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post Oct 3 2015, 06:19
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QUOTE(nec1986 @ Oct 3 2015, 11:31) *

Depends on budget a bit, but at the moment imperil mage is quite good. Or i d say non-imperil (low diff) doesnt give much rewards. You need 5 phase or 4 phase and 1 cotton with L+ prof and at least 20-30 prof forge. Both works ok and result is usually near same. 5 phase has slightly higher damage and 4+1 has faster cast, higher counter-resist and lower mp price. After that staff and destruction is better (specially with forge and 5 phase), but its also more expensive. Edb staff doesnt price much, with low budget we can forge edb easily and if destruction has only ~60 edb which wont give much, than for edb staff with 90-100+ its already quite solid. But generally if destruction has good rolls than its better to buy it. Forge could be done later, but gear doesnt rly.

Thats mostly all. Gain staff/elem/depr prof, cast imperil on all mobs and ordinary rotation with 3 spells.

Mostly agreed. Just wanna add some more points.
- Beside 5+0 and 4+1, 3+2 is also feasible, especially for those with a tight budget.
- Best cotton slot in 4+1 is body. Legs is the second best choice.
- Best cotton slots in 3+2 are head and hands. Hands + foot is the second best choice.
- The mp cost of 5+0 could be close to, or even lower than that of 4+1 when heavily forged, because phase has much higher WIS than that of cotton; however, 5+0 has a significant drawback: lower counter-resist. You may need to have a willow staff or Lv.3 ~ Lv.5 penetrator to compensate that.
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post Oct 3 2015, 07:38
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QUOTE(Superlatanium @ Oct 3 2015, 09:03) *

The opportunity cost (average income gained per turn) of spending many turns using Focus and Spirit Theft is surely higher than the value of the "free" resources gained. There's just no need for either of those anymore, given unlimited items, and the low cost of those items.

Well, I guess you can play like that if you really feel like crippling your time-efficiency - it's yours to spend, after all.

I didn't even notice a difference when I got additional regen from the Star. I still played exactly the same - cast buffs when they run out, use mana item when mana gets low. Maybe I use slightly fewer mana draughts with the Star regen, but it's near unnoticeable as well as being a non-issue regardless, since mana is never close to low enough that potions/elixirs are needed.

This is reminding me of Qwerty from the suggestion thread. (IMG:[invalid] style_emoticons/default/tongue.gif)

Well 2h is the shitty mage, just like dw is the shitty 1h
If it is all about opportunity cost or efficiency melee should not even exist in the game (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Oct 3 2015, 08:51
Post #72823
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QUOTE(Frederiksc @ Oct 3 2015, 05:21) *

I still play below 10 pots / elixiers, kind of stuck in the no-restock system, but why waste ressources for something you get later for free in the round when using spirit theft and focus... Yes, I do have dark/holy prof at my level, but I do not plan to do maging. I use t1 dark with focus for spirit and when channeling is active t3 holy for a little extra dps also t3 dark when spirit points are below 75%. So Protection came first in my thoughts while speaking of "short-timed" buffs... My mistake.

People are still using "Theft"? (IMG:[invalid] style_emoticons/default/blink.gif)

QUOTE(Superlatanium @ Oct 3 2015, 06:33) *

mana is never close to low enough that potions are needed.

You ARE talking about 1h, right? (IMG:[invalid] style_emoticons/default/huh.gif)

QUOTE(Frederiksc @ Oct 3 2015, 09:31) *

Eth Mace of Balance (current patch with beefed ADB) to stop monsters evade or parry @ PF (~ 220% acc at my level), so I get almost all stunned after 2-3 hits and stop all incomming damage.

The rest is all Shade Arcanist. This build is not maxed for damage at all. Its for a maximum uptime of Silence and Imperil, which need a good mana reg. Say it is an above medium survivability build in light armor tweaked to have benefits in catching up some damage compared to other more common light armor builds.

I'm utterly confused about your playstyle! (IMG:[invalid] style_emoticons/default/wacko.gif)

QUOTE(djackallstar @ Oct 3 2015, 09:49) *

- Best cotton slot in 4+1 is body. Legs is the second best choice.
- Best cotton slots in 3+2 are head and hands. Hands + foot is the second best choice.

1. Why the difference?
2. Shouldn't Gloves/Cap be better than Legs in the 4+1 case? Legs has lower stats.

QUOTE(djackallstar @ Oct 3 2015, 09:49) *

- The mp cost of 5+0 could be close to, or even lower than that of 4+1 when heavily forged, because phase has much higher WIS than that of cotton; however, 5+0 has a significant drawback: lower counter-resist. You may need to have a willow staff or Lv.3 ~ Lv.5 penetrator to compensate that.

Yup. It's a pretty huge problem if you're using Redwood.

Anyway, 4+1 seems to give the best clearing speed, due to mitigation reduction. Especially noticeable in the SG arenas.

