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post May 3 2015, 01:37
Post #65381
Superlatanium



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QUOTE(-anon- @ May 2 2015, 23:21) *
I do a decent amount of uploading, so I have a couple mill credits.
I don't know how good it is, but on battletoads I can get around 40-50 waves into the grindfest.
That sounds OK but I never did GF much since it's not a profitable use of time compared to arenas (until you get crystal perks). 1h will likely let you go significantly farther / higher difficulty, but your fighting style is up to you.

Regardless of what type of battle you play, I'd still say that the drop trainings whose cost isn't trivial only have a chance of paying off if you play hundreds of rounds a day (or see yourself playing hundreds of rounds a day in the future) - for which better equipment and a higher level would be near essential.
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post May 3 2015, 01:55
Post #65382
Cleavs



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QUOTE(Broccolis @ May 2 2015, 18:33) *

Hello everyone (IMG:[invalid] style_emoticons/default/smile.gif)

First of all, I'm really sorry if this isn't a place to ask a question like this (IMG:[invalid] style_emoticons/default/sad.gif) but i remember that few months ago users can access their archived downloads list, but now i couldn't find it anywhere =.= could someone help me with this? it's the one that you pay with credits to download the zip files. There's a page that shows all of the archives zip files that the user payed for.

yes, there was. check 're-downloading' section on this page
even though the one week thing has been kept, that page seems to be disappeared...
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post May 3 2015, 01:59
Post #65383
-anon-



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QUOTE(erwtsnert @ May 3 2015, 01:37) *

If you really want to get far into grindfest you'll have to invest in a good rapier, shield, and heavy armor. Maging is also a possibility of course, but not at your level yet. If you want to stick with light, Shadowdancer is the best option for shade.

It's not so much about getting far into the grind fest, it's about leveling as fast as I can.

QUOTE(Superlatanium @ May 3 2015, 01:37) *

That sounds OK but I never did GF much since it's not a profitable use of time compared to arenas (until you get crystal perks). 1h will likely let you go significantly farther / higher difficulty, but your fighting style is up to you.

Regardless of what type of battle you play, I'd still say that the drop trainings whose cost isn't trivial only have a chance of paying off if you play hundreds of rounds a day (or see yourself playing hundreds of rounds a day in the future) - for which better equipment and a higher level would be near essential.

My play styles is pretty lazy.

start > protection > spirit shell > haste > heart seeker > regen > heath potion > mana potion > pool focus > spirit mode until focus depleted > rebuff and potion accordingly > use up battle items > flee > rinse repeat.

It been working okay for me so far. I do that plus my daily arenas and random encounters.
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post May 3 2015, 02:06
Post #65384
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QUOTE(-anon- @ May 3 2015, 01:59) *

My play styles is pretty lazy.

start > protection > spirit shell > haste > heart seeker > regen > heath potion > mana potion > pool focus > spirit mode until focus depleted > rebuff and potion accordingly > use up battle items > flee > rinse repeat.

It been working okay for me so far. I do that plus my daily arenas and random encounters.

do you have IA1~2? they're quite cheap for what they offer.
if answer is yes, i suggest you to place haste and spirit shield
if answer is no, assuming you're 1H i suggest you to switch your spell sequence to: protection > spirit shield > haste > (build >50 OC) > Spirit Stance > regen; heartseeker only if you earn a channelling.
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post May 3 2015, 02:10
Post #65385
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QUOTE(n125 @ May 1 2015, 20:45) *

...No idea!



Maybe the clear was pre-pfudor fix/buff where players had more action speed.
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post May 3 2015, 02:14
Post #65386
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QUOTE(Scremaz @ May 3 2015, 02:06) *

do you have IA1~2? they're quite cheap for what they offer.
if answer is yes, i suggest you to place haste and spirit shield
if answer is no, assuming you're 1H i suggest you to switch your spell sequence to: protection > spirit shield > haste > (build >50 OC) > Spirit Stance > regen; heartseeker only if you earn a channelling.


I'm actually playing DW with an axe and a Rapier.

And yeah. Sorry. I meant over charge, not focus.
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post May 3 2015, 04:21
Post #65387
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is stun op?

club or axes

mace or longswords
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post May 3 2015, 05:08
Post #65388
xmagus



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QUOTE(passbyeroo @ May 3 2015, 12:21) *

is stun op?

club or axes

mace or longswords

By no means is stun op. It is, in fact, quite crap. Not entirely, but quite. You're better off with PA.

