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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Jun 17 2015, 15:21
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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Not rly. First i just changed rotation. Wanted to see how it goes and after that noticed its actually even faster. I thought its possibly because unsync rotation, but actually its not only in fast clears. Even with 10turns/round (more than 2 casts per round) its better. After that i simulated in 5 conditions with 4cd. Ultrafast. Extremely high clearspeed with lower than 3,5 turns/round. It looks same in both rotations. Probably because its so high damage that there is no much difference between t2 and t3 and maybe even t1. And also 4 between 5 and 13 t/round and in all difference was ~0,3t/round Its a bit weird. I mean 10 average turns in some rounds can easy be 15. Its more than 3 casts t3 per round and its still slower than 1 exactly against full amount. Probably thats because we have wide range. I mean we can finish round in 6 or maybe in 11 or 14 turns. Thats quite often shift t3 from first cast and we lose damage. Even in extremely long situation like 12 average turns/round. If we cast imperil, than its a bit different story. Because before attack we doing many turns for that. So we almost always use full potential of t3. And if we cast it again after, than we probably get additional damage also. So for imperil build and specially with 4cd it should be better non-stop t3. I think so. QUOTE(holy_demon @ Jun 17 2015, 16:03)  or you just attack everything randomly?
Im playing quite simple. Almost always its 1,6. If they die before others than attack someone between or just in order. This post has been edited by nec1986: Jun 17 2015, 15:48
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Jun 17 2015, 16:52
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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Ahh. If I understand correctly, a proficiency + non-imperil mage who uses his T3 spell any time it is off cooldown will often find that it is used at the end of the round (because it kills all mobs), and will be unable to use the T3 at the start of the next. But blasting T2 at the start is inefficient because it hits less monsters, and has lower damage etc, which leads to lengthening the round.
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Jun 17 2015, 18:38
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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Yep. Probably thats the reason. Actually 0,3turns is quite significant if clearspeed is near 5-6. Its has near same effect as damage perk.
Offtop. This auc week looks pretty. ive done 7 bids.
This post has been edited by nec1986: Jun 17 2015, 19:00
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Jun 18 2015, 03:18
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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I generally concentrate on Imperil mage, since that's faster.
Have you done simulations to compare: 1. Imperil mage with 5 Phase (~ 0.4 proficiency factor?) 2. Imperil mage with 4 Phase (~ 0.75 proficiency factor?) 3. Imperil mage with 1.0 proficiency factor (3 Phase?)
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Jun 18 2015, 04:36
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(mozilla browser @ Jun 18 2015, 09:18)  I generally concentrate on Imperil mage, since that's faster.
Have you done simulations to compare: 1. Imperil mage with 5 Phase (~ 0.4 proficiency factor?) 2. Imperil mage with 4 Phase (~ 0.75 proficiency factor?) 3. Imperil mage with 1.0 proficiency factor (3 Phase?)
4. No imperil mage with 1.0 proficiency factor (4 Phase) (IMG:[ invalid] style_emoticons/default/cool.gif)
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Jun 18 2015, 06:06
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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If I'm not mistaken, you'd need to use a proficiency staff to reach 1.0 proficiency factor with 4 phase. So, it should not be very different from mdb/edb staff with 3 phase to reach 1.0 proficiency factor.
Or, is it? If you have already decided that you want to reach 1.0 prof and any equipment combination is possible, is it better to go for proficiency staff and proficiency cotton (robe? or is pants sufficient?), or to go for mdb/edb staff and 2 pieces of cotton?
Also, is there a formula / table for the number of materials required to forge an item? I think I've asked this before, and I swear I'll edit it into the wiki this time.
