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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Dec 1 2015, 03:06
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Superlatanium
Group: Gold Star Club
Posts: 7,637
Joined: 27-November 13

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QUOTE(garrabar @ Dec 1 2015, 01:02)  That...was not obvious to me. Thanks for saving me some chaos tokens. By "build" I was assuming you were referring to crystals, because there's a very limited number of upgrades before PL gets much past 25, so you have to decide carefully. For chaos tokens, of course you can upgrade whatever you want if you have spares (the only completely worthless chaos upgrade is likely Dissipation / resist+)
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Dec 1 2015, 04:08
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Superlatanium
Group: Gold Star Club
Posts: 7,637
Joined: 27-November 13

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QUOTE(Superlatanium @ Nov 28 2015, 06:14)  Question: Ether tap, or don't ether tap? Adding on to this, I did some more math. Draining the Schoolgirls is an easy way to get free MP, regardless of the player's element. Best case: Schoolgirls have more than ~35% MP, so Ether Theft drains the maximum per turn. Over its full duration, it restores 33% of your base MP = 44% of a mana potion = 39.6 credits. Cost: ~3% of base mana to cast Drain, and if you're not Holy, also ~7% of base mana to cast Paradise Lost, plus the concentration required to manually Paradise/Drain instead of just continuing Spellspam. After accounting for time lost via manual casting, it probably comes out to the equivalent of ~30 credits for Holy, and ~20 credits for non-Holy after factoring in greater mana costs and the chances of proccing Burning Soul in the first place. And if the schoolgirl uses an MP attack right after you Drain, profit probably goes down to <10 credits, regardless of element. For decently equipped mage, 25-30 c/turn is the same or lower than what you'd make in Arenas and Grindfest. Since it's only barely break-even, even for Holy, if even that: it's not worth the required key presses, so: never Drain for Ether Theft. But, this is different for melee, since their credits per turn is a lot lower; Drain's opportunity cost is much less, so maybe it can be profitable, especially with lower-quality equipment, though whether it's worth the tedium is another question you'd have to answer for yourself. Of course, that's only valid for those who always have a net loss in mana over time, and can't rely on draughts. (But if you're playing the SG arenas on high difficulty, you should have IA 1 and 2 at least, right? Potions shouldn't be needed) This post has been edited by Superlatanium: Dec 1 2015, 04:12
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Dec 1 2015, 05:15
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karyl123
Group: Gold Star Club
Posts: 1,659
Joined: 9-January 11

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QUOTE(Superlatanium @ Dec 1 2015, 06:49)  I think it's all right. Due to EDB, evade, and slot, it's not something a perfect level 500 player would want to use forever, but it's the next best thing, with the most popular element, so it should still be worth quite a lot.
I don't think slot is much of an issue unless the piece in question is something that will indeed be used forever, or nearly forever - catalysts and HGC are so expensive that forging past ~30 on anything that won't be used nearly forever likely won't be worth it. Without that, anyone using the equip won't be getting to the point of "too much proficiency => slightly wasted slot", so it's not something they should be concerned about. Probably.Heartseeker will always increase CC by 10%, will always increase overall physical damage by 25%, and will also increase CD by 0% to 15%, depending on your AP level.
ohh Ic. thanks. so the ability page only show the changed ability value by ap level
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Dec 1 2015, 05:37
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djackallstar
Group: Gold Star Club
Posts: 8,220
Joined: 23-July 14

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QUOTE(Dan31 @ Dec 1 2015, 04:28)  Can't be bothered to mage if I'm able to achieve that t/s.
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Dec 1 2015, 09:33
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12

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QUOTE(djackallstar @ Dec 1 2015, 04:37)  Can't be bothered to mage if I'm able to achieve that t/s.
Depends, are you able to use Frenzied Blows every turn? (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Dec 1 2015, 09:50
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Void Domain
Group: Catgirl Camarilla
Posts: 2,131
Joined: 30-May 10

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QUOTE(djackallstar @ Dec 1 2015, 11:37)  Can't be bothered to mage if I'm able to achieve that t/s.
Go play some melee, you know you want to (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Dec 1 2015, 10:15
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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QUOTE(Scremaz @ Dec 1 2015, 02:14)  huh. my very best drop until this moment is 'worth a bit'. hooray! (IMG:[ invalid] style_emoticons/default/dry.gif) I meant its probably not 1-2m one, but might be still around 500k, because its holy with good prefix.
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Dec 1 2015, 12:53
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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on bazaar right now:
mag phase gloves of niflehim exq power armor of slaughter mag shielding whatever
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Dec 1 2015, 13:26
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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QUOTE(Superlatanium @ Nov 28 2015, 14:14)  I'd been wanting to figure this out for a while, but I think I finally got it.
Question: Ether tap, or don't ether tap?
Answer: Most likely, never, not even if the monster is at <1000 HP, if you're a decently leveled, decently equipped mage. Best case, two stacks restore 20% of base mana over Tap's full duration.
Yeah, I agree. I've figured out why Full Cure doesn't work for me, and it's because I've been tapping away. The problem is, I still gotta tap now and then to keep staff proficiency high.
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Dec 1 2015, 13:41
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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QUOTE(mozilla browser @ Dec 1 2015, 14:26)  I still gotta tap now and then to keep staff proficiency high.
Why you need it? If wiki is correct then 10 staff points gives: 1 mdb 0,25 cast speed 0,25 crit 0,5 acc I mean 1 mdb and acc is useless and 1% crit with 1% cast speed for 40 staff points is quite low amount. Its also should be much easier to use low iw in background for spam. Even solid amount of taps (like 50-60/hour) is only 15s in melee mod.
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Dec 1 2015, 13:58
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Superlatanium
Group: Gold Star Club
Posts: 7,637
Joined: 27-November 13

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QUOTE(nec1986 @ Dec 1 2015, 11:41)  Why you need it? If wiki is correct then 10 staff points gives: 1 mdb 0,25 cast speed 0,25 crit 0,5 acc I mean 1 mdb and acc is useless and 1% crit with 1% cast speed for 40 staff points is quite low amount. Its also should be much easier to use low iw in background for spam. Even solid amount of taps (like 50-60/hour) is only 15s in melee mod. It's 0.5 MDB per prof. 10 prof = 5 MDB. But yeah, that's very little, and I agree, it's much easier to train staff in IW every 10 or 20 levels than to manually Tap every so often.
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Dec 1 2015, 14:45
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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Oh, sorry, i used cloth prof.
This post has been edited by nec1986: Dec 1 2015, 14:48
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Dec 1 2015, 16:04
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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QUOTE(Scremaz @ Dec 1 2015, 19:25)  You added an 'h' in front of 'optimism'. (IMG:[ invalid] style_emoticons/default/heh.gif)
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Dec 1 2015, 16:08
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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Right, it's 1 MDB per 2 staff proficiency. Which means that staff proficiency accounts for slightly more than 5% of my damage.
Training staff proficiency every few levels should work, but I sorta preferred to do so during normal play and get a bit of side benefits as the same time. Well, I do agree that's less efficient.
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