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Oct 12 2015, 11:43
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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QUOTE(tetron @ Oct 12 2015, 17:27)  I still don't understand how on Midgard having more jug increases incoming damage! (IMG:[ invalid] style_emoticons/default/wacko.gif) With maxed spirit shield ability, it would activate when incoming damage exceeds 20% of your max HP. So when you get 50% more HP, your incoming damage (unabsorbed by SS) goes up by 10% of your base HP. QUOTE(izpekopon @ Oct 12 2015, 17:29)  Typo? Max jug is 25 (50%hp) am i right?
Righto.
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Oct 12 2015, 11:58
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Vilis
Group: Gold Star Club
Posts: 877
Joined: 1-December 11

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Since I'm on the subject of equipment I can't use:
1) What's the minimum rarity for an item people would actually want to buy? 2) How can I tell what equipment would be useful or not? 3) What do I do with the material I salvage if it's not my armor type?
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Oct 12 2015, 12:03
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scrateur
Group: Gold Star Club
Posts: 230
Joined: 4-July 09

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Which Perks are the most useful to have in HV?
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Oct 12 2015, 12:05
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nobody_xxx
Group: Gold Star Club
Posts: 13,753
Joined: 7-December 10

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QUOTE(scrateur @ Oct 12 2015, 17:03)  Which Perks are the most useful to have in HV?
IA (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Oct 12 2015, 12:08
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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QUOTE(izpekopon @ Oct 12 2015, 14:59)  Typo? Max jug is 25 (50%hp) am i right?
Nope. That's not a typo. If you get jug-25, you get 50% boost, but since jug is multiplicative, you will only get a +25% max HP. (IMG:[ invalid] style_emoticons/default/laugh.gif) In short, 50% HP Boost ≠ 50% extra HPQUOTE(mozilla browser @ Oct 12 2015, 15:13)  With maxed spirit shield ability, it would activate when incoming damage exceeds 20% of your max HP. So when you get 50% more HP, your incoming damage (unabsorbed by SS) goes up by 10% of your base HP.
Ah ha! So you're saying that the average attacks are higher, since SS now kicks in less often? QUOTE(scrateur @ Oct 12 2015, 15:33)  Which Perks are the most useful to have in HV?
IA and VV in the cheap category. Damage perk tree in the expensive category. This post has been edited by tetron: Oct 12 2015, 12:11
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Oct 12 2015, 12:52
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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QUOTE(tetron @ Oct 12 2015, 12:27)  I still don't understand how on Midgard having more jug increases incoming damage! (IMG:[ invalid] style_emoticons/default/wacko.gif) And besides, where the hell did you test all those scenarios? Yea, as mozilla said our spirit shield absorbs damage higher than 20% of our max hp. If we get 1500, 1500, 6000 hits than with 15k max hp its 1500/1500/3000(absorbed 3k for 54 spirit points). With 20k its 1500/1500/4000(2000 absorbed for 27 spirit points). I used for that ~500 numbers from arena fight. My regeneration, incoming damage, absorbed damage. After that used simple hp track (+hp, - inc) and if it was under 30% hp than add 1 to full cure and recovery to max. (IMG:[ 114.imagebam.com] http://114.imagebam.com/download/l3lZAa-hAQI30Ei2SPyHgw/44042/440415598/mob.png) I did small notes about each row. You also can see one between hp changes and max hp and i use it for cutting overhealing. If max hp changes, than also changes cap for incoming damage (after that absorb part and sp points damage). And same way i used incdamage*2 for other calc. Its a bit small distance, but it should be more or less correct. QUOTE(mozilla browser @ Oct 12 2015, 12:37)  As for the idea of using full cures, I've tried doing full cure when HP drops below 30% (and other percentages), and I've found it to save turns early on, but I just don't get so far in GF and I die more easily. Eg, I can safely get past round 250 and often 300 when simply doing cure and leaving full-cure as backup... but when I prefer full-cure and leave cure as backup, I tend to struggle to round 250 or die before that. What's more, by the time I get to the higher rounds, it seems that the reverse is happening and I'm actually spending more turns on average per round.
Is this expected for the full-cure strategy, and I just have to flee earlier?
Sure. Its because cd and small-big hit situation. Usually we get small hits, but with time it reduce our hp. If we use fullcure for recovering against small hits, than we save turns, but it also means if we get big hit in next 10 turns, than we cant rly somehow compensate it, because we have only cure which restores small amount. And if we use cure against small hits and get big hit, than we always have fullcure for that. So its more turns, but safer style. In this situation its just slightly less effective for jug. If we look at numbers, than in arena its 429k and 437k. If we use only cure than we still get in 2 times lower sp points damage and 1 cure (8k damage difference) is very cheap for that.
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Oct 12 2015, 12:57
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izpekopon
Group: Members
Posts: 1,498
Joined: 27-August 15