This post has been edited by mozilla browser: Jun 18 2015, 06:11
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Jun 18 2015, 06:22
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CronoBoA
Group: Gold Star Club
Posts: 703
Joined: 29-December 10

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QUOTE(mozilla browser @ Jun 18 2015, 00:06)  Also, is there a formula / table for the number of materials required to forge an item? I think I've asked this before, and I swear I'll edit it into the wiki this time. Here is some incomplete data: QUOTE(CronoBoA @ Jun 4 2015, 22:52)  I would like to share some information regarding forge upgrade costs. I know this is slightly off-topic but I couldn't find this information neither in the forums nor in the wiki. Upgrading Block Chance on Legendary Mithril Kite Shield of Dampening: CODE Levels 01-05: Robust Catalyst x1, Mid-Grade Wood x6 Levels 06-08: Robust Catalyst x1, Mid-Grade Wood x5, High-Grade Wood x1, Binding of the Barrier x1 Levels 09-12: Robust Catalyst x1, Mid-Grade Wood x4, High-Grade Wood x2, Binding of the Barrier x1 Level 13: Robust Catalyst x1, Mid-Grade Wood x3, High-Grade Wood x3, Binding of the Barrier x1 Levels 14-16: Vibrant Catalyst x1, Mid-Grade Wood x3, High-Grade Wood x3, Binding of the Barrier x1 Levels 17-20: Vibrant Catalyst x1, Mid-Grade Wood x2, High-Grade Wood x4, Binding of the Barrier x1 Levels 21-??: Vibrant Catalyst x1, Mid-Grade Wood x1, High-Grade Wood x5, Binding of the Barrier x1 Upgrading Attack Damage on Legendary Ruby Power Armor of Slaughter: CODE Levels 01-05: Robust Catalyst x1, Repurposed Actuator x1, Mid-Grade Metals x6 Levels 06,07-??: Robust Catalyst x1, Repurposed Actuator x1, Mid-Grade Metals x5, High-Grade Metals x1, Binding of Slaughter x1 Is anyone willing to share the forge upgrade cost data for levels 21-50 for Legendaries and/or data for upgrading Sup/Exq/Mag equipment? QUOTE(gilf @ Jun 9 2015, 02:43)  These are the costs for a Legendary equip from lv5-26: source
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Jun 18 2015, 07:43
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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QUOTE(mozilla browser @ Jun 18 2015, 04:18)  1. Imperil mage with 5 Phase (~ 0.4 proficiency factor?)
I think its better to use edb/dest staff and 2 cottons. Phase is quite expensive for forge/repair. But about difference. Its a bit harder, because on low diff i can finish 550 festrounds with my prof (no imperil) and only 350-400 with phase (with only mp draught+pot). And phase actually even slightly faster. I think its probably because phase is more mana expensive. Not only imperil, but also a bit skills and probably also slightly cures. Sometimes i can oneshot someone and get less damage. Imperil is fast skill, but it has solid delay before damage. But if look only at damage than all 3 options with imperil on pf. Holy. Mostly 0,4 prof with good staff and perk is enough for good reduction. Without forge prof build can be slightly better in damage, but with extremely high forge its conversely. If damage isnt very good, than any resist/elemental mitg is important. Specially with current expensive mana price its quite good idea to use constant prof build, because overall difference is low (like 0.2-0.3t/round) and probably we get much more advantage from prof. Without forge even for damage better to use 3+2 with 1.0 prof. Elemental Some mobs has huge elemental mitg. So its quite interesting to check result. 4+1 looks better here with 0,7 prof It has sense, because 40%+50% is just useless mitg reduction, but because some mobs have even 75 mitg, than higher prof is good option for reduction mitg with some resists also. But with more forge 5+0 and 4+1 has similar result and 3+2 is worse (near same 0,3t/round). Actually here difference also quite low. Im not sure about final difference, because it includes only damage+resist. Without any mana/casting speed difference. My prof+no imperil has much longer sustain, so it can be very important. On the other side even with destruction 5 phase has only ~0.5t advantage in damage on pf. Its very small number. Quite interesting why? Because resists? Actually i forgot to add it in aok staff or from staff potency. Or additional mitg reduction against powerful mobs? Probably both at the same time. About imperil to non imperil way. It has many pitfalls. It looks quite easy to compare 2x+ more damage, but with 3+ additional casts. But in reality we have: 1. Turns without any damage (increase in cures) 2. Minimal edge for turns. Even against weak mobs. 3. Much harder rotation and actually i have significant lower t/s with imperil style. Not only more attention to game. 4. Some type of overdamage. 5. Difference in cast speed, mp price. So it actually looks much better to test in reality. My prof build is quite bad, but as i said its slightly slower and much better in fest. Also i dont have much potential to increase my phase, but i have huge in prof, because its still as i remember 3 or 4 cottons. This post has been edited by nec1986: Jun 18 2015, 08:07
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Jun 18 2015, 09:08
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donthurtmenomore
Newcomer
 Group: Members
Posts: 28
Joined: 17-May 14

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Hi everyone ! I just got an Chaos Token and want to create a monster but I don't know what monster class I should choose.I play as DW. I want a monster with good dmg, good survivability .
