 |
 |
 |
Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
|
May 24 2015, 08:45
|
nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

|
Any tap advise? Dont know when to use it. Its much better to finish mob, so its 1 stable hit for stack, but at the same time its quite hard to catch mob with that amount. And if i ll worry about my attacks, than its gonna be much slower run.
At the same time tapping has huge potential.
|
|
|
May 24 2015, 09:01
|
Fudo Masamune
Group: Gold Star Club
Posts: 1,636
Joined: 2-February 10

|
How much damage increase from Butcher actually? I try to IW 3 different rapiers aiming butcher-fatality but ended up with fatality and swift strike :/ If it's nothing too substantial I think I'll go with fatality and swift strike, it's not something I'm about to use till the end of time afterall..
|
|
|
May 24 2015, 09:17
|
nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

|
Swift strike is good for defense. Kill mobs relatively faster --> get lower damage --> stay alive without effort. But mostly its positive only in fest.
|
|
|
|
 |
|
May 24 2015, 09:23
|
Superlatanium
Group: Gold Star Club
Posts: 7,639
Joined: 27-November 13

|
QUOTE(Fudo Masamune @ May 24 2015, 07:01)  How much damage increase from Butcher actually? I try to IW 3 different rapiers aiming butcher-fatality but ended up with fatality and swift strike :/ If it's nothing too substantial I think I'll go with fatality and swift strike, it's not something I'm about to use till the end of time afterall.. Trying for plain Butcher 5 or plain Fatality 5 isn't too hard. Expected shards used would be around 30-33. (If you're willing to settle for level 4 instead of level 5, only around 14 shards) But trying for a good Butcher/Fatality combination (eg. 4/4 or 5/3 or 3/5 or better) will take quite a lot more shards - I'd guess maybe 70-90 (as well as a corresponding increase in runs required). So unless the equipment is quite good, it may not be worth it. You might settle for one of the potencies being level 4, or you might find any Butcher/Fatality combination and stick with whatever it gives you at the end, even if something undesirable pops up the next run. Depends on how good the equipment is and how much funds you have. I thought Swift Strike was quite bad with high burden, since attack speed bonuses are sharply reduced. (Though if you always Featherweight, SS may be very useful for GF). This post has been edited by Superlatanium: May 24 2015, 09:24
|
|
|
|
 |
|
May 24 2015, 09:36
|
mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

|
QUOTE(nec1986 @ May 23 2015, 21:42)  I also checked mana problem for mages. Seems its only for low-mid range of players and probably top mages dont even have it.
Why it exist. We just have higher consumption over restoration. What we can do. 1. Clear mobs very fast. Its gem income. Probably the strongest way for increase restoration. 2. Low wis. Also some big problem. +200wis d increase my regeneration with haste for ~2mp per turn. And my wis is even lower than 700 in current elemental build. 3. Regeneration perk with gold start. Another 2.1-2.6mp per turn for me.
So even last 2 could give me 4.5mp/turn. If my average turns per round is 5 than per 100 rounds i could get 2250mp (3 mp pots?).
4. Ia 5 slots or additional sup prof. My full buff without ia cost 4mp/turn. With 5ia i d get 2,7mp/turn. Another mp pot. 5. Imperil. This one worth very solid amount of mp. For me its 3x of 1tier spell. 6. 2x prof build. It was nice before, but now it works perfect for mana saving.
Actually there are some others ways also, but thats more than enough. Very powerful mage has clean 20+mp/turn income (for my lvl) with haste and thats enough for whole t3-t1 rotation. That means its possibly not only have 0pot spending, but also to use only draughts and have solid pot income.
I have some questions on the above. 1. Does clearing fast give more gems? Or, what can we do to get more gems? 2+3+4. Passive battle regen of 4.5 MP / turn and passive buff mana expenditure of 2.7MP (with IA) per turn. So, nett gain of 1.8 MP / turn. 5. I don't understand this point. Does using Imperil save MP? Or do you mean that if you don't use Imperil, you will save MP? 6. So, you recommend proficiency build without imperil to save MP? QUOTE(nec1986 @ May 24 2015, 14:45)  Any tap advise? Dont know when to use it. Its much better to finish mob, so its 1 stable hit for stack, but at the same time its quite hard to catch mob with that amount. And if i ll worry about my attacks, than its gonna be much slower run.
When I'm trying to last as long as possible, I'll try to hurt some mobs less (eg, no imperil, or use a T1/T2 spell that would miss them), followed by silence/elemental T1/arcane blow, etc. Just like with DwD. QUOTE(nec1986 @ May 23 2015, 23:51)  Probably you started to face powerful mobs also. I think its ok to continue, because if you gear behind than even sup ll be better and its easy to change. You can also try to shrine, because trophies doesnt worth much (but not noodly).
There seem to be more people buying noodly than with FoS. Anyone knows expected rate of Legendary shrine results from Noodlys? Exq = 100%, Mag = ??, Leg = ?? Also, anyone knows what would be Tier 7, Tier 8 trophy? This post has been edited by mozilla browser: May 24 2015, 09:40
|
|
|
|
 |
|
May 24 2015, 10:32
|
nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

