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post Jul 22 2015, 11:31
Post #69431
Superlatanium



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QUOTE(DotHackHaseo @ Jul 22 2015, 09:05) *
i have stat and equip like this but right now its really hard for me to fight on dificulity Dfudor or IWBTH
give me some advice please >.<
and give me some advice to lvling fast and how to farm credit fast . . . right now i lvling using random encounter on nintendo dificulity
Your level is too low to play PF or IWBTH in arenas. (unless you have godly gear) Don't worry, that's normal.

Intelligence is 95% useless for melee. The only benefit is that it adds to your base spirit, meaning you can Spirit Stance for a tiny bit longer before running out. It's only worth even considering when it costs like 1/100th of everything else.

Wisdom, on the other hand, is somewhat useful, since it contributes to mana points and MP regen, which is necessary for casting buffs and Cures. I'd leave Wisdom around where it is now (20 points below your level).

Dual-wielding is an offensive playstyle. Past level 150-something, you start fighting monsters of very high PL which do a ton of damage. The best and easiest way to compensate for that is to switch to 1h, which does a little bit less damage than DW but reduces damage taken by a ton. It's worth switching. (If you want to stay with DW, switch your offhand shortsword for a rapier. Penetrated Armor >>> shortsword.)
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post Jul 22 2015, 11:33
Post #69432
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QUOTE(Scremaz @ Jul 22 2015, 17:27) *

you surely noted that we're speaking about solutions do-able by a lv160 with only 60k in his pockets, don't you? (IMG:[invalid] style_emoticons/default/rolleyes.gif)

I forget about it (IMG:[invalid] style_emoticons/default/heh.gif)
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post Jul 22 2015, 11:58
Post #69433
tetron



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QUOTE(Scremaz @ Jul 22 2015, 14:23) *

another way may be to use health potions/elixirs, they are not so expensive. only thing, don't rely on health elixirs rather than regen spell - regeneration effect of elixirs is quite meh

Then use Bubble Gum. (IMG:[invalid] style_emoticons/default/duck.gif)
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post Jul 22 2015, 12:24
Post #69434
mozilla browser



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It is worthwhile to spend 2k hath for the supportive and deprecating proficiency perks? Considering that I always play imperil mage and I cure far too often.

QUOTE(kyouri @ Jul 21 2015, 23:04) *

Is monsters resist against debuffs a single Boolean roll that compares magic accuracy + counter resist vs resist?

Does debuffs get bonus counter resist from deprecating proficiency and does counter-resist stat from willow/potency affect debuffs?


Yea, I should think so, and that debuffs should get a single resist roll.

QUOTE(djackallstar @ Jul 22 2015, 00:49) *

For those of you who plan to unlock Tokenizer II and would like to know its effect on FSM/TT&T RoB, here is the info


Does it really matter even if you can't fight FSM/TT&T RoB daily? Shouldn't the chaos tokens be better?

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post Jul 22 2015, 13:01
Post #69435
Superlatanium



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QUOTE(mozilla browser @ Jul 22 2015, 10:24) *
It is worthwhile to spend 2k hath for the supportive and deprecating proficiency perks? Considering that I always play imperil mage and I cure far too often.
Are you regularly using Fullcure and only using Cure as backup?

That's what I do, it's probably the best way to go even as mage. And since supportive prof has no effect on Fullcure I don't think it's worth it.
QUOTE(mozilla browser @ Jul 22 2015, 10:24) *
Does it really matter even if you can't fight FSM/TT&T RoB daily? Shouldn't the chaos tokens be better?
I'd prefer blood tokens to the point where I can play both daily. I got Tokenizer 1 but I'm still barely able to play FSM daily, just like before. (IMG:[invalid] style_emoticons/default/sad.gif)

Blood tokens directly increase income significantly via noodles/trophies, and a small chance of a good drop from FSM or TT&T. If I got 10 more blood tokens a day instead of chaos tokens, that might be worth 50-70k/day. At my current level of 78 monsters and 83 token cost for 2 more; 10 chaos tokens = 1/4th of an additional monster - 1/4th of (average of +2.5k? credits worth of gifts every 2.5 days) = +250 credits/day. To break even with the alternative of playing TT&T with 10 tokens would take 200+ days - assuming that material prices don't keep dropping as they have been.

So it's debatable. I'm always feeling dangerously short on blood tokens but I always have more chaos tokens than I really care about.
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post Jul 22 2015, 13:04
Post #69436
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QUOTE(mozilla browser @ Jul 22 2015, 13:24) *

It is worthwhile to spend 2k hath for the supportive and deprecating proficiency perks?


