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post Mar 13 2015, 23:39
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QUOTE(ale137 @ Mar 13 2015, 22:32) *

is it worth to take the ability upgrade for the heavy armor that increases resistance to slashing crushing and piercing?

crushing: yes, because heavy armors are naturally weak against it
piercing: yes, because there are many monster with this kind of attack. last level is quite expensive if compared to its effect though
slashing: only first level because it's cheap
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post Mar 14 2015, 05:47
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QUOTE(mozilla browser @ Mar 13 2015, 13:51) *

Thanks @superlatanium & m118w11.

What do you mean by "in this patch it's probably not going to appear"? Are you forecasting that forgeing will be inadvisable within the next few patches? Or, has 10b said so?


Getting a specific drop that is an upgrade is hella unlikely (might be changed soon), I don't think I have every gotten one for my main set (although there is a good reason why legendary power of slaughter is so expensive).

Upgrading gear stats is expensive, only do it if you cannot beat something that you want to beat (ie. if you can't beat TT&T on PFUDOR because you are curing too much, consider upgrading block on shield).
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post Mar 14 2015, 06:01
Post #63723
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QUOTE(m118w11 @ Mar 14 2015, 03:47) *

Getting a specific drop that is an upgrade is hella unlikely (might be changed soon), I don't think I have every gotten one for my main set (although there is a good reason why legendary power of slaughter is so expensive).

Upgrading gear stats is expensive, only do it if you cannot beat something that you want to beat (ie. if you can't beat TT&T on PFUDOR because you are curing too much, consider upgrading block on shield).

But should we also consider the efficiency during the battle?
For example, I can finish arena@PF for a certain of time, after I upgrade, I can do it 15% faster(just saying), is it worth to upgrade then?
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post Mar 14 2015, 07:07
Post #63724
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QUOTE(mozilla browser @ Mar 13 2015, 04:51) *

Thanks @superlatanium & m118w11.

What do you mean by "in this patch it's probably not going to appear"? Are you forecasting that forgeing will be inadvisable within the next few patches? Or, has 10b said so?


All we really know is that equipment generation is getting a significant overhaul in the next patch; the full system might even be spread across the next two patches. Tenboro has also clarified that equipment quality will affect the ratio of common to rare drops and that it will be less likely to see missing PABs on higher-quality items, to the point where legendaries are guaranteed to have a full PAB complement. All subject to change, I guess.

Other than that we just have vague hints about the new system, like it becoming easier to get equipment upgrades through drops, equipment stats getting fixed to level, account-bound vs. player-bound equipment, and probably others that I can't remember. Depending on how you piece things together, you could speculate that in the future it might be easier to upgrade equipment by finding new equipment and forging it a little, instead of getting one great set together and forging it all the way. But speculation is all we can do now; Tenboro hasn't really explained anything yet.

I've pretty much stopped forging and spending money until the patch. (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Mar 14 2015, 08:18
Post #63725
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QUOTE(m118w11 @ Mar 14 2015, 11:47) *

Getting a specific drop that is an upgrade is hella unlikely (might be changed soon), I don't think I have every gotten one for my main set (although there is a good reason why legendary power of slaughter is so expensive).

Upgrading gear stats is expensive, only do it if you cannot beat something that you want to beat (ie. if you can't beat TT&T on PFUDOR because you are curing too much, consider upgrading block on shield).


Ah, you meant that I won't see the Mmax+/Lmax force shield drop... That's almost certainly true. I was actually thinking of buying one when it appears.

I think forging a shield from Mmax block to Lmax is much cheaper than buying an Lmax shield. But, maybe there's no point unless I'm trying to clear grindfest.

QUOTE(n125 @ Mar 14 2015, 13:07) *

I've pretty much stopped forging and spending money until the patch. (IMG:[invalid] style_emoticons/default/unsure.gif)


I guess I'll continue saving for the gold star...

Thanks for your thoughts!
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post Mar 14 2015, 08:26
Post #63726
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QUOTE(n125 @ Mar 14 2015, 08:07) *

Tenboro has also clarified that equipment quality will affect the ratio of common to rare drops and that it will be less likely to see missing PABs on higher-quality items, to the point where legendaries are guaranteed to have a full PAB complement. All subject to change, I guess.


It almost same atm isnt? Quality is sum of all rolls, so if it has only 2 pabs than its probably only s-e grade. Dont know, maybe even magnificent, but it should be rly good rolls on all other (M max). It probably doesnt affect only ratio of rare/common.
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post Mar 14 2015, 09:02
Post #63727
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QUOTE(nec1986 @ Mar 13 2015, 23:26) *

It almost same atm isnt? Quality is sum of all rolls, so if it has only 2 pabs than its probably only s-e grade. Dont know, maybe even magnificent, but it should be rly good rolls on all other (M max). It probably doesnt affect only ratio of rare/common.


Yeah, it seems a little similar. But on the other hand, the way quality is determined now seems incompatible with what he wrote, which is that the rolled quality will dictate the number of PABs.

