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post May 14 2015, 07:19
Post #65941
Superlatanium



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QUOTE(Scootaloot @ May 14 2015, 01:53) *
Which one of these should I train? Just cleared End of Days for the first time... if this is what I'm supposed to be farming now, then I'm probably gonna want a higher drop rate/quality rate.
Getting Pack Rat 5 at least will help you a lot.

Don't bother with the drop trainings unless you play hours each day and are quite satisfied with all your equipment. Higher upgrades will take a very long time to pay off - especially if you really play on Normal. :/
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post May 14 2015, 07:23
Post #65942
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hello everybody...

ive got a question(maybe a stupid one) about magic prof especially depreciating... i check wiki to understand (but dont really check all thread )

my prof. in my character stat (also for divine and forbidden) is below spell requirment like imperil(30)blind(30)silence(40)...
but with my staff/cloth armor, effective prof. are enough (more than 100 for depreciating)
i do add abilities points- fill them in supportive...for example for imperil faster and better imperil... but spell doesn't appear in setting quickbar slot and even not in skillbook during fight (ive just check during random encounter)

so do i need to get prof. enough without counting the prof i win with staff/cloth armor equipment? or do i forget to do something? (i never really use/fight staff-cloth fighting style)

(what i get in equipment -mag. staff and exq. cloth- it's something enough "strong" to do some arena to focus on magic spell on nightmare/hell rank and earn "good"exp )

thank u all...bye take care

This post has been edited by sam le champion: May 14 2015, 07:24
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post May 14 2015, 07:34
Post #65943
nobody_xxx



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QUOTE(sam le champion @ May 14 2015, 12:23) *

hello everybody...

ive got a question(maybe a stupid one) about magic prof especially depreciating... i check wiki to understand (but dont really check all thread )

my prof. in my character stat (also for divine and forbidden) is below spell requirment like imperil(30)blind(30)silence(40)...
but with my staff/cloth armor, effective prof. are enough (more than 100 for depreciating)
i do add abilities points- fill them in supportive...for example for imperil faster and better imperil... but spell doesn't appear in setting quickbar slot and even not in skillbook during fight (ive just check during random encounter)

so do i need to get prof. enough without counting the prof i win with staff/cloth armor equipment? or do i forget to do something? (i never really use/fight staff-cloth fighting style)

(what i get in equipment -mag. staff and exq. cloth- it's something enough "strong" to do some arena to focus on magic spell on nightmare/hell rank and earn "good"exp )

thank u all...bye take care


you just need spams more depre magic to unlock it (IMG:[invalid] style_emoticons/default/laugh.gif)

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post May 14 2015, 07:54
Post #65944
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oh my... that was i thought... to use them a lot
my shade arca equipment was enough for that...

thanks for answer
bye take care
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post May 14 2015, 08:09
Post #65945
nec1986



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QUOTE(qw3rty67 @ May 14 2015, 04:53) *

Crystal farmers: how long does it take you to make a pack? What level of crystarium do you have?


Near 1 pack each 9k turns for me. Btw, its also quite close to full profit, because all other staff is cover stamina price.
UPD. Cry5 perk.

This post has been edited by nec1986: May 14 2015, 08:10
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post May 14 2015, 08:24
Post #65946
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QUOTE(nec1986 @ May 14 2015, 13:09) *

Near 1 pack each 9k turns for me. Btw, its also quite close to full profit, because all other staff is cover stamina price.
UPD. Cry5 perk.

since when we have crys5 perk (IMG:[invalid] style_emoticons/default/blink.gif)


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post May 14 2015, 08:30
Post #65947
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Is there a real role for Arcanist shade in the current patch? Why might someone prefer it over Shadowdancer's evade and crit? After all, intel doesn't matter, and I'd think that offensive/defensive power would be more important than mana conservation.
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post May 14 2015, 08:37
Post #65948
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QUOTE(Superlatanium @ May 14 2015, 13:30) *

Is there a real role for Arcanist shade in the current patch? Why might someone prefer it over Shadowdancer's evade and crit? After all, intel doesn't matter, and I'd think that offensive/defensive power would be more important than mana conservation.

you maybe need to ask dkrsrpnt who win that peerless arcanist (IMG:[invalid] style_emoticons/default/laugh.gif)

he been using DW light for a long time (IMG:[invalid] style_emoticons/default/heh.gif)
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post May 14 2015, 09:44
Post #65949
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QUOTE(nobody_xxx @ May 14 2015, 09:24) *

since when we have crys5 perk (IMG:[invalid] style_emoticons/default/blink.gif)

I meant its x5 crystals, so 3rd perk.
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post May 14 2015, 09:54
Post #65950
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I wonder. Is it good for mages to have the Staff Damage ability?

It seems to me that while doing ether tap, the monsters are dying slightly faster and I'm not getting enough MP.
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post May 14 2015, 10:01
Post #65951
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QUOTE(mozilla browser @ May 14 2015, 07:54) *
I wonder. Is it good for mages to have the Staff Damage ability?

