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post Feb 15 2015, 02:38
Post #62781
nec1986



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Actually taked damage reduction can be even lower. Is that 10% just difference between reduction with common block/parry? Because we also have stun reduction and im sure with lower stun chance we get higher amount of that attacks. One of the reasons why 1h has high defense also that stuns (compare f.e. to dw) which noticeably slows any monster. In other words monster has higher chance to get stun for 4.5 turns than cast his spell.
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post Feb 15 2015, 02:44
Post #62782
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QUOTE(m118w11 @ Feb 15 2015, 01:48) *

For 1H, Shadow Veil offers quite a bit less defence than stated (it is around 10% reduction in damage, not 25%).


I suspect that Shadow Veil does give the full 25% evasion, but since Monster Lab monsters can have anti-evasion chaos upgrades, that number could drop as low as 5% for a fully upgraded monster, and probably rests somewhere in the middle when considering all monsters in a certain PL range.

10% reduction in average damage taken is still pretty sizable, though, especially when it gives you an extra chance to avoid nukes that your heavy armor won't let you resist.

I tend to ignore Shadow Veil until I'm facing 7+ monsters, and usually don't recast it until I'm facing more casters (celestial / pixie / elemental) than I can kill in short order.
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post Feb 15 2015, 02:50
Post #62783
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QUOTE(kryori @ Feb 15 2015, 00:44) *

I suspect that Shadow Veil does give the full 25% evasion, but since Monster Lab monsters can have anti-evasion chaos upgrades, that number could drop as low as 5% for a fully upgraded monster, and probably rests somewhere in the middle when considering all monsters in a certain PL range.

10% reduction in average damage taken is still pretty sizable, though, especially when it gives you an extra chance to avoid nukes that your heavy armor won't let you resist.

I tend to ignore Shadow Veil until I'm facing 7+ monsters, and usually don't recast it until I'm facing more casters (celestial / pixie / elemental) than I can kill in short order.

It's not that it doesn't give 25% evade, it's that that 25% evade translates into only ~10% less damage taken due to that the other ~15% damage would have been negated anyway due to 1h's high parry/block (and little bit of resist).
QUOTE(kryori @ Feb 15 2015, 00:44) *
10% reduction in average damage taken is still pretty sizable, though, especially when it gives you an extra chance to avoid nukes that your heavy armor won't let you resist.

Yep. If your gear isn't exceptional, SV can be the tipping point allowing you to survive 150 rounds on DwD instead of 140 at PFUDOR (speaking from personal experience) - even though the mana cost is significant.
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post Feb 15 2015, 02:55
Post #62784
m118w11



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QUOTE(nec1986 @ Feb 15 2015, 02:38) *

Actually taked damage reduction can be even lower. Is that 10% just difference between reduction with common block/parry? Because we also have stun reduction and im sure with lower stun chance we get higher amount of that attacks. One of the reasons why 1h has high defense also that stuns (compare f.e. to dw) which noticeably slows any monster. In other words monster has higher chance to get stun for 4.5 turns than cast his spell.


It is because block/parry stuns, and you probably have 40%+ block/parry.

To illustrate, pretend that stun lasts 100 turns. Now having additional evasion doesn't really do anything, even if you get an additional 50% evasion, that will only ignore 1 attack, while a block/parry would block 100 attacks.

If you scale it down, 25% evasion provides ~10% less damage (using simulation) when block is around 40%-65%.
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post Feb 15 2015, 02:58
Post #62785
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QUOTE(Superlatanium @ Feb 15 2015, 01:50) *

It's not that it doesn't give 25% evade, it's that that 25% evade translates into only ~10% less damage taken due to that the other ~15% damage would have been negated anyway due to 1h's high parry/block (and little bit of resist).

speaking of which, there once were heavy armors with resist: surely chainmails, plates and shields - and some of them are still usable: this piece alone was enough to boost my resist from 16 to 25%, even though i had to lose 500ADB (IMG:[invalid] style_emoticons/default/heh.gif)
almost sure there wasn't a similar generation of power.
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post Feb 15 2015, 03:38
Post #62786
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QUOTE(Superlatanium @ Feb 15 2015, 02:34) *

How much damage Disintegrate vs Ragnarok does as melee/heavy armor user is probably not an important factor. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Sure, channeling chance is higher, but that's not worth the (usually) wasted extra cost of Ragnarok - if you just want to spend more mana for the sake of getting a channeling chance, you might as well just recast some of your low buffs so you'd get something more useful out of it. Spending 100 for an 80% chance is more of a gamble than spending 150 for a 99% chance, but it's still a better choice.

Of course if you just don't care much about efficiency and still prefer Rag's higher proc chance then you can do that if you wish, but you won't get as far on DWD/GF.


I believe I can do it anytime with some focus spam, just dont want to do it for days (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Anyway, thanks everyone for bunch of usefull information (IMG:[invalid] style_emoticons/default/happy.gif)
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post Feb 15 2015, 04:00
Post #62787
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Attached Image
Equipments:
Weapon
Shield
Helmet
Body
Hands
Legs
Feet

Hello, is this good enough to survive Konata?

