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post Jan 18 2015, 13:00
Post #61561
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QUOTE(colosseum_guy @ Jan 18 2015, 12:57) *

FYI It seems that I experienced a change of the so-called "base" turns shown by comparison script......
Yeah near lv267.

Well, I guess it can't calculate it precisely, but just compute it from the actual duration and level.
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post Jan 18 2015, 13:09
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QUOTE(colosseum_guy @ Jan 18 2015, 03:11) *

Questions about power armor.
(IMG:[i.imgur.com] http://i.imgur.com/EWrV6op.png)
Yay, I completely forgot the knowledge about raw ADB vs PABs (IMG:[invalid] style_emoticons/default/rolleyes.gif) .
Also we have better PMI/MMI+Elec Mit vs more END too.
Which one would you prefer and why?
May need multiple opinions.

the one on the left. all the difference in stats are almost negligible, and lower ADB can be partly compensated by bigger in STR and DEX. only problem would be BUR, but it's not like 2 points will be a big problem...

QUOTE(TygerTyger @ Jan 18 2015, 11:21) *

Was pretty cheap iirc.

yet, holy EDB is quite low... how much did it cost, if i can ask?
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post Jan 18 2015, 13:53
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How to determine base stats before forging?
I have upgraded a piece 8 times and have no idea what it was like in the beginning.

After reading the wiki I have no idea what is that "factor" in upgrade section
it is rising from 1 on 1 upgrade to 133 on 100 upgrades but I am pretty sure it is not flat
percentage added. I remember reading about it being some logarithmic like function.
Is there any approximation data available?

This post has been edited by Tenrag: Jan 18 2015, 13:56
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post Jan 18 2015, 13:56
Post #61564
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QUOTE(Tenrag @ Jan 18 2015, 12:53) *

How to determine base stats before forging?

After reading the wiki I have no idea what is that "factor" in upgrade section
it is rising from 1 on 1 upgrade to 133 on 100 upgrades but I am pretty sure it is not flat
percentage added. I remember reading about it being some logarithmic like function.
Is there any approximation data available?

HV Equipment Comparison. Press T.
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post Jan 18 2015, 13:58
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QUOTE(Dan31 @ Jan 18 2015, 19:00) *

Well, I guess it can't calculate it precisely, but just compute it from the actual duration and level.


I wonder what it uses to calculate the base. Unlike the other attributes that show the base upon mouseover, the proc duration does not have one.

Anyway, it seems to me that PA % and duration are pretty important. (not sure whether % or duration is more important). I guess that the Expected number of turns to proc PA = 1/PA%. And as long as that is < duration, the rapier should be fine... right? In a previous example, there was one rapier which was 19% and 6 turns (at my level). ie, E(turns to proc PA) = 5.26, which means the chance of stacking that is really pretty iffy.

These currently rapiers of slaughter available on auction don't seem to grab my eye: Exquisite Demonic Rapier of Slaughter and Magnificent Shocking Rapier of Slaughter. Good WD but PA 20%/4 turns and 19%/4 means I would normally expect not to be able to stack PA. Does this analysis make sense?

So, I'm looking into my own drop inventory instead. Does this Exquisite Rapier of Slaughter look suitable for use, at least until something better drops post 0.82? Much poorer WD, but PA 25%/4turns means I have even chance for PA to stack.

Why are rapiers preferred over axes? Does piercing damage vs slashing damage matter at all? Is Bleeding Wound so bad?
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post Jan 18 2015, 14:12
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QUOTE(Tenrag @ Jan 18 2015, 19:53) *

How to determine base stats before forging?
I have upgraded a piece 8 times and have no idea what it was like in the beginning.

After reading the wiki I have no idea what is that "factor" in upgrade section
it is rising from 1 on 1 upgrade to 133 on 100 upgrades but I am pretty sure it is not flat
percentage added. I remember reading about it being some logarithmic like function.
Is there any approximation data available?


I believe this factor to be multiplied against the level 0 base to determine the level N base. So, at level 0, it is 1 multipled by level 0 base, leaving it unchanged. That means that ADB base improves by 66% at 100 forges, and other base improve by 35% at 50 forges.

I look at wolfram alpha [www.wolframalpha.com] ADB/MDB and [www.wolframalpha.com] Non-ADB/MDB to get an approximation. Select the real valued plot.

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post Jan 18 2015, 14:43
Post #61567
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what attributes are considered more crucial when picking an offhand weapon in a DW build?

rapier as the main hand. I am unsure about shortsword or wakizashi as the 2nd. the former has higher ADB while the latter has higher parry chance.