It seems to me that while doing ether tap, the monsters are dying slightly faster and I'm not getting enough MP.
It gives you more damage to let you get the last hit on monsters so Tap activates more easily, but it also means monsters die more quickly, which is a disadvantage if you want to Weaken/Tap a whole lot on the last monster at the end of the round to replenish MP. (But I don't think Weaken is worth the extra turns required - better to play without tap, or at least only to tap when you can get the last hit easily, to avoid rounds taking twice as long - so I'd use Staff Damage)
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post May 14 2015, 10:05
Post #65952
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QUOTE(mozilla browser @ May 14 2015, 00:54) *

I wonder. Is it good for mages to have the Staff Damage ability?

It seems to me that while doing ether tap, the monsters are dying slightly faster and I'm not getting enough MP.


I took it. If you use Arcane Blow to kill something that has Coalesced Mana, Ether Tap is guaranteed to proc. So my reasoning was to invest in Staff Damage and make it a little easier to proc opportunistic Ether Taps. It only costs 3 AP and I'm still sitting on a pile of unused Mastery Points, so I didn't think investing in it was a big deal.
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post May 14 2015, 12:25
Post #65953
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QUOTE(Colman @ May 13 2015, 23:30) *

Well, +5 offhand and +5 crit. The actual PA chance should be much higher. You can test it and share the result. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

I do think you need 100% offhand chance to have same clear time as rapier + waki.

QUOTE(Void Domain @ May 14 2015, 04:51) *

Yes, if you have 100% offhand chance, you are basically 1.5 your damage, assume 60% of the time has spirit stance and times another 1.6. If you compare to 1h which has a constant spirit x2 and 1.15 buff the damage is quite close.

so, ethereal club of slaughter + rapier of balance
fatality and swift for both and butcher only on mainhand. overpower with a club is useless as i thought.
as for rapier prefix, what do you suggest? ethereal? hallowed? demonic? whatever, as long as stats/PABs are good enough? wait until i see which strike my club will gain?

This post has been edited by Scremaz: May 14 2015, 12:35
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post May 14 2015, 12:32
Post #65954
Colman



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QUOTE(Scremaz @ May 14 2015, 18:25) *

so, ethereal club of slaughter + rapier of balance
fatality and swift for both and butcher only on offhand. overpower with a club is useless as i thought.
as for rapier prefix, what do you suggest? ethereal? hallowed? demonic? whatever, as long as stats/PABs are good enough? wait until i see which strike my club will gain?

Ethereal club + hallowed/ethereal are always the best. However, they are expensive and not necessary.
BTW, why "butcher only on offhand"? Mainhand?

Potency shouldn't have much impact on DW anyway. Just randomly max them should be more or less the same.

This post has been edited by Colman: May 14 2015, 12:33
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post May 14 2015, 12:35
Post #65955
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QUOTE(Colman @ May 14 2015, 12:32) *

Ethereal club + hallowed/ethereal are always the best. However, they are expensive and not necessary.
BTW, why "butcher only on offhand"? Mainhand?

Potency shouldn't have much impact on DW anyway. Just randomly max them should be more or less the same.

Fatality should be useful on both since there is the crit chance ability in the DW chart...
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post May 14 2015, 12:40
Post #65956
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QUOTE(Colman @ May 14 2015, 12:32) *

BTW, why "butcher only on offhand"? Mainhand?

yeh, another typo, thanks for noting. i'm also cooking meanwhile, so... (IMG:[invalid] style_emoticons/default/heh.gif)

QUOTE(Colman @ May 14 2015, 12:32) *

Potency shouldn't have much impact on DW anyway. Just randomly max them should be more or less the same.

is it? and why? i mean, in my other DW set i had 9 fatality and 5 swift, which means +18% crit damage and whatever boost in speed it may be. how come it doesn't have too much impact? (IMG:[invalid] style_emoticons/default/huh.gif)

QUOTE(boulay @ May 14 2015, 12:35) *

Fatality should be useful on both since there is the crit chance ability in the DW chart...

yup. btw, it adds roughly 5% crit chance at my level

This post has been edited by Scremaz: May 14 2015, 12:42
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post May 14 2015, 12:57
Post #65957
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QUOTE(Scremaz @ May 14 2015, 18:40) *

yeh, another typo, thanks for noting. i'm also cooking meanwhile, so... (IMG:[invalid] style_emoticons/default/heh.gif)
is it? and why? i mean, in my other DW set i had 9 fatality and 5 swift, which means +18% crit damage and whatever boost in speed it may be. how come it doesn't have too much impact? (IMG:[invalid] style_emoticons/default/huh.gif)
yup. btw, it adds roughly 5% crit chance at my level

Just avoid Overpower at all and butcher on offhand and its all good.
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post May 14 2015, 13:09
Post #65958
Colman



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QUOTE(Scremaz @ May 14 2015, 18:40) *

yeh, another typo, thanks for noting. i'm also cooking meanwhile, so... (IMG:[invalid] style_emoticons/default/heh.gif)
is it? and why? i mean, in my other DW set i had 9 fatality and 5 swift, which means +18% crit damage and whatever boost in speed it may be. how come it doesn't have too much impact? (IMG:[invalid] style_emoticons/default/huh.gif)
yup. btw, it adds roughly 5% crit chance at my level

Of course you should IW your weapon, just no need to picky about which potency you have got in the process.

