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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Aug 23 2015, 18:55
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Void Domain
Group: Catgirl Camarilla
Posts: 2,131
Joined: 30-May 10

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QUOTE(Scremaz @ Aug 23 2015, 23:54)  rather, we're speaking about 100~150 ADB out of 6k or so, since most of ADB is provided by armor and abilities. quite little of a bonus, i'd say.
thus, fatality should be quite better, isn't it? did someone do a bit of math?
Using my stat 45 crit chance and 56 crit dmg. After heartseeker it is 50.5 crit and 71 crit dmg. If you add 10 crit dmg, it is 3.7% more dmg. I dont know how butcher5 scale but I doubt it will give you 370 adb if you are at 10k adb.
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Aug 23 2015, 19:49
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(Void Domain @ Aug 23 2015, 18:55)  Using my stat 45 crit chance and 56 crit dmg. After heartseeker it is 50.5 crit and 71 crit dmg. If you add 10 crit dmg, it is 3.7% more dmg. I dont know how butcher5 scale but I doubt it will give you 370 adb if you are at 10k adb.
afaik butcher will scale only with your rapier. my stats say 943 ADB for rapier out of 6213 total, so let's say 15.2%. butcher 5 will give you 10% more on rapier, thus 94 ADB. it would become 1037 rapier out of 6307 (16.4%), therefore 149 more ADB out of 10k. maybe less if you consider that ADB is made also by PABs, and your primary stats grow quicker than your level up speed. if you have to choose, fatality FTW then?
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Aug 23 2015, 21:27
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Superlatanium
Group: Gold Star Club
Posts: 7,637
Joined: 27-November 13

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QUOTE(zhaoshuais @ Aug 23 2015, 11:51)  I have to ask two questions. The first is spark shield,which elemental provide best defense? The second is heaven sent and heimdall, which one is better?
I have decided to develop mage line, and have invested in some equipments.With increased damage and defense,now I can clear nightmare difficulty without life spark(at most time 2 round clear monsters,4 round more than 5 monsters though),and I guess with 2-3 legendary improve,hell difficulty is possible.(If I can pass nintendo difficulty,I will abandon DW completly,but seems still far away) Mage is very very difficult before you get to a high level. You'll spend a ton of mana and mana potions and won't be able to play higher than Hell reliably, most likely. To mage effectively, you need good proficiency (for T3 at least), good abilities (HP tank, buff abilities in particular), gear with good firepower, and hopefully the ability to IW a few Juggernauts on each. Because of that, maging isn't that great an idea before level 300-something. (Also, if you choose to use Imperil, the best time to start is after level 310, which is when you get Better Imperil maxed, 3-target 0-cooldown) I highly recommend 1h. It's a whole lot better than DW, especially at your level - I'm sure you're feeling that monsters are hitting you quite hard now. QUOTE(rfEH @ Aug 23 2015, 12:14)  Fire give flat damage reduction. and Wind is pretty much increase chances of mob missing.
Not an expert opinion but I prefer wind because attack missing you can avoid death sometime, I also seem to use cure a lot less than compared with fire when I tried them both side by side. If 1h, wind isn't a good idea, because 1h would usually rather take the chance at blocking (or not blocking) than to evade. Fire is OK, but I think Frost minimizes HP damage taken overall. (because Fire won't reduce HP damage taken from SP attacks) But, Fire is also a more common damage type, I think. QUOTE(Raurusama @ Aug 23 2015, 12:31)  What would be the optimal use for tokens of blood? Should I save them for the Trio or go for FSM? I am not that strong so PFUDOR is probably a no go. You can probably play on PFUDOR if you're 1h. Even if your equipment is bad, you can still chug Spirit Potions and stay alive. (Or you could just Silence them all) Just make sure to use a rapier. Do TT&T once for the clear bonus (do on PFUDOR once you're comfortable) and then always spend the rest on FSM (on PFUDOR since you can survive it).
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Aug 23 2015, 21:44
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Fap.Fap
Group: Gold Star Club
Posts: 1,554
Joined: 19-October 11