This post has been edited by tetron: Oct 3 2015, 08:51
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post Oct 3 2015, 09:33
Post #72824
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I want to ask about the upgrade in Forge, the wiki said:
Each upgrade level adds the following factor to the base stat.

For non-ADB/MDB factors: 1 + 0.2 * ln(0.1 * forge_count + 1) (f1)
For ADB/MDB: 1 + 0.278875 * ln(0.1 * forge_count + 1) (f2)

First question is what is "forge_count" ??
When I try upgrade my equipment's physical damge to level 1, it said: effect +1% base physical damage. So, is it (1% base physical damage) related to formula (f2) ??

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post Oct 3 2015, 10:11
Post #72825
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QUOTE(tetron @ Oct 3 2015, 14:51) *

1. Why the difference?
2. Shouldn't Gloves/Cap be better than Legs in the 4+1 case? Legs has lower stats.

The difference comes from the fact that I judge the effectiveness of a slot based solely on its base prof. Higher base stat = better slot. Might be a biased way to compare slots, buy anyway.
When it comes base prof, robe > pants > cap > gloves > shoes
The numbers in wiki are currently outdated. The following are what I could find at the moment:
cap 8.29 http://hentaiverse.org/pages/showequip.php...;key=e3bba6a55f
robe 9.89 didn't keep the link
gloves 7.50 http://hentaiverse.org/pages/showequip.php...;key=ce56502e0e
pants 9.09 didn't keep the link
shoes 6.70 didn't keep the link
So, it's cap/gloves that has lower prof, not pants (legs).
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post Oct 3 2015, 10:15
Post #72826
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QUOTE(-Daiki- @ Oct 3 2015, 15:33) *

I want to ask about the upgrade in Forge, the wiki said:
Each upgrade level adds the following factor to the base stat.

For non-ADB/MDB factors: 1 + 0.2 * ln(0.1 * forge_count + 1) (f1)
For ADB/MDB: 1 + 0.278875 * ln(0.1 * forge_count + 1) (f2)

First question is what is "forge_count" ??
When I try upgrade my equipment's physical damge to level 1, it said: effect +1% base physical damage. So, is it (1% base physical damage) related to formula (f2) ??

forge count is just the upgrade level of that stat. The 1% is fake afaik so just use the 1 + 0.278875 * ln(0.1 * forge_count + 1) for physical damge
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post Oct 3 2015, 10:19
Post #72827
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QUOTE(tetron @ Oct 3 2015, 09:51) *
:
1. Why the difference?


Im not sure about 4+1, maybe for higher prof, but with 3+2 we dont have much edb (and we need it). So its better to use the lowest gears (2 slots) with forge. Actually with new ranges its possibly to get full even with hands+shoes, but all 3 with staff have to get near Pmax rolls with 50 forge and sure prof perk. But if we use imperil, than mobs already lose 40 mitg. So 0,6 (23,2) or 0,7 (29,3) is anyway ok. We also shouldnt forget powerful mobs isnt very common. Between each 2250 pl we ll deal with 64 monsters with 800-1300 pl. So additional mitg is good, but its only part while damage from 5th phase constant. I think it has near same result anyway, but with 1 cotton we have cheaper repair, lower mp price, less resists and probably slightly less cures, so its quite good idea to use. Smooth, easy run is always better. And if result is similar than why not to max potential? That small changes could make 4+1 leading.

This post has been edited by nec1986: Oct 3 2015, 10:22
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post Oct 3 2015, 10:58
Post #72828
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QUOTE(Void Domain @ Oct 3 2015, 10:15) *

forge count is just the upgrade level of that stat. The 1% is fake afaik so just use the 1 + 0.278875 * ln(0.1 * forge_count + 1) for physical damge

So, that mean, when I upgrade physical damage to level 1, the factor is added to the base stat is:
1 + 0.278875* ln(1.1) = 1,027
At physical damage level 2, the amount I add to level1 's base stat is : 1 + 0.278875*ln(1.2) = 1,05

After two level: I add total: 1.027 + 1.05 = 2.077 to base damage stats

Could you check my calculation and tell me if it's right or not ?? Thank you (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Oct 3 2015, 11:21
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QUOTE(-Daiki- @ Oct 3 2015, 16:58) *

So, that mean, when I upgrade physical damage to level 1, the factor is added to the base stat is:
1 + 0.278875* ln(1.1) = 1,027
At physical damage level 2, the amount I add to level1 's base stat is : 1 + 0.278875*ln(1.2) = 1,05

After two level: I add total: 1.027 + 1.05 = 2.077 to base damage stats

Could you check my calculation and tell me if it's right or not ?? Thank you (IMG:[invalid] style_emoticons/default/laugh.gif)

No they are a factor of the base value, at level 2 you have 1.051 times your base weapon damage

This post has been edited by Void Domain: Oct 3 2015, 11:23
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post Oct 3 2015, 11:25
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QUOTE(-Daiki- @ Oct 3 2015, 10:58) *

