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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Sep 27 2015, 06:12
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m118w11
Group: Gold Star Club
Posts: 1,323
Joined: 7-March 11

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QUOTE Rewards from Grindfest (PFUDOR) This is with mostly maxed drop training, and Tokenizer 1:  The results are (after 9 recorded runs): 8.6 Artifacts, 1.7 Blood Tokens, 6.6 Chaos Tokens, 111.8 Equipment Pieces.  The variance is very high with artifacts dropping as low as 2 and as high as 16 in a run.
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Sep 27 2015, 06:48
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TheGreezo
Group: Members
Posts: 127
Joined: 30-May 15

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Does one's magic proficiency decide what spells he/she has access to? I'm currently level 175, and while I can get the Better Silence and Better/Faster Imperil abilities, I don't have those spells in my skill list. My base proficiency at Deprecating is at 24.26 right now, bumped up to 43.00 due to equipping mage wear (I mainly use heavy armor + 1h/shield).
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Sep 27 2015, 06:50
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Superlatanium
Group: Gold Star Club
Posts: 7,639
Joined: 27-November 13

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QUOTE(TheGreezo @ Sep 27 2015, 04:48)  Does one's magic proficiency decide what spells he/she has access to? I'm currently level 175, and while I can get the Better Silence and Better/Faster Imperil abilities, I don't have those spells in my skill list. My base proficiency at Deprecating is at 24.26 right now, bumped up to 43.00 due to equipping mage wear (I mainly use heavy armor + 1h/shield). Spell accessability depends on base proficiency, before the effects of equipment. You don't have to train more Depreciating to get them if you don't want to, they're not very useful except in very rare situations.
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Sep 27 2015, 06:58
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TheGreezo
Group: Members
Posts: 127
Joined: 30-May 15

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QUOTE(Superlatanium @ Sep 27 2015, 12:50)  Spell accessability depends on base proficiency, before the effects of equipment.
You don't have to train more Depreciating to get them if you don't want to, they're not very useful except in very rare situations.
Thanks for the info (IMG:[ invalid] style_emoticons/default/biggrin.gif) EDIT: After grinding a bit, it appears that 30.00 and 40.00 base Deprecating proficiency is needed to unlock Imperil and Silence, respectively. This post has been edited by TheGreezo: Sep 27 2015, 09:50
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Sep 27 2015, 07:00
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jacquelope
Group: Members
Posts: 10,457
Joined: 28-July 15

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QUOTE(Superlatanium @ Sep 26 2015, 15:31)  That's how it is, 2h has the greatest offensive potential. It's very lacking in defense, but if you're fine playing low difficulty, there's no problem - it's surely the most time-efficient method to spend stamina and gain credits (other than high-level mage). The only annoying thing is that you have to constantly enable/run out of spirit stance, so you have to pay a bit more attention.
Interesting. So on those ED/EoD levels where it's not even profitable to play above Normal diff, the damage is less, so you could actually switch to 2H on those arenas, right?
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Sep 27 2015, 07:24
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alen20000
Newcomer
  Group: Members
Posts: 73
Joined: 28-July 13

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If you're going to Tank Normal, you should try to find a nice Shield if you can't get a good Parry stat (which I can't see from your cap). You might also want to put a higher damage (accuracy is nice, too, if you can find it) weapon in your mainhand since that'll be your bread and butter for actually killing things. The Shield Spell, with decent proficiency, can also take the edge off those earlier rounds so you can get through more rounds with more of your HP intact. But if you ARE going to go that route (and if you DO invest in Weaken), you're going to need more WIS for the MP and Interference reduction. If you do manage to get a good DW pair, drop more into AGI like Bob said. Tanks are really SOL when mobs get larger than, say, 4-5 monsters with the multiplicative mit. I'm actually currently in the middle of rearranging my stat distro to have more AGI to give me an AS and Evade boost. QUOTE If you're going to Tank Normal, you should try to find a nice Shield if you can't get a good Parry stat (which I can't see from your cap). You might also want to put a higher damage (accuracy is nice, too, if you can find it) weapon in your mainhand since that'll be your bread and butter for actually killing things. The Shield Spell, with decent proficiency, can also take the edge off those earlier rounds so you can get through more rounds with more of your HP intact. But if you ARE going to go that route (and if you DO invest in Weaken), you're going to need more WIS for the MP and Interference reduction. If you do manage to get a good DW pair, drop more into AGI like Bob said. Tanks are really SOL when mobs get larger than, say, 4-5 monsters with the multiplicative mit. I'm actually currently in the middle of rearranging my stat distro to have more AGI to give me an AS and Evade boost.
QUOTE If you're going to Tank Normal, you should try to find a nice Shield if you can't get a good Parry stat (which I can't see from your cap). You might also want to put a higher damage (accuracy is nice, too, if you can find it) weapon in your mainhand since that'll be your bread and butter for actually killing things. The Shield Spell, with decent proficiency, can also take the edge off those earlier rounds so you can get through more rounds with more of your HP intact. But if you ARE going to go that route (and if you DO invest in Weaken), you're going to need more WIS for the MP and Interference reduction. If you do manage to get a good DW pair, drop more into AGI like Bob said. Tanks are really SOL when mobs get larger than, say, 4-5 monsters with the multiplicative mit. I'm actually currently in the middle of rearranging my stat distro to have more AGI to give me an AS and Evade boost.
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Sep 27 2015, 08:01
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Superlatanium
Group: Gold Star Club
Posts: 7,639
Joined: 27-November 13