Thanks.
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post Feb 15 2015, 04:22
Post #62788
Superlatanium



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QUOTE(Manko-Shan @ Feb 15 2015, 02:00) *

Attached Image
Equipments:
Weapon
Shield
Helmet
Body
Hands
Legs
Feet

Hello, is this good enough to survive Konata?

Thanks.

Konata alone's a pushover regardless, so yeah, definitely.

A weapon's suffix (eg "of Balance") determines which weapon stat is given additional points. Most of the time you'll prefer the "of Slaughter" suffix to increase weapon damage for your mainhand weapon. A prefix such as Ethereal or Shocking will also add a decent amount of damage.

You may be having problems having enough mana to finish the longer available arenas at your level. If this is true, you may want to see if basic leather armor (much less interference) gives you a better result, and then perhaps come back to heavy armor once your supportive proficiency is high enough that the high interference mana cost is managable.
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post Feb 15 2015, 05:44
Post #62789
GET9



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QUOTE(Superlatanium @ Feb 15 2015, 10:22) *

Konata alone's a pushover regardless, so yeah, definitely.

A weapon's suffix (eg "of Balance") determines which weapon stat is given additional points. Most of the time you'll prefer the "of Slaughter" suffix to increase weapon damage for your mainhand weapon. A prefix such as Ethereal or Shocking will also add a decent amount of damage.

You may be having problems having enough mana to finish the longer available arenas at your level. If this is true, you may want to see if basic leather armor (much less interference) gives you a better result, and then perhaps come back to heavy armor once your supportive proficiency is high enough that the high interference mana cost is managable.


Sadly this weapon is currently the best I have. I followed your advise and today's arena run gave me great result, I can now OHKO monsters. Thanks!
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post Feb 15 2015, 09:07
Post #62790
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So I am saving up for my first innate arcana, and was wondering which support spell would be best in that slot if I am doing elemental mage build. I was thinking regen or haste
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post Feb 15 2015, 09:30
Post #62791
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QUOTE(m00sey @ Feb 15 2015, 16:07) *

So I am saving up for my first innate arcana, and was wondering which support spell would be best in that slot if I am doing elemental mage build. I was thinking regen or haste

You can't set Regen, Heartseeker and Arcane Focus on IA.
Haste, Protection, Spark of Life, Spirit Shield and Shadow Veil can be set.
Haste maybe a general good choice for who has IA1. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Feb 15 2015, 09:44
Post #62792
nec1986



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Yep, because haste price is quite high compare to protection and has constant spam. Something like spirit shield is only on high difficulty.
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post Feb 15 2015, 10:01
Post #62793
Superlatanium



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QUOTE(m00sey @ Feb 15 2015, 07:07) *

So I am saving up for my first innate arcana, and was wondering which support spell would be best in that slot if I am doing elemental mage build. I was thinking regen or haste

I'd recommend Spark of Life. Assuming you want it on all the time (you probably do, if you're playing on a reasonably challenging difficulty level), Spark immediately re-activates automatically when used and on IA. This can save you a turn when you're in trouble, allowing you more time to Cure / cast spell to wipe out most monsters / use Spirit/Mana pot. The other possible buffs (Haste, Shadow Veil, Spirit Shield once you get to 200) aren't quite as essential to have up every single turn, so it's usually all right if they aren't on IA and you have to wait a turn or two after they expire before recasting manually. (There's also Protection, but it costs so little and lasts so long it's the lowest priority for IA)
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post Feb 15 2015, 11:07
Post #62794
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I am just starting out with this at lvl16. Should I just focus on strength and endurance or should I include other attributes? Also for training do I just keep focusing on exp or is there something else important to grab as well? This is pretty confusing for me I cannot make it past stage 17 in grind before I die on easy difficulty (IMG:[invalid] style_emoticons/default/anime_cry.gif)
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post Feb 15 2015, 11:22
Post #62795
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QUOTE(eepmeep @ Feb 15 2015, 01:07) *

I am just starting out with this at lvl16. Should I just focus on strength and endurance or should I include other attributes? Also for training do I just keep focusing on exp or is there something else important to grab as well? This is pretty confusing for me I cannot make it past stage 17 in grind before I die on easy difficulty (IMG:[invalid] style_emoticons/default/anime_cry.gif)


You should check out the beginner's guide. For now you should focus on leveling up as quick as possible so keep training Adept Learner. Pack Rat will also come in handy for longer battles.

This post has been edited by Dammon: Feb 15 2015, 11:23
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post Feb 15 2015, 11:29
Post #62796
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QUOTE(eepmeep @ Feb 15 2015, 09:07) *

I am just starting out with this at lvl16. Should I just focus on strength and endurance or should I include other attributes? Also for training do I just keep focusing on exp or is there something else important to grab as well? This is pretty confusing for me I cannot make it past stage 17 in grind before I die on easy difficulty (IMG:[invalid] style_emoticons/default/anime_cry.gif)

Wisdom increases your mana pool, letting you Cure more before you have to use a potion.
Dexterity increases physical damage (like Strength) in addition to other stats. Both of these are quite useful - keep them around the level of Strength and Endurance.
Agility increases attack speed and other stats. It's good, but is usually slightly less of a priority than the other attributes.
Intelligence is useless except for the additional spirit points, so upgrade it only when it costs like 1/100 of what your other upgrades cost.

