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post Jan 5 2016, 23:09
Post #79001
Superlatanium



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QUOTE(Void Domain @ Jan 5 2016, 20:46) *
Do you guys still use gem? I have an idea if I ignore all gems I should be able to save 200+ turns in gf.
It mostly depends on your item usage, but using gems is generally better than not using gems.

As mage, a mana gem saves you from having to use a mana potion that you would've had to use anyway, so your savings are 88c or so (whatever the cost of a mana potion is). Same for spirit gems, except there's less opportunity to use it at the point where spirit to be restored with no spillover. Same for health gems - you'd be using Cure or Fullcure anyway if you're at that point - though you might have to wait some rounds for health to get that low. (Health gems have an added bonus over Cure etc in that the use 0 action time, so you don't take any damage from monsters right after) Channeling depends on difficulty. On high difficulty, the added damage can save you more than half a turn, though it's probably not outweighed by the cost (spend 2 turns, inflict damage similar to 1.5 turns, and also save 5 credits worth of a mana potion). On low difficulty, the added damage means little because you'll likely be one-shotting everything anyway. But regardless of difficulty, Channeling is still nice for longer buff durations, of course, as well as saving a lot more mana when used on Regen / Arcane Focus.

Overall, gems are very very positive for mage.

For melee and 1h, less restoration is needed (on an average turn), but gems pop up much less often (per average turn). Health gems are almost always worthless since 1h never Cures anyway, except on late GF. Mana gems are fine because you'd otherwise at least have to use a mana draught - either way, you'd have to spend a turn. Same thing for spirit gems, if you get to the point where you aren't close to your spirit cap, which could take many many rounds. Channeling gem is significantly nicer for melee than for mage because it saves a larger fraction of your base MP ( => higher fractional turn saved) when using Regen/Heartseeker.

For melee, the effects of gems are generally unimpressive, but still a tiny bit better the alternative of using Cure/items when the need to restore yourself arises in the first place. Unfortunately, you'll probably frequently find yourself stuck in a situation where you've been holding onto a health gem for 30 or 80 rounds during which you've never felt the need to Fullcure (so using health gem would just be a wasted turn).

This post has been edited by Superlatanium: Jan 5 2016, 23:13
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post Jan 5 2016, 23:18
Post #79002
M3liodas



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Hi. I have a couple questions.

1-How do i buy more than 1 of the same item in the item shop? I tried every way but i couldnt figure it out o_O buying 1 scrap cloth a time is pretty annoying

2-I play this for a couple days only. How are my stats for a mage?

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post Jan 5 2016, 23:23
Post #79003
Superlatanium



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QUOTE(M3liodas @ Jan 5 2016, 21:18) *
Hi. I have a couple questions.

1-How do i buy more than 1 of the same item in the item shop? I tried every way but i couldnt figure it out o_O buying 1 scrap cloth a time is pretty annoying

2-I play this for a couple days only. How are my stats for a mage?
1 - Press the "+10" "+100" buttons.

Also, usually it's better to buy from other players than from the item shop. Almost always, you can save 10% or more by buying from players (sometimes a whole lot more).

2 - Mage is quite ineffective at least before level 200-something, and probably only becomes an OK choice past level 310-ish. If you like doing AoE damage, try 2h instead, that's what its Domino Strike (default attack) does.
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post Jan 5 2016, 23:31
Post #79004
M3liodas



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QUOTE(Superlatanium @ Jan 5 2016, 23:23) *

1 - Press the "+10" "+100" buttons.

Also, usually it's better to buy from other players than from the item shop. Almost always, you can save 10% or more by buying from players (sometimes a whole lot more).

2 - Mage is quite ineffective at least before level 200-something, and probably only becomes an OK choice past level 310-ish. If you like doing AoE damage, try 2h instead, that's what its Domino Strike (default attack) does.


So... should i start over? By the way, how do i start over? oO
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post Jan 5 2016, 23:34
Post #79005
Superlatanium



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QUOTE(M3liodas @ Jan 5 2016, 21:31) *
So... should i start over? By the way, how do i start over? oO
No, you just find some 2h (and probably light armor) equipment and equip it (and the relevant abilities) instead.

