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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Jun 8 2015, 15:29
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Superlatanium
Group: Gold Star Club
Posts: 7,637
Joined: 27-November 13

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QUOTE(karyl123 @ Jun 8 2015, 13:04)  errr, I just download iron, drag-drop a script to iron and it says, cannot install script that not from web store :/ Go to chrome://extensions/ and make sure Developer mode is checked, and then drag and drop .js onto that page.
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Jun 8 2015, 15:36
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Aegnor Alkarin
Group: Members
Posts: 917
Joined: 27-January 12

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Did the damage calculations change on this patch?
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Jun 8 2015, 16:40
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karyl123
Group: Gold Star Club
Posts: 1,659
Joined: 9-January 11

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QUOTE(Superlatanium @ Jun 8 2015, 20:29)  Go to chrome://extensions/ and make sure Developer mode is checked, and then drag and drop .js onto that page.
working now. thankyou (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Jun 8 2015, 17:11
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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QUOTE(Scremaz @ Jun 8 2015, 00:06)  finally the time for me to see your collection has come? (IMG:[ invalid] style_emoticons/default/ph34r.gif) Hold your horses. I'm not gonna give away my uber rare collections. (IMG:[ invalid] style_emoticons/default/laugh.gif) What I intend to clean out are the gears that I previously considered to be in the "not bad" category. I want to do this the most hassle free way. So I'll either do an auction shortly or just dump them in the Bazaar. QUOTE(nec1986 @ Jun 8 2015, 16:20)  Jug doesnt looks very good after update.
Mage has high income damage. So here higher hp pull doesnt works nice, because there is no regeneration overflowing. In other words its only harder to heal...or mostly harder. Its still slightly better, but nothing vital.
So you want to say that it was different in the previous patch? (IMG:[ invalid] style_emoticons/default/rolleyes.gif) QUOTE(Superlatanium @ Jun 8 2015, 18:20)  Yeah. I use Portable, but I have no idea if there's a difference between that and the full version.
I've tried both. And full version seems to be a bit faster than the portable version. (IMG:[ invalid] style_emoticons/default/smile.gif) This post has been edited by tetron: Jun 8 2015, 17:12
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Jun 8 2015, 17:36
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(nec1986 @ Jun 8 2015, 12:50)  Jug doesnt looks very good after update.
speaking of which, what are the best armor potencies after 0.82 happens? i guess capacitor lost a bit of places, but is juggernaut still the best one? QUOTE(tetron @ Jun 8 2015, 17:11)  Hold your horses. I'm not gonna give away my uber rare collections. (IMG:[ invalid] style_emoticons/default/laugh.gif) not even infos about your rarest pieces? (IMG:[ invalid] style_emoticons/default/unsure.gif)
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Jun 8 2015, 17:47
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erwtsnert
Group: Gold Star Club
Posts: 1,768
Joined: 19-November 11

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QUOTE(Scremaz @ Jun 8 2015, 17:36)  speaking of which, what are the best armor potencies after 0.82 happens? i guess capacitor lost a bit of places, but is juggernaut still the best one?
I suppose capacitor is still somewhat useful for mages since elixers restore 100% mana. Juggernaut is good as always. Elem mitigation potencies are still okay for melee. That said melee should go for jugger and a random elem mitigation because capacitor is absolutely useless for them now. On lower difficulties it doesn't really even matter which potencies mages choose. Monsters won't really have time to use their elemental attacks and capacitor may only save you a few mana potions every so often, but is not really impactful anyway. Pretty much leaves Jugger as the only obvious choice.
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Jun 8 2015, 17:54
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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QUOTE(tetron @ Jun 8 2015, 18:11)  So you want to say that it was different in the previous patch? (IMG:[ invalid] style_emoticons/default/rolleyes.gif) At least for melee. It was quite important. A bit for mages too, because sp damage wasnt very easy to recover. I was using 5 sp pots for that.
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Jun 8 2015, 19:11
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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Someone saw 3 attacks from mob per 1 turn? It looks like always or 1 or 2 hits. Even if mob use mp/sp attack. So it looks like mob has chance each attack upgrade it to powerful hit. Also on normal without haste its constant 1.5 from powerful mobs. 1 + 20 upgrades attack speed with 2.5% each?
But some has lower. Darksoul with 2033pl did only like 1.17. Only 7 upgrades for action speed?
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Jun 8 2015, 19:20
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crute
Group: Gold Star Club
Posts: 1,599
Joined: 7-May 12

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Depends on what you did the last turn, slow moves such as heartseaker/arcane focus can be so slow mobs can attack multiple times in a turn. MP/SP attacks can proc if they have enough mp/sp.
I mage and I don't really care how many times they attack I just try to finish them asap, which is why charged and spellweaver prof is good for me.
This post has been edited by cirrux: Jun 8 2015, 19:20
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Jun 8 2015, 19:25
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(nec1986 @ Jun 8 2015, 05:50)  Jug doesnt looks very good after update.
As an elemental mage, I see a lot more merit in having Capacitor over Juggernaut in the 0.82 update, given that pots are only limit by cool-down. You can also benefit from the higher MP bar when you get spammed by MP gems and riddlemaster in quick succession (usually right after using a pot (IMG:[ invalid] style_emoticons/default/rolleyes.gif).) Elixir also apparently restores 100% on anything, making 25 Capacitor a boon since elemetal mage with 5 Econ and Aether can last a very long time on 1 MP bar. My understanding of the rationale for using Juggernaut before was that a higher HP bar would result in fewer Sparks on high levels of Grindfest (and hence, save SP when you have limited SP regenerating resources, from few slots and Spirit Theft.) This doesn't matter nearly as much anymore since you have unlimited pots. So, both Juggernaut and Capacitor together are ideal, but if you hate IW as much as me and only prefer to play it enough to get one of these, I say go for Capacitor if you are a mage, and stick with Juggernaut if you are melee (they use MP very slowly in my experience, so Capacitor is 100% unneeded with infinite pots.) This post has been edited by hitokiri84: Jun 8 2015, 19:27
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Jun 8 2015, 19:26
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Fudo Masamune
Group: Gold Star Club
Posts: 1,636
Joined: 2-February 10