|
QUOTE(mozilla browser @ May 24 2015, 10:36)  1. Does clearing fast give more gems? Or, what can we do to get more gems?
Nope. But its amount bound instead time. So if we clear 100 mobs in 75 turns than we have (i ll use my current bad build stats) 50% from 1042 base mp. Its almost 7mp/turn. If we clear same amount of mobs in 150 turns, than its only 3,5mp/turn. Very solid difference. If someone can clear it in 50 turns and have high wis than its gonna be even higher than 12mp/turn (maybe some top mages on low diff?). QUOTE(mozilla browser @ May 24 2015, 10:36)  2+3+4. Passive battle regen of 4.5 MP / turn and passive buff mana expenditure of 2.7MP (with IA) per turn. So, nett gain of 1.8 MP / turn.
I have 2,12 regen without haste and low wis. With gold+perk+high wis i d have closer to 5. My full buff without ia cost 4mp/turn and with 5ia as i remember 2,7mp/turn. So i have -1,9mp-->+2,3mp. Thats quite solid difference. But mostly its for rich players. QUOTE(mozilla browser @ May 24 2015, 10:36)  5. I don't understand this point. Does using Imperil save MP? Or do you mean that if you don't use Imperil, you will save MP?
Sometimes. If imperil is must (for faster clear and specially high diff) than its ok . After all with very high prof (25% price reduction) i have: T1 13mp T2 30mp T3 43mp Imperil 35 (not full reduction) Only t1 is very-very cheap, but a bit slow. Its only 13mp/turn. T2-T1 has almost full potential and cost 40+13+13. Its 22mp/turn T3-T1 cost 43+30+30+13+13. Its 25,8mp/turn. We can see its not big difference compare to t2-t1. If we mix expensive with low amount than its anyway much higher (but faster). If we add 3 imperil before that than price gonna be 29,25 mp/turn. 5 imperil (some resist) 30,4. But we also should include gems here, because some additional price can reduce amount of turns. QUOTE(mozilla browser @ May 24 2015, 10:36)  6. So, you recommend proficiency build without imperil to save MP?
I checked that and it has not big advantage. I mean prof for high lvl mostly reduce only price of t3, but thats quite rare spell. For me it has 5turns cd. So even 10mp gonna be 2mp/turn. But its still has effect. So its more sum of all. If mage is very powerful with high lvl on low diff, than his restoration is huge and consumption is low. Its quite sensitive staff, because even 2mp/turn means for me 1pot each 350 turns. I checked pot drop and mana looks like close to 1 per 140 mobs. Again speed is very important. if its 5turns/round and only 20 rounds than its for high wis mage near 8,7mp/turn. Thats why something near hellfest wont be big problem. Powerful mage can clear it even with 4 turns. That means gem+pot+draught could restore more than 30mp/turn even with haste. Its much more than whole T3-T1 rotation and means pot increase.
|
|
|
|
 |
|
May 24 2015, 10:37
|
Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

|
I have been inactive in the past few days. Any significant change in HV?
|
|
|
May 24 2015, 10:43
|
nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

|
But we also have quite available for all players tap. Without haste its for me with 2 stacks 42mp/turn. Thats....huge amount. More than enough. Its not...passive restoration like most of other, but this effect is much-much stronger.
|
|
|
May 24 2015, 10:58
|
nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

|
QUOTE(milannews @ May 24 2015, 11:54)  hear are the results.
Thank you. So its, 2% legendary and almost 14% magnificent. Not so bad for specific type of drop. This post has been edited by nec1986: May 24 2015, 11:01
|
|
|
May 24 2015, 11:12
|
m118w11
Group: Gold Star Club
Posts: 1,323
Joined: 7-March 11

|
QUOTE(milannews @ May 24 2015, 10:54)  
|
|
|
May 24 2015, 11:51
|
TygerTyger
Group: Gold Star Club
Posts: 1,952
Joined: 6-January 11

|
QUOTE(tetron @ May 24 2015, 16:36)  DD for 100 hath? LMAO (IMG:[ invalid] style_emoticons/default/heh.gif) If you had read he asked if he should save for a damage perk.
|
|
|
May 24 2015, 12:23
|
xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12

