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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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May 4 2011, 01:31
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xano727
Newcomer
  Group: Members
Posts: 64
Joined: 5-May 10

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experts any help?
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May 4 2011, 03:15
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(xano727 @ May 3 2011, 14:05)  FUCKING 800 Rounds!!!!! obviously i chose the wrong 2h crushing weapon
what should i do? i was able to beat ryo last night, yuki is my last of the 75 level bosses
I've never done a legendary like Yuki without Penetrated Armor, so you might try bringing a Shield+Rapier or Club+Rapier combo. PA makes a huge difference in how much damage you deal, so you should see the fight end a lot faster, even though she's resistant to Piercing.
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May 4 2011, 04:25
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xano727
Newcomer
  Group: Members
Posts: 64
Joined: 5-May 10

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ahh i dw raipers on the one weak vs them, thanks!
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May 4 2011, 07:02
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PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10

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QUOTE(sonikku2009 @ May 3 2011, 01:51)  The main problem I have with this is that I do not focus on the damage I'm taking from individual monsters, but rather the damage I receive as a whole. As a result, I only know when I'm taking hard hits. When I do glance down to see what hit me, it's usually the very monster I'm already targeting. No monster I'm actively trying to kill would last long enough for the spell to get its maximized effects. Plus, it uses mana I'm actively using to cure. 6 mana (soon 7) per cure cast is quite a bit. It's also another proficiency I'd have to focus on leveling, and I already have dual-wield (as suggested in a PM I received well before this post) and support started. (And yes, I'm cakefesting.)
You're right, if your cakefesting, Weaken's pretty much useless, since the damage there is from sheer numbers and the Mersenne Twister hating your guts. My advice comes from playing arenas at Hard and above, where small numbers of things that hit like trucks (50+ damage from customs) make Weaken absolutely necessary. But on rounds of 9x commons it won't do much. Also it doesn't prevent Mind Rapers from smacking you for 1/3rd of your health. HV STAT is pretty useful for seeing what's going on, it helps show you what's really hurting you. QUOTE(sonikku2009 @ May 3 2011, 01:51)  As a personal rule of thumb I employ in RPGs, I tend to avoid the usage of items except in emergencies. Here, an emergency would denote critical HP and no mana to cast a cure. A situation which I rarely fall into since I usually wind up dying to a critical hit with a decent amount of mana left for cures. I'm also trying to save up money for the trainer so I can better my loot drop rates and quality of loot.
Potions are cheaper than losing arenas, and Tenboro just nerfed the opportunity cost of selling them to boot. I find Average Health a better emergency heal than Cure now (but my magic rating blows). You can go longer or harder with potions, and harder does provide more credits, which compensates for the burned cheap potions. Low level melee is not sustainable over long hauls without potions and scrolls, we just don't have the mitigation or regeneration, and Cure as you've noticed just doesn't heal much without strong Curative and Divine proficiencies backing it. QUOTE(sonikku2009 @ May 3 2011, 01:51)  Not bad stuff at this level to be honest, and Protection gear/Domino bleed seems like it should work for Cakefests. This post has been edited by PK678353: May 4 2011, 07:14
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May 4 2011, 07:38
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cryomorph
Group: Gold Star Club
Posts: 4,354
Joined: 9-April 10

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Does anybody know how my current level corellates with the quality bonus to items and equips and with the drop chance?
This post has been edited by cryomorph: May 4 2011, 07:40
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May 4 2011, 11:11
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sonikku2009
Newcomer
 Group: Members
Posts: 25
Joined: 23-October 09

