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post Feb 13 2015, 11:34
Post #62721
Dead-ed



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QUOTE(Scremaz @ Feb 13 2015, 02:18) *

or maybe the first five free upgrades made their prices lower, dunno. on the other hand, actuators and matrixes prices rose

That & the price of catalysts. It's okay if they return past salvaging, now that "90% materials back" became misleading.
Mainstream 1h is the only way in melee now, would be interesting if they tie with phazon though i miss those 30k actuators.
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post Feb 13 2015, 11:36
Post #62722
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QUOTE(Scremaz @ Feb 13 2015, 17:18) *

or maybe the first five free upgrades made their prices lower, dunno. on the other hand, actuators and matrixes prices rose

High level players mostly finish the upgrade process on weapon.
For armor, they are not willing to pay that high.

For mid-low level players, they are not willing to pay high as well.
When the material cost is 10 times high than the equipment, why should they keep forging instead of replace it?

This post has been edited by Colman: Feb 13 2015, 11:38
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post Feb 13 2015, 21:12
Post #62723
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I'm not sure if this is the right thread for this kind of thing but is this worth something?
Magnificent Onyx Leather Leggings of Deflection
I know that no one really uses leather but it got a bunch of M-max pabs so I thought that maybe i'ts not totally useless?

Why did my first mag. drop have to be leather anyway (IMG:[invalid] style_emoticons/default/cry.gif)
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post Feb 13 2015, 21:50
Post #62724
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QUOTE(Pattar @ Feb 13 2015, 20:12) *

I'm not sure if this is the right thread for this kind of thing but is this worth something?
Magnificent Onyx Leather Leggings of Deflection

close to nothing. you can still send it to FS though, we appreciate leather armors (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by Scremaz: Feb 13 2015, 21:50
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post Feb 13 2015, 21:50
Post #62725
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How much extra damage does physical crits do? And does the Heartseeker Ability upgrade really increase that damage to a 6x multiplier already at lvl 2? Or have I misunderstood how it works
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post Feb 13 2015, 21:54
Post #62726
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QUOTE(buckett @ Feb 13 2015, 20:50) *

How much extra damage does physical crits do? And does the Heartseeker Ability upgrade really increase that damage to a 6x multiplier already at lvl 2? Or have I misunderstood how it works


You can see the crit stat on the right side of character panel, under the "physical attack"
like
42.1 % crit chance / +72 % damage
if normal damage is 100, crit damage will be 172


Heartseeker (base) has 25% damage bonus and 10% crit chance bonus outside these stats.

This post has been edited by coreguy: Feb 13 2015, 22:03
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post Feb 13 2015, 22:04
Post #62727
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QUOTE(buckett @ Feb 13 2015, 20:50) *

How much extra damage does physical crits do?

look near to crit chance, there's something like this:

34.2% crit chance / +68 % damage

in my case it means that in average 1/3 of hits are crit, and they deal 168% damage compared to a normal attack (btw, this is valid also for elemental strikes and eventual offhands for that turn)

QUOTE(buckett @ Feb 13 2015, 20:50) *

And does the Heartseeker Ability upgrade really increase that damage to a 6x multiplier already at lvl 2? Or have I misunderstood how it works

base crit bonus with heartseeker is +25% damage, which can be further upgraded via APs. not sure how that critdamage=__ stat works but surely it isn't a multiplier (FSM will be doomed otherwise).
i guess it's more something that adds to that 25%
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post Feb 13 2015, 22:07
Post #62728
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QUOTE(Scremaz @ Feb 13 2015, 23:04) *

base crit bonus with heartseeker is +25% damage, which can be further upgraded via APs. not sure how that critdamage=__ stat works but surely it isn't a multiplier (FSM will be doomed otherwise).
i guess it's more something that adds to that 25%


I see. That's still pretty strong, then

So for example, if you're at 10%/50% you'd be at 20%/75% with Heartseeker?

This post has been edited by buckett: Feb 13 2015, 22:08
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post Feb 13 2015, 22:10
Post #62729
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QUOTE(buckett @ Feb 13 2015, 21:07) *

I see. That's still pretty strong, then

So for example, if you're at 10%/50% you'd be at 20%/75% with Heartseeker?

yup. it's really nice to have. btw, another effect of that spell is to boost your crit chance a bit
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post Feb 13 2015, 22:17
Post #62730
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mage with hover is awesome, but there is any possibility to cast some spells only against higher amount of mobs?

I mean like ragnarok against 7+. Disintegrate against 5-7 and corruption against 5 and lower? I only see new round cast and its not rly close to it. Atm im not very powerful, so sometimes i wanna recast ragnarok again, but i dont wanna cast in against few mobs with 15% hp. Its much higher mana consumption.
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post Feb 13 2015, 22:39
Post #62731
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QUOTE(nec1986 @ Feb 13 2015, 20:17) *

mage with hover is awesome, but there is any possibility to cast some spells only against higher amount of mobs?