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does it really matter on which difficulty u clear a ROB fight? if i read correctly u can only increase the quality to a T2 drop at the end with playing nightmare or higher.
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Aug 23 2015, 21:51
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Void Domain
Group: Catgirl Camarilla
Posts: 2,131
Joined: 30-May 10

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QUOTE(Scremaz @ Aug 24 2015, 01:49)  afaik butcher will scale only with your rapier. my stats say 943 ADB for rapier out of 6213 total, so let's say 15.2%. butcher 5 will give you 10% more on rapier, thus 94 ADB. it would become 1037 rapier out of 6307 (16.4%), therefore 149 more ADB out of 10k. maybe less if you consider that ADB is made also by PABs, and your primary stats grow quicker than your level up speed.
if you have to choose, fatality FTW then?
Only 10% then definitely fatality is better. Ofcourse you can always go for 5/4 (IMG:[ invalid] style_emoticons/default/laugh.gif) And for other melee overpower is a must, butcher seems pretty bad now (IMG:[ invalid] style_emoticons/default/ohmy.gif)
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Aug 23 2015, 21:55
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Void Domain
Group: Catgirl Camarilla
Posts: 2,131
Joined: 30-May 10

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QUOTE(Fap.Fap @ Aug 24 2015, 03:44)  does it really matter on which difficulty u clear a ROB fight? if i read correctly u can only increase the quality to a T2 drop at the end with playing nightmare or higher.
As soon as you have spirit shield I think its worth to do rob at pfu.
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Aug 23 2015, 22:00
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jacquelope
Group: Members
Posts: 10,456
Joined: 28-July 15

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QUOTE(Void Domain @ Aug 23 2015, 09:55)  Using my stat 45 crit chance and 56 crit dmg. After heartseeker it is 50.5 crit and 71 crit dmg. If you add 10 crit dmg, it is 3.7% more dmg. I dont know how butcher5 scale but I doubt it will give you 370 adb if you are at 10k adb.
Wait, that's all the boost you get from heartseeker? Man that's a waste of time even using Channeled to cast it.
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Aug 23 2015, 22:00
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(Void Domain @ Aug 23 2015, 21:51)  Ofcourse you can always go for 5/4 (IMG:[ invalid] style_emoticons/default/laugh.gif) sorry, i don't have that many shards/time (IMG:[ invalid] style_emoticons/default/laugh.gif) usually i always went for fatality, but seeing all these butcher for sale nowadays...
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Aug 23 2015, 22:02
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(jacquelope @ Aug 23 2015, 22:00)  Wait, that's all the boost you get from heartseeker? Man that's a waste of time even using Channeled to cast it.
how come +10 crit chance and +25 crit damage is 'waste of time' ? (IMG:[ invalid] style_emoticons/default/huh.gif) also, with channelling it costs basically nothing and lasts 25% more
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Aug 23 2015, 22:10
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Void Domain
Group: Catgirl Camarilla
Posts: 2,131
Joined: 30-May 10

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QUOTE(jacquelope @ Aug 24 2015, 04:00)  Wait, that's all the boost you get from heartseeker? Man that's a waste of time even using Channeled to cast it.
No, you also get +25% dmg flat. Did you even read the tooltip? (IMG:[ invalid] style_emoticons/default/blink.gif) And its 15 crit dmg from ability not 25 This post has been edited by Void Domain: Aug 23 2015, 22:12
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Aug 23 2015, 22:40
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jacquelope
Group: Members
Posts: 10,456
Joined: 28-July 15

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QUOTE(Void Domain @ Aug 23 2015, 13:10)  No, you also get +25% dmg flat. Did you even read the tooltip? (IMG:[ invalid] style_emoticons/default/blink.gif) And its 15 crit dmg from ability not 25 Yes, I read it, I just haven't experienced much boost with it until I combine it with Spirit Stance. Does it actually stack somehow with Spirit Stance?
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Aug 23 2015, 23:10
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Superlatanium
Group: Gold Star Club
Posts: 7,637
Joined: 27-November 13

