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May 14 2015, 15:25
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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Its not exactly half.
If its no stun style than we have more like peak on 7-14-21-27 (27 is most powerful, because its mp+sp attacks). Of course because mobs also die we have downgrade direction also.
If its 1h than we also have safe time. Near 1:2ratio. We need few turns for stun and get 4+ with very low income damage. So overall we have average income few turns, some safe zone and huge peak at 7-8 with almost zero damage after that, because all mobs again stunned. After that again average zone (second mp wave, but this time lower amount of mobs), again zero and if some mobs still alive than we can get sp attack (also some damage).
So its more like possibility to handle first mp attack if average is near 20 turns or lower (and it should be for best efficiency), because all other ranges has much lower income and near same (only last 5 turns lower, because its only few mobs without something special).
UPD. And pf mobs has +50% regen, so they doing near same, but a bit faster. Its not rare to get sp even on 19 turn.
This post has been edited by nec1986: May 14 2015, 15:33
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May 14 2015, 19:32
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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QUOTE(hitokiri84 @ May 13 2015, 02:02)  They would still be weak from low END since it factors in to both PMI and MMI.
HuH? But there are quite some near-max-PL Sprites (Read "Low END mob") lurking around, aren't they? QUOTE(Void Domain @ May 13 2015, 09:26)  When I iw armor, all I get is windproof and darkproof. No joke (IMG:[ invalid] style_emoticons/default/mad.gif) I have 54.8 wind mit and 56.7 dark mit (IMG:[ invalid] style_emoticons/default/anime_cry.gif) Darkproof is very good for SG ones. And there are quite some annoying Elementals who uses Wind attacks. (IMG:[ invalid] style_emoticons/default/laugh.gif) QUOTE(Superlatanium @ May 13 2015, 18:53)  Tested again just now to make sure I wasn't going insane...
You are still sane? What a surprise! (IMG:[ invalid] style_emoticons/default/duck.gif) QUOTE(Colman @ May 13 2015, 20:35)  Parry is nothing when you have 60% block rate.
Yeah, Damn right. With 60% Block, Block always happen. No scope for the next-to-happen Parry. Parry is shit, totally unnecessary. You won't even need Protection, Spirit Shield or Regen. Saves a lot of MP. (IMG:[ invalid] style_emoticons/default/wub.gif) QUOTE(Colman @ May 13 2015, 20:35)  If you want IW, you need shards to reset the potency. Low level GF is the primary source for shards and artifacts (ED + crystal).
Please elaborate how. Is there a separate drop calculation for "Everything droppable" in the SG Arenas? QUOTE(nobody_xxx @ May 13 2015, 23:09)  Just because Cold isn't mainstream yet. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) QUOTE(nobody_xxx @ May 13 2015, 23:13)  what you need for 1H is attack , more attack , and higher attack (IMG:[ invalid] style_emoticons/default/heh.gif) With all those natural defenses, I'll say that's true enough. (IMG:[ invalid] style_emoticons/default/laugh.gif) QUOTE(nec1986 @ May 13 2015, 23:50)  Probably im quite lucky, because i have only 61,6 burden(7,2 attack speed, 5,3% evade). And 21,7 with full featherweight (10,2 attack speed, 17,5% evade).
21 BURDEN with full feather???? (IMG:[ invalid] style_emoticons/default/blink.gif) May I see the equipment links please? QUOTE(Scremaz @ May 14 2015, 01:03)  is it worth it? or it's only a crappy rapier and i should really try with something a bit better?
When you're going for a balance rapier, two things should be taken into account: High accuracy + High crit (At least Emax) And that weapon of yours has them super low! QUOTE(n125 @ May 14 2015, 03:24)  I think Better Absorb is also very nice.
HuH? People actually use Absorb? I thought it was useless (Since it can't suck in Crits)! (IMG:[ invalid] style_emoticons/default/huh.gif) QUOTE(Superlatanium @ May 14 2015, 05:54)  The wiki isn't exactly trustworthy on up-to-date advice, but... RR gives you more mana (and spirit) regen over time, whereas EE only increases your bonus mana pool (but not your base mana pool). If you're melee, you take many turns per round, so there's a good amount of passive regen each round - which RR goes very well with. By the time you've spent all 15 potions (many thousands of turns), the extra MP/SP gained through RR will be higher than the initial 1/10th or so MP bonus that EE would give at the very beginning of the battle series (plus a few MP fragments here and there from mana potion spillover).
Solid points I must say! Never thought about RR like that. Thanks for the analysis. (IMG:[ invalid] style_emoticons/default/smile.gif) QUOTE(Superlatanium @ May 14 2015, 05:54)  For mage, there's never any MP spillover regardless since they already have so much bonus MP, so EE isn't useful.
