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post Apr 27 2015, 16:53
Post #65141
Fudo Masamune



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QUOTE(Scremaz @ Apr 27 2015, 21:12) *

You guys already talk in M denomination, I'm still struggling in a few K (IMG:[invalid] style_emoticons/default/dry.gif)
I'm still like talking in K range , colman (IMG:[invalid] style_emoticons/default/anime_cry.gif)

worry not, you aren't the only ones (IMG:[invalid] style_emoticons/default/heh.gif)


yeah I talk in plain K, he do it with extra hundred before the K.

and...
thanks for anybody who give suggestion, It's clearly faster now when doing the pre lvl 100 arena - at least compared to before.
While battletoads random encounter is also less struggling, I still couldn't pass the iwbth random encounter yet.

well better wait when I'm in higher lvl for that. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Apr 27 2015, 17:49
Post #65142
nec1986



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Ive decided to test a bit pa stacks with elemental hit.

Average damage (main void hit) with 0 stacks 5370
Average damage with 1 stack 7460
Average damage with 2 stacks 9450
Average damage with 3 stacks 11130

So it looks like a bit higher than 2x times. First stack gives 39% increase, second one gives 76% from base damage and last one 107%. A bit variance of course, but should be near it anyway. And you also can see its quite equal parts. But its a bit more interesting with second void hit. Why? It has similar pa increasing in damage, but i did 491k ordinary damage and 286k crit damage. At the same time elemental strike damage was 316k (40% from main), but without crits its 234k (47% from main ordinary) and with crits its 81k (28.5% from main crits). It means crit doesnt work same way for elemental strike.

Here is few examples.
2 pa stacks. 10000-4340. After that crit for 17k, but elemental still only 4670
1 pa stack. 7044-3586. After than crit for 9645, but elemental....3522 (even lower??!)

It looks like elemental strike cant crit at all (in chat it says crit for all attacks).
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post Apr 27 2015, 18:22
Post #65143
Frederiksc



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QUOTE(nec1986 @ Apr 27 2015, 17:49) *

Ive decided to test a bit pa stacks with elemental hit.

Average damage (main void hit) with 0 stacks 5370
Average damage with 1 stack 7460
Average damage with 2 stacks 9450
Average damage with 3 stacks 11130

So it looks like a bit higher than 2x times. First stack gives 39% increase, second one gives 76% from base damage and last one 107%. A bit variance of course, but should be near it anyway. And you also can see its quite equal parts. But its a bit more interesting with second void hit. Why? It has similar pa increasing in damage, but i did 491k ordinary damage and 286k crit damage. At the same time elemental strike damage was 316k (40% from main), but without crits its 234k (47% from main ordinary) and with crits its 81k (28.5% from main crits). It means crit doesnt work same way for elemental strike.

Here is few examples.
2 pa stacks. 10000-4340. After that crit for 17k, but elemental still only 4670
1 pa stack. 7044-3586. After than crit for 9645, but elemental....3522 (even lower??!)

It looks like elemental strike cant crit at all (in chat it says crit for all attacks).

So the old 50% dmg rule is endangered? Nope. You have a void in the main hand... Void: "A rare damage type. Unlike other types, there is currently no means of gaining specific mitigation against this type of damage, both for players and monsters." So void bashes only phys_mig.
Now your elemental counts as physical dmg, too - no procs like freezing limbs or resists. But it bashes against phys_mig and elem_mig. So you had some monsters which migitated that strike.
With -2- void strikes you have 1.5 times the main hand dmg against bare phys_mig and 0.5 times main hand dmg as elem strike against phys_mig and elem_mig.

Elemental Strike can and does crit.
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post Apr 27 2015, 18:47
Post #65144
erwtsnert



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QUOTE(nec1986 @ Apr 27 2015, 17:49) *

It looks like elemental strike cant crit at all (in chat it says crit for all attacks).

QUOTE(Frederiksc @ Apr 27 2015, 18:22) *

Elemental Strike can and does crit.



