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post Dec 20 2015, 06:03
Post #78081
karyl123



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QUOTE(Superlatanium @ Dec 20 2015, 01:42) *

I'm selling artifacts and buying ED because it's easier to do that than to shrine the artifacts and then sell all the separate rewards to convert to ED.

With maxed training, artifact income is 8.13 artifacts per fest (regardless of difficulty). At 16k/artifact, that's 130k cred income. The stamina cost is 20 stamina. By itself without LGBD, that's (70k/ED)*(1 ED / 10 stamina)*(20 stamina) = 140k cred stamina cost (or put another way, 140 cred/round of ED bought). So ED cost is a bit higher than artifact income. If you shrine your artifacts instead, you'll get much less ED on average (maybe 1?) and will definitely have to buy a lot of ED to make up for it.

But that's assuming stamina must be neutral, which is wrong. In reality, even the high-level grinders probably aren't likely to play more than arena + 2-3 GF/day, and even that takes incredible amounts of time. Assuming a very generous 3 GF/day + non-SG arenas, that's 879 rounds + 3(1000 rounds) = 3879 rounds = 77.6 stamina, minus stamina regeneration during the day comes to 53.6 extra stamina needed. So the true average cost of stamina is:
(53.6 stamina TO BE BOUGHT/day) / (77.6 stamina PLAYED/day) = 0.691 rounds worth of stamina to be bought per round played, or 96.7 credits/round of ED bought. It is extremely difficult to even come close to the peak cost of 70k cred/500 rounds = 140 cred/round.

Also consider that many high-level grinders have LGBD. Then the cost goes down to 43.6 / 77.6 = 0.562 bought/round --> 78.7 credits/round of ED bought.

Except for cheaters playing 24/7 who approach 140 c/round in stamina cost, exchanging artifacts for credits and credits for ED will get you a net gain in Grindfest. (And then there's all the other crystals, item drops, equip drops, and bazaared trash which can be counted as pure profit) Hell, if you don't play more than 1 GF/day, you could probably even get by with shrining your artifacts and using a single energy drink found from that, and rarely have to buy more.

(My Income Summary script takes all of these factors into consideration and gives you your true average stamina cost, taken from the average number of rounds you've played in the past week. I've yet to come anywhere close to 100 cred/round)

(Having exact numbers to base proofs on is very nice, isn't it? (IMG:[invalid] style_emoticons/default/biggrin.gif))


8.13 artifact / fest including normal ?
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post Dec 20 2015, 08:08
Post #78082
Superlatanium



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QUOTE(japidura @ Dec 20 2015, 02:42) *
Is it possible to calculate the next equipment drop using this method?, like "[equipmentDrop] per [x] monsters"?.
Yes, as there is
CODE
var dropChance = 0.1 + (specialValues.scavenger * 0.0005) + 0.13414;
var dropChanceNonEquipment = dropChance * (1 - 0.025 * (1 + specialValues.quartermaster/20));

that's the inverse, so find the base by not subtracting from 1:
CODE
var dropChanceEquipment = dropChance * (0.025 * (1 + specialValues.quartermaster/20));

So with scavenger 50 and quartermaster 20:
dropChance = 0.1 + (50 * 0.0005) + 0.13414 = 0.25914
dropChanceEquipment = 0.25914 * (0.025 * (1 + 20/20)) = 0.012957
Or, one equipment per 77.1783592 monsters. All I'm doing is plugging numbers into the formula on the wiki (after having figured out the monster PL bonus).

But this is only the average. The variance is quite large, so you can't reliably expect an equipment drop after killing a certain number of monsters. Artifact variance is even worse, which is why it's only estimated in Income Summary rather than calculated exactly.
QUOTE(karyl123 @ Dec 20 2015, 04:03) *
8.13 artifact / fest including normal ?
Yes, with maxed training. Training has a large effect; with only Quartermaster training maxed, for instance, the chances go down to one artifact per 2247.8679 monsters, or around 3.68 artifacts per fest.

Difficulty does not affect monster PL bonus, at least at my level.
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post Dec 20 2015, 08:27
Post #78083
doom9ra



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QUOTE(Superlatanium @ Dec 20 2015, 03:14) *

Budget depends mostly on level. The most important slot is staff, and to find one of the right type + prefix + suffix + level low enough to soulfuse will likely be difficult, even if only Mag quality. There are probably few around; price could be very steep, good luck.

Phase is a lot easier because all it requires is a rare-type roll on top of a cloth armor roll. It'll still be a bit hard to find lower level Mag+ phase, but still much less difficult than finding a staff. All phase shouldn't cost more than a few million, even if you're unlucky, hopefully less than 2m. The staff is the problem; patience to get 150 soul fragments may be necessary, but if you do that, 5m in total should be enough.

