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post Jul 7 2015, 04:22
Post #68791
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QUOTE(RabidTanker @ Jul 7 2015, 01:26) *
So I've tried out a Lv. 75 Ring of Blood the other day with my mage and I got my ass whupped for spamming elemental magic. So right now, I'm wondering which fighting style gets the most mileage out of that mode?
Before level 100, before you have Spark of Life, you might occasionally underestimate the amount of damage those God-class monsters (schoolgirls) will do, and if you've set the difficulty too high you may get one-shotted. This would be true regardless of fighting style, but melee 1h, with its good amount of block, could help you play slightly higher difficulty, as would heavy armor with Endurance (against Asakura and Konata) or leather with Endurance (against the other two schoolgirls). Still, once you get Spark of Life, any style at all would work.

Mage is probably not a good idea until you get to level 250+, probably level 325+, due to consumable usage, proficiency, EDB scaling, and built-in toughness from leveling up, among other things.

Also, you may as well just play Ring of Blood on Normal for the first clear bonus, and after that save all your tokens for FSM. Even playing FSM on PFUDOR some 100+ times has never gotten me anything worthwhile, so don't feel bad about playing other RoB's on Normal if you're not completely sure of your ability to handle higher difficulty.
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post Jul 7 2015, 06:02
Post #68792
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Mage is probably not a good idea until you get to level 250+, probably level 325+, due to consumable usage, proficiency, EDB scaling, and built-in toughness from leveling up, among other things.

I have a question about that.

I am close to 250+. I understand that before, it was harder to get a mage due all the points that you said, but right now 2h is good for me since it is quicker to kill a lot of opponents (of course if I go for the Ring of Blood on Pfudor, I would use DW because the damage is higher). My question is why is good to improve a Mage for this higher levels? what would be good if I want to improve?
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post Jul 7 2015, 06:23
Post #68793
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QUOTE(kiko159 @ Jul 7 2015, 04:02) *
I am close to 250+. I understand that before, it was harder to get a mage due all the points that you said, but right now 2h is good for me since it is quicker to kill a lot of opponents (of course if I go for the Ring of Blood on Pfudor, I would use DW because the damage is higher). My question is why is good to improve a Mage for this higher levels? what would be good if I want to improve?
2h is only good on low difficulty. If someone doesn't want to spend much time on HV, doing daily arenas at Hell for instance might be best with 2h. Low experience, somewhat fewer credits, no good equipment drops, but certainly fast.

But at higher difficulties, better to play 1h, else you'll be annoyed at how often you'll have to stop your attacking process and Cure due to 2h's near nonexistent defense.

Mage is fragile like 2h, but significantly faster, assuming the amount of incoming damage isn't too much to deal with.
QUOTE(kiko159 @ Jul 7 2015, 04:02) *
My question is why is good to improve a Mage for this higher levels? what would be good if I want to improve?
Engrish is hard to understand...?

Well, hopefully you have T3 by now. Elemental will be easier to work with than holy/dark due to mana consumption. Maybe find a staff and 3 Phase of one element, and 2 Elementalist cotton, all with not-too-terrible rolls on the important stats, and see if you can Spellspam your way through Nightmare or so. If that works, then with improvements (IW) you'd probably be able to do Hell.

You probably could do it, but the question is whether you'd be able to do it without constantly chugging Potions and Curing (too tedious). I don't know how viable it would be with where you are now. If it doesn't work well enough, you need to get to a higher level first. VV perk will help significantly, as would IWing Jug 4 or 5 on armors (and Eco 5 on staff, of course).
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post Jul 7 2015, 08:34
Post #68794
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just wondering , if I want to change into some decent elemental mage for regular PFUDOR arenas , how much budget I need (IMG:[invalid] style_emoticons/default/laugh.gif)

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post Jul 7 2015, 09:03
Post #68795
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Well. Not rly much, because its imperil way. Just be ready to use many cures. Probably even 1-2m mage can clear it.
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post Jul 7 2015, 09:13
Post #68796
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QUOTE(nec1986 @ Jul 7 2015, 14:03) *

Well. Not rly much, because its imperil way. Just be ready to use many cures. Probably even 1-2m mage can clear it.

maybe I will start hunt some of mag phase after I'm finish reaching 10k ADB (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jul 7 2015, 09:19
Post #68797
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With mage i clear all non sg arenas in a bit higher than 1hour. With melee its not even close.