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QUOTE(jacquelope @ Aug 23 2015, 20:40)  Yes, I read it, I just haven't experienced much boost with it until I combine it with Spirit Stance. Does it actually stack somehow with Spirit Stance? 2x physical damage (SS) * 1.25x physical damage (Heartseeker ADB) * 1.05? (from increased crit damage, depends on AP and CC) Heartseeker is amazing, always use it. To get the equivalent damage increase from gear would take tens of millions of credits worth of forging. And since Heartseeker's duration is long, there's quite a good chance of getting a Channeling before you have to re-cast it, so its mana cost isn't so important. (Regen costs more mana / turn even if you do cast both without Channeling)
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Aug 23 2015, 23:58
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jacquelope
Group: Members
Posts: 10,456
Joined: 28-July 15

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QUOTE(Superlatanium @ Aug 23 2015, 14:10)  2x physical damage (SS) * 1.25x physical damage (Heartseeker ADB) * 1.05? (from increased crit damage, depends on AP and CC)
Now that is what I call playing with power. I knew there was a reason I liked to fire Spirit Stance as soon as possible after firing up Heartseeker. QUOTE Heartseeker is amazing, always use it. To get the equivalent damage increase from gear would take tens of millions of credits worth of forging. So it's the most profitable path to take for damage boosts, okay. QUOTE And since Heartseeker's duration is long, there's quite a good chance of getting a Channeling before you have to re-cast it, so its mana cost isn't so important. (Regen costs more mana / turn even if you do cast both without Channeling)
Yes it does last an extra, extra, extra long time especially because I wind up using Heartseeker with Channeling - for some reason channeling only comes after I use Regen, and I NEVER waste Channeling, so I pick the most expensive buff that I can use, and that's Heartseeker. My experience with Heartseeker over the last three days (a LOT of levels, mind you) is I do a lot of one-shots in RE on Nightmare, so it's not helping me there. 1.25x isn't making my actual number of clicks-per-monster go down in Nintendo or IWBTH unless I score the odd critical, which reduces my clicks by maybe one. It's only really noticeable for me in Hell mode, or if I combine it with Spirit Stance. Now the numbers explain to me why I like that combo. Also I do my Arena runs in Normal or Hard, heartseeker doesn't seem to help until the last round because I'm already one-shotting my way through the whole thing at the speed of ping, sometimes totally killing two at a time because counter-attacks. (I've been paying a lot of attention to clicks-per-monster as of late to gauge the strength of my setup.)
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Aug 23 2015, 23:58
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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Aug 24 2015, 00:14
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Superlatanium
Group: Gold Star Club
Posts: 7,637
Joined: 27-November 13

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QUOTE(Scremaz @ Aug 23 2015, 21:58)  ADB looks like it's in very low percentile, unfortunately. Barely above 0.81 S, right? The level 350 is a plus though. <=100k?
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Aug 24 2015, 00:18
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(Superlatanium @ Aug 24 2015, 00:14)  ADB looks like it's in very low percentile, unfortunately. Barely above 0.81 S, right? The level 350 is a plus though. <=100k?
my usual luck (IMG:[ invalid] style_emoticons/default/dry.gif) judging by 0.83's equipment range it seems to be in high E/low M range, isn't it good at least?
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Aug 24 2015, 00:47
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jacquelope
Group: Members
Posts: 10,456
Joined: 28-July 15

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I'm gonna consider validation for the Wiki.
A few things I see are missing in the Advice area... does this sound good to try and add?
* When Channeling is active and Heartseeker is an available spell, be sure to use it. Heartseeker (along with Arcane Focus) are the two most expensive spells to cast. Casting Heartseeker while Channeling is active will increase its longevity by 50%. Initiate cast Spirit Stance while Heartseeker is active. This will multiply melee damage by 2.5, plus increased chance of critical hits and increased critical damage.
"Uses either Block or Evade as a primary defense." * NOTE: For 1H players, Shadow Veil is not advised. Evade is processed before Block and Parry, and as such interferes with the highly useful Counter-Attack skill. Casting it during combat costs MP which will be more valuable to Heavy armor players due to interference.
* 1H (or maybe all Melee?) players should cast exactly six spells at most, in this order: Spark of Life (if needed on higher difficulty levels), Regen, Protection, Haste If Channeling becomes active, choose Heartseeker if available, otherwise Regen, as it is also highly expensive in terms of Mana. (Cure is the sixth spell, of course, in case of heavy damage.) All offensive spells should be avoided. * 2H players should cast Shadow Veil before Haste.
There also appears to be no mention of watching closely for power-up gems. Might a lot of newbs miss that?
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Aug 24 2015, 00:55
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villaloy
Newcomer
  Group: Members
Posts: 72
Joined: 12-November 13