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QUOTE(jacquelope @ Sep 27 2015, 05:00)  Interesting. So on those ED/EoD levels where it's not even profitable to play above Normal diff, the damage is less, so you could actually switch to 2H on those arenas, right? Right, that could be the optimal style for when you're just trying to clear quickly and get trophies. And for those who don't care much about HV but want GP, for instance, it's good - though it means they don't get much experience. QUOTE(alen20000 @ Sep 27 2015, 05:24)  Go away, bot/spammer.
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Sep 27 2015, 08:34
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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QUOTE(m118w11 @ Sep 27 2015, 07:12)  8.6 Artifacts The variance is very high with artifacts dropping as low as 2 and as high as 16 in a run.
Btw, i was curios about it long time. If we deal with 8500 monsters than loot should be lower than 2500. Arti has chance 1/500 with max training, so its 5 max. But somehow its always a bit higher. UPD. And actually gear should be higher, isnt? 2500*0,08=200. Does that means wiki has huge mistakes in loot drop info? This post has been edited by nec1986: Sep 27 2015, 09:19
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Sep 27 2015, 10:28
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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Well, mostly you can always return big part of investment from forge. Useless can be only perks, soulfuse, gear (but its usually not so expensive) or global whole nerf. I mean if mage one day becomes useless than cloth also wont sell for such price with phazons and so on. But its probably not very common.
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Sep 27 2015, 12:07
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m118w11
Group: Gold Star Club
Posts: 1,323
Joined: 7-March 11

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QUOTE(nec1986 @ Sep 27 2015, 08:34)  Btw, i was curios about it long time. If we deal with 8500 monsters than loot should be lower than 2500. Arti has chance 1/500 with max training, so its 5 max. But somehow its always a bit higher. UPD. And actually gear should be higher, isnt? 2500*0,08=200. Does that means wiki has huge mistakes in loot drop info?
It's difficult since there are a lot of factors, with potential dependencies: Artifact rate = monsters*drop chance*equipment chance*artifact chance. We can observe the artifact rate, for monsters, I have the same estimate as you (8500). On equipment, We can guess that: The equipment roll is 8% (4% base with 100% bonus), this means the drop rate is around 16.5%. If we guess that the equipment roll is 10% (5 base), then the drop rate is around 13.1%. This is now construct-able with the monster PL bonus (assuming it is average 1000) being added to scavenger: 0.1*(1+0.25+.1)=13.5% chance. Doing a similar process, using the numbers previously recorded, you can guess that the artifact rate is 0.005. Another estimate for the drop rates is: Drop rate: 10%*(1+scavenger/2+Monster PL bonus), 13.5% with max scavenger. Equipment rate base: 5%, 10% with max quartermaster Artifact rate base: 0.5%, 1% with max archaeologist Edit:missed a zero in the artifact rate for calculations. This post has been edited by m118w11: Sep 27 2015, 14:03
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Sep 27 2015, 12:36
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Frederiksc
Group: Gold Star Club
Posts: 694
Joined: 12-November 08

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QUOTE(m118w11 @ Sep 27 2015, 12:07)  Another estimate for the drop rates is: Drop rate: 10%*(1+scavenger/2+Monster PL bonus), 13.5% with max scavenger. Equipment rate base: 5%, 10% with max quartermaster Artifact rate base: 0.5%, 1% with max archaeologist
/bow Nicely approximated. I prefer to say it's not the drop you got, it's the RNG you defeated.
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Sep 27 2015, 16:03
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scrateur
Group: Gold Star Club
Posts: 230
Joined: 4-July 09

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Its stats are going to match the current level of who is looking at it while it is unassigned.
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Sep 27 2015, 16:18
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scrateur
Group: Gold Star Club
Posts: 230
Joined: 4-July 09

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QUOTE(-Daiki- @ Sep 27 2015, 23:14)  So, each player will see different stats from that thing, right ?? I see it's attack damage is: +85.5 (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Right, 99.17 here fyi
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Sep 27 2015, 16:19
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Darukunesu
Group: Gold Star Club
Posts: 216
Joined: 20-September 14

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QUOTE(-Daiki- @ Sep 27 2015, 16:14)  So, each player will see different stats from that thing, right ?? I see it's attack damage is: +85.5 (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Yeah, same with soulbounded gear, each player see the base values adjusted to his/her level. Equipment with level has static values.
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Sep 27 2015, 16:52
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djackallstar
Group: Gold Star Club
Posts: 8,220
Joined: 23-July 14

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QUOTE(m118w11 @ Sep 27 2015, 18:07)  Artifact rate = monsters*drop chance*equipment chance*artifact chance.
A small error here. Should have been: Artifact rate = monsters*drop chance* (1-equipment chance)*artifact chance.
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Sep 27 2015, 17:10
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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QUOTE(m118w11 @ Sep 27 2015, 13:07)  13.5% with max scavenger.
Why you think pl bonus is 1,5%? Ive checked a bit and after 1321 monsters in fest i got 665 drops (50,4%). Its not very accurate value, because 1321 monsters isnt much, but main idea is simple. Crystals 242 times (18,3%) Credits 233 times (17,64%) Gear 15 times (1,14%) Draughts hp25 (1,89%), mp35 (2,65%), sp14(1,06%) Pots and elixirs 11/14+1/4 (2,27%) Inf 4 (0,3%) Scrolls 8 (0,61%) Food 58 (4,39%) token and pills 2 (0,15%) If we completely delete crystals and credits than its still 14,53%. But some part of crystals should be included also. That should have 1,5x ratio. If we have 1000 drops and 40 is gear with 3 arti/token, than rest is 957 where ~35% is crystals. In other words 665 is non crystals drop and 1000/665 is 1,5x ratio. So 14,53*1,5=21,8% our drop chance and 18,3-7,27=11,03 (second roll for additional crystals in fest, its close to 10+scavenger). UPD. Collected a bit more samples. This post has been edited by nec1986: Sep 27 2015, 17:38
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