Grindfest isn't meant to be very useful for low-level players - it gives little credits and you can't go very far.

Still - when you die - think about what the cause is - most likely running out of mana. Then (as commonly recommended) the first training priority should be Pack Rat, increasing inventory space, letting you use more potions in battle. Adept Learner for XP is good as well for low-level players, as long as it remains cheap.
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post Feb 15 2015, 11:51
Post #62797
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Soo I got 2 spells that interest me which is Imperil and Silence seeing they seemed useful on RoB fights
however, it seems that i can't unlock it right away (IMG:[invalid] style_emoticons/default/sad.gif) what do you think of for training deprecating proficiencies? since it seems i will need at least 40.0 of them ;-;
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post Feb 15 2015, 12:03
Post #62798
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QUOTE(mysticks @ Feb 15 2015, 09:51) *

Soo I got 2 spells that interest me which is Imperil and Silence seeing they seemed useful on RoB fights
however, it seems that i can't unlock it right away (IMG:[invalid] style_emoticons/default/sad.gif) what do you think of for training deprecating proficiencies? since it seems i will need at least 40.0 of them ;-;

If you're melee and have a rapier, there's no need for Imperil, since PA + Imperil adds very little damage from just PA.

If you don't have a rapier, you might consider getting one, since you'll very likely need it in the next few levels when the PL of monsters you fight begins to skyrocket.

Silence is a very nice spell, useful both in RoB and in the schoolgirl arenas (once you get to level 200+). It's worth the 40 proficiency required, though since it isn't absolutely necessary to complete RoB (on normal if you have Spark), you may wait until later to get it. (The higher your level, the longer it takes for proficiency gains to drop off, and Silence duration is useful enough that you'll be quite glad if you've gotten its proficiency to at least half your level or more - as high as possible as long as proficiency gain rate doesn't drop off too much.)
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post Feb 15 2015, 12:15
Post #62799
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QUOTE(Superlatanium @ Feb 15 2015, 12:03) *

If you're melee and have a rapier, there's no need for Imperil, since PA + Imperil adds very little damage from just PA.

If you don't have a rapier, you might consider getting one, since you'll very likely need it in the next few levels when the PL of monsters you fight begins to skyrocket.

Silence is a very nice spell, useful both in RoB and in the schoolgirl arenas (once you get to level 200+). It's worth the 40 proficiency required, though since it isn't absolutely necessary to complete RoB (on normal if you have Spark), you may wait until later to get it. (The higher your level, the longer it takes for proficiency gains to drop off, and Silence duration is useful enough that you'll be quite glad if you've gotten its proficiency to at least half your level or more - as high as possible as long as proficiency gain rate doesn't drop off too much.)


Hmm so it's nope for further play...
Well currently I'm on 2H melee run so it took my interest quite a bit lol but seems like i was wrong
and I'm a little bit confused on what you meant o_O sooo is it wait later or train the proficiency as early as possible?
if it is to train it as early, which way is the best to do it (as in which spell to spam on)
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post Feb 15 2015, 12:46
Post #62800
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QUOTE(mysticks @ Feb 15 2015, 10:15) *

Hmm so it's nope for further play...
Well currently I'm on 2H melee run so it took my interest quite a bit lol but seems like i was wrong
and I'm a little bit confused on what you meant o_O sooo is it wait later or train the proficiency as early as possible?
if it is to train it as early, which way is the best to do it (as in which spell to spam on)

2h is not very good. 1h + shield has around double (or more) the defensive power with block and weapon parry. Even DW has significantly more defensive power due to parry + offhand parry. Very soon you'll start encountering high PL monsters, and defense will become a much more important factor than it is now, and you'll probably have to switch to 1h if you want to be able to keep playing on the difficulty you're used to playing on now.

Proficiency: for instance, if getting to 100 depreciating proficiency would take 4 hours at your current level, it might take only 2.5 or 3 hours if you were level 200 instead. Since Silence isn't absolutely necessary until you start fighting high-difficulty schoolgirl arenas, I would wait until you get to that level to grind Depreciating, since it'll take a significantly less amount of time. Though, if you only want to get the spell so you can play around with it, but aren't concerned with duration, go ahead and get prof to 40 now if you want.

To get the most proficiency for the least amount of time spent, use Spellspam, with the most expensive depreciating spells at the start of the list, with the least expensive at the back. So stuff like Confuse and Sleep and Blind come first (if you have them) and stuff like Weaken and Drain come last. Play in a Crude item world on Normal. (they do much less damage than monsters in the already low-damage Grindfest) If you aren't gaining proficiency at least twice in every 3 turns, switch your equipment to higher interference - heavy armor and DW axe or club for most. You'll be using more mana potions of course, but potion cost is insignificant in comparison to the equivalent credit cost of the time spent, especially when bought from other players. (use those useless Greater mana pots you've been saving - they're perfect for this)
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