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QUOTE(tetron @ Oct 12 2015, 18:08)  Nope. That's not a typo. If you get jug-25, you get 50% boost, but since jug is multiplicative, you will only get a +25% max HP. (IMG:[ invalid] style_emoticons/default/laugh.gif) Sorry i still dont understand, could u pls elaborate thanks. (IMG:[ invalid] style_emoticons/default/huh.gif)
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Oct 12 2015, 13:03
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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So jug looks quite good for mages. Mostly we have 2 types of recovering: 1. Static (regen/draught/pot). 2. Range (full-cure).
If we increase our max hp, than usually it wont affect much incoming damage (only in late fest rounds where we cant rly handle damage), so any static recovers relatively same. But our full-cure gives much more. ~10,5k no jug and ~14k for 25jug. We also reduce sp point losses for absorbing in 2 times (less draughts/pots, less turns for using it). And look at that. If we use full-cure strategy than 7 cures in ~80 regen ticks is huge. Its like 5-10% clearspeed increase (same as 0-->10% damage perk or maybe even higher) and much easier play. Im rly thinking i should get 25jug.
This post has been edited by nec1986: Oct 12 2015, 13:07
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Oct 12 2015, 13:32
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12

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QUOTE(Vilis @ Oct 12 2015, 12:53)  http://hentaiverse.org/pages/showequip.php...;key=77ed86c9fbI'm getting the feeling this item might be slightly valuable. It's not bad for your level, although I would recommend a mace for high difficulties. An excellent tool for clearing arenas at low difficulty at your level otherwise (the alternative is to use a mage set for that aim). The holy spell damage boosts used to the power of Cure btw, in case you didn't know. <- Ignore this. This post has been edited by Dan31: Oct 12 2015, 13:45
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Oct 12 2015, 13:32
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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Hmm. I get that Capacitor is useless for melee (1h) player since draughts+potions are pretty much to offset MP use. Is Capacitor really useless for a mage? Considering that elemental attacks are usually magic and mages have high resist. QUOTE(Dan31 @ Oct 12 2015, 19:32)  The holy spell damage boosts the power of Cure btw, in case you didn't know.
Not any more (IMG:[ invalid] style_emoticons/default/sad.gif) QUOTE(Tenboro @ Jul 26 2015)  - The Holy Spell Damage stat no longer affects cure power. There is instead a new modifier scaling the power from 80% to 150% based on how high the supportive magic proficency is compared to the player level. -- Scaling starts from the first point and caps at 200%. It is linear in two parts; 0 supportive proficiency yields 80% base, matching the player's level yields 100% base, doubling the player's level yields 150% base.
This post has been edited by mozilla browser: Oct 12 2015, 13:36
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Oct 12 2015, 13:45
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12

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QUOTE(mozilla browser @ Oct 12 2015, 13:32)  Hmm. I get that Capacitor is useless for melee (1h) player since draughts+potions are pretty much to offset MP use.
Is Capacitor really useless for a mage? Considering that elemental attacks are usually magic and mages have high resist.
The amount of MPs you get from potions depends on your base MPs, so Capacitor is kinda useless, yeah. An elemental resistance is still something on the other hand, especially Holy/Dark resistance.
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Oct 12 2015, 13:52
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Vilis
Group: Gold Star Club
Posts: 877
Joined: 1-December 11