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QUOTE(PK678353 @ May 4 2011, 01:02)  You're right, if your cakefesting, Weaken's pretty much useless, since the damage there is from sheer numbers and the Mersenne Twister hating your guts.
I'm only cakefesting to train proficiency, not grind EXP. Proficiency gains are not affected by difficulty (at least as far as I know), so since my level is way ahead of most of my proficiencies I'm using, I'm having to do that. Though I figured out I could just spam the crap out of the spell and get proficiency that way, then either waiting for mana to recover out of battle or using the healer and paying the <100 credits to heal it and going back in. X3 Also, what's a Mersenne Twister? I haven't seen that around. QUOTE(PK678353 @ May 4 2011, 01:02)  My advice comes from playing arenas at Hard and above, where small numbers of things that hit like trucks (50+ damage from customs) make Weaken absolutely necessary. But on rounds of 9x commons it won't do much. Also it doesn't prevent Mind Rapers from smacking you for 1/3rd of your health. HV STAT is pretty useful for seeing what's going on, it helps show you what's really hurting you.
I recently downloaded that STAT thing and am finding it quite useful. I will say that I don't play on anything higher than normal simply because of the difficulty. That, and as I said before, my level currently far outweighs most of my proficiencies (light armor being the exception at 25.63). I don't need MORE experience making that ever more distant. (IMG:[ invalid] style_emoticons/default/tongue.gif) QUOTE(PK678353 @ May 4 2011, 01:02)  Potions are cheaper than losing arenas, and Tenboro just nerfed the opportunity cost of selling them to boot. I find Average Health a better emergency heal than Cure now (but my magic rating blows). You can go longer or harder with potions, and harder does provide more credits, which compensates for the burned cheap potions. Low level melee is not sustainable over long hauls without potions and scrolls, we just don't have the mitigation or regeneration, and Cure as you've noticed just doesn't heal much without strong Curative and Divine proficiencies backing it.
My curative proficiency is actually not that bad, currently 17.90. Of course, I can't do anything about divine proficiency yet, as I don't have any holy spells available for purchase. To make up for the fact that cure doesn't cure all that much, I usually just cast twice in a row. The second cast usually is a free turn. I can actually get fairly deep in item worlds (about 60-70 on a fair/average weapon on normal difficulty) before I start having problems keeping up. QUOTE(PK678353 @ May 4 2011, 01:02)  Not bad stuff at this level to be honest, and Protection gear/Domino bleed seems like it should work for Cakefests.
What about normal difficulty grindfests/item worlds/arena?
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May 4 2011, 21:54
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PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10

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QUOTE(sonikku2009 @ May 4 2011, 05:11)  I'm only cakefesting to train proficiency, not grind EXP. Proficiency gains are not affected by difficulty (at least as far as I know), so since my level is way ahead of most of my proficiencies I'm using, I'm having to do that.
Though I figured out I could just spam the crap out of the spell and get proficiency that way, then either waiting for mana to recover out of battle or using the healer and paying the <100 credits to heal it and going back in. X3
Also, what's a Mersenne Twister? I haven't seen that around.
Mersenne Twister is the random number generator HV uses. QUOTE(sonikku2009 @ May 4 2011, 05:11)  I recently downloaded that STAT thing and am finding it quite useful. I will say that I don't play on anything higher than normal simply because of the difficulty. That, and as I said before, my level currently far outweighs most of my proficiencies (light armor being the exception at 25.63). I don't need MORE experience making that ever more distant. (IMG:[ invalid] style_emoticons/default/tongue.gif) My curative proficiency is actually not that bad, currently 17.90. Of course, I can't do anything about divine proficiency yet, as I don't have any holy spells available for purchase. To make up for the fact that cure doesn't cure all that much, I usually just cast twice in a row. The second cast usually is a free turn. I can actually get fairly deep in item worlds (about 60-70 on a fair/average weapon on normal difficulty) before I start having problems keeping up. What about normal difficulty grindfests/item worlds/arena? Don't worry about those profs, the game is balanced for profs at half of level anyway (they're better than my LA and curative profs). That's why the amount you get drops sharply as you approach your level. At our level the difference is 5-10 prof points, which isn't much. (<1% extra bonus out of equipment, 1-2% better domino/offhand procs if that). Worry about it when the difference is 25+ points (or for profs that really do suck, like my <2.5 supportive prof). With your setup you should be able to take arenas up to at least Graduation and probably further on Hard or above with judicious use of Weaken and potions. I'm specced very similarly to you (more focused on STR/DEX/AGI/END though, and with solid Deprecating prof) and I tend to find Blazing Field on Hard stretches my survivability exactly as far as it can go bringing 3x Health and 2x Mana pots and a Shield Scroll. Protection gear (and absorb in general) becomes less useful as things hit harder (very high difficulties, strong custom mobs, etc), and you see people moving towards high evade/block/parry builds or AoE "dead things don't crit me" builds, and more exotic builds for things like IWBTH FSM kills. There's a guy in WTS with a bunch of dirt cheap health pots right now. I'd grab some, but I'm holding credits for an auction. This post has been edited by PK678353: May 4 2011, 21:59
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May 5 2011, 00:47
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sonikku2009
Newcomer
 Group: Members
Posts: 25
Joined: 23-October 09

