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post Jul 8 2015, 22:57
Post #68861
nec1986



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It has no sense, because its something like up to ~15-20 turns. Much easier to cast imperil and kill in up to 3-4 t1 spells.
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post Jul 8 2015, 23:32
Post #68862
qw3rty67



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It's because I just remembered an extremely simple mage killing fix.
Change the turn mechanic so monsters can attack before the player. Starting with a slow spell means monsters get to hit before dying.

Edit: HV is now in slow mode.

This post has been edited by qw3rty67: Jul 8 2015, 23:40
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post Jul 8 2015, 23:46
Post #68863
EsotericSatire



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QUOTE(qw3rty67 @ Jul 8 2015, 09:00) *

Top mages: how many t1 and t2 spells does it take to kill pfudor mobs without imperil?


16ish +/-2 turns either way for me.

QUOTE(qw3rty67 @ Jul 8 2015, 11:32) *

Change the turn mechanic so monsters can attack before the player. Starting with a slow spell means monsters get to hit before dying.


That already happens with t3 and full heal. Welcome to maging biatch.


This post has been edited by EsotericSatire: Jul 9 2015, 00:55
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post Jul 9 2015, 02:26
Post #68864
jacksonville



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When did obsolete prices get so high? (IMG:[invalid] style_emoticons/default/blink.gif)
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post Jul 9 2015, 02:32
Post #68865
omgwtflolfaggot



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(IMG:[i.imgur.com] http://i.imgur.com/h1aJmXe.png)

Top: http://hentaiverse.org/pages/showequip.php...;key=1138716dec
Bot: http://hentaiverse.org/pages/showequip.php...;key=f73ea3790c

GOD. DAMNIT.
Had the one on the top since before 0.81
JUST Found the one on the bottom.

Dunno if I should switch or not. Should I? More block/parry, better str/dex/end, though it has no agi/mits. I've already invested a bit in the buckler (was going to reset/IW it, but havent had the time)....


(cross post from equipment whining thread)
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post Jul 9 2015, 03:06
Post #68866
qw3rty67



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QUOTE(EsotericSatire @ Jul 8 2015, 17:46) *
That already happens with t3 and full heal.

I fooled around a lot just to make sure, and you never get hit before your attacks land no matter what you do. I'm saying:
  • you choose slow action
  • monster hits you
  • action resolves
  • monster hits you again if he's fast enough
Instead of:
  • you choose slow action
  • what monsters? lol

This will affect melees too, albeit less drastically.
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post Jul 9 2015, 03:52
Post #68867
holy_demon



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infusion should become infinite stacking and each use will reset duration! It should also gives some bonus to melee if casted during battle.

We need an infinity scaling mechanism so we can all enjoy being temporarily OP at an affordable price xD

This post has been edited by holy_demon: Jul 9 2015, 04:04
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post Jul 9 2015, 04:01
Post #68868
kyouri



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Does monsters scale per turn? Was grinding staff proficiency in final stage of the 100 round arena then after 2000~ turns normal attacks that are going through a fully debuffed monster hitting me for a lot more than at the start.
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post Jul 9 2015, 05:00
Post #68869
Superlatanium



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QUOTE(omgwtflolfaggot @ Jul 9 2015, 00:32) *
Top: http://hentaiverse.org/pages/showequip.php...;key=1138716dec
Bot: http://hentaiverse.org/pages/showequip.php...;key=f73ea3790c

GOD. DAMNIT.
Had the one on the top since before 0.81
JUST Found the one on the bottom.

Dunno if I should switch or not. Should I? More block/parry, better str/dex/end, though it has no agi/mits. I've already invested a bit in the buckler (was going to reset/IW it, but havent had the time)....
(cross post from equipment whining thread)
The new one is definitely better. Huge upgrade in block is well worth loss of Agi and a tiny bit of specific mits.
QUOTE(kyouri @ Jul 9 2015, 02:01) *
Does monsters scale per turn? Was grinding staff proficiency in final stage of the 100 round arena then after 2000~ turns normal attacks that are going through a fully debuffed monster hitting me for a lot more than at the start.
I've only seen that sort of thing happen in Grindfest. Kodou Yuki on round 1 of Normal GF was starting to do spirit damage on every ordinary attack past turn 2000 or so. I didn't see the same sort of damage-increasing behavior in Arena or anywhere else, though.
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post Jul 9 2015, 05:12
Post #68870
nobody_xxx



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QUOTE(omgwtflolfaggot @ Jul 9 2015, 08:32) *

(IMG:[i.imgur.com] http://i.imgur.com/h1aJmXe.png)

Top: http://hentaiverse.org/pages/showequip.php...;key=1138716dec
Bot: http://hentaiverse.org/pages/showequip.php...;key=f73ea3790c

GOD. DAMNIT.
Had the one on the top since before 0.81
JUST Found the one on the bottom.

