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post Mar 8 2016, 23:51
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QUOTE(Superlatanium @ Mar 8 2016, 21:33) *

For me, with maxed training:
Hellfest revenue: 340k
Repair costs: 6k
Unprofitable at: ED = 167k

Ninfest revenue: 370k (+ high-grade salvage (~1 per fest))
Repair costs: 6k
Unprofitable at: ED = 182k + a bit

PF-fest: I don't know, depends on if you complete it (which I don't) or, if you flee at a certain round, which round that is. It's somewhat variable. I haven't done enough to figure out revenue with a low margin of error, but I just did 300 rounds and got:
Revenue: 117k in 300 rounds (high-grade salvage not included)
Repair costs: 2k
Unprofitable at: ED = 192k

For those that flee early-ish, looks like PF-fest is barely better than Nin-fest due to crystals. Maybe I'll try completing PF-fest to see what the numbers are, but I'm pretty sure I can't...

(if anyone else completes PF-fest - it's easy as 1h but I don't have a set now - tell us your revenue and we can figure it out)

Even if I had very high stamina costs, I still can't come close to justifying any PF-fest, Nin-fest is slightly better than Hellfest, but both of those give some 18% more income per turn than PF-fest.


I'll have a go at this and post back in a bit
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post Mar 9 2016, 00:26
Post #81982
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QUOTE(Yukichiri @ Mar 8 2016, 21:42) *
well, that will sound kinda disappointing to you, but I live on regen, protection, shadow veil and draughts) and use cure often enough, but still don't find anything bad about that
Defensive buffs/items are fine, everyone uses them. Cure frequency is the only issue. For instance, if someone Cures every 8 turns as 2h but only every 20 turns as 1h, that means that over a week or so, assuming the same number of turns and profit distribution, the 1h player would end up with more than 10% more profit.

(consider that some people pay 2000 hath = 12m even if it'll only boost their profit/turn by 5% or less (IMG:[invalid] style_emoticons/default/tongue.gif) - it's a huge difference, in RPG terms)
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post Mar 9 2016, 02:00
Post #81983
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QUOTE(Superlatanium @ Mar 8 2016, 21:33) *
For me, with maxed training:
Hellfest revenue: 340k
Repair costs: 6k
Unprofitable at: ED = 167k

Ninfest revenue: 370k (+ high-grade salvage (~1 per fest))
Repair costs: 6k
Unprofitable at: ED = 182k + a bit

PF-fest: I don't know, depends on if you complete it (which I don't) or, if you flee at a certain round, which round that is. It's somewhat variable. I haven't done enough to figure out revenue with a low margin of error, but I just did 300 rounds and got:
Revenue: 117k in 300 rounds (high-grade salvage not included)
Repair costs: 2k
Unprofitable at: ED = 192k

For those that flee early-ish, looks like PF-fest is barely better than Nin-fest due to crystals. Maybe I'll try completing PF-fest to see what the numbers are, but I'm pretty sure I can't...

(if anyone else completes PF-fest - it's easy as 1h but I don't have a set now - tell us your revenue and we can figure it out)

Even if I had very high stamina costs, I still can't come close to justifying any PF-fest, Nin-fest is slightly better than Hellfest, but both of those give some 18% more income per turn than PF-fest.
Forgot to mention, this is the worst-case scenario, in which 2 ED = 1 fest. In other words, it assumes that fest has lowest priority and that other battles consume at least 24 stamina, or 44 stamina if you have LGBD. In reality this is almost never the case, so to calculate something more accurate, you'd have to figure out how many higher priority rounds you do a week (or day), subtract those from your 24-free-stamina-a-day, factor in LGBD, and then do a calculation similar to the one in the script to find the true low-priority EDCostPerRound.

The quoted post assumes EDCostPerRound = EDCost / 50 (which is 164 cred today), but the true low-priority EDCostPerRound (today) is likely to be in between 50 cred and 120 cred. Once ED prices rise to the point that
CODE
EDCostPerRound + repair_cost == income_per_round_on_fest
, given a player's training level (for me: (hell) 340 cred <= income_per_round_on_fest <= ~430? cred (pfudor)) , that difficulty fest becomes unprofitable (0 net profit).

It's a long way away, and the closer it gets, fewer will have the motivation to play. If people aren't stupid, we can assume it'll never get to that point.
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post Mar 9 2016, 02:30
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Yea my results aren't grand.

Revenue around 160k with scavenger 40/50, quarter master 13/20, and arch 6/10

3 mag+ items.

My income summary keeps giving me 0 stamina cost and total cost of nan. Not sure why that is. Same with repair cost.