Put another way, I wonder if he's changing (if not completely) how quality is determined?
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post Mar 14 2015, 09:54
Post #63728
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Looks like. Probably its gonna be opposite. From slot-tier-quality to slot-quiality-tier-pabs. Because its looks like only 1 roll which determinate all instead sum of smalls. And pabs gonna adds in prefix way with some chance.

This part sounds nice "there would be a lot less legendary cotton", because atm even if we got decent grade than its still mostly some trash. F.e. i have near 50 magnificent and only 1 or 2 is something useful.

This post has been edited by nec1986: Mar 14 2015, 10:00
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post Mar 14 2015, 11:02
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Is it better to focus on a few strong monsters early on or try to get a bunch of them?

Wiki says only have 1-2 monsters till they're around at least level 100-200, but it doesn't say much for how to spend chaos tokens on them or how many you should try to get vs their chaos strength.

I have two currently, one at 228 and the other at 130. I've upgraded the 228 one with 1-3 ranks of everything (Focusing the skills the wiki mentions) and the 130 one just has one rank of Scavenging currently. Neither has a kill yet, so it seems like all those Chaos Tokens on the first girl (Minus Scavenging) are going to waste atm. So I started to wonder if it'd just be better to go for quantity over quality and just bank on the guaranteed gift/gifts every few days on all of them.

This post has been edited by FruitSmoothie: Mar 14 2015, 11:06
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post Mar 14 2015, 11:09
Post #63730
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QUOTE(n125 @ Mar 14 2015, 06:07) *

account-bound vs. player-bound equipment,


What's the difference between the two?

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post Mar 14 2015, 11:30
Post #63731
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QUOTE(FruitSmoothie @ Mar 14 2015, 09:02) *

Is it better to focus on a few strong monsters early on or try to get a bunch of them?

Wiki says only have 1-2 monsters till they're around at least level 100-200, but it doesn't say much for how to spend chaos tokens on them or how many you should try to get vs their chaos strength.

I have two currently, one at 228 and the other at 130. I've upgraded the 228 one with 1-3 ranks of everything (Focusing the skills the wiki mentions) and the 130 one just has one rank of Scavenging currently. Neither has a kill yet, so it seems like all those Chaos Tokens on the first girl (Minus Scavenging) are going to waste atm. So I started to wonder if it'd just be better to go for quantity over quality and just bank on the guaranteed gift/gifts every few days on all of them.
Wiki says that? Then that should be fixed.

It's much more cost-effective to have lots of low PL monsters with no chaos investment. Gifts are given every 3 days automatically, if a gift hasn't been delivered yet, and for gift quality to noticeably increase and for battles won to increase noticably beyond the no-upgrade rate, you need PL 800+ - which costs quite a lot.

Significant monster lab investment is for very rich players who are also very high level. If you're below level 350, you'll probably be best off getting as many monsters as possible in the PL 25 - 50 range, without any chaos upgrades.

I have around 40 monsters, none of which are above PL 55, and I'm sure they've given me much more in gifts than I would have gotten if I had fewer monsters with more concentrated crystal/chaos upgrades.
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post Mar 14 2015, 11:30
Post #63732
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QUOTE(Hoheneim @ Mar 14 2015, 02:09) *

What's the difference between the two?


Don't know. I saw Tenboro use those terms in an IRC chat log in the latest patch thread, and saying that it might be possible to turn a player-bound item into an account-bound item using a rare item. My guess (based on nothing, really) is that a player-bound item has its stats fixed to the player's level when it drops, whereas an account-bound item's stats continue to scale with level but can't be moved to another account as a compromise.
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post Mar 14 2015, 12:14
Post #63733
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QUOTE(n125 @ Mar 14 2015, 11:30) *

Don't know. I saw Tenboro use those terms in an IRC chat log in the latest patch thread, and saying that it might be possible to turn a player-bound item into an account-bound item using a rare item. My guess (based on nothing, really) is that a player-bound item has its stats fixed to the player's level when it drops, whereas an account-bound item's stats continue to scale with level but can't be moved to another account as a compromise.


interesting. anyway, Full on Wario mode. (IMG:[invalid] style_emoticons/default/duck.gif)

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post Mar 14 2015, 12:36
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QUOTE(n125 @ Mar 14 2015, 10:30) *

Don't know. I saw Tenboro use those terms in an IRC chat log in the latest patch thread, and saying that it might be possible to turn a player-bound item into an account-bound item using a rare item. My guess (based on nothing, really) is that a player-bound item has its stats fixed to the player's level when it drops, whereas an account-bound item's stats continue to scale with level but can't be moved to another account as a compromise.