Axes by a country mile. High damage, good bleed. Don't forget that after stun wears off, a mob has a damned good chance of having a free swing at you.

I'd go for a katana, but given a choice between an Ethereal/Elem-Hollowforged mace or the equivalent longsword, I might go for the mace.
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post May 3 2015, 05:08
Post #65389
Superlatanium



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QUOTE(passbyeroo @ May 3 2015, 02:21) *
is stun op?

club or axes

mace or longswords
The slashing effect of Bleeding Wound is terrible, so slashing weapons are rarely good once you start fighting serious monsters. Penetrated Armor (rapier, estoc) can significantly shorten the number of hits it takes to kill monsters, if they take ~4 or more hits to kill. (So, it's especially useful against bosses and schoolgirls.) Crushing weapons' Stun is nice, but when mobs recover from stun, often their MP and SP bars will be high, and they'll get an extra turn to attack when they recover, so it doesn't much protect you from their dangerous attacks unless you manage to kill them before they recover.

So 1h, with great defense, works best with rapier / PA. Club/rapier is a good choice for DW, for both weapon procs. For 2h, no one plays it seriously, so if you play it you can pick whatever you like and then forget about it entirely once you get to around 150.

At your level though, it's probably not too important because the monsters you're fighting are neither tanky nor dangerous. Just avoid shortswords and wakizashis for mainhand. (And none of this is very important unless you play more and get to level 150+)
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post May 3 2015, 06:08
Post #65390
mozilla browser



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QUOTE(Broccolis @ May 3 2015, 05:22) *

Yes! it does looks like it but =.= for some reason there's nothing there at all and yes i have already "purchase" some of doujinshis just to test it out and i am happy to report that i could successfully download them without any problems but it just doesn't show anything at my Credits Log (IMG:[invalid] style_emoticons/default/sad.gif) So this gonna be a pain in the ass if i wanted to redownload all of them in the couple of weeks later.


Anyway, you can't redownload (without repaying) a couple of weeks later.

My suggestion is: download via torrent where possible (it's free). If there are no torrents, create one after you have downloaded the archive. This helps you get some GP, which you can use for future downloads.

By the way, this question should have gone to the Site Discussion, Help & Feedback forum.
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post May 3 2015, 09:07
Post #65391
n125



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QUOTE(EsotericSatire @ May 2 2015, 17:10) *

Maybe the clear was pre-pfudor fix/buff where players had more action speed.


The screenshots of that clear were posted here six months after the fix, but one would have to track down the original post on Baidu to be sure.

I didn't really feel the effects of the action speed fix myself, but I just play Arenas; I'm sure the difference was more pronounced in deep Grindfest runs.
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post May 3 2015, 11:40
Post #65392
treesloth



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QUOTE(EsotericSatire @ May 3 2015, 09:10) *

Maybe the clear was pre-pfudor fix/buff where players had more action speed.


those clears were post monster-selection nerf. there are three stages to the consequences of this nerf.

1. prior to nerf,- encounter many 'in memory of dark mage' mobs, fests were more difficult
2. immediately post nerf- encounter 1 'in memeory of dark mage' mobs, the rest of mobs were low chaos'd and weak, so fests were easier. it was more profitable as a monster trainer to use chaos tokens to make more mobs, since there was no limit on how many of your mobs could show up in battle.
3. later on, post nerf- encounter 1 'in memory of dark mage' mob, but now the rest of the mobs are highly chaos'd because it is more profitable to make high level, high chaos'd mobs, since only one of your monsters will show up per round.

I believe it is much more difficult for mage to clear pfufest compared to immediately post nerf.
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post May 3 2015, 11:43
Post #65393
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QUOTE(Zaesha @ May 2 2015, 14:24) *

Was something changed recently about the Shrine? I'm no longer able to shrine trophies (a message "Transaction can not be completed as requested" appears), but can still shrine artifacts (tried with a precursor and worked).



Quoting myself because shrine still isn't working for me.
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post May 3 2015, 12:16
Post #65394
Colman



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QUOTE(Zaesha @ May 3 2015, 17:43) *

Quoting myself because shrine still isn't working for me.

I think you can take a screen shot and post it in the system discussion board .

And put [bug] in the title .
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post May 3 2015, 12:46
Post #65395
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QUOTE(Zaesha @ May 3 2015, 04:43) *

Quoting myself because shrine still isn't working for me.

I'm just kinda taking a stab in the dark here but could it be you are at max equips? You can only hold up to 1000 equips in your inventory and since you get equips from trophies.

