 |
 |
 |
Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
|
Feb 1 2015, 19:35
|
DamienCash
Group: Gold Star Club
Posts: 241
Joined: 14-October 13

|
QUOTE(Superlatanium @ Feb 1 2015, 11:49)  Rapiers don't become extremely useful until it takes 7+ turns to kill a single average monster - Penetrated Armor won't start having a big effect until around then. If you aren't intent on PFUDOR you can get by on a different weapon, of Slaughter, most likely an axe (ethereal) for significantly more base damage. http://ehwiki.org/wiki/EquipmentWith 1h you have 1, 2, or 3 potential stuns per turn anyway, each of which are significantly more likely to proc on being attacked than a club's is on hit - don't worry about a Stun weapon, since most monsters will be stunned most of the time anyway. Since heavy armor has lots of burden, your bonus attack speed is significantly reduced, eventually down to 0. Wakizashi also has very low weapon damage, so it's not a good choice. For 1h, block is everything: when you block, you have a good chance of counter-attack, which guarantees a stun for a few turns. The equipment with the highest block is Force Shield by a significant margin, so for 1h, a force shield is necessary for effective play. Suffix isn't incredibly important but I'd prefer Protection because physical attacks are the vast majority. If you want to be different simply for the sake of being different, then why are you asking for advice from "Ask the Experts" on how to be effective? (IMG:[ invalid] style_emoticons/default/rolleyes.gif) I can accept an Axe. Rapiers aren't aesthetically appealing (read: practical) weapons in my mind, so I actively avoid them in most games I play. Even though HV doesn't have character sprites or anything, I would like to ignore rapiers anyway. The Wakizashi bit was generally to satisfy my curiosity. I forgot about the nuances of Counter-Attack. Surely enough, a weapon-based Stun proc is redundant/useless. Thank you for the image demonstration. How significant is the Slaughter suffix' damage boost? How do the other suffixes stack up to that damage boost? Slaughter applies to both normal and counter-attacks, a major reason to use Slaughter. What about Nimble to increase counter-attack chance or Balance to reduce the number of wasted (missed) attacks? As for why I'm here if I'm trying to be different, an expert would have the knowledge and experience to back a particular playstyle or quash another. More information always helps, especially since I don't have the capital or time to test every build for myself. If nothing else, I enjoy reading people's opinions on why something does or does not work.
|
|
|
|
 |
|
Feb 1 2015, 19:42
|
coreguy
Group: Members
Posts: 119
Joined: 15-May 12

|
|
|
|
Feb 1 2015, 19:53
|
dracolich85
Group: Members
Posts: 393
Joined: 4-February 10

|
QUOTE(coreguy @ Feb 1 2015, 19:42)  How could this happen? 8 potencies?
It was IWed before patch 0.80.
|
|
|
|
 |
|
Feb 1 2015, 19:53
|
Superlatanium
Group: Gold Star Club
Posts: 7,641
Joined: 27-November 13

|
QUOTE(DamienCash @ Feb 1 2015, 11:35)  How significant is the Slaughter suffix' damage boost? How do the other suffixes stack up to that damage boost? Slaughter applies to both normal and counter-attacks, a major reason to use Slaughter. What about Nimble to increase counter-attack chance or Balance to reduce the number of wasted (missed) attacks? It depends on how much attack damage you already have. For instance, if you have a whole bunch of Power Slaughter equips already, adding even more flat damage with a Slaughter weapon doesn't help quite as much as when you're using plate armor or non-slaughter power. Slaughter is still the best, though if you think you want to mix in a Plate or two for more defense to survive the difficulty you like playing at, go for it. m118w11 did the math a little bit ago showing that Slaughter is significantly better than the other options on weapons. Another reason rapiers are highly valued is that they already have a very good chance to parry ( -> counter attack), unlike most other weapon types - so adding Nimble as well is unnecessary. If you want to use a Nimble something, you can, but you'll be giving up clearing speed for defense.
|
|
|
|
 |
|
Feb 1 2015, 20:05
|
Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12

|
QUOTE(DamienCash @ Feb 1 2015, 18:35)  I can accept an Axe. Rapiers aren't aesthetically appealing (read: practical) weapons in my mind, so I actively avoid them in most games I play. Even though HV doesn't have character sprites or anything, I would like to ignore rapiers anyway. The Wakizashi bit was generally to satisfy my curiosity.
I forgot about the nuances of Counter-Attack. Surely enough, a weapon-based Stun proc is redundant/useless. Thank you for the image demonstration.
How significant is the Slaughter suffix' damage boost? How do the other suffixes stack up to that damage boost? Slaughter applies to both normal and counter-attacks, a major reason to use Slaughter. What about Nimble to increase counter-attack chance or Balance to reduce the number of wasted (missed) attacks?
As for why I'm here if I'm trying to be different, an expert would have the knowledge and experience to back a particular playstyle or quash another. More information always helps, especially since I don't have the capital or time to test every build for myself. If nothing else, I enjoy reading people's opinions on why something does or does not work.
Try a rapier, and then try anything else, counting the number of turns it takes to defeat a monster each time. The difference in effectiveness should be apparent at high difficulty (or even medium difficulty). Penetrated Armor is just really good. Slaughter is probably the best choice for a main hand weapon, since you can forge it to lvl 5 without needing any special material (unlike power armor), and it can be boosted further with Butcher IW potencies (which is +2% attack per level, applied to the forged value). Nimble is a more defensive option. Balance is a cheap alternative to slaughter with more variations of power. QUOTE(coreguy @ Feb 1 2015, 18:42)  Rename it "I am Captain Planet" or something. This post has been edited by Dan31: Feb 1 2015, 20:08
|
|
|
|
 |
|
Feb 1 2015, 21:03
|
tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