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Jun 18 2015, 09:17
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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QUOTE(Colman @ Jun 18 2015, 12:36)  4. No imperil mage with 1.0 proficiency factor (4 Phase) (IMG:[ invalid] style_emoticons/default/cool.gif) Impossible without a prof staff, (i have a full forged 0.81 peerless prof pants, and my prof factor is 0.76), and prof staff + 4 phase has about 4-5% less magic score than destruction staff + 3 phase (at my level it's 19.5k vs 20.5k). edb staff + 4 phase stands somewhere in the middle (~20k). This post has been edited by holy_demon: Jun 18 2015, 09:25
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Jun 18 2015, 09:32
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m118w11
Group: Gold Star Club
Posts: 1,323
Joined: 7-March 11

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QUOTE(mozilla browser @ Jun 18 2015, 06:06)  Also, is there a formula / table for the number of materials required to forge an item? I think I've asked this before, and I swear I'll edit it into the wiki this time.
Its not a clean formula with dependencies on pxp, and with a cap of 6.
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Jun 18 2015, 09:45
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hentai_fusion
Group: Gold Star Club
Posts: 33,644
Joined: 14-August 09

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QUOTE(donthurtmenomore @ Jun 18 2015, 15:08)  Hi everyone ! I just got an Chaos Token and want to create a monster but I don't know what monster class I should choose.I play as DW. I want a monster with good dmg, good survivability .
QUOTE The Monster Lab allows the players to create custom monsters that any player can then encounter during battles. Monsters are primarily created to bring gifts to their owner as they do not assist the player in any other way. http://ehwiki.org/wiki/Monster_Lab
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Jun 18 2015, 10:05
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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QUOTE(CronoBoA @ Jun 18 2015, 12:22)  Here is some incomplete data:
Thanks! QUOTE(nec1986 @ Jun 18 2015, 13:43)  I think its better to use edb/dest staff and 2 cottons. Phase is quite expensive for forge/repair. ... So it actually looks much better to test in reality. My prof build is quite bad, but as i said its slightly slower and much better in fest. Also i dont have much potential to increase my phase, but i have huge in prof, because its still as i remember 3 or 4 cottons.
Thanks too. I'll take a bit of time to digest this later. QUOTE(holy_demon @ Jun 18 2015, 15:17)  Impossible without a prof staff, (i have a full forged 0.81 peerless prof pants, and my prof factor is 0.76), and prof staff + 4 phase has about 4-5% less magic score than destruction staff + 3 phase (at my level it's 19.5k vs 20.5k). edb staff + 4 phase stands somewhere in the middle (~20k).
Hmm, so you're saying that destruction staff can have their cake and eat it too? ie, - destruction staff + 3 phase + 2 cotton => 1.0 prof and 20.5k magic score - edb staff + 4 phase + 1 cotton => 0.76 prof and 20k magic score - prof staff + 4 phase + 1 cotton => 1.0 prof and 19.5k magic score Which means that prof staff is better than edb staff. Hmm. Did 0.82 relatively "nerf" destruction and buff non-destruction? Just like with slaughter vs non-slaughter? QUOTE(m118w11 @ Jun 18 2015, 15:32)  Its not a clean formula with dependencies on pxp, and with a cap of 6.
Dang, if pxp is also involved, no wonder there isn't already a table up on the wiki.
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Jun 18 2015, 10:35
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Qskill
Newcomer
 Group: Members
Posts: 20
Joined: 18-June 15

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Как попасть на Экзхентай?)
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Jun 18 2015, 10:41
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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QUOTE(donthurtmenomore @ Jun 18 2015, 10:08)  Hi everyone ! I just got an Chaos Token and want to create a monster but I don't know what monster class I should choose.I play as DW. I want a monster with good dmg, good survivability .
Mech is good for that.