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post Jul 7 2015, 10:18
Post #68798
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just wondering, what's the best element for maging right now? both non-SG and SG arenas
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post Jul 7 2015, 10:35
Post #68799
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Best as in?
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post Jul 7 2015, 10:39
Post #68800
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QUOTE(Scremaz @ Jul 7 2015, 16:18) *

just wondering, what's the best element for maging right now? both non-SG and SG arenas

I think same with hito and n125 use (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jul 7 2015, 10:54
Post #68801
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How many people use wind now?
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post Jul 7 2015, 11:00
Post #68802
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Too many. Everyone jump back to holy please. (IMG:[invalid] style_emoticons/default/duck.gif)
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post Jul 7 2015, 11:05
Post #68803
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QUOTE(n125 @ Jul 7 2015, 05:00) *
Everyone jump back to 2H please. (IMG:[invalid] style_emoticons/default/duck.gif)

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post Jul 7 2015, 11:10
Post #68804
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That works for me too.
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post Jul 7 2015, 11:32
Post #68805
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Difference between all 4 elements is quite minor.

Mostly because some mobs who is more common have some additional protection in some situations and sometimes it means additional turns. 4 conditions to see difference. Its not very common.
For better damage its still better to use holy/dark. Because difference here we can see even without turns counting after full run.

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post Jul 7 2015, 13:10
Post #68806
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Q1
(Item Shop Bot) When there is only person bidding on an item where the highest bid price is X credits, how much will one earn when selling the item to the Item Shop?

Q2
(Item Shop Bot) When there are two or more people bidding on an item where the highest bid prices are X credits, how much will one earn when selling the item to the Item Shop?

Q3
Assumed that a player's level is X, what is the minimum power level of monsters s/he can encounter in battle?

Q4
Assumed that a player's level is X and can encounter monsters with power levels from Y to Z.
What's the chance that the player encounters a monster with power level Y?
What's the chance that the player encounters a monster with power level Z?

Q5
After a monster's PL reaches 1499, is there any significant benefit to increase its PL further more?

Q6
Does increasing a monster's PL also increase the chance that it appears in battle? If so, what's the cap?

Q7
What are all the factors that affect whether or not a monster is picked in battle? Or is simply RNG?

Q8
A monster's resist is increased by 10% in PFUDOR. How does the 10% increment work with the following formula?
Monster Resist = 1 - (1 - min(10 , (WIS/ 100) , (WIS - Level) / 75) / 100) * (1 - chaos_dissipation_rank * 0.5%)

Is it:
1 - (1 - min(10 , (WIS/ 100) , (WIS - Level) / 75) / 100) * (1 - chaos_dissipation_rank * 0.5%) * (1 - 10%)
or
1 - (1 - min(10 , (WIS/ 100) , (WIS - Level) / 75) / 100) * (1 - (chaos_dissipation_rank * 0.5% + 10%))
?

Q9
Assumed that a monster's resist is X% and a player's counter-resist is Y%, what's the chance that the monster resists the player's deprecating spell? (only one roll)

Is it:
max(0, (X-Y)%)
or
X% * (1-Y%)
?

Q10
As of 0.82, the number of crystals a monster drops is capped at 25 in Hellfest.
And Is it just me or Hellfest seems not to drop Legendary/Peerless equipment pieces any more?

Q11
Is it just me or Ninfest is harder compared to pre-0.82?


This post has been edited by djackallstar: Jul 7 2015, 15:49
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post Jul 7 2015, 14:16
Post #68807
kyouri



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Thanks for the advice previously. Now a few more questions.

From the formulas

CODE
prof_factor = (effective_proficiency - monsterlevel) / monsterlevel


CODE
Mitigation reduction = (prof_factor ^ 1.5) * 50


With effective_proficiency being between 0 and capped at 1. Since monsters are scaled to your level this pretty much means as long as you have double your level in effective proficiency you get a natural -50 anti-mitigation which is equivalent to a level 4 imperil passively.

I am assuming this is a flat -50 decrease rather than 50%? I can definitely see this stat being very useful for spellspam fests or for monsters that have near cap elemental mitigation.