|
QUOTE(Superlatanium @ Feb 1 2015, 21:02)  This is incorrect. "Power" refers to a damage multiplier. You know how heavy armor users often have the most trouble with Sprites and Celestials? That's because their SP attacks have 150 and 120 power, and their MP attacks have 100 and 80 power, compared to the usual power of 100 for SP and 50 for MP (second attack). SP attacks always require 100 SP, and MP attacks always require 50 MP, no matter what - they are not variables. If Sprites SP attacks required 150% SP then they'd never use them (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Makes sense. QUOTE(mozilla browser @ Feb 1 2015, 21:35)  -snip-
You're playing the most efficient way (Imperil Mage), and your Stats & Set are also good. Which Hath perks do you have? You can try out the "x2 Prof Factor" build for some variation. It has more defense: namely, much lower mana cost and more cast speed than full phase build (it's good for GF, RoB and the last 3 Arenas)
|
|
|
|
 |
|
Feb 1 2015, 21:28
|
nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

|
the problem with mage is low defense and high cast duration of spells, but at the same time its aoe. 1h has 2times better defense, block, up to almost 2 times faster cast duration and finally counter stuns which also reduce amount of attacks in few times. So 1h is more solid, but at the same time its much longer, because its mostly solo damage. For good mage style you need very fast clear or lower difficulty. At least as i know.
|
|
|
Feb 2 2015, 09:15
|
coreguy
Group: Members
Posts: 119
Joined: 15-May 12

|
Is overpower useful for an offhand waki? I guess ss should be the best along with fatality for offhand, right?
|
|
|
Feb 2 2015, 09:53
|
Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

|
QUOTE(coreguy @ Feb 2 2015, 15:15)  Is overpower useful for an offhand waki? I guess ss should be the best along with fatality for offhand, right?
Overpower is very useful for both DW and 2H. I rank it higher than other potencies. This post has been edited by Colman: Feb 2 2015, 09:53
|
|
|
|
 |
|
Feb 2 2015, 11:01
|
m118w11
Group: Gold Star Club
Posts: 1,323
Joined: 7-March 11

|
QUOTE(Colman @ Feb 2 2015, 09:53)  Overpower is very useful for both DW and 2H. I rank it higher than other potencies.
By my estimate, level 5 potencies are worth around 3% more damage for every melee (on average), estimated for ~level 400 (ie. max heartseeker, max chance for procs): Swift Strike (non easily quantifiable strength) Butcher: ~1.5% (1H, upgraded full slaughter) ~2% (1H, other power) ~2.7% (Shade DW), ~3% (Shade Ninten/2H) Fatality: 2.9%-3.4% (little variation with minimal-maximum crit damage, and normal-really high crit chance) Overpower: 2.7%-3.1%* (estimating that the average monster has 13% parry, ie. 7 upgrades in dispersion) *If you use a fighting style that utilities stun, this greatly reduces the strength of overpower (to near zero) so avoid aiming for overpower with a stunny style. So really, it isn't a big issue which one you get (except overpower isn't so good with stuns).
|
|
|
|
 |
|
Feb 2 2015, 12:44
|
Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

|
QUOTE(m118w11 @ Feb 2 2015, 17:01)  By my estimate, level 5 potencies are worth around 3% more damage for every melee (on average), estimated for ~level 400 (ie. max heartseeker, max chance for procs):
Swift Strike (non easily quantifiable strength) Butcher: ~1.5% (1H, upgraded full slaughter) ~2% (1H, other power) ~2.7% (Shade DW), ~3% (Shade Ninten/2H) Fatality: 2.9%-3.4% (little variation with minimal-maximum crit damage, and normal-really high crit chance) Overpower: 2.7%-3.1%* (estimating that the average monster has 13% parry, ie. 7 upgrades in dispersion)
*If you use a fighting style that utilities stun, this greatly reduces the strength of overpower (to near zero) so avoid aiming for overpower with a stunny style.
So really, it isn't a big issue which one you get (except overpower isn't so good with stuns).
Damage-wise, your calculation is rather precise. If you also consider weapon's prof (PA/bleeding), you will find the different is greater, especially for DW. BTW, DW/2H are not useful right now. Hope thing will change in near future. Or I will stay inactive for a long while.
|
|
|
|
 |
|
Feb 2 2015, 12:53
|
showoff
Group: Gold Star Club
Posts: 3,778
Joined: 31-December 14