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QUOTE(nec1986 @ Oct 12 2015, 14:03)  So jug looks quite good for mages. Mostly we have 2 types of recovering: 1. Static (regen/draught/pot). 2. Range (full-cure).
If we increase our max hp, than usually it wont affect much incoming damage (only in late fest rounds where we cant rly handle damage), so any static recovers relatively same. But our full-cure gives much more. ~10,5k no jug and ~14k for 25jug. We also reduce sp point losses for absorbing in 2 times (less draughts/pots, less turns for using it). And look at that. If we use full-cure strategy than 7 cures in ~80 regen ticks is huge. Its like 5-10% clearspeed increase (same as 0-->10% damage perk or maybe even higher) and much easier play. Im rly thinking i should get 25jug.
What does jug stand for?
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Oct 12 2015, 13:58
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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Is monster Dark dmg significant? Not really according to these numbers: QUOTE(nec1986 @ Oct 11 2015, 01:38)  Seems my numbers rly got very outdated. Thats only 70 rounds, but it keeps more or less same. My mitg is 35% holy, 32% fire, 0% wind.
[Received Damage] Average: 848.63 / Crushing: 35.91% / Piercing: 30.39% / Holy: 8.65% / Void: 7.47% / Slashing: 6.88% / Wind: 5.61% / Fire: 1.78% / Cold: 1.71% / Elec: 1.6%
So much holy damage. And with "slow" mage (~12t/round) a bit. This time 54% fire, 0% holy. [Received Damage] Average: 1541.66 / Crushing: 41.1% / Piercing: 38.69% / Slashing: 15.65% / Holy: 1.19% / Wind: 1.14% / Fire: 0.91% / Elec: 0.8% / Cold: 0.51%
What's more - the mage stats shows that elemental damage is really almost negligible. Holy is just 1.2%. Fire might have been 1.9% before specific mitigation. QUOTE(Void Domain @ Oct 11 2015, 02:57)   CODE 82.1% physical mitigation 76.3% magical mitigation 12.9% evade chance 68.3% block chance 65.2% parry chance 23.3% resist chance Specific Mitigation 41.4 %Fire 26.3 %Cold 32.8 %Elec 16.0 %Wind 39.6 %Holy 45.1 %Dark 53.3 %Crushing 59.9 %Slashing 59.8 %Piercing
Just collected some data I am using fire shield so fire mit will be higher, but 20% holy should still be better. Also holy is no.3 (IMG:[ invalid] style_emoticons/default/blink.gif) QUOTE(Vilis @ Oct 12 2015, 19:52)  What does jug stand for?
Juggernaut, an IW potency. This post has been edited by mozilla browser: Oct 12 2015, 14:10
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Oct 12 2015, 14:20
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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QUOTE(izpekopon @ Oct 12 2015, 16:27)  Sorry i still dont understand, could u pls elaborate thanks. (IMG:[ invalid] style_emoticons/default/huh.gif) Many of the Stats in HV are multiplicative. For example, Suppose a certain Stat of yours is 40%. Now if you wear a armor piece that has +5% of that stat, your effective stat won't be 40%+5%=45%. Instead, it'll be something like 40%+4%=44%. Now in this situation add one more armor piece that also has +5% of that stat, and the effective stat will now be 44%+3%=47%. (Mind that this is just a simple example. The multiplicative behavior of HV is more complex.) These goes on an on. The more divided a effective stat is, the less benefit you get. Same goes for Jug. Since Jug-25 is divided into 5 armor pieces, we don't get the exact +50% HP increase. QUOTE(mozilla browser @ Oct 12 2015, 17:02)  Is Capacitor really useless for a mage? Considering that elemental attacks are usually magic and mages have high resist.
Have you forgotten that PF-GF is still very hectic for most mages? (IMG:[ invalid] style_emoticons/default/rolleyes.gif) QUOTE(mozilla browser @ Oct 12 2015, 17:28)  Is monster Dark dmg significant?
In GF and IW, Holy is more prominent. In SG Arena, Dark is more prominent. In regular Arena, nothing is prominent. (IMG:[ invalid] style_emoticons/default/laugh.gif) This post has been edited by tetron: Oct 12 2015, 14:22
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Oct 12 2015, 14:20
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doom9ra
Group: Members
Posts: 789
Joined: 11-December 10

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QUOTE(Superlatanium @ Oct 11 2015, 17:48)  Oh. Then you might want to Attack with a bad weapon instead of Scan such that it takes a few hundred turns to finish.
You almost certainly need to train Staff proficiency, which is notoriously annoying to get close to your level, so you might use that.
But - unless you're already at the point where you're going to start maging now, you probably shouldn't train proficiency - the time required to gain prof from [0 to 236 at level 236] and then [236 to 260 at level 260] is significantly higher than the time required to gain prof from [0 to 260 at level 260], because prof gains slow down the closer your prof gets to your level.Kind of like how Spark activates before you get hit as well.
Thanks vmuch!
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Oct 12 2015, 14:36
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izpekopon
Group: Members
Posts: 1,498
Joined: 27-August 15

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QUOTE(tetron @ Oct 12 2015, 20:20)  Many of the Stats in HV are multiplicative. For example, Suppose a certain Stat of yours is 40%. Now if you wear a armor piece that has +5% of that stat, your effective stat won't be 40%+5%=45%. Instead, it'll be something like 40%+4%=44%. Now in this situation add one more armor piece that also has +5% of that stat, and the effective stat will now be 44%+3%=47%. (Mind that this is just a simple example. The multiplicative behavior of HV is more complex.) These goes on an on. The more divided a effective stat is, the less benefit you get. Same goes for Jug. Since Jug-25 is divided into 5 armor pieces, we don't get the exact +50% HP increase.
i c. ty. So jug works differently than the ability 'Hp tank' and that hath perk VV?
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