Dunno if I should switch or not. Should I? More block/parry, better str/dex/end, though it has no agi/mits. I've already invested a bit in the buckler (was going to reset/IW it, but havent had the time)....
(cross post from equipment whining thread)

new one is better (IMG:[invalid] style_emoticons/default/laugh.gif)

Don't bother with soul cost since you can get them again (IMG:[invalid] style_emoticons/default/laugh.gif)

I already had salvaging 2 my soulbind equipment (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jul 9 2015, 05:40
Post #68871
wwgenesis



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Haven't played in a while.

Is 1H + Block still good?

Also, how do pots work now? It only lets me set 1 unique pot at most in my battle inventory slots.
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post Jul 9 2015, 05:49
Post #68872
omgwtflolfaggot



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QUOTE(wwgenesis @ Jul 8 2015, 21:40) *

Haven't played in a while.

Is 1H + Block still good?

Also, how do pots work now? It only lets me set 1 unique pot at most in my battle inventory slots.


1H + Block is good for surviving.

Pots will auto-restock in battle now, I think every 40 turns.
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post Jul 9 2015, 06:23
Post #68873
wwgenesis



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Oh, alright. Doesn't that also mean that I can't spam pots anymore though?

Also, would you happen to know the market price of pots? Thanks!
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post Jul 9 2015, 06:54
Post #68874
Superlatanium



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QUOTE(wwgenesis @ Jul 9 2015, 03:40) *
Is 1H + Block still good?
1h is still the only efficient way to play on high difficulty. (Outside of godly gears / heavy forging / high level).
QUOTE(wwgenesis @ Jul 9 2015, 04:23) *
Oh, alright. Doesn't that also mean that I can't spam pots anymore though?

Also, would you happen to know the market price of pots? Thanks!
It means you can spam - much more than before, but that they'll only restore a moderate amount of your MP/SP pool, unlike Heroics which would usually fill them completely (except for mage's MP). Well, you could use Elixers instead of draughts/potions to fill bars completely, but that's very expensive and not worth it for most.

Check difference between WTS prices and WTB prices for each item to get the best sense of prices.
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post Jul 9 2015, 06:59
Post #68875
lwprbf



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Just got my first legend drop.
Legendary ETHEREAL OAK
Since i am a melee what should i do with it?
Is it possible that i can sell it or trade it to upgrade my melee set?
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post Jul 9 2015, 07:13
Post #68876
Superlatanium



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QUOTE(lwprbf @ Jul 9 2015, 04:59) *
Just got my first legend drop.
Legendary ETHEREAL OAK
Since i am a melee what should i do with it?
Is it possible that i can sell it or trade it to upgrade my melee set?
No useful prefix, no useful suffix = junk. Turn it into a high-grade wood for most profit.

Staffs need either EDB, proficiency, or Destruction to be worth considering.
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post Jul 9 2015, 08:17
Post #68877
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QUOTE(jacksonville @ Jul 9 2015, 02:26) *

When did obsolete prices get so high? (IMG:[invalid] style_emoticons/default/blink.gif)

did you just watch last aria's auction? (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jul 9 2015, 08:19
Post #68878
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QUOTE(Superlatanium @ Jul 9 2015, 13:13) *

Staffs need either EDB, proficiency, or Destruction to be worth considering.

And maybe Legendary/Peerless focus staffs as well?
1. This Legendary Hallowed Oak Staff of Focus is priced at 20m in StonyCat's shop.
2. Irrc hentai_fusion bought a Peerless Ethereal Oak Staff of Focus with millions of credits. (tho it happened before 0.82)
3. This Legendary Hallowed Oak Staff of Focus is priced at 600k in milannews' shop.
4. I sold a 0.82 Legendary Ethereal Oak Staff of Focus at 200k in my shop.
5. I forgot his complete ID, but there is a player named "f..." who has/had been collecting Leg+ focus staffs.
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post Jul 9 2015, 08:20
Post #68879
Dead-ed



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Knowing the nature of the highest bidder it's obvious.
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post Jul 9 2015, 08:45
Post #68880
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As of 0.77 the battle system will do three seperate rolls for resist for offensive spells.
How do the three rolls work with the player's counter-resist? Which of the following scenarios is correct?

Scenario 1 (counter-resist kicks in between seperate rolls for resist, and completely nullifies the damage if succeeded)
The player casts an offensive spell -> 1st roll for resist -> successful -> A roll for counter-resist -> counter-resist is successful -> 0% resisted (no 2nd and 3rd rolls for resist because counter-resist succeeded)

Scenario 2 (counter-resist kicks in between seperate rolls for resist, and partially nullifies the damage if succeeded)
The player casts an offensive spell -> 1st roll for resist -> successful -> A roll for counter-resist -> counter-resist is successful -> 50% resisted (no 2nd and 3rd rolls for resist because counter-resist succeeded)

Scenario 3 (counter-resist kicks in after all rolls for resist, and completely nullifies the damage if succeeded)
The player casts an offensive spell -> 1st roll for resist -> successful -> 2nd roll for resist -> successful ->3rd roll for resist -> successful -> A roll for counter-resist -> counter-resist is successful -> 0% resisted.

This post has been edited by djackallstar: Jul 9 2015, 09:09
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