I remember from a long time ago that the conclusion was that strike crits are just visual bugs.

PA effectiveness also scales directly with enemy phys mit, and thus also with your own player level. PA will increase your damage output more the higher level you are.

This post has been edited by erwtsnert: Apr 27 2015, 18:47
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post Apr 27 2015, 19:07
Post #65145
Cleavs



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QUOTE(tetron @ Apr 27 2015, 16:31) *

Then I guess we need to grab gold stars before retiring.

yup. let's see what we will be able to do then (IMG:[invalid] style_emoticons/default/biggrin.gif)

QUOTE(tetron @ Apr 27 2015, 16:31) *

Dagger of swiftness? Did they used to give the same attack speed as Waki of swiftness gives now? (IMG:[invalid] style_emoticons/default/huh.gif)

dunno. tbh it seems to me that daggers had less or more the same stats as wakis (IMG:[invalid] style_emoticons/default/unsure.gif)

QUOTE(tetron @ Apr 27 2015, 16:31) *

Full Shadowdancer build?

hybrid shadowdanced/savage of fleet. savage of shadowdancer is just so rare that you have o be happy with whatever you find, so better to directly aim for good savage of fleet. oh, plus fatality lv9 (IMG:[invalid] style_emoticons/default/cool2.gif)

QUOTE(tetron @ Apr 27 2015, 16:31) *

I don't share the same policy as n125. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

too bad (IMG:[invalid] style_emoticons/default/dry.gif)
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post Apr 27 2015, 19:36
Post #65146
ale137



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at what price should i sell trophies??
i have several of each but i dont know what the price is, is it the same for everyone?
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post Apr 27 2015, 19:46
Post #65147
nec1986



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Yep. Some mobs gives better effect. Was just curious about average increase.

Actually this means proc % in rapier isnt very important. I checked my rapier with 19% and 36% crit. Compare to perfect 25% chance i lose only something like 200 turns per full fest run. Its kinda very low, because full run is usually 20000+ turns.
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post Apr 27 2015, 20:37
Post #65148
Dead-ed



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QUOTE(nec1986 @ Apr 27 2015, 10:46) *

Yep. Some mobs gives better effect. Was just curious about average increase.

Actually this means proc % in rapier isnt very important. I checked my rapier with 19% and 36% crit. Compare to perfect 25% chance i lose only something like 200 turns per full fest run. Its kinda very low, because full run is usually 20000+ turns.

just suggestion, please test on mobs which have static defense.
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post Apr 27 2015, 20:53
Post #65149
nec1986



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What you mean?

They all have static. Some has a bit higher like arthropod and some a bit lower like elemental. So, more specific numbers for each class?

UPD. Its a bit tough, because:
Physical Mitigation = 1 - (900 / (900 + END + AGI / 2)) * (1 - chaos_defense_rank * 1%)
There is no big problem with first part, but its very hard to say about chaos update.

This post has been edited by nec1986: Apr 27 2015, 20:54
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post Apr 27 2015, 20:53
Post #65150
Superlatanium



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QUOTE(Fudo Masamune @ Apr 27 2015, 10:24) *
So... replacing this weapon, with this (I use the former due to extra dark strike damage) and start looking for better shield and heavy armor set for now?
Rapier needs a prefix, and needs better PA chance.

Don't worry about armor for now, especially if you're poor - just look for rapier and shield.
QUOTE(Fudo Masamune @ Apr 27 2015, 10:24) *
I'm having no problem with staying alive using this set earlier - well at least for battletoads random encounter, the problem is I think I need more damage since it's taking my full buff counters to finish the first and second arena in battletoads/iwbth (that's ~50 turns for 5-7 level). hence I try to switch to 2h for more damage output.
What I was saying was if there was really cheap shade, you could use that to increase your damage, and compensate for the lower defense by getting a better shield (Emax block force shield). But given how quickly you're gaining levels now you might avoid getting armor you'll only be using for a little while longer anyway.