|
Anyone actually try getting Dovahkiin at Nintendo difficulty? I just did, and nope, it looks like you will need to clear it at IWBTH this time round. It took me over 4 hours (1H playstyle), so IWBTH is gonna be a real timesink. Wiki might have to be edited.
|
|
|
May 24 2015, 12:25
|
Superlatanium
Group: Gold Star Club
Posts: 7,639
Joined: 27-November 13

|
QUOTE(xmagus @ May 24 2015, 10:23)  Anyone actually try getting Dovahkiin at Nintendo difficulty? I just did, and nope, it looks like you will need to clear it at IWBTH this time round. It took me over 4 hours (1H playstyle), so IWBTH is gonna be a real timesink. Wiki might have to be edited. Yep, others have said the same thing.
|
|
|
May 24 2015, 12:27
|
hentai_fusion
Group: Gold Star Club
Posts: 33,644
Joined: 14-August 09

|
anyone figured out when is the most cost efficient percentage to repair your equipment?
|
|
|
|
 |
|
May 24 2015, 12:34
|
tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

|
QUOTE(nobody_xxx @ May 24 2015, 11:17)  that need alot of effort to reach cat ADB especially his lvl (IMG:[ invalid] style_emoticons/default/wacko.gif) Oops. I had forgotten that you are "poor". (IMG:[ invalid] style_emoticons/default/tongue.gif) QUOTE(Colman @ May 24 2015, 14:07)  I have been inactive in the past few days. Any significant change in HV?
Yes. 4PAB is back for Leather/Shade. And Mag grade gears are now dorpping with 3PAB more often. (IMG:[ invalid] style_emoticons/default/smile.gif) QUOTE(TygerTyger @ May 24 2015, 15:21)  If you had read he asked if he should save for a damage perk.
LMAO. (IMG:[ invalid] style_emoticons/default/heh.gif) Saving for 100 and saving for 2000 are two different story. This post has been edited by tetron: May 24 2015, 12:45
|
|
|
|
 |
|
May 24 2015, 12:35
|
tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

|
QUOTE(hentai_fusion @ May 24 2015, 15:57)  anyone figured out when is the most cost efficient percentage to repair your equipment?
Huh? Isn't it still 51%? (IMG:[ invalid] style_emoticons/default/huh.gif)
|
|
|
May 24 2015, 12:36
|
Superlatanium
Group: Gold Star Club
Posts: 7,639
Joined: 27-November 13

|
QUOTE(hentai_fusion @ May 24 2015, 10:27)  anyone figured out when is the most cost efficient percentage to repair your equipment? I think it's linear + 1 (or linear), so since there are no catalysts, so it may not matter enough to be worth thinking about. Like in 0.81, 51% is still probably the best for penny-pinchers due to the +1 effect, but that still only saves you 70-90 credits every few days. QUOTE(tetron @ May 24 2015, 10:34)  Saving for 100 and saving for 1000 are two different story. Try 2000 (IMG:[ invalid] style_emoticons/default/tongue.gif)
|
|
|
|
 |
|
|
 |
|
May 24 2015, 13:29
|
mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

|
QUOTE(nec1986 @ May 24 2015, 16:32)  Sometimes. If imperil is must (for faster clear and specially high diff) than its ok . After all with very high prof (25% price reduction) i have: T1 13mp T2 30mp T3 43mp Imperil 35 (not full reduction)
Only t1 is very-very cheap, but a bit slow. Its only 13mp/turn. T2-T1 has almost full potential and cost 40+13+13. Its 22mp/turn T3-T1 cost 43+30+30+13+13. Its 25,8mp/turn. We can see its not big difference compare to t2-t1. If we mix expensive with low amount than its anyway much higher (but faster). If we add 3 imperil before that than price gonna be 29,25 mp/turn. 5 imperil (some resist) 30,4. But we also should include gems here, because some additional price can reduce amount of turns. I checked that and it has not big advantage. I mean prof for high lvl mostly reduce only price of t3, but thats quite rare spell. For me it has 5turns cd. So even 10mp gonna be 2mp/turn. But its still has effect. So its more sum of all. If mage is very powerful with high lvl on low diff, than his restoration is huge and consumption is low. Its quite sensitive staff, because even 2mp/turn means for me 1pot each 350 turns.
Thanks for sharing these details. I think the T2-T1 calculation has an error. Shoudl be 30+13+13 / 3 = 19 MP/turn. QUOTE(m118w11 @ May 24 2015, 17:12)  Thanks milannews and m118. Looks like it would not be worthwhile to shrine my meager stockpile of noodles. Well, 2% legendary isn't too bad, but all of them were not of the extremely valuable kind.
|
|
|
|
 |
|
3 User(s) are reading this topic (3 Guests and 0 Anonymous Users)
0 Members:
|
 |
 |
 |
|