It's actually level-bound/player bound.

level-bound: equip's stats will get your level once you equip it but it won't evolve further, meaning you will eventually outgrow it, thus needing to change it.
player-bound: the equip's stats will scale with your level as you grow, meaning the need for upgrades won't rise...

player bound equips will probably be more difficult to achieve, as those will need some super rare material (it seems)

This post has been edited by boulay: Mar 14 2015, 12:37
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post Mar 14 2015, 13:11
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Is there a point where training Ability Boost becomes counter productive? That is, aside from running out of abilities worth boosting.
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post Mar 14 2015, 13:27
Post #63736
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QUOTE(jasonp20 @ Mar 14 2015, 04:11) *

Is there a point where training Ability Boost becomes counter productive? That is, aside from running out of abilities worth boosting.


More Ability Points won't hurt you, but players won't need to train more than 100 levels of it unless they want to max out every fighting style.
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post Mar 14 2015, 13:37
Post #63737
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QUOTE(showoff @ Mar 14 2015, 05:01) *

For example, I can finish arena@PF for a certain of time, after I upgrade, I can do it 15% faster(just saying), is it worth to upgrade then?

time is due also to ping, which is influenced by many factors (geography, ISP, last-mile problems... -> ping in one word) so don't care about it so much. consider the number of turns instead

QUOTE(mozilla browser @ Mar 14 2015, 07:18) *

Ah, you meant that I won't see the Mmax+/Lmax force shield drop... That's almost certainly true.

i know that feeling (IMG:[invalid] style_emoticons/default/anime_cry.gif)

QUOTE(mozilla browser @ Mar 14 2015, 07:18) *

I think forging a shield from Mmax block to Lmax is much cheaper than buying an Lmax shield. But, maybe there's no point unless I'm trying to clear grindfest.

yup, it's way cheaper: consider that LMax force shields can go to 5-6M range, while a bunch of matrixes is only ~300k. however, i remember a user said LMax is useful for SGs, but no point in wondering MMax vs. LMax unless you want to fully forge the shield
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post Mar 14 2015, 14:40
Post #63738
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QUOTE(boulay @ Mar 14 2015, 18:36) *

It's actually level-bound/player bound.

level-bound: equip's stats will get your level once you equip it but it won't evolve further, meaning you will eventually outgrow it, thus needing to change it.
player-bound: the equip's stats will scale with your level as you grow, meaning the need for upgrades won't rise...

player bound equips will probably be more difficult to achieve, as those will need some super rare material (it seems)


There are also account-bound equipment today. So, perhaps there really will be level-bound, player-bound and account-bound. As I understand them:

level-bound = equipment stats are scaled to a particular level upon equip. Cannot be equipped by lower levels. Can still be traded.

player-bound = equipment stats scale with level. Cannot be traded. Requires rare material.

account-bound = cannot be traded. To be different from player-bound, presumably the equipment stats will be fixed
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post Mar 14 2015, 15:02
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So, I've been toying with an idea for increasing clearance speed for melee users. Perhaps it can even help melee / and unfavored weapon effects like bleeding wound match clearance speed of mage. But it's fraught with Danger, Will Robinson! Danger!

Let me explain.

The idea is to commit to performing multiple actions without waiting for the response. I observe this effect in a benign fashion whenever I switch my ability tree from melee<->mage, and I just click the + arrow multiple times quickly.

In melee, you're often simply repeatedly attacking anyway. Or in Colman's words:
QUOTE(Colman @ Mar 5 2015, 18:30) *
attack-attack-attack-attack-attack-attack-attack-attack-attack-attack-attack-attack-rebuff-......


Of course, if your defense isn't good enough, you might die in the middle of this sequence. You would normally have done a Cure or used an item, but because you have already committed to this sequence of actions, you can't do so and you're dead.

But if your defense is strong enough to be confident that you won't die, we might be able to do a 12x attack sequence in the time it takes to do one attack. Maybe the script just needs a way to key in how many attacks you want in a row.

If this concept works out, you might shift from spending lots of money on expensive equipment that boosts damage (power slaughter, shade) to extremely safe gear like plate or leather of protection. Just don spark of life, spirit shield, regen, shadow veil, and go into a berserk rage.

Whaddya' think?
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post Mar 14 2015, 15:07
Post #63740
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QUOTE(mozilla browser @ Mar 14 2015, 13:40) *

There are also account-bound equipment today. So, perhaps there really will be level-bound, player-bound and account-bound. As I understand them:

level-bound = equipment stats are scaled to a particular level upon equip. Cannot be equipped by lower levels. Can still be traded.

player-bound = equipment stats scale with level. Cannot be traded. Requires rare material.

account-bound = cannot be traded. To be different from player-bound, presumably the equipment stats will be fixed

imo the current account-bound is only a prototype for player-bound: tenboro couldn't simply introduce player-bound from zero, otherwise nobody would have been interested in lotteries.
or maybe, account-bound lottery items will actually have scaled stats, who knows?

QUOTE(mozilla browser @ Mar 14 2015, 14:02) *

- snip -

Whaddya' think?

why not going with hoverplay, which allows you to lazily play and also has HP alert? (IMG:[invalid] style_emoticons/default/huh.gif)
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