I don't think either EE or RR is worth getting unless you're trying for high difficulty GF completion. Otherwise, it doesn't increase clearing speed or profit at all.I'd think SS would be significantly more useful, since spirit potions spill over a lot when used at a safe ~30% SP, regardless of class. SS might give you an extra half of a Spark proc for each potion (or, more freedom to try Spirit Theft on GF before you're forced to use a potion). But mana potions don't have much spillover at all, especially for mage - I don't see bonus MP helping much.
Same reason why I still don't understand why top mages are so obsessed with getting Cap Lv.5 in a Jug Lv.5 piece. QUOTE(n125 @ May 14 2015, 13:35)  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.
Meh. Tap prolongs the game by a LOT. For GF, it may be good, but I don't see any point in using it in Arena. QUOTE(Colman @ May 14 2015, 16:57)  The major different between DW and 1H is the passive stun making 1H's defense OMG powerful.
Yep. Enjoy it while you can. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) This post has been edited by tetron: May 14 2015, 19:34
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May 14 2015, 19:52
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Fudo Masamune
Group: Gold Star Club
Posts: 1,636
Joined: 2-February 10

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QUOTE(Superlatanium @ May 14 2015, 18:23)  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). 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.
I think we should start giving a better and clearer definition about "Turn" since It's still confusing and ambiguous between "doing something" and "turn", so instead of calling it "player turn" and "combat turn", why don't we call it actions and turns. for example, here I act 61 times in 41 turns (the turn comes from amount of protection scroll buff ticks spent ~50 turns-9 turns left = 41 turns elapsed)  But as everbody could see, problem is in the norm (as what the report show) said that the number in front of each battle log is turn number :/ which... I don't know wether I'm true or delusional... I think that's wrong. That's not turn, that's action number... turns are fixed, no mater how many action you make (how many times the number in the front of each battle log increase) one turn took one tick of buff timer (or easier, gives the health from regen). Hence the number in the battle log could said 3 or 4 or 5, but in fact you might only spent 2-3 turns doing that. Haste/bonus action speed don't make the buff/debuff last longer or shorter, the duration is static, but you might act more within the aloted "time" within the turnsturns, giving the buff a pseudo increase in it's "lasting turns". now... it's either that or I'm actually have a way off from the truth knowledge about what a turn is. -- add ps: the HVS stats tracker tools use "round" as the number of "turn" left in a buff/debuff, which, I found it add another ambiguity since the wiki clearly state the round as "a single fight with a set of monsters that ends once they are defeated or the players flees/dies". ps2: to make it more ambiguous, in the action speed page in the wiki state "players who accumulate enough time units due to their high action speed may take a turn to perform an additional action before the monsters are allowed their action" which for a non english native like me migh interpret it as if when people act, he start another "turn" - hence it should decrease the buff counter (I asked about this a few days ago here because of that confusion).
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May 14 2015, 19:57
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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QUOTE(Fudo Masamune @ May 14 2015, 23:22)  -snip-
First thing you need to do is to ditch that "HV-Stat" script. Replace it with "SV-Stat Slim" and you'll notice a significant increase in speed (much faster page loading).
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May 14 2015, 20:25
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(tetron @ May 14 2015, 19:57)  First thing you need to do is to ditch that "HV-Stat" script. Replace it with "SV-Stat Slim" and you'll notice a significant increase in speed (much faster page loading).
speaking of which, at which point playing with HVStat on begins to be unbearable? (no pun of word intended (IMG:[ invalid] style_emoticons/default/rolleyes.gif) )
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May 14 2015, 20:38
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Fudo Masamune
Group: Gold Star Club
Posts: 1,636
Joined: 2-February 10

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QUOTE(tetron @ May 15 2015, 00:57)  First thing you need to do is to ditch that "HV-Stat" script. Replace it with "SV-Stat Slim" and you'll notice a significant increase in speed (much faster page loading).
But I love tracking statistics.... and with my 400ms+ ping, I think optimizing time for my browser to load the page wouldn't speed things that much. I mousemeeleing all the way while watching stuff anyway....
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May 14 2015, 20:42
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(tetron @ May 14 2015, 19:57)  First thing you need to do is to ditch that "HV-Stat" script. Replace it with "SV-Stat Slim" and you'll notice a significant increase in speed (much faster page loading).
SV? You mean HV-Stat Slim, right? Or is there another script i dont know? QUOTE(Fudo Masamune @ May 14 2015, 20:38)  I mousemeeleing all the way while watching stuff anyway....
