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post Jun 9 2015, 09:18
Post #67781
Superlatanium



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QUOTE(mozilla browser @ Jun 9 2015, 07:14) *
Reported.
Yeah... clicking on the wrong thread once I could understand, but 4 times in a row? (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jun 9 2015, 09:35
Post #67782
tetron



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QUOTE(Scremaz @ Jun 8 2015, 21:06) *

not even infos about your rarest pieces? (IMG:[invalid] style_emoticons/default/unsure.gif)

Not for now. (IMG:[invalid] style_emoticons/default/duck.gif)
If I someday decide to retire, I may reconsider. (IMG:[invalid] style_emoticons/default/laugh.gif)

QUOTE(nec1986 @ Jun 8 2015, 21:24) *

I was using 5 sp pots for that.

Same case here. My combo was also 10+5. (IMG:[invalid] style_emoticons/default/laugh.gif)

QUOTE(nec1986 @ Jun 8 2015, 22:41) *

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?

Speaking of which, anyone knows what the max Attack Speed is in this new patch? Leg Waki of Swiftness now has some serious increase in innate attack speed. (IMG:[invalid] style_emoticons/default/huh.gif)

QUOTE(hitokiri84 @ Jun 8 2015, 22:55) *

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.)

You have a point. (IMG:[invalid] style_emoticons/default/ph34r.gif)

QUOTE(Superlatanium @ Jun 9 2015, 04:28) *

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...

If it's a dire situation, it's better to use the Elixirs than dying. (IMG:[invalid] style_emoticons/default/laugh.gif)

Besides, if you're encountering those "dire situations" too often, then you're dong something very wrong. (IMG:[invalid] style_emoticons/default/duck.gif)

QUOTE(mgsdmj @ Jun 9 2015, 09:33) *

[Exquisite Shielding Plate Cuirass of Protection]

You seriously need some "Me Time" IRL. (IMG:[invalid] style_emoticons/default/heh.gif)

This post has been edited by tetron: Jun 9 2015, 10:57
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post Jun 9 2015, 10:01
Post #67783
mozilla browser



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Regarding Juggernaut vs Capacitor vs elemental mitigation...

With my ghetto dark mage set, I only get to ~ round 700 of hellfest before I flee due to low spirit. At least with this set, it doesn't seem viable to let spark proc before full-cure, or to rely primarily on full-cure at 20%.

But, maybe that would be a good time to quaff a spirit elixir. Or maybe even an energy drink instead, since I would have expended 14 stamina to get to round 700.

does anyone have stats as to how much elemental damage we take? Is 5 levels (20% off) on fire or holy or whatever.
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post Jun 9 2015, 10:09
Post #67784
tetron



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QUOTE(mozilla browser @ Jun 9 2015, 13:31) *

Regarding Juggernaut vs Capacitor vs elemental mitigation...

With my ghetto dark mage set, I only get to ~ round 700 of hellfest before I flee due to low spirit. At least with this set, it doesn't seem viable to let spark proc before full-cure, or to rely primarily on full-cure at 20%.

But, maybe that would be a good time to quaff a spirit elixir. Or maybe even an energy drink instead, since I would have expended 14 stamina to get to round 700.

does anyone have stats as to how much elemental damage we take? Is 5 levels (20% off) on fire or holy or whatever.

Easiest way to test that would be FSM RoB, as usual.
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post Jun 9 2015, 10:34
Post #67785
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QUOTE(tetron @ Jun 9 2015, 09:35) *

Not for now. (IMG:[invalid] style_emoticons/default/duck.gif)

you mean! (IMG:[invalid] style_emoticons/default/anime_cry.gif)

QUOTE(tetron @ Jun 9 2015, 09:35) *

If I someday decide to retire, I may reconsider. (IMG:[invalid] style_emoticons/default/laugh.gif)

by the time you will retire, i'll be long since gone already (IMG:[invalid] style_emoticons/default/duck.gif)
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post Jun 9 2015, 12:35
Post #67786
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I can't seem to fund the purchase and maintenance of two sets of decently good (and eventually soulbound) mage gear. So I'm wondering if there is a viable strategy for holy/dark, or if I should really switch to one of the four elements.

Are there any holy/dark mages who have found a strategy using non-legacy restoratives? I don't mind having a small deficit in mana potion consumables - say 10k credits over 1 fest should not be too bad, and I imagine/hope that I wouldn't have 100 potions deficit. And the cost is ok if it means I spend less turns to clear the battle round. But it'd suck to have to flee the 'fest because the mana pot is on cooldown, and having to tap on elixirs with any sort of frequency is a strategy to lose credits.