Edit:

That's not right actually, the item compare isn't producing the right results for my training.

It's
30/50 scavenger
9/25 Luck of the draw
10/20 quartermaster
7/10 archaeologist

This post has been edited by safmy: Mar 9 2016, 02:36
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post Mar 9 2016, 02:44
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^ Don't understand.

What I do understand is that the income (artifact value) is also tied to the cost of Energy Drinks, and that players with maxed scavenger/archaeologist will have approximately break even on incoming artifacts / energy drink usage.

So, grindfest will never become unprofitable.
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post Mar 9 2016, 02:54
Post #81986
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QUOTE(safmy @ Mar 9 2016, 00:30) *
That's not right actually, the item compare isn't producing the right results for my training.
Try it again, you're using an old 1.4.1. I was thinking about prompting updates to the newest version but figured the problems weren't important enough to bug everyone to update over. Guess I should have after all.
QUOTE(safmy @ Mar 9 2016, 00:30) *
Revenue around 160k with scavenger 40/50, quarter master 13/20, and arch 6/10
That sounds like less than half of what it should be... are you sure you sold all your equipment before and after (otherwise they're not included in profit), that your crystals have a value set to them (otherwise they're not included in profit), and that artifacts are estimated rather than compared (otherwise outliers will give you very bad results to draw conclusions from)?

The trainings displayed only affect estimated artifacts, and only arch really matters that much for that calculation.
QUOTE(mozilla browser @ Mar 9 2016, 00:44) *
^ Don't understand.

What I do understand is that the income (artifact value) is also tied to the cost of Energy Drinks, and that players with maxed scavenger/archaeologist will have approximately break even on incoming artifacts / energy drink usage.

So, grindfest will never become unprofitable.
Well yeah. That was assuming constant income per round ("assume ED price keeps going up ceteris paribus, when does battle series become unprofitable?") It's not a realistic question but it's interesting to think about.
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post Mar 9 2016, 03:07
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QUOTE(Superlatanium @ Mar 9 2016, 00:54) *

Try it again, you're using an old 1.4.1. I was thinking about prompting updates to the newest version but figured the problems weren't important enough to bug everyone to update over. Guess I should have after all.
That sounds like less than half of what it should be... are you sure you sold all your equipment before and after (otherwise they're not included in profit), that your crystals have a value set to them (otherwise they're not included in profit), and that artifacts are estimated rather than compared (otherwise outliers will give you very bad results to draw conclusions from)?

The trainings displayed only affect estimated artifacts, and only arch really matters that much for that calculation.
Well yeah. That was assuming constant income per round ("assume ED price keeps going up ceteris paribus, when does battle series become unprofitable?") It's not a realistic question but it's interesting to think about.


Oh I have to sell them? All I do is save the equipment, lock the lot. Do the whole fest, then compare. Once I've done that I just salvage the items (thinking now I should really sell it since I neither need the mats nor are they > value than the sell price).

I don't really know how to set a price for the crystals though. If it's simply putting a value in the item management script then I've just added 9c per crystal.

I'll do another round and sell the items (excluding mag+). And see how I go.

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post Mar 9 2016, 03:10
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QUOTE(safmy @ Mar 9 2016, 01:07) *
Oh I have to sell them? All I do is save the equipment, lock the lot. Do the whole fest, then compare. Once I've done that I just salvage the items (thinking now I should really sell it since I neither need the mats nor are they > value than the sell price).

I don't really know how to set a price for the crystals though. If it's simply putting a value in the item management script then I've just added 9c per crystal.

I'll do another round and sell the items (excluding mag+). And see how I go.
That's right, sell/salvage after finishing but before comparing. Try 2.29 cred per crystal (IMG:[invalid] style_emoticons/default/tongue.gif) (= 27.5k crystal pack)

Man, maybe I shouldn't have sold all my 1h gear, then I could do this myself... maybe I should get another set, it surely wouldn't cost much at this level...

This post has been edited by Superlatanium: Mar 9 2016, 03:11
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post Mar 9 2016, 04:06
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QUOTE(Superlatanium @ Mar 9 2016, 01:10) *

That's right, sell/salvage after finishing but before comparing. Try 2.29 cred per crystal (IMG:[invalid] style_emoticons/default/tongue.gif) (= 27.5k crystal pack)

Man, maybe I shouldn't have sold all my 1h gear, then I could do this myself... maybe I should get another set, it surely wouldn't cost much at this level...


Dude I did not use 1h lol. You think I could do 3pfest in the span of 2 hours with 1h O_O?