Nope, both gives very small increase. And by small i mean rly tiny.
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post Jul 22 2015, 13:06
Post #69437
tetron



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QUOTE(mozilla browser @ Jul 22 2015, 15:54) *

It is worthwhile to spend 2k hath for the supportive and deprecating proficiency perks? Considering that I always play imperil mage and I cure far too often.

Considering how Supportive Prof now directly gives Cure bonus, I'll say the Perk is worth it. Not to mention more supportive prof means more lengthy supportive spell durations. (IMG:[invalid] style_emoticons/default/smile.gif)

As for Deprecating Prof, I'm not sure if the value of the Perk is worth the benefit it provides. (IMG:[invalid] style_emoticons/default/unsure.gif)

QUOTE(mozilla browser @ Jul 22 2015, 15:54) *

Yea, I should think so, and that debuffs should get a single resist roll.

It'll be hilarious if it turns out that the debuff spells have the same 3-turn-resist-roll like the offensive spells. (IMG:[invalid] style_emoticons/default/heh.gif)
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post Jul 22 2015, 13:07
Post #69438
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QUOTE(tetron @ Jul 22 2015, 11:06) *
Considering how Supportive Prof now directly gives Cure bonus, I'll say the Perk is worth it.
Why are you using Cure?
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post Jul 22 2015, 13:09
Post #69439
tetron



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QUOTE(Superlatanium @ Jul 22 2015, 16:31) *

Are you regularly using Fullcure and only using Cure as backup?

That's what I do, it's probably the best way to go even as mage.

I don't understand this logic. Can you please elaborate? (IMG:[invalid] style_emoticons/default/huh.gif)

QUOTE(Superlatanium @ Jul 22 2015, 16:31) *

supportive prof has no effect on Fullcure

Didn't know that! (IMG:[invalid] style_emoticons/default/blink.gif)
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post Jul 22 2015, 13:12
Post #69440
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QUOTE(Superlatanium @ Jul 22 2015, 16:37) *

Why are you using Cure?

What you're asking is this: Do you play your ace right away at the beginning or at the end? (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Cure has 2 turn cooldown. Full-Cure has 10. So if I get in consecutive troubles, Cure will be out of cooldown sooner if used 1st. And once I use Full-Cure, I won't be able to use it again for the next 10 turns, leaving myself a bit more vulnerable. Cure comes out of cooldown faster, thus making it more spammable. So overall survivability is better with Cure.

This post has been edited by tetron: Jul 22 2015, 13:17
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post Jul 22 2015, 13:22
Post #69441
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QUOTE(tetron @ Jul 22 2015, 21:12) *

What you're asking is this: Do you play your ace right away at the beginning or at the end? (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Cure has 2 turn cooldown. Full-Cure has 10. So if I get in consecutive troubles, Cure will be out of cooldown sooner if used 1st. Overall survivability is better if Cure is used 1st.


the "using ace first" tactic is called blitz. You use overwhelming force to save later trouble. It's the same reasoning for using T3 before T2/T1, even in low difficulty run.

Cure has a higher opportunity cost, and, in the long term, higher mana cost than Full-cure.

This post has been edited by holy_demon: Jul 22 2015, 13:22
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post Jul 22 2015, 13:23
Post #69442
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QUOTE(tetron @ Jul 22 2015, 11:09) *
I don't understand this logic. Can you please elaborate? (IMG:[invalid] style_emoticons/default/huh.gif)
Why spend 3 turns healing an amount of health points you could heal in 1 turn?

The drawback is mana cost, but it's minor... even for heavy armor it's more than worth the turns saved.
QUOTE(tetron @ Jul 22 2015, 11:09) *
QUOTE
supportive prof has no effect on Fullcure
Didn't know that! (IMG:[invalid] style_emoticons/default/blink.gif)
Yeah, if you're healing to 100% already, there's not much need for an extra 1.05x healing bonus from supportive perk. (IMG:[invalid] style_emoticons/default/biggrin.gif)
QUOTE(tetron @ Jul 22 2015, 11:12) *
What you're asking is this: Do you play your ace right away at the beginning or at the end?