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QUOTE(PK678353 @ May 4 2011, 15:54)  Don't worry about those profs, the game is balanced for profs at half of level anyway (they're better than my LA and curative profs). That's why the amount you get drops sharply as you approach your level. At our level the difference is 5-10 prof points, which isn't much. (<1% extra bonus out of equipment, 1-2% better domino/offhand procs if that). Worry about it when the difference is 25+ points (or for profs that really do suck, like my <2.5 supportive prof).
Then I have to worry about Deprecating (2.92), Supportive (3,01), and maybe dual-wield (10.22). But even then, I've seen places where 1% makes or breaks a battle. (Ever been critical hit by an enemy with a 1% crit rate in Fire Emblem that killed your guy?) QUOTE(PK678353 @ May 4 2011, 15:54)  With your setup you should be able to take arenas up to at least Graduation and probably further on Hard or above with judicious use of Weaken and potions. I'm specced very similarly to you (more focused on STR/DEX/AGI/END though, and with solid Deprecating prof) and I tend to find Blazing Field on Hard stretches my survivability exactly as far as it can go bringing 3x Health and 2x Mana pots and a Shield Scroll.
Protection gear (and absorb in general) becomes less useful as things hit harder (very high difficulties, strong custom mobs, etc), and you see people moving towards high evade/block/parry builds or AoE "dead things don't crit me" builds, and more exotic builds for things like IWBTH FSM kills.
I can stand weaken, and I can stand pots, but scrolls... I have very few of those. For ones that grant Shield, I have 6 Shielding and 1 Avatar. And I even have a single Scroll of Life. I got a PM from someone well before anyone responded on here, and I was advised to move my stat builds to greater STR/DEX, moderate END/AGI, and minimal INT/WIS. So I'm doing END/AGI every 2 STR/DEX and INT/WIS every 2 END/AGI. So when protection becomes crap, what types of gear should I keep my eyes out for? I don't have ANY prof in heavy, cloth, or shield, so buying completely new sets of armor could be a greater hindrance to me. QUOTE(PK678353 @ May 4 2011, 15:54)  There's a guy in WTS with a bunch of dirt cheap health pots right now. I'd grab some, but I'm holding credits for an auction.
I'll find him and see what I can procure, if anything. Thanks for the tip.
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May 5 2011, 00:57
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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I wouldn't let any stat fall more than 10 behind the rest until you hit level 100 and decide to go balanced or hard int/wis or str/dex. You're going to want the HP, aspd, and mana you get from your current secondary stats (str/dex being your primary)
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May 5 2011, 01:22
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sonikku2009
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 Group: Members
Posts: 25
Joined: 23-October 09

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If I would have continued playing without visiting this thread, I probably would have stayed 100% balanced in all attributes. Whether or not that's bad for a melee here is not known to me.
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May 5 2011, 05:28
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PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10

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Couple of Item World/Grindfest questions.
I know there's a loot quality bonus for IW/Grindfest, but is it flat or does it depend on how many rounds in you are?
The other is the difference between Fine/Superior/Exquisite+ IWs. How much harder and more rewarding are Exquisites compared to the Average and Fine IWs I'm running now?
EDIT: Is Sleep actually worth the AP, or should I stick with Weaken (already maxed) and HP/MP Tanks?
This post has been edited by PK678353: May 5 2011, 05:56
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May 5 2011, 06:07
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foolboy
Group: Members
Posts: 920
Joined: 5-May 10

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From what I heard, the spell "sleep" is useless. HP/MP Tanks should definitely have priority. weaken is useful, even one point can help you prevent from getting crit by monsters. More importantly, it builds up your deprecating proficiency.
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May 5 2011, 06:19
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HoroBoro
Lurker
Group: Recruits
Posts: 3
Joined: 8-May 09

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Hello - a few questions. First - is it viable to ignore magic? Currently my stats are as follows: Str - 27 Dex - 22 Agi - 19 End - 13 Int - 3 Wis - 6 I was planning to take the following path: Str = 2*end = 2*wis = 2*int. Leveling dex when cost ~= 3/4 Str, and Agi when cost ~= 1/3 Str. Also, does int affect the power of cure spells, buff spells, and debuff spells? I'm guessing the answer probably is yes. Finally, which weapon/weapons should I use and which should I sell? Base stats are as follows: Longsword Level: 12 -> 0 Attack Damage Multiplier: 14.69 Attack Accuracy Bonus: 7.2 Attack Critical Bonus: 3.99 Burden: 16.13 Interference: 11.2 STR: 0.4 DEX: 0.7 Proc Damage: 21 Esotoic Level: 3 -> 0 Attack Damage Multiplier: 10.03 Attack Accuracy Bonus: 4.8 Attack Critical Bonus: 6.09 Burden: 13.1 Interference: 5.09 DEX: 1.7 AGI: 0.7 Scythe Level: 15 -> 0 Attack Damage Multiplier: 16.48 Attack Accuracy Bonus: 5.6 Attack Critical Bonus: 3.99 Burden: 19.15 Interference: 14.25 STR: 0.5 DEX: 0.8 Proc Damage: 20 Crude Short Level: 17 -> 0 Attack Damage Multiplier: 6.09 Attack Accuracy Bonus: 8 Attack Critical Bonus: 1.47 Parry Chance: 2.47 Burden: 6.55 Interference: 6.62 STR: 0.1 DEX: 1.1 Proc Damage: 9 Average short Level: 21 -> 0 Attack Damage Multiplier: 5.73 Attack Accuracy Bonus: 28 Attack Critical Bonus: 4.2 Parry Chance: 2.47 Burden: 7.05 Interference: 4.58 STR: 0.9 DEX: 0.1 Proc Damage: 15 Fair short Level: 16 -> 0 Attack Damage Multiplier: 7.89 Attack Accuracy Bonus: 24 Attack Critical Bonus: 3.57 Parry Chance: 4.45 Burden: 8.07 Interference: 5.6 STR: 0.3 DEX: 0.1 Proc Damage: 9 Club Level: 16 -> 0 Attack Damage Multiplier: 11.47 Attack Accuracy Bonus: 8 Attack Critical Bonus: 2.94 Burden: 10.08 Interference: 3.56 STR: 0.3 DEX: 0.2 I'm liking Club+Fair Short right now as it does about the same damage as Longsword with much more accuracy. This game is really addictive O_o Thanks for any and all advice (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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May 5 2011, 07:44
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PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10