New results are in:
(IMG:[i.imgur.com] http://i.imgur.com/cNXdxEL.png)

So with your suggested price for crystal it's at 83k in crystals instead of the 327k listed. Still looking at 200k but I used a whole lotta scrolls.

Obviously I could use a 1h setup with zero cost loss on scrolls etc but this was just to give a rough figure on credit earnings.
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post Mar 9 2016, 05:40
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QUOTE(safmy @ Mar 9 2016, 02:06) *
Dude I did not use 1h lol. You think I could do 3pfest in the span of 2 hours with 1h O_O?

New results are in:

So with your suggested price for crystal it's at 83k in crystals instead of the 327k listed. Still looking at 200k but I used a whole lotta scrolls.

Obviously I could use a 1h setup with zero cost loss on scrolls etc but this was just to give a rough figure on credit earnings.
Good info, thanks, though something's going wrong since rounds aren't being recorded.

At what level of crystal perks is that? bad reasoning

Your turns aren't being recorded, but at 7 Arch that's around 6.2 artifacts per fest. At 19k per artifact that's 117.8k.

So for Crys5 at Arch 7, total revenue is 117800 + 104455 + (73000 * 2.29) + extras = 497k + extras, maybe 520k.
So for Crys5 at max training, total revenue is 8.13 * 19000 + 104455 + (73000 * 2.29) + extras = 426k + extras, maybe 450k.

340k hellfest, 370k ninfest, 450k pffest.

Scrolls are fine, especially on PF they increase income gained via saved Cure turns much more than they cost (in terms of cost of 1 turn + cost of 1 scroll every 100 action time). (but on low difficulty with high level and forging, it's debatable)

Positive mana potions as mage over PF-fest? Positive spirit elixirs as well? Wow

This post has been edited by Superlatanium: Mar 9 2016, 06:07
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post Mar 9 2016, 05:49
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I was thinking of getting into maging, I mostly play arenas and item world.

Does the fast clear speed of mage show only when its invested in heavily or can i just do a full mag set and it'll be faster than leg power armor?

And when I play is it just cycle through the 3 tiers of spell? Is deprecating spells necessary for normal play or schoolgrils only?
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post Mar 9 2016, 05:57
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QUOTE(Superlatanium @ Mar 9 2016, 08:00) *

Forgot to mention, this is the worst-case scenario, in which 2 ED = 1 fest. In other words, it assumes that fest has lowest priority and that other battles consume at least 24 stamina, or 44 stamina if you have LGBD. In reality this is almost never the case, so to calculate something more accurate, you'd have to figure out how many higher priority rounds you do a week (or day), subtract those from your 24-free-stamina-a-day, factor in LGBD, and then do a calculation similar to the one in the script to find the true low-priority EDCostPerRound.

The quoted post assumes EDCostPerRound = EDCost / 50 (which is 164 cred today), but the true low-priority EDCostPerRound (today) is likely to be in between 50 cred and 120 cred. Once ED prices rise to the point that
CODE
EDCostPerRound + repair_cost == income_per_round_on_fest
, given a player's training level (for me: (hell) 340 cred <= income_per_round_on_fest <= ~430? cred (pfudor)) , that difficulty fest becomes unprofitable (0 net profit).

It's a long way away, and the closer it gets, fewer will have the motivation to play. If people aren't stupid, we can assume it'll never get to that point.

Oh how could I forgot a simple 82000/500 (IMG:[invalid] style_emoticons/default/tongue.gif)

Also pf fest is only 73k crystals or something.
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post Mar 9 2016, 05:58
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Imperil always makes it faster (but you must concentrate on it). Magnet is probably only useful for schoolgirls or the dragons.

Mage will be faster when you play at a difficulty where you can clear the monsters without having to cure/buff yourself too frequently. Depending on your level, equipment grade, forge level, the may be anything from Hard to PFUDOR.
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post Mar 9 2016, 06:29
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Hello everyone, before i start explaining myself, ill post some data bout my current stats


Current stats (IMG:[i.imgur.com] http://i.imgur.com/UI0l6mq.png)

Current inventory (IMG:[i.imgur.com] http://i.imgur.com/PUmIr1s.png)

Current training (IMG:[i.imgur.com] http://i.imgur.com/0snV5iV.png)

Current equipment (IMG:[i.imgur.com] http://i.imgur.com/OEystmx.png)

Current Battle Items (IMG:[i.imgur.com] http://i.imgur.com/W6O49rQ.png)

Current Battle situations (IMG:[i.imgur.com] http://i.imgur.com/TNbaAtn.png)