I mean like ragnarok against 7+. Disintegrate against 5-7 and corruption against 5 and lower? I only see new round cast and its not rly close to it. Atm im not very powerful, so sometimes i wanna recast ragnarok again, but i dont wanna cast in against few mobs with 15% hp. Its much higher mana consumption.

I'm pretty sure that would count as sending commands based on live data, which is very much against the rules. We have to do all the thinking about which actions to take (or change) ourselves, even if hoverplay/etc lets us attack/cast again without pressing buttons.
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post Feb 13 2015, 23:10
Post #62732
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i think so as well. Hoverplay/spellspam is only a way to do things quicker, but you still have to decide which monster kill first and in which way.

Also, you can temporarily disable hoverplay by pressing [shift] key. Just fyi
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post Feb 13 2015, 23:40
Post #62733
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Oh. I got it. Yea, sounds a bit like that.

Actually maybe i ll use just keys, because its not very hard too. F.e. mid-click as powerful spell.
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post Feb 14 2015, 03:59
Post #62734
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So I've been slowly leveling up my rapier for damage / parry; got to level 6, and then got an exquisite drop that's got me thinking.

Here's the one I'm working on: http://hentaiverse.org/pages/showequip.php...;key=d33b6c7894

Here's the drop: http://hentaiverse.org/pages/showequip.php...;key=3b9ea3ad58

Only problem is that the drop doesn't have a prefix - other than that it's SMax WD, nearly EMax parry, 23% penetrate chance. If it had a prefix I'd switch for sure because 23% penetrate means much better odds of reducing resistances by 75% permanently, but without the prefix I'm not sure how to tell which one would be better overall.

Does the void/elemental Strike ability deal enough damage that I should just toss the new one and keep looking for something better? I'm not sure how to quantify what percentage of my overall damage the strike adds.
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post Feb 14 2015, 04:43
Post #62735
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QUOTE(kryori @ Feb 14 2015, 01:59) *

So I've been slowly leveling up my rapier for damage / parry; got to level 6, and then got an exquisite drop that's got me thinking.

Here's the one I'm working on: http://hentaiverse.org/pages/showequip.php...;key=d33b6c7894

Here's the drop: http://hentaiverse.org/pages/showequip.php...;key=3b9ea3ad58

Only problem is that the drop doesn't have a prefix - other than that it's SMax WD, nearly EMax parry, 23% penetrate chance. If it had a prefix I'd switch for sure because 23% penetrate means much better odds of reducing resistances by 75% permanently, but without the prefix I'm not sure how to tell which one would be better overall.

Does the void/elemental Strike ability deal enough damage that I should just toss the new one and keep looking for something better? I'm not sure how to quantify what percentage of my overall damage the strike adds.

A prefix is worth quite a lot. For me, my elemental strike does 1/3 to 1/4th damage of my ordinary attack (more if the target is weak to that element). If you translated that to a plain physical damage increase, something at Smax plus elemental strike would effectively have more than Peerless - elemental strike is nearly essential. If you IW to 10 the ratio is somewhat less due to the automatic Void Strike added, but it's still extremely useful.

Neither of your rapiers have dexterity (which adds to physical damage and other stats), and the Str they do have is pretty low. Good PABs aren't essential, but they help. If I were you I'd look for a rapier worth 200k+ (damage, prefixed, 3 PABs, decent penetrate), since IWing by itself is often worth 200k-400k. The thought process is similar to forging - the equipment needs to be good enough in the first place to justify the cost.

What style are you using? If 1h, then you probably don't have to worry all that much about parry, since very soon survivability will cease to be a problem altogether, and you'll be most concerned with clearing speed.
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post Feb 14 2015, 04:47
Post #62736
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QUOTE(qwerty3232 @ Feb 12 2015, 15:22) *

So, i just have a few questions about spells. As i have been focusing mostly on physical damage (level 80 currently), don't have quite a lot of mana (around 200), and only magic proficiency i have is Support, i am not sure what should i spend my ability points on.
First, i have maxed Cure as it is quite cheap and i have enough mana to support it, and it is quite useful for now.
Also, i have 2 points in Protection, but i don't know if +1% mitigation per level is worth it.
Absorb uses too much mana (30) and doesn't seem strong enough to be worth updating since it only absorbs one spell.
Regen seems ok, but uses way too much mana (and cost increases with level).
Haste: i have been using it for a while but i am not sure i have noticed that it makes much difference in combat.

So questions:
Are points in Protection and Absorb worth it?
Should i spend AP (i have about 30 AP saved) on Regen and Haste since they seem to scale much better than Protection and absorb?
Should i just wait for a spell like Shadow Veil (Evade bonus seems quite good)?
Is Spark of life really as terrible as it looks?
Should i maybe try gettin some points in other Magic proficiencies?