Cure has 2 turn cooldown. Full-Cure has 10. So if I get in consecutive troubles, Cure will be out of cooldown sooner if used 1st. And once you use Full-Cure, won't be able to use it again for the next 10 turns, leaving you a bit more vulnerable. Cure comes out of cooldown faster, thus making it more spammable. So overall survivability is better with Cure.
If this was 0.81, you would be right. But now, we have infinite items, which are spammable and take 0 action time (and mana cost doesn't matter). Sometimes a player will get in trouble after using Fullcure, but they still have a few options - Cure, health potion (they're super cheap), Cure again, and either health elixer or other consumables to reduce Fullcure's cooldown. There's never a point where you're in any danger of dying, and the times when a player will be dangerously low on health after using Fullcure and using Cure and using health potion are extremely rare, even as mage.

The quicker clear speed is more than worth it. There are no real survivability problems anymore (except in late or high difficulty GF).
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post Jul 22 2015, 13:32
Post #69443
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QUOTE(Superlatanium @ Jul 22 2015, 13:23) *

QUOTE(tetron @ Jul 22 2015, 13:09) *

Didn't know that! (IMG:[invalid] style_emoticons/default/blink.gif)

Yeah, if you're healing to 100% already, there's not much need for an extra 1.05x healing bonus from supportive perk. (IMG:[invalid] style_emoticons/default/biggrin.gif)

ninja'ed (IMG:[invalid] style_emoticons/default/heh.gif)
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post Jul 22 2015, 13:32
Post #69444
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QUOTE(Superlatanium @ Jul 22 2015, 19:01) *

Are you regularly using Fullcure and only using Cure as backup?

That's what I do, it's probably the best way to go even as mage. And since supportive prof has no effect on Fullcure I don't think it's worth it.


No, I use Cure preferentially. How many rounds between your full-cure? I think I'm fragile enough that using mostly Full-cure would make me bleed SP, and I would still need to Cure frequently while Full-Cure is on cooldown.

Straw poll for mages: if you have tried playing mainly with Full-Cure, are you still doing that, or have you gone back to mainly Cure?

Edit: ok, I see that Holy-demon has tried and prefers Full-Cure. Tetron and I haven't tried it. Anyone else?

QUOTE
I'd prefer blood tokens to the point where I can play both daily. I got Tokenizer 1 but I'm still barely able to play FSM daily, just like before. (IMG:[invalid] style_emoticons/default/sad.gif)

Blood tokens directly increase income significantly via noodles/trophies, and a small chance of a good drop from FSM or TT&T. If I got 10 more blood tokens a day instead of chaos tokens, that might be worth 50-70k/day. At my current level of 78 monsters and 83 token cost for 2 more; 10 chaos tokens = 1/4th of an additional monster - 1/4th of (average of +2.5k? credits worth of gifts every 2.5 days) = +250 credits/day. To break even with the alternative of playing TT&T with 10 tokens would take 200+ days - assuming that material prices don't keep dropping as they have been.

So it's debatable. I'm always feeling dangerously short on blood tokens but I always have more chaos tokens than I really care about.


Hmm. I still have a few hundred blood tokens and it's going up steadily with daily FSM. At the same time, I have never sold trophies, so I've been comparing zero credits from trophies with the 3-day-ly gifts from monsters.

Do you expect to stop playing HV within the next 200 days?

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post Jul 22 2015, 13:49
Post #69445
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Im not even tried that. I use cure at 45% mark and full-cure here gives only 3,5k additional hp (my ordinary cure is almost 7,2k). And i cant rly use it on lower like 20%, because its gonna be quite often spark-heal and losing sp means additional turns for recovering. Also i use hover, so i cant change it fast in fest. And in latestage i just cant allow to lose recovery potential.

Sure that strategy has some potential, but it also has some disadvantage. So i prefer spend a bit more turns, but its very simple/safe way which works everywhere.

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post Jul 22 2015, 13:58
Post #69446
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QUOTE(holy_demon @ Jul 22 2015, 16:52) *

the "using ace first" tactic is called blitz. You use overwhelming force to save later trouble. It's the same reasoning for using T3 before T2/T1, even in low difficulty run.

Cure has a higher opportunity cost, and, in the long term, higher mana cost than Full-cure.

ROFL. Offensive Spell and Healing are different stories altogether. Sure, Cure has a "higher opportunity cost" since it's more spamable, but it's the same reason why it's more "safe". If you're using Full-Cure, you mostly won't want to use it unless your HP is below 30%. Triggering Spark in that situation has more possibility than when spamming Cure and keeping your HP always above 70%.

QUOTE(Superlatanium @ Jul 22 2015, 16:53) *

Why spend 3 turns healing an amount of health points you could heal in 1 turn?