So, that mean, when I upgrade physical damage to level 1, the factor is added to the base stat is:
1 + 0.278875* ln(1.1) = 1,027

correct. this means that if compared to base (1 = 100%) you add 0.027 = 2.7%

QUOTE(-Daiki- @ Oct 3 2015, 10:58) *

At physical damage level 2, the amount I add to level1 's base stat is : 1 + 0.278875*ln(1.2) = 1,05

nope. factor is 1.05, so you add 0.05 = 5% if compared to base (1 = 100%).
if you rather compare to lv1, which has 2.7% gain, then adding another level made you earn 5 - 2.7 = 2.3%. as you can see, it's not linear and the earn lowers as you raise forge_count

QUOTE(-Daiki- @ Oct 3 2015, 10:58) *

After two level: I add total: 1.027 + 1.05 = 2.077 to base damage stats

nope. the ln formula already gives you the total incoming so after two levels you added total 5% if compared to vanilla equip, which means base stat (but even scaled stat, since it stack with levels) at lv0.
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post Oct 3 2015, 11:50
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@Void Domain @Scremaz:
Thanks you, you see, my English actually is bad (IMG:[invalid] style_emoticons/default/happy.gif)
Each time I make a post, I spend some time to look up dictionary, so I post a reply quite slow, usually after the post I want to reply about 30 min (IMG:[invalid] style_emoticons/default/laugh.gif)
In this case, I mistake the word "factor" have same meaning as "number" "amount" (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Oct 3 2015, 11:56
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QUOTE(-Daiki- @ Oct 3 2015, 10:58) *

So, that mean, when I upgrade physical damage to level 1, the factor is added to the base stat is:
1 + 0.278875* ln(1.1) = 1,027
At physical damage level 2, the amount I add to level1 's base stat is : 1 + 0.278875*ln(1.2) = 1,05

After two level: I add total: 1.027 + 1.05 = 2.077 to base damage stats

Could you check my calculation and tell me if it's right or not ?? Thank you (IMG:[invalid] style_emoticons/default/laugh.gif)


CODE
step    f_multi    gain%    
0        1.0000    0.00%    ln(1) = 0; 1 + x * 0 = 1
1        1.0266    2.66%    
2        1.0508    5.08%    
3        1.0732    7.32%    
4        1.0938    9.38%    
5        1.1131    11.31%    
10        1.1933    19.33%    
25        1.3494    34.94%    
50        1.4997    49.97%    
100        1.6687    66.87%    

The stated 100% gain for forging is only true for leg QL (1.2) resulting in 1.6687 * 1.2 = 2.0024

read Forging 101

This post has been edited by Frederiksc: Oct 3 2015, 12:13
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post Oct 3 2015, 12:11
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QUOTE(Frederiksc @ Oct 3 2015, 17:56) *

The stated 100% gain for forging is only true for the body slot (1.2) resulting in 1.6687 * 1.2 = 2.0024

read Forging 101

No the stat mod for armor piece is already in the base value. It will not affect forging.
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post Oct 3 2015, 12:13
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Right, then just chenge it to leg QL. Will edit above post.
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post Oct 3 2015, 12:17
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QUOTE(Frederiksc @ Oct 3 2015, 18:13) *

Right, then just chenge it to leg QL. Will edit above post.

Nonono it is always 1.6687 for 100 forge, on every quality every slot.
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post Oct 3 2015, 12:20
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QUOTE(Void Domain @ Oct 3 2015, 10:17) *
Nonono it is always 1.6687 for 100 forge, on every quality every slot.
Yep. (But ADB/MDB only, of course)
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post Oct 3 2015, 12:22
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QUOTE(nec1986 @ Oct 3 2015, 16:19) *

Between each 2250 pl we ll deal with 64 monsters with 800-1300 pl

Where did these numbers come from: 64, 800 and 1300? And what's the range of player level you are referring to?
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post Oct 3 2015, 12:26
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QUOTE(Void Domain @ Oct 3 2015, 12:17) *

Nonono it is always 1.6687 for 100 forge, on every quality every slot.

Could you please explain to me, what exactly your point is? I do not doubt your factor on 100 forge, but the statement I made was to clearify where you actually "have" +100% gains (equals 2) as the forge page indicates.
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post Oct 3 2015, 12:28
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So, my rapier here have 25.54 base damage.
If I upgrade it's physical damage to lv 5, It's base damage is: 25.54 * 1.1131 = 28.43
Is it right ? (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Oct 3 2015, 12:30
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QUOTE(Frederiksc @ Oct 3 2015, 18:26) *

Could you please explain to me, what exactly your point is? I do not doubt your factor on 100 forge, but the statement I made was to clearify where you actually "have" +100% gains (equals 2) as the forge page indicates.

No, the max gain you can have is +66.87%. You are confusing equipment roll bonus with forging.
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