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Define viable. You can certainly play without magic, but not at anything that could be called a high level. Cure is essential, Weaken is essential. If nothing else, Cure lets you turn MP regen into HP regen.
While base item stats are important, give us links next time (or both). The base stats script ignores proc % and number of turns, since % is static and number of turns is nearly impossible to scale. They're also important. I might tell you to pair up two of those shortswords to proc bleed more often, but I have no idea which has good bleed %. I'd recommend finding an axe with solid bleed stats and whatever you feel you lack for the off hand if you plan on using DW.
This post has been edited by PK678353: May 5 2011, 07:45
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May 5 2011, 10:46
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sonikku2009
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 Group: Members
Posts: 25
Joined: 23-October 09

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If you can grindfest to round 40-50, you're doing a heck of a lot better than I am. I can only 20-30 on normal. X3
You seem to be a melee character, so your armor *should* be good for now.
I would recommend trying to get a few points into HP Tank. You have a high endurance rating, so the extra 3% taken a couple ranks should help out a little. (The first one should boost your HP by 16 points, at the very least.)
How good is the spirit increase and overdrive boost? I have no points in those abilities, so I'd like to know how that's working for you.
Though take my advice with a grain of salt. I'm not the greatest player in the world on here, and there are others who may be able to give you better tips.
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May 5 2011, 10:52
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FLCLocust
Group: Catgirl Camarilla
Posts: 898
Joined: 29-June 09

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i dont like hp\mp tank coz its only maxpool...and gems doesnt heal for maxpool, they heal only for basehp, so its not important for me, will i start battle with 800hp or 600hp, in both of this situations gem will give me only 600hp, same with mana, as i know, MP tank doesnt inprove manaregen\round. And about hp, i can stay so long only because of mace, stunlock\hp drain help very much. can give u my old weapon Fine Mace of the Vampire. 140 overcharge give me 70% to meleedmg. 100 overcharge give u 50% dmg. i dont know, since i decided to dont lvlup hp/mp tank, i should to spend my abilitypoints. dunno but i think that overcharge pretty usefull... p.s. one more question, should i change all my gear to "power armor"?or mix them? This post has been edited by FLCLocust: May 5 2011, 10:58
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May 5 2011, 10:58
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(PK678353 @ May 4 2011, 20:28)  EDIT: Is Sleep actually worth the AP, or should I stick with Weaken (already maxed) and HP/MP Tanks? Sleep isn't worth picking up at your current level, but it's situationally useful at higher levels on higher difficulties. So, don't worry about it until you're at least level 100, I'd say.
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May 5 2011, 11:26
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PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10

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QUOTE(FLCLocust @ May 5 2011, 04:52)  i dont like hp\mp tank coz its only maxpool...and gems doesnt heal for maxpool, they heal only for basehp, so its not important for me, will i start battle with 800hp or 600hp, in both of this situations gem will give me only 600hp, same with mana, as i know, MP tank doesnt inprove manaregen\round. And about hp, i can stay so long only because of mace, stunlock\hp drain help very much. can give u my old weapon Fine Mace of the Vampire. 140 overcharge give me 70% to meleedmg. 100 overcharge give u 50% dmg. i dont know, since i decided to dont lvlup hp/mp tank, i should to spend my abilitypoints. dunno but i think that overcharge pretty usefull... p.s. one more question, should i change all my gear to "power armor"?or mix them? Consider that all potions heal more than 100% HP. If you have 100% of base, you'll never get all the benefit of that potion unless you're getting hit hard enough. Gems are a better example now, the man with 100% base HP never gets full benefit, some is always wasted. But someone with 130% could, and without risking death too badly either. Plus, buffer is not a bad thing. Dead guys don't get XP, or get to turn the fight around once the life drain outpaces the incoming damage. On the other hand, Overcharge boost is really the only buff melee has on that tree.
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