The uncertainty over the next patch just makes it worse (IMG:[invalid] style_emoticons/default/happy.gif)
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post Jun 9 2015, 12:39
Post #67787
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Btw, someone noticed mobs have more powerful attacks than wiki says?

Wiki says celestial has 50, 80, 120 power. Mechanoid 20, 50, 100.

Akroma hits you for 501 slashing damage.
Akroma uses Blade of judgment, and hits you for 2206 slashing damage (first skill, 2 others is cast for 9300 void and 4700 holy)

Cracker Jim hits you for 822 piercing damage.
Cracker Jim uses Honkey, and hits you for 2949 piercing damage
Cracker Jim uses Hay Ride, and hits you for 3917 piercing damage

So, maybe just some small random, but celestial did 4,4x of base damage and mech did 3,5x 4,75x. Maybe 4,4-4,75 is close to 5x because i need much more samples for correct both numbers (base and skill), but 3,5 is definitely not 2x

QUOTE(mozilla browser @ Jun 9 2015, 13:35) *

Are there any holy/dark mages who have found a strategy using non-legacy restoratives?


Holy is probably require 1 additional pot each 60-80 turns. The only good way for recovery is damage. Tapping is good, but its additional turns. And all others like mp regeneration, ia slots and so on is only small changes. Also its much better to use t3 only at start of round. Its not only better for mp, but also for damage and very easy to use with hover. It seems not very important, but in fest average amount of mobs per round is higher than 8. If we use t3 only on few targets than we get slightly better single target damage, but also lose our aoe potential. T3 against 9 mobs not only doing higher single damage than T2, but also 28,5% higher damage as aoe extension.

This post has been edited by nec1986: Jun 9 2015, 13:01
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post Jun 9 2015, 13:49
Post #67788
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QUOTE(nec1986 @ Jun 9 2015, 10:39) *
So, maybe just some small random, but celestial did 4,4x of base damage and mech did 3,5x 4,75x. Maybe 4,4-4,75 is close to 5x because i need much more samples for correct both numbers (base and skill), but 3,5 is definitely not 2x
* Basic attack may not be the same type as 2nd MP attack, or SP attack. (Might be affected by Int/Wis instead of Dex/Str) I'm sure you already know, but just keep it in mind, so plain multipliers off of "hits you for" damage may not always be accurate.
* Those numbers listed on the wiki are for MP skill 1, MP skill 2, and SP skill. I don't see a number for standard attack. Guess: maybe standard attack always has power 5? (Giant MP skill 1 has power 10)
QUOTE(mozilla browser @ Jun 9 2015, 10:35) *
But it'd suck to have to flee the 'fest because the mana pot is on cooldown, and having to tap on elixirs with any sort of frequency is a strategy to lose credits.
It's OK to use elixers when you're in trouble, as long as it's not part of your regular strategy. (And even then it might be OK to use them regularly if your clear speed is phenomenal and you have lots of Capacitor. Or so says hitokiri84) Late hellfest with Crys 3 gives 25 crystals, right, and maybe 2-3 crystal drops per round? I think that income at least justifies using elixirs once in a while. Better to use 1000c worth of Elixir occasionally and continue to earn 300c~/round than to run and have to start over from the 1/3 crystal multiplier.
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post Jun 9 2015, 13:52
Post #67789
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QUOTE(nec1986 @ Jun 9 2015, 18:39) *

Holy is probably require 1 additional pot each 60-80 turns. The only good way for recovery is damage. Tapping is good, but its additional turns. And all others like mp regeneration, ia slots and so on is only small changes. Also its much better to use t3 only at start of round. Its not only better for mp, but also for damage and very easy to use with hover. It seems not very important, but in fest average amount of mobs per round is higher than 8. If we use t3 only on few targets than we get slightly better single target damage, but also lose our aoe potential. T3 against 9 mobs not only doing higher single damage than T2, but also 28,5% higher damage as aoe extension.


1 pot per 80 turns is (IMG:[invalid] style_emoticons/default/anime_cry.gif)

I play as Imperil mage because it seems take less turns even if I have proficiency. At least, my magic score isn't high enough to pave over them without Imperil. So with 8+ monsters, I'm bound to spend 3 turns casting Imperil, which means that I'll be ready to cast my T3 after that anyway.

Maybe I should bite the bullet and just equip my better equipment set :/
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post Jun 9 2015, 14:35
Post #67790
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QUOTE(Superlatanium @ Jun 9 2015, 14:49) *

* Basic attack may not be the same type as 2nd MP attack, or SP attack. (Might be affected by Int/Wis instead of Dex/Str) I'm sure you already know, but just keep it in mind, so plain multipliers off of "hits you for" damage may not always be accurate.
* Those numbers listed on the wiki are for MP skill 1, MP skill 2, and SP skill. I don't see a number for standard attack. Guess: maybe standard attack always has power 5? (Giant MP skill 1 has power 10)It's OK to use

Yep, i saw that too. Its quite common for dragonkin.