This post has been edited by kyouri: Jul 7 2015, 14:18
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post Jul 7 2015, 14:39
Post #68808
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QUOTE(djackallstar @ Jul 7 2015, 14:10) *



1-2. As i know player get near 50% of max player price. No matter how many players.
3. No limits. I think its more like curve. Max pl is very common and all other has lower chance. But because we also have respawn cd than we deal with others. Once i tested which pl i face more. 1750+ was near 22 times and its only 9 mobs per 100 rounds. For example 1000-1100 range had 687 monsters and i deal with em only 215 times. Sure its much bigger amount compare to 22, but the reason is probably low amount of high pl monsters. Thats why cheap crystals is mostly bad for all players. High pl monster has higher damage/defense. Its harder to play and if average pl increases with time than all players get lower credits/time.
4-6. Well, when i checked 900-1k pl was the best choice. Reason is too high price for upgrade. Sure high pl has much better chance to fight (closer to max, lower competition). 2250pl was in 10 times better than 1k pl. 1400 was in 3-4 times better than 1k. But its much easier to get four 1k pl monsters than one with 1.4kpl.
7. Probably just rng.
8-9. I was thinking about it. Its not so hard to check, but dont have enough time. Maybe its even chance+10%. And its also 3 rolls. So our chance to not get resist is (1-resist)^3. 1 rolls is 50% reduction, 2 rolls is 75% reduction and all 3 is 90%. But its very-very rare. Even 2 rolls isnt very common, because resist chance is quite low.
10-11. Diff was changed. Hell now is x7? And nintendo x10? But clear is much easier with new pots.

This post has been edited by nec1986: Jul 7 2015, 14:40
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post Jul 7 2015, 15:26
Post #68809
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QUOTE(kyouri @ Jul 7 2015, 20:16) *
I am assuming this is a flat -50 decrease rather than 50%? I can definitely see this stat being very useful for spellspam fests or for monsters that have near cap elemental mitigation.


Tenboro elaborated on the magic proficiency mechanics in the 0.76 patch notes:

QUOTE
- A counter-resist bonus of up to 50%, given as: 50 * prof_factor - in other words, this can potentially reduce the monster's resist stat by half (10% resist => 5% resist)

- A specific mitigation reduction of up to 25 points for the spell's element, given as: 25 * prof_factor - the effectiveness of this depends on the monster's natural specific mitigation, but it can potentitally double the spell's damage in the case of 75% to 50% specific mitigation.


The amount of specific mitigation was further changed in 0.77, so don't get too excited if the numbers don't match current wiki.
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post Jul 7 2015, 16:18
Post #68810
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QUOTE(nobody_xxx @ Jul 7 2015, 12:04) *

just wondering , if I want to change into some decent elemental mage for regular PFUDOR arenas , how much budget I need (IMG:[invalid] style_emoticons/default/laugh.gif)

Aren't you "Poor"? (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE(nec1986 @ Jul 7 2015, 12:33) *

Well. Not rly much, because its imperil way. Just be ready to use many cures. Probably even 1-2m mage can clear it.

I'm confirming this. With 0-cooldown-Imperil, it is very much possible to clear all the Arena (including SG ones) in PFUDOR even with a crappy set. 4+1 armor combination (4 Phase + 1 Proficiency Cloth) works best in this case.

QUOTE(nec1986 @ Jul 7 2015, 12:49) *

With mage i clear all non sg arenas in a bit higher than 1hour. With melee its not even close.

Same case here. (IMG:[invalid] style_emoticons/default/laugh.gif)

QUOTE(Scremaz @ Jul 7 2015, 13:48) *

just wondering, what's the best element for maging right now? both non-SG and SG arenas

It's just different. For SG, Wind is undoubtedly the best elemental. For regular rounds, however, Elec is faster.

QUOTE(n125 @ Jul 7 2015, 14:30) *

Everyone jump back to holy please. (IMG:[invalid] style_emoticons/default/duck.gif)

Donate me a full Radiant Heimdall Phase set and I'll jump back to Holy. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE(djackallstar @ Jul 7 2015, 16:40) *
Q1
(Item Shop Bot) When there is only person bidding on an item where the highest bid price is X credits, how much will one earn when selling the item to the Item Shop?

50% of the displayed price.

QUOTE(djackallstar @ Jul 7 2015, 16:40) *
Q2
(Item Shop Bot) When there are two or more people bidding on an item where the highest bid prices are X credits, how much will one earn when selling the item to the Item Shop?