I recommend asking izpekopon for some free averages.
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post Jan 5 2016, 23:43
Post #79006
Cleavs



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QUOTE(Void Domain @ Jan 5 2016, 21:46) *

Do you guys still use gem? I have an idea if I ignore all gems I should be able to save 200+ turns in gf.

yep, as much as possible. if my bars are quite low i immediately cast them. otherwise, i'll wait for a free replenishment.
as for Channelling, i wait until Regen or Heartseeker are running out (eventually wasting even 50 turns on Heartseeker). if just casted, then i go for a spell on IA

QUOTE(nec1986 @ Jan 5 2016, 21:58) *

I think around 2400.
You spend many on chaos training?

nope, it's only that i'm almost retired so i don't earn any of them (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jan 5 2016, 23:57
Post #79007
Superlatanium



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I am confused. I used to play SG arenas and FSM with Magnet active 95% of the time, making counter-resist irrelevant, meaning that proficiency to increase counter-resist is irrelevant. I had thought that [proficiency is useful only to the point where it increases both counter-resist and mitigation reduction, so additional slots should use Phase rather than Proficiency], and so I switched out my only proficiency gear
http://hentaiverse.org/pages/showequip.php...;key=cd7ecbfa12
for a random L Phase gear I had in my inventory
http://hentaiverse.org/pages/showequip.php...;key=31f9ef737f
because proficiency would be wasted on increasing counter-resist.

I equipped my phase+prof set on a whim a couple days ago just to see what the difference was.
FSM: 140 turns
PF DwD: 3231 turns

Compare to full Phase, my usual clearing time is:
FSM: 158 turns +-2
PF DwD: 3365 turns +- 100 (variance is high due to the large effect of SG spawn location on whether T1-T2 can hit all or not)

So, at least for the monsters with 75 elemental mitigation, it would appear that reducing their mitigation via proficiency is better than more EDB, even if the bonus to counter-resist is completely wasted (for those who use Magnet like me). So, in this particular situation, [proficiency is useful only to the point where it increases both counter-resist and mitigation reduction, so additional slots should use Phase rather than Proficiency] is not correct, though it's probably right for all other situations when the tanky monsters usually only have 65-69 mitigation.

This post has been edited by Superlatanium: Jan 5 2016, 23:59
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post Jan 6 2016, 00:06
Post #79008
Forrest Gump



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i have a question about the advice page on the wiki

when it says recommended stats should be = "Level", does this means i should increase the stat 1 time every time i level up?

for my understanding this means all classes spread its attribute points?
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post Jan 6 2016, 00:21
Post #79009
Cleavs



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QUOTE(Forrest Gump @ Jan 5 2016, 23:06) *

i have a question about the advice page on the wiki

when it says recommended stats should be = "Level", does this means i should increase the stat 1 time every time i level up?

for my understanding this means all classes spread its attribute points?

it's quite outdated. if you do it that way you will surely have an excess of EXP, which is a waste.
nowadays you can keep all your stats even except for INT, which will be useful (much) later on
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post Jan 6 2016, 00:25
Post #79010
TJohnShepard



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Is niten ichiryuu that good, as it looking?
i doesn't seen any high lvl player with that fighting style
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post Jan 6 2016, 00:57
Post #79011
Superlatanium



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QUOTE(TJohnShepard @ Jan 5 2016, 22:25) *
Is niten ichiryuu that good, as it looking?
i doesn't seen any high lvl player with that fighting style
It's near the worst style for low level players, because there is no proficiency gain (and prof contributes to a huge chunk of your damage and other stats).

For high level players, most would either prefer mage (clear speed is just as high, often a whole lot higher) or 1h (1h's defense allows them to play on PF while half-asleep, which they couldn't do as Niten) or maybe even 2h on Hellfest (higher clear speed than Niten, though defensive stats are worse).

For you, better to play 2h (better clear speed, and you will have prof gain) for now, and then maybe switch to 1h past 150 or so.
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post Jan 6 2016, 01:54
Post #79012
TJohnShepard



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thank's for advise, shoul'd trying both and see
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post Jan 6 2016, 03:45
Post #79013
Dead-ed



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QUOTE(TJohnShepard @ Jan 5 2016, 16:25) *

Is niten ichiryuu that good, as it looking?
i doesn't seen any high lvl player with that fighting style

No, it is not.
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post Jan 6 2016, 07:14
Post #79014
Void Domain



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QUOTE(Superlatanium @ Jan 6 2016, 05:09) *

It mostly depends on your item usage, but using gems is generally better than not using gems.

As mage, a mana gem saves you from having to use a mana potion that you would've had to use anyway, so your savings are 88c or so (whatever the cost of a mana potion is). Same for spirit gems, except there's less opportunity to use it at the point where spirit to be restored with no spillover. Same for health gems - you'd be using Cure or Fullcure anyway if you're at that point - though you might have to wait some rounds for health to get that low. (Health gems have an added bonus over Cure etc in that the use 0 action time, so you don't take any damage from monsters right after) Channeling depends on difficulty. On high difficulty, the added damage can save you more than half a turn, though it's probably not outweighed by the cost (spend 2 turns, inflict damage similar to 1.5 turns, and also save 5 credits worth of a mana potion). On low difficulty, the added damage means little because you'll likely be one-shotting everything anyway. But regardless of difficulty, Channeling is still nice for longer buff durations, of course, as well as saving a lot more mana when used on Regen / Arcane Focus.