Its a bit complicated, so i ll test a bit later. But at the end i wanna find clear damage of each class.
Some is already quite interesting. For example it looks like fest start not with half of damage. Difference between fest and arena is 1.5x or in other words its 0,66 of original.

This post has been edited by nec1986: Jun 9 2015, 15:48
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post Jun 9 2015, 15:49
Post #67791
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i just downloaded the latest iron with hopes it will help increase my turns per second to my horror hoverplay doesn't seem to work.

i assume the this
https://forums.e-hentai.org/index.php?showt...p;#entry3486374

is the latest version available, or is every else using a different script for iron?
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post Jun 9 2015, 16:53
Post #67792
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Esteemed experts, is it expected behaviour that the quick-select and battle items get reset to empty when switching item sets?

edit/ and the IA too?

edit 2/ and most of my abilities too?

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post Jun 9 2015, 16:56
Post #67793
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QUOTE(pcsbx @ Jun 9 2015, 21:53) *

Esteemed experts, is it expected behaviour that the quick-select and battle items get reset to empty when switching item sets?


Item sets you means equipment sets?
If so each set has its profile.
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post Jun 9 2015, 16:57
Post #67794
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QUOTE(pcsbx @ Jun 10 2015, 00:53) *

Esteemed experts, is it expected behaviour that the quick-select and battle items get reset to empty when switching item sets?

edit/ and the IA too?

Yep works as expected since each set is supposed to allow you to customize your battle items and skills (e.g. from melee to mage, etc.)

But since 0.82 introduced infinite usage of potions that feature is a bit less useful because there are more slots than items (assuming you have maxed pack rat that is).
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post Jun 9 2015, 17:30
Post #67795
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QUOTE(pcsbx @ Jun 9 2015, 21:53) *

edit/ and the IA too?


Yes.

QUOTE
edit 2/ and most of my abilities too?


Yes, equipped abilities change as your set profile. (your abilities don't change)
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post Jun 9 2015, 17:35
Post #67796
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QUOTE(nec1986 @ Jun 9 2015, 00:48) *

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.


I got 3 here after stun recovery and casting heartseeker.

8 23 Regen restores 1048 points of health.
8 22 Riazyuhunter Amamiya Yuuko gains the effect Deep Burns.
8 21 Your spike shield hits Riazyuhunter Amamiya Yuuko for 57 points of elec damage.
8 20 Riazyuhunter Amamiya Yuuko hits you for 425 slashing damage.
8 19 In Memorabilia Of Darksage F2s gains the effect Deep Burns.
8 18 Your spike shield hits In Memorabilia Of Darksage F2s for 31 points of elec damage.
8 17 In Memorabilia Of Darksage F2s hits you for 505 crushing damage.
8 16 Your spike shield hits In Memorabilia Of Darksage F2s for 5 points of elec damage.
8 15 You block the attack from In Memorabilia Of Darksage F2s.
8 14 Your spike shield hits Evangeline A K Mc Dowell for 5 points of elec damage.
8 13 Evangeline A K Mc Dowell gains the effect Stunned.
8 12 You counter Evangeline A K Mc Dowell for 1800 points of void damage.
8 11 You parry the attack from Evangeline A K Mc Dowell.
8 10 Riazyuhunter Amamiya Yuuko gains the effect Deep Burns.
8 9 Your spike shield hits Riazyuhunter Amamiya Yuuko for 50 points of elec damage.
8 8 Riazyuhunter Amamiya Yuuko hits you for 373 slashing damage.
8 7 In Memorabilia Of Darksage F2s casts Disintegrate, and crits you for 8345 holy damage
8 6 Riazyuhunter Amamiya Yuuko casts Ebullient future, and hits you for 3248 holy damage (50% resisted)
8 5 Your spike shield hits Evangeline A K Mc Dowell for 40 points of elec damage.
8 4 Evangeline A K Mc Dowell hits you for 778 crushing damage.
8 3 You gain the effect Channeling.
8 2 You gain the effect Heartseeker.
8 1 You cast Heartseeker.
7 7 The effect Stunned on Riazyuhunter Amamiya Yuuko has expired.
7 6 The effect Stunned on Evangeline A K Mc Dowell has expired.
7 5 The effect Stunned on In Memorabilia Of Darksage F2s has expired.
7 4 The effect Deep Burns on In Memorabilia Of Darksage F2s has expired.
7 3 Void Strike hits Riazyuhunter Amamiya Yuuko for 2668 void damage.
7 2 Elec Strike hits Riazyuhunter Amamiya Yuuko for 840 elec damage.
7 1 You hit Riazyuhunter Amamiya Yuuko for 3831 void damage..