This post has been edited by coreguy: Jan 18 2015, 14:43
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post Jan 18 2015, 14:55
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QUOTE(coreguy @ Jan 18 2015, 13:43) *

rapier as the main hand. I am unsure about shortsword or wakizashi as the 2nd. the former has higher ADB while the latter has higher parry chance.

i'd say waki. the lack in ADB doesn't really matter for an offhand (since it would be halved anyways), and as you said wakis have better overall stats; also, since wakis already have little burden to begin with, it isn't mandatory to find an ethereal one so if you want - let's say - the cure boost, pick a hallowed waki rather than a hallowed rapier

QUOTE(coreguy @ Jan 18 2015, 13:43) *

what attributes are considered more crucial when picking an offhand weapon in a DW build?

i guess accuracy (for offhand strike), DEX (for various reasons), AGI (for evade) and parry
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post Jan 18 2015, 15:18
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QUOTE(Scremaz @ Jan 18 2015, 13:55) *

i'd say waki. the lack in ADB doesn't really matter for an offhand (since it would be halved anyways), and as you said wakis have better overall stats; also, since wakis already have little burden to begin with, it isn't mandatory to find an ethereal one so if you want - let's say - the cure boost, pick a hallowed waki rather than a hallowed rapier
i guess accuracy (for offhand strike), DEX (for various reasons), AGI (for evade) and parry


Thanks. I will go with waki. It is better in all four attributes you mentioned here, especially parry and accuracy.
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post Jan 18 2015, 16:00
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Hello Guys (IMG:[invalid] style_emoticons/default/smile.gif)

Can anyone give me some advice on how to increase forge level (cheap way)

thanks
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post Jan 18 2015, 16:41
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QUOTE(mozilla browser @ Jan 18 2015, 04:58) *
Is Bleeding Wound so bad?

yes.
I think it's meant to save turns, by building many stacks of it & leave wounded mobs to die on its own. But the effectivity of mobs' attack isn't affected by the wound so 'waiting them to die by themselves' isn't good, better to kill faster with pa.
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post Jan 18 2015, 16:42
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Twinpost

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post Jan 18 2015, 16:46
Post #61573
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QUOTE(mozilla browser @ Jan 18 2015, 12:58) *

Why are rapiers preferred over axes? Does piercing damage vs slashing damage matter at all? Is Bleeding Wound so bad?

One stack of PA is more effective than 5 stacks of Bleeding.

QUOTE(xcaliber9999 @ Jan 18 2015, 15:00) *

Hello Guys (IMG:[invalid] style_emoticons/default/smile.gif)

Can anyone give me some advice on how to increase forge level (cheap way)

thanks

Maybe grab some low quality prof cottons and forge the prof? Low Grade Cloth is worth 100c and prof bindings are quite cheap. Salvage at the end to get some materials back.

This post has been edited by Dan31: Jan 18 2015, 16:52
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post Jan 18 2015, 16:49
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QUOTE(xcaliber9999 @ Jan 18 2015, 15:00) *

Can anyone give me some advice on how to increase forge level (cheap way)

take some gears, forge the first five levels and then salvage them. repeat.
it will be quite a slow run though...

QUOTE(Dead-ed @ Jan 18 2015, 15:41) *

yes.
I think it's meant to save turns, by building many stacks of it & leave wounded mobs to die on its own. But the effectivity of mobs' attack isn't affected by the wound so 'waiting them to die by themselves' isn't good, better to kill faster with pa.

i guess it too. it's not a bad idea, it's only bad implemented. with a more powerful effect it will surely be good
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post Jan 18 2015, 17:03
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QUOTE(Dan31 @ Jan 18 2015, 20:16) *

Maybe grab some low quality prof cottons and forge the prof? Low Grade Cloth is worth 100c and prof bindings are quite cheap. Salvage at the end to get some materials back.


QUOTE(Scremaz @ Jan 18 2015, 20:19) *

take some gears, forge the first five levels and then salvage them. repeat.
it will be quite a slow run though...



Ok but won't salvage the item reduce the level back ?