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Legendary Mace of randomDisregarding the fact that 2h isn't good atm, may I have a price check too?
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Aug 24 2015, 01:40
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Superlatanium
Group: Gold Star Club
Posts: 7,637
Joined: 27-November 13

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QUOTE(Scremaz @ Aug 23 2015, 22:18)  my usual luck (IMG:[ invalid] style_emoticons/default/dry.gif) judging by 0.83's equipment range it seems to be in high E/low M range, isn't it good at least? Oh... I'm using the old comparison script. If skillchip's recent edits to equip ranges on the wiki are right, then it's quite close to Emax, much more than Smax, even if on the low end of the M range. Apparently not only the multipliers changed in 0.82, but also the range differences for each quality. QUOTE(jacquelope @ Aug 23 2015, 22:47)  * When Channeling is active and Heartseeker is an available spell, be sure to use it. Heartseeker (along with Arcane Focus) are the two most expensive spells to cast. Casting Heartseeker while Channeling is active will increase its longevity by 50%. Kind of completely obvious to anyone who casts buffs, right...? It's not wrong, but... QUOTE(jacquelope @ Aug 23 2015, 22:47)  Initiate cast Spirit Stance while Heartseeker is active. This will multiply melee damage by 2.5, plus increased chance of critical hits and increased critical damage. It's no different from "use Heartseeker", really, which everyone who knows about the ability already does. Players use Spirit Stance whenever they can, and re-cast Heartseeker whenever they can, and from that there isn't really anything to add, I would think. QUOTE(jacquelope @ Aug 23 2015, 22:47)  "Uses either Block or Evade as a primary defense." * NOTE: For 1H players, Shadow Veil is not advised. Evade is processed before Block and Parry, and as such interferes with the highly useful Counter-Attack skill. Casting it during combat costs MP which will be more valuable to Heavy armor players due to interference. Block, evade, parry, pmit, mmit, specific mits... they're all multiplicative with each other, and the good thing to do is to try to get a decent amount of each, rather than focus on just one or two and mostly ignore the rest. m11 did some math a while ago and showed that, due to block and parry, Shadow Veil only reduces damage around 10% for 1h players even though evade goes up by 25%. (whereas mage, with 0 block and nearly no parry, would get nearly the full 25% average damage reduction) So it not only reduces blocks/counter attacks, it also doesn't even reduce damage by as much as one might think. There are still a few occasions where it might be useful, though - eg., a low level player trying TT&T might want the extra defense, even though it cuts firepower by a bit. Same thing for late PF-fest, where it's nearly essential without pretty good forged gear. QUOTE(jacquelope @ Aug 23 2015, 22:47)  * 1H (or maybe all Melee?) players should cast exactly six spells at most, in this order: Spark of Life (if needed on higher difficulty levels), Regen, Protection, Haste If Channeling becomes active, choose Heartseeker if available, otherwise Regen, as it is also highly expensive in terms of Mana. (Cure is the sixth spell, of course, in case of heavy damage.) All offensive spells should be avoided. * 2H players should cast Shadow Veil before Haste. Order of buffs isn't important IMO, as long as players know which ones to cast and which spells to ignore - except for Spark first. I don't really like the idea of pages saying "You should always do it exactly this way." (There's also Spirit Shield and Fullcure, btw) There are a ton of problems with the wiki unfortunately, but really fixing it up properly would be a good deal of work.
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Aug 24 2015, 03:31
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jacquelope
Group: Members
Posts: 10,456
Joined: 28-July 15

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Good points all, but I thought the advice section was for newbs. If people know all that stuff would they even need the advice section? And m11's analysis of SV, would that not be good for the 1H newbs to read so as to be fully informed about the benefits and drawbacks of SV? (Whereas it's highly useful to, say, Mages.)
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