1h's defense will become much more useful than 2h's damage output at your level. Even given the level scaling I have at my level, 2h's nonexistent defense compared to 1h makes it an unviable option (if I wish to play high difficulty).
QUOTE(Fudo Masamune @ Apr 27 2015, 14:53) *
While battletoads random encounter is also less struggling, I still couldn't pass the iwbth random encounter yet.

well better wait when I'm in higher lvl for that. (IMG:[invalid] style_emoticons/default/smile.gif)
If you wish to gain levels as quickly as possible - and given that you don't play for long periods of time - then your best strategy is probably to play lower difficulty, like only Hell or Nintendo, in exchange for a much higher clearing speed. You'll get less XP per round, but more XP per time, as long as you stay above 80 stamina.
QUOTE(ale137 @ Apr 27 2015, 17:36) *

at what price should i sell trophies??
i have several of each but i dont know what the price is, is it the same for everyone?

No one will buy them in a shop. Instead, look in WTB and see who's buying for the lowest price, and just send them with CoD.

Usually it's easier to wait until you have 500+ trophies before sending. They aren't worth much, after all.
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post Apr 27 2015, 21:03
Post #65151
Dead-ed



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QUOTE(nec1986 @ Apr 27 2015, 11:53) *

What you mean?

They all have static. Some has a bit higher like arthropod and some a bit lower like elemental. So, more specific numbers for each class?

UPD. Its a bit tough, because:
Physical Mitigation = 1 - (900 / (900 + END + AGI / 2)) * (1 - chaos_defense_rank * 1%)
There is no big problem with first part, but its very hard to say about chaos update.

i mean non-custom/upgradable mobs. Such as boss & above. I think a nice place to do comprehensive test about player's damage is pfudor fsm. But that's another story if you do high scale test like full fest.

(Wanna do it when i have the chance, about niten.)

This post has been edited by Dead-ed: Apr 27 2015, 21:08
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post Apr 27 2015, 21:23
Post #65152
Superlatanium



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I've heard that mages usually go without Spirit Shield, but I've found surviving to be very difficult without it. It requires an extra spirit pot or two on arenas, but the large bursts of damage prevented means less time wasted on Cure (and less risk of Spark or dying due to both Cure and Fullcure being on CD). Without SS, I'm not infrequently taking more damage than I heal on the turn I Cure, and dying is much more frequent. Even with SS, I still feel too fragile, and die occasionally despite mostly L- evade and EDB. Maybe I need some Elementalist so I don't have to take so much time with Imperil? Maybe I need more levels for more scaling?
Maybe it's just not safe enough without heavy forging?
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post Apr 27 2015, 21:31
Post #65153
nec1986



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QUOTE(Dead-ed @ Apr 27 2015, 22:03) *

pfudor fsm.

As i know this one is much more powerful than any mob.
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post Apr 27 2015, 21:33
Post #65154
erwtsnert



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QUOTE(Dead-ed @ Apr 27 2015, 20:37) *

just suggestion, please test on mobs which have static defense.



QUOTE(nec1986 @ Apr 27 2015, 20:53) *

What you mean?

They all have static. Some has a bit higher like arthropod and some a bit lower like elemental. So, more specific numbers for each class?

UPD. Its a bit tough, because:
Physical Mitigation = 1 - (900 / (900 + END + AGI / 2)) * (1 - chaos_defense_rank * 1%)
There is no big problem with first part, but its very hard to say about chaos update.