This post has been edited by xcaliber9999: Jan 18 2015, 17:04
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post Jan 18 2015, 17:10
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QUOTE(xcaliber9999 @ Jan 18 2015, 16:03) *

Ok but won't salvage the item reduce the level back ?

not anymore, since patch 0.8-0.81 or somewhere near. it will still give you back only 90% of items though, so better not choose expensive materials.
oh, and catalysts are always lost, so don't go for something that requires robust, vibrant and so on

[edit]: as for bindings: since first 5 levels are binding-free, you will earn back 0.9*(forge_level - 5), even with gears forged prior to those patches

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post Jan 18 2015, 17:15
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QUOTE(Scremaz @ Jan 18 2015, 20:40) *

not anymore, since patch 0.8-0.81 or somewhere near. it will still give you back only 90% of items though, so better not choose expensive materials.
oh, and catalysts are always lost, so don't go for something that requires robust, vibrant and so on


I see. Well I am trying this on some crude/average cotton gears. which require wispy catalyst and low grade cloths for first 5 lvl. Then I am salvaging them

It worked first time but its not working anymore for some wired reason. the forge lvl remain same.
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post Jan 18 2015, 17:21
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i always imagine forging Leg Leather can boost your forge lvl pretty quickly. especially, when forge exp is somewhat related to "cost". though, those cata cost is going to be expensive & non-recoverable. (IMG:[invalid] style_emoticons/default/heh.gif)

some quick math:

Leg Leather cost 10k
12 upgradable slots * 5 "free" upgrades = 60 upgrades = 5580exp (@93exp/upgrade)
(6 MG Leather @400c + Robust Cata @2500c) @60 upgrades = 294,000c
So essentially, you're spending 304kc for 5580 exp. or ~54.48c/exp

Mag Leather cost 5k
12 upgradable slots * 5 "free" upgrades = 60 upgrades = 2820exp (@47exp/upgrade)
(2 LG Leather @150c + 4 MG Leather @400c + Regular Cata @2500c) @60 upgrades = 264,000c
269kc for 2820exp. or ~95.39c/exp

of course, if you factor in the 90% return of salvage mats, the cost per exp will be much lower.
Leg = 131,600c in return mats 129,600c in MG mats + 1 HG Leather@2000c => ~30.89c/exp
Mag = 104,600c in return mats => ~58.29c/exp.

This post has been edited by malkatmp: Jan 18 2015, 17:35
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post Jan 18 2015, 17:23
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QUOTE(xcaliber9999 @ Jan 18 2015, 16:15) *

I see. Well I am trying this on some crude/average cotton gears. which require wispy catalyst and low grade cloths for first 5 lvl. Then I am salvaging them

It worked first time but its not working anymore for some wired reason. the forge lvl remain same.

Please explain in more details? What is your forge level?

BTW, I've just checked on the wiki, and bindings don't give forge exp, so you should just forge the first 5 levels like you did.
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post Jan 18 2015, 17:36
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QUOTE(Dan31 @ Jan 18 2015, 20:53) *

Please explain in more details? What is your forge level?

BTW, I've just checked on the wiki, and bindings don't give forge exp, so you should just forge the first 5 levels like you did.


Current forge lvl - 13 (853/3500)

So should I keep on forging gears till 1st 5 lvl ? And what about salvage ? should I keep the forged gears and continue forging with a new gear or salvage them and repeat ?


----------------------------------------------------------------------------------------------------

QUOTE(malkatmp @ Jan 18 2015, 20:51) *

i always imagine forging Leg Leather can boost your forge lvl pretty quickly. especially, when forge exp is somewhat related to "cost". though, those cata cost is going to be expensive & non-recoverable. (IMG:[invalid] style_emoticons/default/heh.gif)

some quick math:

Leg Leather cost 10k
12 upgradable slots * 5 "free" upgrades = 60 upgrades = 5580exp (@93exp/upgrade)
(6 MG Leather @400c + Robust Cata @2500c) @60 upgrades = 294,000c
So essentially, you're spending 304kc for 5580 exp. or ~54.48c/exp

Mag Leather cost 5k
12 upgradable slots * 5 "free" upgrades = 60 upgrades = 2820exp (@47exp/upgrade)
(2 LG Leather @150c + 4 MG Leather @400c + Regular Cata @2500c) @60 upgrades = 264,000c
269kc for 2820exp. or ~95.39c/exp

of course, if you factor in the 90% return of salvage mats, the cost per exp will be much lower.
Leg = 131,600c in return mats 129,600c in MG mats + 1 HG Leather@2000c => ~30.89c/exp
Mag = 104,600c in return mats => ~58.29c/exp.


Honestly I am not so good when it comes to calculation so you tell me which one is the better route the leg leather or Mag leather ^^;

This post has been edited by xcaliber9999: Jan 18 2015, 17:40
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