You use your mouse? (IMG:[ invalid] style_emoticons/default/blink.gif) This post has been edited by Stulpen: May 14 2015, 20:42
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May 14 2015, 20:46
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(tetron @ May 14 2015, 19:32)  When you're going for a balance rapier, two things should be taken into account: High accuracy + High crit (At least Emax)
uhu. btw, what about this one? low PA duration and SMax crit, but it doesn't seem too bad QUOTE(Stulpen @ May 14 2015, 20:42)  SV? You mean HV-Stat Slim, right? Or is there another script i dont know?
hvstat slim, no other scripts. today is typo's day, i guess (IMG:[ invalid] style_emoticons/default/laugh.gif) QUOTE(Stulpen @ May 14 2015, 20:42)  You use your mouse? (IMG:[ invalid] style_emoticons/default/blink.gif) mousemelee. this time it's actually a script we're speaking about (IMG:[ invalid] style_emoticons/default/tongue.gif)
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May 14 2015, 20:56
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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A script. Ok. What does it do?
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May 14 2015, 20:56
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Koaen
Group: Catgirl Camarilla
Posts: 2,225
Joined: 7-April 12

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QUOTE(tetron @ May 14 2015, 13:32)  HuH? But there are quite some near-max-PL Sprites (Read "Low END mob") lurking around, aren't they?
There's 1 max sprite. The rest aren't really high level. In fact, there's very few near-max plvl mobs in existence. [ hvlist.niblseed.com] http://hvlist.niblseed.com/?selectby=monst...&orderbyb=1
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May 14 2015, 21:00
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(Stulpen @ May 14 2015, 20:56)  A script. Ok. What does it do?
hover a mob with your mouse pointer, it will keep attacking for you - no click or numpad required. it works also while browser window isn't active and it has minimum HP/MP/SP threshold alerts QUOTE(jenga201 @ May 14 2015, 20:56)  There's 1 max sprite. The rest aren't really high level.
and we all know THAT sprite, btw (IMG:[ invalid] style_emoticons/default/rolleyes.gif) This post has been edited by Scremaz: May 14 2015, 21:01
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May 14 2015, 21:08
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(Scremaz @ May 14 2015, 14:00)  and we all know THAT sprite, btw (IMG:[ invalid] style_emoticons/default/rolleyes.gif) There's a max PL Sprite? Could have fooled me. Things that die before they can attack are still considered weak...
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May 14 2015, 21:58
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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QUOTE(Scremaz @ May 14 2015, 23:55)  speaking of which, at which point playing with HVStat on begins to be unbearable? (no pun of word intended (IMG:[ invalid] style_emoticons/default/rolleyes.gif) ) When you realize that there are other scripts that takes a lot less time to execute. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) QUOTE(Fudo Masamune @ May 15 2015, 00:08)  But I love tracking statistics.... and with my 400ms+ ping, I think optimizing time for my browser to load the page wouldn't speed things that much. I mousemeeleing all the way while watching stuff anyway....
Well, what can I say about that? best of luck gathering data. (IMG:[ invalid] style_emoticons/default/laugh.gif) QUOTE(Stulpen @ May 15 2015, 00:12)  SV? You mean HV-Stat Slim, right? Or is there another script i dont know?
Nope. Before "HV-Stat Slim", threre was "HV-Stat", a heavier script, with a lot more functions and usage. HV-Stat Slim was created because HV-Stat was too much of slow script, or so I've heard. QUOTE(Scremaz @ May 15 2015, 00:16)  uhu. btw, what about this one? low PA duration and SMax crit, but it doesn't seem too bad I'd say that's a very good piece. (IMG:[ invalid] style_emoticons/default/smile.gif) QUOTE(jenga201 @ May 15 2015, 00:26)  There's 1 max sprite. The rest aren't really high level. In fact, there's very few near-max plvl mobs in existence. [ hvlist.niblseed.com] http://hvlist.niblseed.com/?selectby=monst...&orderbyb=1HuH? I was under the impression that it was a Celestial! (IMG:[ invalid] style_emoticons/default/blink.gif) QUOTE(hitokiri84 @ May 15 2015, 00:38)  There's a max PL Sprite? Could have fooled me. Things that die before they can attack are still considered weak...
Just so you know, that Sprite is very very strong. This post has been edited by tetron: May 14 2015, 21:59
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May 14 2015, 22:16
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(tetron @ May 14 2015, 21:58)  Nope. Before "HV-Stat Slim", threre was "HV-Stat", a heavier script, with a lot more functions and usage. HV-Stat Slim was created because HV-Stat was too much of slow script, or so I've heard.
Yeah, i remember HV-Stat. And it was a slow one, but that would be still HV and not SV, or do i miss something?
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May 14 2015, 22:28
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Superlatanium
Group: Gold Star Club
Posts: 7,639
Joined: 27-November 13

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QUOTE(tetron @ May 14 2015, 17:32)  Same reason why I still don't understand why top mages are so obsessed with getting Cap Lv.5 in a Jug Lv.5 piece. If some mage is going to do GF only, and is going to play a high difficulty (BT+), and is going to aim for completion rather than quick clear, then Capacitor means more freedom to Weaken/Tap/cast on each round before they're forced to use a potion due to running low. In that one particular situation, I can understand its usefulness - but not for anything else. Weaken/Tap isn't worth the additional time required anyway.