There are 4 potency
- Butcher
- Fatality
- Overpower
- SS

You can group them into damage, hit rate and defense. Having one potency mean you cannot have the others.

If you have perfect hit rate, you may want to ignore Overpower. However, it is not possible, even if you are using a club. The chance of infecting stun on first hit is rather low (~50% if the hit landed). (So offhand balance rapier is even more important.)
For 10 level of overpower, it reduce the parry by 40%. Assuming your target have 20% parry, which is common @PF. It directly increase the chance of your first hit by 8% (more precisely, it is 88/80 -1 = 10%). If you have mainhand club, the actual hit rate may be reduced by half. Anyways, 4-8(10)% increase in averaged damage is very good, especially when you can save a turn on each monster.

For damage, Fatality is the best as its bonus damage is applied on your total damage (20% max). If you have 40% crit chance, it also increase you damage by 8%.
On the other hand, Butcher only consider the weapon damage, and divided by half for offhand. Butcher can never increase your final damage by 8%+ for DW. So, Butcher is prefered only after you max Fatality ans still want to look for highest output (10 Fatality + 8 Butcher). This is quite good in SG arena TBH.

SS seems useless if your target is to clear faster, however, it is not. It is because you cannot clear arena without heal, even with rapier + waki. With 10 SS, you have ~16% Attack Speed Bonus, which make the gap between your received damage and the effect of regen much closer. Depended on build, SS can be even more useful than the rest.

After some testing with some exq weapon, my conclusion is to avoid Butcher if there is no max Fatality. Since level 5 Fatality is hard to get (not that hard TBH (IMG:[invalid] style_emoticons/default/heh.gif) ), and you only want butcher after maxing Fatality on both weapons. It take too long and not worth the time for non-perfect weapon. I would suggest no reset if there are no Butcher in the first few level, and no more than level 2 butcher on each weapon.

This post has been edited by Colman: May 14 2015, 13:18
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post May 14 2015, 13:23
Post #65959
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QUOTE(Colman @ May 14 2015, 11:09) *
With 10 SS, you have ~16% Attack Speed Bonus, which make the gap between your received damage and the effect of regen much closer. Depended on build, SS can be even more useful than the rest.
3rd time I've seen someone saying something like this, but I still think it's wrong. Regen does not proc ever player turn (player turn: 0.6? action speed with haste, varies); Regen procs every full combat turn (~1.0 action speed). During 10.0 time units, with no attack speed bonus, maybe you will be able to attack 17 times, and Regen will proc 10 times. If your attack speed is increased, maybe you will be able to attack 20 times, but Regen will still proc 10 times. The gap between (damage taken from monsters) and (HP healed via Regen) is still exactly the same (on average).

But, faster attack speed does mean that you can heal more in a given time frame, because cooldowns are based on player turns (variable action speed), rather than the fixed 1.0 time unit in a combat turn (which buff and debuff durations and procs are based on). So faster action speed does help with Cure cooldown, in cases where you take a whole lot of damage in a couple of turns, but I don't think it helps Regen at all.

This post has been edited by Superlatanium: May 14 2015, 13:25
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post May 14 2015, 13:27
Post #65960
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QUOTE(Superlatanium @ May 14 2015, 19:23) *

3rd time I've seen someone saying something like this, but I still think it's wrong. Regen does not proc ever player turn (player turn: 0.6? action speed with haste, varies); Regen procs every full combat turn (~1.0 action speed). During 10.0 time units, with no attack speed bonus, maybe you will be able to attack 17 times, and Regen will proc 10 times. If your attack speed is increased, maybe you will be able to attack 20 times, but Regen will still proc 10 times. The gap between (damage taken from monsters) and (HP healed via Regen) is still exactly the same (on average).

But, faster attack speed does mean that you can heal more in a given time frame, because cooldowns are based on player turns (variable action speed), rather than the fixed 1.0 time unit in a combat turn (which buff and debuff durations and procs are based on).

No need to make regen stronger, you just need to kill some mobs before your hp in red. Then regen can fill your hp full before you kill the last one left.
e.g. if your regen can balance out 5 mobs' damage, and 50% of you hp can last 10 time units in average. You need to make the number of mobs reduce to 5 within 10 time unit, or you will have to cast heal (cure). With SS, you will have 16% more turns to do so. And the chance to cast heal is much lower.
Have a try and you will know. 16% is a lot. The different is ever greater than a highly forged plate of protection.

Regen on 1H is similar. You basically lose hp in the first half of the fight and recovering hp in the second half. The major different between DW and 1H is the passive stun making 1H's defense OMG powerful.

This post has been edited by Colman: May 14 2015, 13:44
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