But playing will still be difficult. With that quality of gear and with your level, you probably won't be able to handle more than Nintendo or Hell. You'll likely want to get level 310 Better Imperil first, as well as 250 hath VV. Damage taken will remain a big problem for a while, until you get better gear and firepower. You'll also want at least Jug 2 on armors (7*5 = 35 amnesia), and 6+ useful potencies on staff (20 amnesia) = 55 amnesia = 800k+. But unless you soulfuse, your armor will become obsolete relatively quickly, so IW might not be desirable.

That's if defense matters a lot, if you're playing Hell+. If you don't play much and you're OK blowing your stamina on Hard/Nightmare in exchange for high credits per time, you might be fine even with Exquisites and no significant investment at all. I'd still prefer 1h until level 330 or so, since level is more of a factor than budget (and 1h can IWBTH/PF, unlike mage).


Thanks,you are the best!

1 more thing,why it's required 7 Amn Sh to jug 2?

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post Dec 20 2015, 08:41
Post #78084
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QUOTE(doom9ra @ Dec 20 2015, 06:27) *
Thanks,you are the best!

1 more thing,why it's required 7 Amn Sh to jug 2?
Chances of Juggernaut: 1 in 8
7 times in 8 you'll have to use 1 shard, 1 time in 8 you won't need a shard and will have gotten Jug 1
-> 7 shards on average until you get Jug 1
And if you start with Jug 1, Jug 2 is virtually guaranteed in the next 9 levels of IW. Even Jug 3 is quite likely to be achieved as well.
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post Dec 20 2015, 08:58
Post #78085
izpekopon



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QUOTE(Superlatanium @ Dec 20 2015, 14:41) *

Chances of Juggernaut: 1 in 8
7 times in 8 you'll have to use 1 shard, 1 time in 8 you won't need a shard and will have gotten Jug 1
-> 7 shards on average until you get Jug 1
And if you start with Jug 1, Jug 2 is virtually guaranteed in the next 9 levels of IW. Even Jug 3 is quite likely to be achieved as well.

So the way to go with IWing for jug is to do IW on hell for just the 1st potency and reforge if not jug?
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post Dec 20 2015, 08:59
Post #78086
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Even few millions mage can work. Thats because quality/price has huge curve type.

Emax 16,6 edb - 0 credits
Mmax 18,3 edb - maybe something around 50-200k
Lmax 19,5 edb - from low to few millions or higher

You can see difference between peerless range and emax is only 17,5%. When i started i used many selfdrops. It was some ordinary mag and probably stats was something close to Emax. Its not vital. But level is good thing and i did it around 330-360 lvl. Pf was slightly hard (used many cures).


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post Dec 20 2015, 09:15
Post #78087
Superlatanium



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QUOTE(izpekopon @ Dec 20 2015, 06:58) *
So the way to go with IWing for jug is to do IW on hell for just the 1st potency and reforge if not jug?
Right, that's the easy and cheap way for those not too concerned about completely maximizing their IW potential.
QUOTE(nec1986 @ Dec 20 2015, 06:59) *
Even few millions mage can work... You can see difference between peerless range and emax is only 17,5%. When i started i used many selfdrops. It was some ordinary mag and probably stats was something close to Emax. Its not vital. But level is good thing and i did it around 330-360 lvl. Pf was slightly hard (used many cures).
For price, level is the biggest thing I think. For high level, Mag-Leg phase is everywhere and quite cheap. If one is not looking for a special prefix, the cost is quite small. But for low level, there are only a select few M to L Phase (and staff) of a certain type around, so they're worth significantly more.
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post Dec 20 2015, 09:32
Post #78088
japidura



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QUOTE(Superlatanium @ Dec 20 2015, 06:08) *

Thank you. Using your formula I should get a equip drop every ~95 monsters (my Quartermaster/Archaeologist trainings are 16/20 and 6/10), so did a test run by PFUDOR IW'ing a peerless shade and I have been getting equip drops every ~20-25 rounds which is equal to ~90-110 monsters killed (yeah I counted them (IMG:[invalid] style_emoticons/default/heh.gif)). Somewhat accurate IMO.