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May 14 2015, 22:33
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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I have 60 block and its nothing special. For arenas even 45% is more than enough and for high diff fest one block doesnt solve anything. UPD. And for hellfest as the best credits/time (for most ppl) 50-55% block is ok with solid protection amount.
This post has been edited by nec1986: May 14 2015, 22:47
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May 14 2015, 23:08
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(tetron @ May 14 2015, 21:58)  I'd say that's a very good piece. (IMG:[ invalid] style_emoticons/default/smile.gif) roger that. well, let's try the balance path then... QUOTE(tetron @ May 14 2015, 21:58)  HuH? I was under the impression that it was a Celestial! (IMG:[ invalid] style_emoticons/default/blink.gif) you're not the only one. actually, it's pretty hard to discern if you don't pay attention to 2nd MP attack or directly scan it QUOTE(tetron @ May 14 2015, 21:58)  Just so you know, that Sprite is very very strong.
i find it hard to believe he did never saw it (IMG:[ invalid] style_emoticons/default/huh.gif) QUOTE(Superlatanium @ May 14 2015, 22:28)  If some mage is going to do GF only, and is going to play a high difficulty (BT+), and is going to aim for completion rather than quick clear, then Capacitor means more freedom to Weaken/Tap/cast on each round before they're forced to use a potion due to running low. In that one particular situation, I can understand its usefulness - but not for anything else. Weaken/Tap isn't worth the additional time required anyway.
bragging right as well. until not-so-much-time-ago but surely before the current IW patch, jug5 was deemed as the best armor potency, with cap5 as the closest second (if not the first in certain conditions), and obviously jug5 + cap5 was considered the godlike IW. when a jug5/cap5 gear finally appeared at an auction, it went for several millions iirc QUOTE(nec1986 @ May 14 2015, 22:33)  I have 60 block and its nothing special. For arenas even 45% is more than enough and for high diff fest one block doesnt solve anything. UPD. And for hellfest as the best credits/time (for most ppl) 50-55% block is ok with solid protection amount.
what do you mean with 'solid protection' ? let's say 65% in both PMI and MMI may be enough?
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May 14 2015, 23:39
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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QUOTE(Scremaz @ May 15 2015, 00:08)  what do you mean with 'solid protection' ? let's say 65% in both PMI and MMI may be enough?
MMI should be ok, but PMI probably 72%+ with ofc. I dont remember exact number, but with 77% i did it quite easy. For full clear main problem is last 100 rounds. Last 300 is close to halfway. Even if i wanted to use focus i couldnt, because it require charge. If i turn off spirit stance than average turns ll be higher and i got sp attacks (cure to restore) and lose mp. You can see its almost impossibly to restore mp if both cures and spirit theft d reduce it. So for that there is some kind of threshold of average damage. If defense is good enough thats thats fine and smooth. Block looks very attractive because it completely reduces damage to zero, but at some point it becomes very expensive while plate prot is very-very cheap and some shielding is also available. Also it has some influence from evade/parry while protection has pure exponent. 65-->75 gives 40% reduction. 50-->60 block with 45% parry and 5% evade is only 25%. Dont get me wrong, block is definitely good, because it doesnt affect damage and reduce phys with magical at the same time. But players has many ways here, because hellfest is very easy compare to all other difficulties. This post has been edited by nec1986: May 15 2015, 00:18
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May 15 2015, 01:02
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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QUOTE(tetron @ May 14 2015, 10:32)  HuH? People actually use Absorb? I thought it was useless (Since it can't suck in Crits)! (IMG:[ invalid] style_emoticons/default/huh.gif) 25 3 Celestia Lindwurm casts Dragoon Tempest, and hits you for 4512 holy damage 25 2 Your spirit shield absorbs 1005 points of damage from the attack into 14 points of spirit damage. 40 3 Celestia Lindwurm casts God Sacrilege, and hits you for 4512 holy damage 40 2 Your spirit shield absorbs 5261 points of damage from the attack into 72 points of spirit damage. These aren't critical hits, but they're still scary and needlessly waste SP. If there's a chance that I can avoid hits like these, I'm taking it. (IMG:[ invalid] style_emoticons/default/tongue.gif) 10 2 Celestia Lindwurm casts God Sacrilege, but is absorbed. You gain 49 Magic Points. 15 2 Celestia Lindwurm casts Dragoon Tempest, but is absorbed. You gain 54 Magic Points. This post has been edited by n125: May 15 2015, 01:31
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