|
I would like to ask how to calculate stamina spend? Wiki says QUOTE There are two main ways that stamina is used up It is consumed at the end of every battle round at the following rates: Battle Modes Stamina per Round Round per Stamina Status Great Normal Great Normal All Others 0.04 0.02 25 50 Random Encounter 0.04 0.02 25 50
But what is the "round" using in the formula? Is it same as turn we always say? Can anyone give me an example explain about that? I'm very confuse about it since my maths is so bad...
|
|
|
|
 |
|
Feb 2 2015, 13:10
|
Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

|
QUOTE(showoff @ Feb 2 2015, 11:53)  I would like to ask how to calculate stamina spend? Wiki says
But what is the "round" using in the formula? Is it same as turn we always say? Can anyone give me an example explain about that? I'm very confuse about it since my maths is so bad...
round is when a new batch of mobs are spawned: RE/RoBs is always one round; first arena is 5 rounds; last arena is 150 rounds; GF is 1000 rounds and so on [edit]: fixed a typo that may lead others to think i'm a perverted boobie fan (IMG:[ invalid] style_emoticons/default/duck.gif) This post has been edited by Scremaz: Feb 2 2015, 13:51
|
|
|
|
 |
|
Feb 2 2015, 13:20
|
dracolich85
Group: Members
Posts: 393
Joined: 4-February 10

|
QUOTE(Scremaz @ Feb 2 2015, 13:10)  round is when a new batch of bobs are spawned: RE/RoBs is always one round; first arena is 5 rounds; last arena is 150 rounds; GF is 1000 rounds and so on
I read that as boobs. (IMG:[ invalid] style_emoticons/default/laugh.gif)
|
|
|
Feb 2 2015, 13:50
|
Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

|
QUOTE(dracolich85 @ Feb 2 2015, 12:20)  I read that as boobs. (IMG:[ invalid] style_emoticons/default/laugh.gif) doh, i wanted to write 'mobs' but i was also thinking about a nice girl i saw yesterday evening, so maybe we can see it as a mob with boobs (IMG:[ invalid] style_emoticons/default/biggrin.gif)
|
|
|
|
 |
|
Feb 2 2015, 14:14
|
nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

|
(IMG:[ invalid] style_emoticons/default/smile.gif) Yep. So we lose 1 stamina for 25 rounds if we have 80+ (and also double amount of exp) or for 50 rounds with 80-. You can also notice there is no difference in exp for mixed mode like 85-->75 with high arena first and low at the end, because its always same amount exp per stamina, but with 80+ you ll get it 2x faster. So its much better for leveling. 60-80 range is better for gold farming, because loot is same, but amount of rounds is bigger.
|
|
|
|
 |
|
Feb 2 2015, 14:56
|
showoff
Group: Gold Star Club
Posts: 3,778
Joined: 31-December 14

|
QUOTE(Scremaz @ Feb 2 2015, 11:10)  round is when a new batch of mobs are spawned: RE/RoBs is always one round; first arena is 5 rounds; last arena is 150 rounds; GF is 1000 rounds and so on [edit]: fixed a typo that may lead others to think i'm a perverted boobie fan (IMG:[ invalid] style_emoticons/default/duck.gif) But I don't know why my stamina is deducted by 4 after finished "The Trio and the Tree" which is 100 rounds, isn't it should be 100*0.02=2?I misunderstand the great stamina means the round number... That's why I always calculated wrong.... QUOTE(nec1986 @ Feb 2 2015, 12:14)  (IMG:[ invalid] style_emoticons/default/smile.gif) Yep. So we lose 1 stamina for 25 rounds if we have 80+ (and also double amount of exp) or for 50 rounds with 80-. You can also notice there is no difference in exp for mixed mode like 85-->75 with high arena first and low at the end, because its always same amount exp per stamina, but with 80+ you ll get it 2x faster. So its much better for leveling. 60-80 range is better for gold farming, because loot is same, but amount of rounds is bigger. How to allocate 24 stamina per day if we have limit time? This post has been edited by showoff: Feb 2 2015, 15:03
|
|
|
|
 |
|
Feb 2 2015, 15:00
|
nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

|
QUOTE(showoff @ Feb 2 2015, 15:56)  But I don't know why my stamina is deducted by 4 after finished "The Trio and the Tree" which is 100 rounds, isn't it should be 100*0.02=2?
You had great state of stamina (80+), so its 100*0.04=4. Or you did mistake with a-b-c pony choice.
|
|
|
|
 |
|
|
 |
|
Feb 2 2015, 15:14
|
nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

|
if you need exp than late arenas on high difficulty. It gives near maximum amount (i tried pf fest, so it gives even a bit more, but its much longer). After few you ll have less than half and can just farm low diff for arena clear/artifact and token chance. Also do FSM rob for noodle.
Atm you get very decent increase per each lvl with stats/scaling/proficiency, so its better dont think much about credits. As i remember i could increase diff each week just because leveling.
This post has been edited by nec1986: Feb 2 2015, 15:16
|
|
|
2 User(s) are reading this topic (2 Guests and 0 Anonymous Users)
0 Members:
|
 |
 |
 |
|