The drawback is mana cost, but it's minor... even for heavy armor it's more than worth the turns saved.

As I said above, the main reason why I don't like the Full-Cure based tactics is because of the high probability of triggering Spark....But about "turns saved", you have a solid point. (IMG:[invalid] style_emoticons/default/ph34r.gif)

QUOTE(mozilla browser @ Jul 22 2015, 17:02) *

I still have a few hundred blood tokens and it's going up steadily with daily FSM.

(IMG:[invalid] style_emoticons/default/wacko.gif)

This post has been edited by tetron: Jul 22 2015, 14:00
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post Jul 22 2015, 14:01
Post #69447
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Thanks. I understand your arguments, and they are the same as mine.

Well, I do prefer Full-Cure when playing REs on mobile, but that don't count.

Currently, we have 100% of the mages who have tried it prefering Full-Cure, while 100% of the mages who have not tried it continue to prefer Cure. (IMG:[invalid] style_emoticons/default/happy.gif)

Additional data point is that Holy-demon plays GF at Nintendo, which he can comfortably clear. I'm playing GF at IWBTH, which I'm nowhere near clearing and want a strategy to last as deep into it as possible.

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post Jul 22 2015, 14:05
Post #69448
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QUOTE(Scremaz @ Jul 22 2015, 11:12) *

1. at your level, i'd use IWTBH or PF only for REs just to farm EXP
2. dark strike is good, but you may prefer nimble suffix for bonus parry - wakizashis are fine too - and maybe ethereal prefix. you may also want to start looking for a 1H power build, since it WILL be the best setup past lv200
3. (optional but still useful) start grinding deprecating proficiency: imperil (30 prof) and silence (40 prof) are quite nice spells to have later


emmm what is 1H power build ?? should i start playing using 1H and shield ???
is it good enough for me to use 1H and Shield with Leather equipment??
and i already try RE IWBTH but still cant >.< when the monster spawn is 7 or 8

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post Jul 22 2015, 14:07
Post #69449
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QUOTE(mozilla browser @ Jul 22 2015, 11:32) *
I think I'm fragile enough that using mostly Full-cure would make me bleed SP, and I would still need to Cure frequently while Full-Cure is on cooldown.
Use Cure and health potion when Fullcure is on cooldown and you should be fine. Best case, you save yourself 3 or so turns casting Cure (more, if you take damage during those turns). Worst case, you spend a potion and cast Cure once or twice while Fullcure is on cooldown. Benefits are significantly greater.
QUOTE(mozilla browser @ Jul 22 2015, 11:32) *
Do you expect to stop playing HV within the next 200 days?
I was just showing how it was debatable, especially so for those with more monsters. Chaos tokens comparatively take so long to pay off, which some may not be willing to endure.
QUOTE(nec1986 @ Jul 22 2015, 11:49) *
Im not even tried that. I use cure at 45% mark and full-cure here gives only 3,5k additional hp (my ordinary cure is almost 7,2k). And i cant rly use it on lower like 20%, because its gonna be quite often spark-heal and losing sp means additional turns for recovering. Also i use hover, so i cant change it fast in fest. And in latestage i just cant allow to lose recovery potential.
For 1h I cast Fullcure on less than 20% HP. Except in late PF-fest, when it's higher. I still Spark very rarely, and my gear isn't that good or even defensive at all. When you melee, at least, you might try something similar. 45% sounds too high for using Fullcure, and the slightly greater risk of Spark proccing is worth it IMO.
QUOTE(tetron @ Jul 22 2015, 11:58) *
ROFL. Offensive Spell and Healing are different stories altogether. Sure, Cure has a "higher opportunity cost" since it's more spamable, but it's the same reason why it's more "safe". If you're using Full-Cure, you mostly won't want to use it unless your HP is below 30%.
If there's no risk of dying, which there isn't, "safe" is of no concern. The uncommon case of proccing Spark is fine, and likely well worth the turns saved.
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post Jul 22 2015, 14:08
Post #69450
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QUOTE(DotHackHaseo @ Jul 22 2015, 12:05) *
emmm what is 1H power build ?? should i start playing using 1H and shield ???
is it good enough for me to use 1H and Shield with Leather equipment??
At your level, just start with 1h. Rapier + force shield with decent block. Power armor (variant of heavy armor) is good after you have enough innate tankyness from level/proficiency/gear that defense is not much of an issue - that is, after level 250-something. Before then, ordinary leather or plate in most slots is probably fine.
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