I believe #4,6 and 7 is the attack from stun recovery while the rest are 2 attacks from very long action time heartseeker.
I believe Evangeline would hit me another one if she didn't get stunned by my counter.

for comparison here's same heartseeker cast turn without the stun recovery before the turn.

39 27 The effect Defending has expired.
39 26 Regeneration restores 246 points of health.
39 25 Replenishment restores 9 points of magic.
39 24 Regen restores 1048 points of health.
39 23 Regeneration restores 246 points of health.
39 22 Replenishment restores 9 points of magic.
39 21 Regen restores 1048 points of health.
39 20 Your spike shield hits In Memorabilia Of Darksage F2s for 5 points of elec damage.
39 19 You block the attack from In Memorabilia Of Darksage F2s.
39 18 Your spike shield hits Evangeline A K Mc Dowell for 5 points of elec damage.
39 17 Evangeline A K Mc Dowell gains the effect Stunned.
39 16 You counter Evangeline A K Mc Dowell for 2344 points of void damage.
39 15 You parry the attack from Evangeline A K Mc Dowell.
39 14 You gain 0.01 points of heavy armor proficiency.
39 13 Your spike shield hits Riazyuhunter Amamiya Yuuko for 22 points of elec damage.
39 12 Riazyuhunter Amamiya Yuuko crits you for 393 slashing damage.
39 11 Your spike shield hits In Memorabilia Of Darksage F2s for 24 points of elec damage.
39 10 In Memorabilia Of Darksage F2s hits you for 401 crushing damage.
39 9 Your spike shield hits Riazyuhunter Amamiya Yuuko for 17 points of elec damage.
39 8 Riazyuhunter Amamiya Yuuko hits you for 310 slashing damage.
39 7 Evangeline A K Mc Dowell gains the effect Deep Burns.
39 6 Your spike shield hits Evangeline A K Mc Dowell for 5 points of elec damage.
39 5 You counter Evangeline A K Mc Dowell for 2365 points of void damage.
39 4 You block the attack from Evangeline A K Mc Dowell.
39 3 You gain the effect Channeling.
39 2 You gain the effect Heartseeker.
39 1 You cast Heartseeker.
38 17 Evangeline A K Mc Dowell gains the effect Deep Burns.

Both of them are same set of monsters. and that's with haste and ~ +3% attack speed.
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post Jun 9 2015, 17:59
Post #67797
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Thats interesting. Spell is very long compare to attack. So its probably the 3rd attack from 2nd turn of melee hit. Thank you!
But it also with haste. Its probably hard/impossibly to catch 3 in ordinary fight.

I checked a bit more and think turn after stun is reset+attack, but with slightly time. I did even fast action and still got attacks. So its very fast. But i also checked few haste samples and it has shift. For example with 25% haste im doing 5 turns in 4... lets say seconds. Because mob doing 1,5 attacks per sec, than i have to get 2-1-1-1-2 attacks, because his time is:
0--0,66--1,33--2--2,66--3,33--4
But in reality its 2-1-1-1-1-2 and that means attack on 4th second was shifted. It also proves other haste types.

On pf also mobs has boost. Actions using 75% of their usual time. So probably mob gets this attack rotation:
0--0,5--1--1,5
So any duration higher than 1 is 3 attacks in 1 turn. With haste it should be longer than 1,5 (probably t2-t3 without casting speed increase also).
Thats not very important, but i ll use it for monster`s damage calculation later.


This post has been edited by nec1986: Jun 9 2015, 22:18
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post Jun 9 2015, 19:12
Post #67798
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QUOTE(billyismad @ Jun 9 2015, 09:49) *

i just downloaded the latest iron with hopes it will help increase my turns per second to my horror hoverplay doesn't seem to work.

i assume the this
https://forums.e-hentai.org/index.php?showt...p;#entry3486374

is the latest version available, or is every else using a different script for iron?

In my experience, Hoverplay needs tampermonkey to work
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post Jun 9 2015, 22:10
Post #67799
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hoverplay is outdated. use spellspam instead.

currently using spellspam on iron v35 without tampermonkey.
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post Jun 9 2015, 23:48
Post #67800
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QUOTE(hentai_fusion @ Jun 9 2015, 10:10) *

hoverplay is outdated. use spellspam instead.

currently using spellspam on iron v35 without tampermonkey.


Maybe thats my issue. Could be tampermonkey, I'll try without.
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