post Feb 15 2011, 18:43
Post #5199
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I have a question. I will soon reach level 70 and be able to use Tier 2 Fire, Cold, and Elec. I currently have about 100 APs. If I put 48 into Health and Mana Tanks, what would be a good way to use the remaining APs. I probably would also need 8 for the Aura and Item slot column, and 7 for the Scroll and Infusion column. That leaves around 37 for Elem, and Dep, spells. I would like to put 1 AP into Holy as I sometimes use that to finish off a monster. I am thinking Tier 1 and Tier 2 Fire, and Tier 2 Elec. Would it be wise to put 1 AP into Tier 2 Cold? Any thoughts would be helpful and appreciated. TIA.

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post Feb 15 2011, 19:44
Post #5200
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QUOTE(PervMeister @ Feb 15 2011, 17:43) *

I have a question. I will soon reach level 70 and be able to use Tier 2 Fire, Cold, and Elec. I currently have about 100 APs. If I put 48 into Health and Mana Tanks, what would be a good way to use the remaining APs. I probably would also need 8 for the Aura and Item slot column, and 7 for the Scroll and Infusion column. That leaves around 37 for Elem, and Dep, spells. I would like to put 1 AP into Holy as I sometimes use that to finish off a monster. I am thinking Tier 1 and Tier 2 Fire, and Tier 2 Elec. Would it be wise to put 1 AP into Tier 2 Cold? Any thoughts would be helpful and appreciated. TIA.

In my opinion you have not enougth points to have a second Element, unless you reduce some of your HP tanks (but not to many i have only 3 points in HP tanks and against Bosses or higher difficults is this a little bit dangerous). Weaken, Poison is must (Slow is also very useful). I would start with Tier 1 Elec because its cheaper but you start to get both (never forget the rating). I would not set any point in cold or wind spells unless you finish an element.

This post has been edited by Darq: Feb 15 2011, 19:46
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