And about other abilities:
I have been spending points on Tank abilities and they seem OK, but should i be spending points on Better ____ pots as they don't seem to offer much of an improvement (although i have 3 point in Health pots)?

Thanks in advance.


Scroll of the Avatar (or of the Gods for Ring of Blood) certainly helped me alot at that stage. Also can use health pots as tank and just increase the difficulty until you start dying, in effect heal tanking with heroic pots. (with power armor (for damage) and a hefty mace of slaughter you do alright with stun and domino strike) I'm no expert but it think this should work alright and get you to around 130/140ish really fast with a sufficiently high difficulty setting. (hell/nightmare/nintendo/toads, whatever you can survive of those)

This post has been edited by trutta: Feb 14 2015, 06:15
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post Feb 14 2015, 04:50
Post #62737
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QUOTE(buckett @ Feb 14 2015, 04:07) *

I see. That's still pretty strong, then

So for example, if you're at 10%/50% you'd be at 19%/75% with Heartseeker?

Minor correction. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Feb 14 2015, 04:58
Post #62738
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QUOTE(kryori @ Feb 14 2015, 03:59) *
So I've been slowly leveling up my rapier for damage / parry; got to level 6, and then got an exquisite drop that's got me thinking.

Here's the one I'm working on: http://hentaiverse.org/pages/showequip.php...;key=d33b6c7894

Here's the drop: http://hentaiverse.org/pages/showequip.php...;key=3b9ea3ad58

Only problem is that the drop doesn't have a prefix - other than that it's SMax WD, nearly EMax parry, 23% penetrate chance. If it had a prefix I'd switch for sure because 23% penetrate means much better odds of reducing resistances by 75% permanently, but without the prefix I'm not sure how to tell which one would be better overall.

Does the void/elemental Strike ability deal enough damage that I should just toss the new one and keep looking for something better? I'm not sure how to quantify what percentage of my overall damage the strike adds.

Dude, decent mag elemental rapier of slaughter is sub 100k. 200k when it's very good or when you're unlucky. You have really nice dawn bonus, add running some (or all) arenas on weekend, it's very affordable.
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post Feb 14 2015, 05:17
Post #62739
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QUOTE(trutta @ Feb 14 2015, 02:47) *

Scroll of the Avatar (or of the Gods for Ring of Blood) certainly helped me alot at that stage. Also can use health pots as tank and just increase the difficulty until you start dying, in effect heal tanking with heroic pots. (with power armor (for hit/damage) and a hefty mace of slaughter you do alright with stun and domino strike) I'm no expert but it think this should work alright and get you to around 130/140ish really fast with a sufficiently high difficulty setting. (hell/nightmare/nintendo/toads, whatever you can survive of those)

With health pots, one inventory slot can give you useful HP equivalent to 2 or 3 Cures, depending on how much healing/regen is necessary.

With mana pots, one inventory slot can give you enough mana to use 10+ cures, many more if you're not using Heavy armor.

Unless you're in Ring of Blood, mana pots are a whole lot more useful than health pots (and even then, mana is probably better). Successfully completing high difficulty battle series requires the power to play for many rounds while taking damaging hits - for which mana pots are most efficient at converting inventory slot -> amount of health gained. It's fine to keep one or two health pots just in case Cure is still on CD but you need health this turn to survive, but unless it's an emergency you're better off with mana pots.
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post Feb 14 2015, 05:58
Post #62740
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QUOTE(Superlatanium @ Feb 14 2015, 06:17) *

With health pots, one inventory slot can give you useful HP equivalent to 2 or 3 Cures, depending on how much healing/regen is necessary.

With mana pots, one inventory slot can give you enough mana to use 10+ cures, many more if you're not using Heavy armor.

Unless you're in Ring of Blood, mana pots are a whole lot more useful than health pots (and even then, mana is probably better). Successfully completing high difficulty battle series requires the power to play for many rounds while taking damaging hits - for which mana pots are most efficient at converting inventory slot -> amount of health gained. It's fine to keep one or two health pots just in case Cure is still on CD but you need health this turn to survive, but unless it's an emergency you're better off with mana pots.


You are entirely correct, but around low levels and up to 130/140ish it actually works rather splendid (it's 50 turns of near invincibility) and especially while supportive is too low to be useful. Just use a pot every 50 turn and this stage can be almost completely overpowered (the clue is to stay at max hp when your mana/supportive proficiency isn't sufficient to achieve the same effect) while tossing on exp, proficiency and ability points. It's far from a perfect solution, but it enables lowbies with crap equips and all that to run at very high difficulty without bothering with all that dying stuff.
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