Overall, gems are very very positive for mage.

For melee and 1h, less restoration is needed (on an average turn), but gems pop up much less often (per average turn). Health gems are almost always worthless since 1h never Cures anyway, except on late GF. Mana gems are fine because you'd otherwise at least have to use a mana draught - either way, you'd have to spend a turn. Same thing for spirit gems, if you get to the point where you aren't close to your spirit cap, which could take many many rounds. Channeling gem is significantly nicer for melee than for mage because it saves a larger fraction of your base MP ( => higher fractional turn saved) when using Regen/Heartseeker.

For melee, the effects of gems are generally unimpressive, but still a tiny bit better the alternative of using Cure/items when the need to restore yourself arises in the first place. Unfortunately, you'll probably frequently find yourself stuck in a situation where you've been holding onto a health gem for 30 or 80 rounds during which you've never felt the need to Fullcure (so using health gem would just be a wasted turn).

Yea its hard to find the right gem, and the right time to use it.
So more often than not I just "might as well" hover on it and just use it. And it adds up to 100~200 turns for a gf (IMG:[invalid] style_emoticons/default/ohmy.gif)
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post Jan 6 2016, 10:56
Post #79015
DrasticMeasures



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Is the best 1h Weapon for use with shield a rapier like it says in the advice wiki or can it be any type.
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post Jan 6 2016, 11:21
Post #79016
izpekopon



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QUOTE(DrasticMeasures @ Jan 6 2016, 16:56) *

Is the best 1h Weapon for use with shield a rapier like it says in the advice wiki or can it be any type.

Ideal 1h weapon would be Rapier, mainly because of the PA (Penetrated Armor) proc, reducing enemy defenses, meaning u do significantly higher damage, rapiers also comes with parry which compliments the tanky 1h playstyle. The PA proc is extremely useful for tackling higher difficulties where many hits are required to kill a single mob. But for playing on low difficulties, just about any other 1h weapon would do just fine.

This post has been edited by izpekopon: Jan 6 2016, 11:23
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post Jan 6 2016, 11:28
Post #79017
DrasticMeasures



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QUOTE(izpekopon @ Jan 6 2016, 20:21) *

Ideal 1h weapon would be Rapier, mainly because of the PA (Penetrated Armor) proc, reducing enemy defenses, meaning u do significantly higher damage, rapiers also comes with parry which compliments the tanky 1h playstyle. The PA proc is extremely useful for tackling higher difficulties where many hits are required to kill a single mob. But for playing on low difficulties, just about any other 1h weapon would do just fine.

Tyvm
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post Jan 6 2016, 11:47
Post #79018
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I keep seeing posts by higher level players saying that 1h users should not need to be healing very often. I'm playing on hard difficulty and I find that I have to heal myself 3-4 times just to get through a random encounter with 10 monsters. Am I doing something wrong?

Using 1h legendary axe (bec it was the best wpn I could get cheaply) and exquisite shade armor and I do 3.2k dmg and I have 50% phys/mag mitigation 35% evade, 22% block, 16.7% parry 52% resist. 8.5k hp.
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post Jan 6 2016, 12:06
Post #79019
nec1986



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Thats ok at your level. If we speak about defense then main part of it gets from leveling. You can only slightly affect it with good gear or forge. For example 22% block is quite low, so you can look for good force or buckler of barrier shield. With good rolls you ll easily get 35%+ or maybe even 40% without forge.

After 22%-->40% block increase you ll get 30% lower income damage.
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post Jan 6 2016, 12:06
Post #79020
izpekopon



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QUOTE(liddlemicky @ Jan 6 2016, 17:47) *

I keep seeing posts by higher level players saying that 1h users should not need to be healing very often. I'm playing on hard difficulty and I find that I have to heal myself 3-4 times just to get through a random encounter with 10 monsters. Am I doing something wrong?

Using 1h legendary axe (bec it was the best wpn I could get cheaply) and exquisite shade armor and I do 3.2k dmg and I have 50% phys/mag mitigation 35% evade, 22% block, 16.7% parry 52% resist. 8.5k hp.

What's the current shield u are using?
My guess is that its because of ur block and parry stats (due to using axe, since axe doesn't have parry).
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