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Jun 18 2015, 10:51
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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QUOTE(mozilla browser @ Jun 18 2015, 01:05)  Hmm. Did 0.82 relatively "nerf" destruction and buff non-destruction? Just like with slaughter vs non-slaughter? Not that I know of. The problem was only present in melee weapons; you just had Slaughter and whatever worked best for the off-hand, and everything else was trash. With staffs, you have a greater assortment of suffixes being used, namely Destruction, EDB, proficiency, and Focus. ... And Owl in one case. I'd personally hold off on making any significant changes to mage sets since mitigation changes in the next patch were hinted at. It might be a safe bet to have some proficiency gear on hand, but who knows. Here's an old hint I found recently: QUOTE Yeah, I am planning a major balance pass for 0.83 (that is, the patch after the upcoming one), and changes on mitigation versus HP will likely happen. Which isn't saying that monsters won't have mitigation, but it would be less, or be monster class dependent. And to reiterate another hint, holy and dark have to wait until the next patch to be unfucked. (Are they even really fucked, or was that a knee-jerk post-patch conclusion that some people jumped to?) This post has been edited by n125: Jun 18 2015, 10:52
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Jun 18 2015, 11:23
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(n125 @ Jun 18 2015, 03:51)  was that a knee-jerk post-patch conclusion that some people jumped to? Completely this. It was speculation based on something Tenboro said on IRC that was pasted on the forum and interpreted out of context. It's the monster mitigation that's supposedly going to be balanced. And I assure you that average monster mitigation vs the elementals is way higher than for holy and dark. That's why so many people flocked to them over the past years. I'd say things are not looking good for Holy. It's quickly becoming the new 2H (used to be awesome; now it's trash.) This post has been edited by hitokiri84: Jun 18 2015, 11:26
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Jun 18 2015, 11:37
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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QUOTE(n125 @ Jun 18 2015, 16:51)  I'd personally hold off on making any significant changes to mage sets since mitigation changes in the next patch were hinted at. It might be a safe bet to have some proficiency gear on hand, but who knows.
True. Maybe proficiency will be unimportant next patch if monster mitigations are reduced (IMG:[ invalid] style_emoticons/default/duck.gif) Maybe I should spent credits on training or something instead of buying equipment. Anyway, do you expect equipment prices to go down or go up over time? I'm guessing that everyone's bidding up prices to get 0.82 equipment with higher stat ranges, but it should go down as everyone gets a set of equipment that they're comfortable with, and soulbinds them. QUOTE And to reiterate another hint, holy and dark have to wait until the next patch to be unfucked. (Are they even really fucked, or was that a knee-jerk post-patch conclusion that some people jumped to?)
There's no telling when the next patch will arive. 0.76 to 0.77 was four months. If history repeats itself, I may need to stay afloat three more months. I'm still playing dark because that's the equipment I have. But at the same time, I'm building a regular elemental set just in case.
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Jun 18 2015, 11:46
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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QUOTE(hitokiri84 @ Jun 18 2015, 17:23)  Completely this. It was speculation based on something Tenboro said on IRC that was pasted on the forum and interpreted out of context. It's the monster mitigation that's supposedly going to be balanced. And I assure you that average monster mitigation vs the elementals is way higher than for holy and dark. That's why so many people flocked to them over the past years. I'd say things are not looking good for Holy. It's quickly becoming the new 2H (used to be awesome; now it's trash.)
Huh? Holy and Dark mages are crying bloody murder because the high mana costs of Holy/Dark spells could not be sustained with the new pots system with cooldown. I still have a deficit of hundreds of draughts and (legacy and current) pots daily. Leading to much reduced profits (or none, according to Colman). My worry is if i have to flee because I've run out of mp while all restoratives are on cooldown - that would so suck when everyone else has plentiful mp. Has Holy become the new trash? How so? Damage dealt is the same as before, and cure bonus is till there if using an oak staff.
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Jun 18 2015, 11:52
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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Holy/Dark is still good, but only in top-top range. Because at some point ppl cant rly get much better clearspeed with stats. It grows slow, gives small and overall effect is like nothing. But its possibly with base damage and specially from t1.
T1 elemental is 4,25 and T3 holy/dark is 4,5. Its already 6% difference and we dont even count native counter-resist and lower mitg.
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