Should I bother with [Element] Spell Damage when upgrading a weapon with a elemental strike?
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post Dec 20 2015, 09:37
Post #78089
nobody_xxx



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nope (IMG:[invalid] style_emoticons/default/smile.gif)
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post Dec 20 2015, 09:38
Post #78090
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http://ehwiki.org/wiki/Equipment#Elemental_Strike

Unaffected by elemental EDB
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post Dec 20 2015, 09:44
Post #78091
japidura



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QUOTE(nobody_xxx @ Dec 20 2015, 07:37) *

QUOTE(Superlatanium @ Dec 20 2015, 07:38) *


Damn I've been wasting credits/material all this time (IMG:[invalid] style_emoticons/default/anime_cry.gif).
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post Dec 20 2015, 09:52
Post #78092
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QUOTE(Superlatanium @ Dec 20 2015, 09:41) *

Chances of Juggernaut: 1 in 8
7 times in 8 you'll have to use 1 shard, 1 time in 8 you won't need a shard and will have gotten Jug 1
-> 7 shards on average until you get Jug 1
And if you start with Jug 1, Jug 2 is virtually guaranteed in the next 9 levels of IW. Even Jug 3 is quite likely to be achieved as well.


Thanks,nice!
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post Dec 20 2015, 11:05
Post #78093
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QUOTE(Scremaz @ Dec 19 2015, 19:09) *

i'd go for Fatality. too tired to prove it now (3 AM here (IMG:[invalid] style_emoticons/default/heh.gif) ) but if needed tomorrow i may provide a bit of math

I hope you include bleed to your damage/action (me, 5/6AD, double it with stance, multiply it with number of mobs, but get divided by action speed). Bleeders soon or later will realize that it's not effective to rely on attack alone, & they raise the AD just to feed the bleed anyway.
My point is go for butcher especially katana, throw fat to wakizashi.

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post Dec 20 2015, 11:29
Post #78094
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I've got two tokens of blood, and I think I'm pretty strong. What difficulty should I use in the ring of blood?
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post Dec 20 2015, 11:48
Post #78095
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QUOTE(Dead-ed @ Dec 20 2015, 12:05) *

I hope you include bleed to your damage/action (me, 5/6AD, double it with stance, multiply it with number of mobs, but get divided by action speed). Bleeders soon or later will realize that it's not effective to rely on attack alone, & they raise the AD just to feed the bleed anyway.
My point is go for butcher especially katana, throw fat to wakizashi.


that what i want
Fat is 5 on my waki
and thus I wanted to increase the already high Dmg on the Katana even more, but now i wonder if 10% more crit dmg isnt better^^
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post Dec 20 2015, 11:50
Post #78096
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QUOTE(Fap.Fap @ Dec 20 2015, 02:48) *

that what i want
Fat is 5 on my waki
and thus I wanted to increase the already high Dmg on the Katana even more, but now i wonder if 10% more crit dmg isnt better^^

Do what you think right & fun.
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post Dec 20 2015, 11:51
Post #78097
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QUOTE(Slazenger77 @ Dec 20 2015, 10:29) *

I've got two tokens of blood, and I think I'm pretty strong. What difficulty should I use in the ring of blood?

The first time, always do it on Normal for easy credits.
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post Dec 20 2015, 11:53
Post #78098
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QUOTE(Slazenger77 @ Dec 20 2015, 17:29) *

I've got two tokens of blood, and I think I'm pretty strong. What difficulty should I use in the ring of blood?

Just do first time clears Ring of Blood on normal difficulty for the clear bonus. once u are higher level (200+), u become stronger and better equipped then should u attempt them on higher difficulties.
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post Dec 20 2015, 12:05
Post #78099
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QUOTE(Dead-ed @ Dec 20 2015, 17:05) *

I hope you include bleed to your damage/action (me, 5/6AD, double it with stance, multiply it with number of mobs, but get divided by action speed). Bleeders soon or later will realize that it's not effective to rely on attack alone, & they raise the AD just to feed the bleed anyway.
My point is go for butcher especially katana, throw fat to wakizashi.

Thats an interesting idea, normally 5 fat is 1~2% better than 5 butcher. But thats only for normal attacks.
Btw some people are suggesting axe for 1h because counter attack is no-crit and no-proc so you want pure adb, but I dont believe it is faster than rapier (IMG:[invalid] style_emoticons/default/huh.gif)
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post Dec 20 2015, 12:18
Post #78100
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QUOTE(Void Domain @ Dec 20 2015, 19:05) *

Thats an interesting idea, normally 5 fat is 1~2% better than 5 butcher. But thats only for normal attacks.
Btw some people are suggesting axe for 1h because counter attack is no-crit and no-proc so you want pure adb, but I dont believe it is faster than rapier (IMG:[invalid] style_emoticons/default/huh.gif)


Butcher increases 'attack base damage', which affects ALL attack.
- normal attack, strike, counter attack.

But Fatality boosts a critical damage only.
- it doesn't affect Void/Elemental strike and counter attack.
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