This post has been edited by Kazuki3: May 3 2015, 12:52
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post May 3 2015, 13:00
Post #65396
Cleavs



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QUOTE(-anon- @ May 3 2015, 02:14) *

I'm actually playing DW with an axe and a Rapier.

axe + rapier? i guess club + rapier would be safer.

QUOTE(passbyeroo @ May 3 2015, 04:21) *

is stun op?

club or axes

mace or longswords

club, even at medium difficulty/PF REs. the surplus bonus of an axe doesn't replace the stun feature of a club

mace only at low difficulties because mass-stun has the side-effect to leave your ass unprotected when all stuns disappear - nonetheless it may be quite quick. longsword viable only at normal,i guess

though, if you will start to play 1H, avoid clubs because coutners already deal stun effect. go with rapiers instead. shortswords may still be viable at your level, but not for so much. either way, with (EoD + ED + TTT) clear bonus you should be able to buy a decent (rapier + shield) set

QUOTE(Zaesha @ May 3 2015, 11:43) *

Quoting myself because shrine still isn't working for me.

just wondering, do you select the class of gears you want to recieve? artifacts' reward doesn't need an output but for trophies you have to choose a class. i just tried without selecting and gives me the very same error.
otherwise, check your inventory:
QUOTE(Kazuki3 @ May 3 2015, 12:46) *

could it be you are at max equips? You can only hold up to 1000 equips in your inventory and since you get equips from trophies.

lastly, start with that bug thing
QUOTE(Colman @ May 3 2015, 12:16) *

I think you can take a screen shot and post it in the system discussion board .

And put [bug] in the title .


This post has been edited by Scremaz: May 3 2015, 13:06
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post May 3 2015, 13:03
Post #65397
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I understand people who have earned Dovahkiin still choose to use Godslayer because of the evasion and damage buff. But I'd like to know a bit more about FUS RO DAH or cooldowns in general. Since I'm interested in the potential for infinite stunlocks.

It's my perception that both skills with cooldowns and effects with a duration increment on the turn of the character they apply to. So if a slow monster is stunned they're stunned more of your turns if you're faster even though it only skips the same number of the monster's turns.

So theoretically if one's taking 2 turns for every turn the fastest monster, and getting 200% overcharge amongst it; FUS RO DAH could trivialize any one fight right?
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post May 3 2015, 13:13
Post #65398
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QUOTE(dragonandon @ May 3 2015, 12:03) *

So theoretically if one's taking 2 turns for every turn the fastest monster, and getting 200% overcharge amongst it; FUS RO DAH could trivialize any one fight right?

No. Monsters receive a free action when a stun expires on them. Otherwise mace players could stunlock all the monsters with simple attacks (If I am not mistaken that was the case some time ago, so free action as an anti-stunlock measure was added some patches ago).

This post has been edited by Paarfi: May 3 2015, 13:14
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post May 3 2015, 13:17
Post #65399
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QUOTE(dragonandon @ May 3 2015, 13:03) *

I understand people who have earned Dovahkiin still choose to use Godslayer because of the evasion and damage buff. But I'd like to know a bit more about FUS RO DAH or cooldowns in general. Since I'm interested in the potential for infinite stunlocks.

It's my perception that both skills with cooldowns and effects with a duration increment on the turn of the character they apply to. So if a slow monster is stunned they're stunned more of your turns if you're faster even though it only skips the same number of the monster's turns.

So theoretically if one's taking 2 turns for every turn the fastest monster, and getting 200% overcharge amongst it; FUS RO DAH could trivialize any one fight right?

FRD is a skill which deals void damage on all mobs on the battlefield like OFC, but compared to the latter the damage FRD deals is vaguely noticeable without spirit stance, and barely decent with. as a side-effect it allows you to stun all mobs on the battlefield for 5 turns (on monsters' side, so without considering modifiers like haste or atk speed bonus). it requires 100 OC to be launched and has a 10 turns cooldown (on your side).

long story short, 1H doesn't need it because it already has a mass-stun function and that 10% damage bonus is way more appetible. it seems it's almost a must for DW/2H at high levels though
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post May 3 2015, 13:18
Post #65400
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QUOTE(Superlatanium @ May 3 2015, 11:08) *

For 2h, no one plays it seriously


when i played previously, i remember 2h estocs being the most wanted weapon at the time what changed that makes it so bad now?

PS: this is probably at least a year or more ago but i couldn't figure the reason from the patch notes.
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