50% of the displayed price.

QUOTE(djackallstar @ Jul 7 2015, 16:40) *
Q3
Assumed that a player's level is X, what is the minimum power level of monsters s/he can encounter in battle?

From Lv.200 onwards, a player can encounter even Max-PL monsters. Dunno about the <Lv.200 scenario.

QUOTE(djackallstar @ Jul 7 2015, 16:40) *
Q4
Assumed that a player's level is X and can encounter monsters with power levels from Y to Z.
What's the chance that the player encounters a monster with power level Y?
What's the chance that the player encounters a monster with power level Z?

Only affected by Difficulty.
If the player plays in Normal, he/she will usually face monsters with power level of Y (or near it).
If the player plays in PFUDOR, he/she will usually face monsters with power level of Z (or near it).

QUOTE(djackallstar @ Jul 7 2015, 16:40) *
Q5
After a monster's PL reaches 1499, is there any significant benefit to increase its PL further more?

Jenga said that there's not much profit in further increasing the PL after 1499. Ask/PM him for more details.

QUOTE(djackallstar @ Jul 7 2015, 16:40) *
Q6
Does increasing a monster's PL also increase the chance that it appears in battle? If so, what's the cap?

Dunno.

QUOTE(djackallstar @ Jul 7 2015, 16:40) *
Q7
What are all the factors that affect whether or not a monster is picked in battle? Or is simply RNG?

Ask Tenboro. (IMG:[invalid] style_emoticons/default/heh.gif)

QUOTE(djackallstar @ Jul 7 2015, 16:40) *
Q8
A monster's resist is increased by 10% in PFUDOR. How does the 10% increment work with the following formula?
Monster Resist = 1 - (1 - min(10 , (WIS/ 100) , (WIS - Level) / 75) / 100) * (1 - chaos_dissipation_rank * 0.5%)

Is it:
1 - (1 - min(10 , (WIS/ 100) , (WIS - Level) / 75) / 100) * (1 - chaos_dissipation_rank * 0.5%) * (1 - 10%)
or
1 - (1 - min(10 , (WIS/ 100) , (WIS - Level) / 75) / 100) * (1 - (chaos_dissipation_rank * 0.5% + 10%))
?

This I'd like to know myself too.

QUOTE(djackallstar @ Jul 7 2015, 16:40) *
Q9
Assumed that a monster's resist is X% and a player's counter-resist is Y%, what's the chance that the monster resists the player's spell?

Is it:
max(0, (X-Y)%)
or
X% * (1-Y%)
?

It's "Counter" resist, not "Anti" resist.

Spell used > Monster's resist is rolled > The resist roll is successful > The counter-resist roll kicks in.
Spell used > Monster's resist is rolled > The resist roll is unsuccessful > The counter-resist roll didn't happen at all.

QUOTE(djackallstar @ Jul 7 2015, 16:40) *
Q10
As of 0.82, the number of crystals a monster drops is capped at 25 in Hellfest.
And Is it just me or Hellfest seems not to drop Legendary/Peerless equipment pieces any more?

Not just you. Legendary grade equipments now only drop in Nintendo+ difficulties. Peerless can still drop even in Normal difficulty.

QUOTE(djackallstar @ Jul 7 2015, 16:40) *
Q11
Is it just me or Ninfest is harder compared to pre-0.82?

Yes. New Nintendo now has 1.9x difficulty, a middle of the old Nintendo (1.8x difficulty) and BT (2x difficulty).

QUOTE(kyouri @ Jul 7 2015, 17:46) *

Thanks for the advice previously. Now a few more questions.

From the formulas

CODE
prof_factor = (effective_proficiency - monsterlevel) / monsterlevel


CODE
Mitigation reduction = (prof_factor ^ 1.5) * 50


With effective_proficiency being between 0 and capped at 1. Since monsters are scaled to your level this pretty much means as long as you have double your level in effective proficiency you get a natural -50 anti-mitigation which is equivalent to a level 4 imperil passively.

I am assuming this is a flat -50 decrease rather than 50%? I can definitely see this stat being very useful for spellspam fests or for monsters that have near cap elemental mitigation.

Only in theory. There is a hidden mechanism, due to which we do not get the max -50% reduction bonus. (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by tetron: Jul 7 2015, 16:22
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