You also have to scale the monster stats to player level, so the percentage increase is slightly different for each level. Even the schoolgirls which have static stats have to be scaled first.

scaled_stats = 0.1 * base_stat * monster_level + y
monster_level = monster's level when it is spawned
y = (level ^ 1.076675) * 0.33

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post Apr 27 2015, 21:40
Post #65155
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QUOTE(tetron @ Apr 27 2015, 16:39) *

BTW, how good is "Defend" for mages? Lately I'm noticing that the monsters have suddenly become a lot stronger once again. So I'm thinking of including "Defend" in my strategy. Is it useful for mages, seeing how mages don't have enough Overchange? I mean, is it any good without enough OC?

i have not used it extensively, but i don't think it's a good idea (IMG:[invalid] style_emoticons/default/unsure.gif)

QUOTE(nec1986 @ Apr 27 2015, 21:31) *

As i know this one is much more powerful than any mob.

no, not really. if we speak about SP attacks alone, tsukiko and higher-tier celestials have void attacks comparable to FSM's puff of logic, if not even more powerful
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post Apr 27 2015, 22:14
Post #65156
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So.. finishing all the Arenas prevent random encounter from spawning until dawn, or did i run through all 24 already? (Also, do encounters who fizzle ,like mis-clicking or otherwise messing it up, count towards these 24 encounters?)

I guess what I'm wondering about is if the wiki is up to date on this subject?

This post has been edited by trutta: Apr 27 2015, 22:15
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post Apr 27 2015, 22:18
Post #65157
Dead-ed



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QUOTE(nec1986 @ Apr 27 2015, 12:31) *

As i know this one is much more powerful than any mob.

it's just 1 round with 15 potion slots, i think no problem with survivability. Then there are so many turns left to test about attack damage, crit, pa, bleed etc etc.
QUOTE(erwtsnert @ Apr 27 2015, 12:33) *

You also have to scale the monster stats to player level, so the percentage increase is slightly different for each level. Even the schoolgirls which have static stats have to be scaled first.

scaled_stats = 0.1 * base_stat * monster_level + y
monster_level = monster's level when it is spawned
y = (level ^ 1.076675) * 0.33

i think it's not a problem if gather data by using comparison.
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i talk theoretically, beware of flaws.

This post has been edited by Dead-ed: Apr 27 2015, 22:24
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post Apr 27 2015, 22:22
Post #65158
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If you don't click on the random encounter when it appears in your browser, it goes away and I'm pretty sure counts towards the 24 limit. It also fizzles if you click the link while already in battle. It's a bit annoying. I don't see arena completion having anything to do with it.
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post Apr 27 2015, 22:26
Post #65159
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QUOTE(Superlatanium @ Apr 27 2015, 22:22) *

If you don't click on the random encounter when it appears in your browser, it goes away and I'm pretty sure counts towards the 24 limit. It also fizzles if you click the link while already in battle. It's a bit annoying. I don't see arena completion having anything to do with it.


Thank you, I'm pretty sure I've spent all 24, and that that is what is causing this lack of aggro, but also I'm done with all Arenas for today so thought I'd ask.
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post Apr 28 2015, 01:36
Post #65160
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QUOTE(tetron @ Apr 27 2015, 06:53) *

Even something like "Exquisite Savage Power Armor of Slaughter"? (IMG:[invalid] style_emoticons/default/rolleyes.gif)


Silly, Power armor doesn't drop with that suffix. (IMG:[invalid] style_emoticons/default/tongue.gif)

QUOTE(tetron @ Apr 27 2015, 07:39) *

BTW, how good is "Defend" for mages? Lately I'm noticing that the monsters have suddenly become a lot stronger once again. So I'm thinking of including "Defend" in my strategy. Is it useful for mages, seeing how mages don't have enough Overchange? I mean, is it any good without enough OC?


Defend reduces damage by 25% with or without Overcharge; you only need Overcharge for it to recover 10% of your base HP.

I only use Defend when I need to pass turns. Sometimes I use Focus instead, but it has the consequence of dropping your Evade and Parry to 0 for a couple of turns.

The problem with Defend is that you ideally want each round to last seconds, so you don't really have the time to carefully study each turn to see if defending is necessary. Furthermore, when there are only a few enemies left in the round, you won't really have a need to use Defend; on the other hand, when there are many enemies, then it's likely that the 25% damage reduction that Defend provides probably won't be enough to save you from a Spark trigger.
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