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A monster stunned from recovery will always have 2 attack right, due to the extra attack? I mean even when using items (which is take 0 time) monsters that just recover would still attack you in that "turn". So, 3 attacks could be what happened when > monster just recover from stunned (1 attack) + using very long action time act (2 attacks)
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Jun 8 2015, 19:48
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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Nice idea. Time to check free action after stun. Nope. As i thought its still 2 attacks. Mp/sp is replacement for ordinary attack. But it looks like 2 attacks very often (maybe almost always). With 1.5 action speed mob did 2-1-2 after stun.
This post has been edited by nec1986: Jun 8 2015, 20:10
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Jun 8 2015, 19:59
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Dead-ed
Group: Members
Posts: 3,577
Joined: 4-March 14

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Well, since i sensed that frd will get nerfed, i wanna tell. In the turn when stun expires mobs don't attack. They attack in the next turn, which means at certain speed bonus the total stunlock is possible. Never tried if casting heavy spells affect this. Recommended to test with dual brand new swiftness wakizashis.
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Jun 8 2015, 20:58
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CronoBoA
Group: Gold Star Club
Posts: 707
Joined: 29-December 10

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If you have an elemental resistance prefix on a piece of armor, is it possible to get the same corresponding mitigation IW potency? For example if you have Ruby armor, is it possible to get Fireproof?
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Jun 8 2015, 21:03
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(CronoBoA @ Jun 8 2015, 13:58)  If you have an elemental resistance prefix on a piece of armor, is it possible to get the same corresponding mitigation IW potency? For example if you have Ruby armor, is it possible to get Fireproof?
No. QUOTE(Tenboro @ Jul 19 2012, 03:47)  Unlike forge upgrades, potency unlocks will only add stats that the equipment piece does not already possess - sole exception being damage for weapons.
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Jun 9 2015, 00:58
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Superlatanium
Group: Gold Star Club
Posts: 7,637
Joined: 27-November 13

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QUOTE(hitokiri84 @ Jun 8 2015, 17:25)  As an elemental mage, I see a lot more merit in having Capacitor over Juggernaut in the 0.82 update, given that pots are only limit by cool-down. You can also benefit from the higher MP bar when you get spammed by MP gems and riddlemaster in quick succession (usually right after using a pot (IMG:[ invalid] style_emoticons/default/rolleyes.gif).) Elixir also apparently restores 100% on anything, making 25 Capacitor a boon since elemetal mage with 5 Econ and Aether can last a very long time on 1 MP bar. My understanding of the rationale for using Juggernaut before was that a higher HP bar would result in fewer Sparks on high levels of Grindfest (and hence, save SP when you have limited SP regenerating resources, from few slots and Spirit Theft.) This doesn't matter nearly as much anymore since you have unlimited pots. So, both Juggernaut and Capacitor together are ideal, but if you hate IW as much as me and only prefer to play it enough to get one of these, I say go for Capacitor if you are a mage, and stick with Juggernaut if you are melee (they use MP very slowly in my experience, so Capacitor is 100% unneeded with infinite pots.) Do you think it might heavily depend on difficulty and forge level (affects how much damage taken per turn is not covered by Regen)? As mage, I was having to Cure pretty frequently on PF (every 3-13 turns), partly because I don't have the evade or damage to kill quickly enough. Now that relying primarily on Fullcure instead of Cure is viable, Juggernaut 5 on all might directly save you 50% base health points per Fullcure -> ~1/4th of a Fullcure turn (2.25 max HP multiplier vs 2.75 max HP multiplier, assuming you Fullcure on 0.25-0.50 or so), assuming you're continually taking more damage than Regen heals. That's a pretty significant advantage to be giving up, right? I was under the impression that all but those who don't care about credits at all are working with the draught/potion system, leaving expensive Elixers for emergencies. I guess the best way to determine the best strategy would be to directly measure one's average credits per turn and compare potion/draught/elixer restore amounts and cost...
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Jun 9 2015, 06:03
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mgsdmj
Group: Gold Star Club
Posts: 1,130
Joined: 23-May 11

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[Exquisite Shielding Plate Cuirass of Protection]
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Jun 9 2015, 07:55
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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QUOTE(Superlatanium @ Jun 9 2015, 01:58)  determine the best strategy would be to directly measure one's average credits per turn and compare potion/draught/elixer restore amounts and cost...
Thats why holy/dark is still the best style for low diff. Higher damage, lower requirement to prof. If player already has 100k credits/hour than some small amount of pots is just nothing.
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Jun 9 2015, 09:14
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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QUOTE(mgsdmj @ Jun 9 2015, 12:03)  [Exquisite Shielding Plate Cuirass of Protection]
Reported. Although I don't think he's reading. This post has been edited by mozilla browser: Jun 9 2015, 09:18
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