Current Abilities

General (IMG:[i.imgur.com] http://i.imgur.com/VliEMWS.png)

Staff (IMG:[i.imgur.com] http://i.imgur.com/BuyDD17.png)

Clothes (IMG:[i.imgur.com] http://i.imgur.com/8be3uwW.png)

Depreciating2 (IMG:[i.imgur.com] http://i.imgur.com/7oA3D2w.png)

Supporting 1 (IMG:[i.imgur.com] http://i.imgur.com/aefqYmi.png)

Supporting 2 (IMG:[i.imgur.com] http://i.imgur.com/lAut4Bk.png)

Elemental (IMG:[i.imgur.com] http://i.imgur.com/eLlhtqJ.png)



My fighting style is , the longer the arena round, the more i spend skills and use replenish consumable

i usually spend around 3 - 6 mana potion, 2 - 5 health potions, before i got any arena round that is more than 20

always before battle : Protection=>Regen=>Haste=>Absorb=>Mana draught => Health Draught => Mana potion(recover all the 4 cast i casted before) and then fight efficiently by spamming tier 1 spell until Coalesced Mana appears and try to cast stuff around it, whenever Chanelling appears, ill try to refresh any aura that is about to expire in 10 turn or less, such as protection and etc, but if none, i just use on big spell for waste it, but if im in turn 30 or 40 out 50 arena round, i usually spend it on Spark of life for insurance,

I only use Cure or Health Potion whenever my health reach 750 - 900, i never take chances if its on Nightmare mode

Casted shockblast to fire blast combo, or chained lightning to inferno combo, if the crowd still alive, Blizzard to finish them off, if i have to cast aura first , then i let my wind shield to the combo then i cast Blizzard,

So far so good, but since i pass lvl 122, its getting harder and harder

what do i need to do better?

Better equipment? Better Ability spending? Better Spell allignment? Better Supportive? Better perks? or etc?

I never past IWBTH , my highest is Nintendo in training, others are Nightmare,

I need advice to level up faster and do better on raking credits , i dont aiming for the top or the stars, its good enough for me to reach the mountain peak itself,


So now, i implore you all, my wise sages of Hentai Verse... tell me, give me, show me the way....









PS:

My first objective was to rake money and farm till i get 50 hath which i did, and bought the 5k fav hath perks
Now you know where i wasted alot of my money most

now my new objectives are to farm around 28 million credits which my friend told me, should be in 1 year if i grind properly

in any case... I hope with this, i can do better with Mages



Edit - can someone tell me how to hide in spoiler or do hyperlink? or am i violating any rules here? or not?

This post has been edited by Mister E-: Mar 9 2016, 06:36
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post Mar 9 2016, 06:58
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QUOTE(LOL50015 @ Mar 9 2016, 03:49) *

I was thinking of getting into maging, I mostly play arenas and item world.

Does the fast clear speed of mage show only when its invested in heavily or can i just do a full mag set and it'll be faster than leg power armor?

And when I play is it just cycle through the 3 tiers of spell? Is deprecating spells necessary for normal play or schoolgrils only?

This is only my personal experience, but with about the same investment in gear mage clears about 2-3 times faster even at low gear levels. For SG it's about the same as they just have ridiculous amounts of HP and resistance (IMG:[invalid] style_emoticons/default/sleep.gif)
Imperil helps a lot, especially for low gear elemental style maging (reduces 20-30 turns to 8-10 turns, even with imperil casting), but needs a good bit of getting used to when coming from just hovering over stuff.

Personally i go with: New Round > Imperil everything > T3 (first damaging cast once per round) > finish off with T2 > T1

Generally the main problem is lack of defense, that get's offset by level-scaling of the gear...

For reference:
1H: Rapier - Shield - Head - Body - Hands - Legs - Feet (don't laugh, not much updated in 0.83 (IMG:[invalid] style_emoticons/default/heh.gif))
Mage: Staff - Head - Body - Hands - Legs - Feet (each piece about 100-150k at auctions)

QUOTE(Mister E- @ Mar 9 2016, 04:29) *

--- 8< --- snip --- >8 ---


From 125-150 onwards the monsters you encounter get a lot stronger.
Because of this it's often better to switch to a physical playstyle until later.
At 150+ 1H with Shield and Heavy Armor (preferably Power Armor if you can get it) is generally preferred as it offers lots of protection while still doing decent damage.
At about the same time maging gets dicey, as you're experiencing right now (IMG:[invalid] style_emoticons/default/heh.gif), as cloth lacks the defense you need to counter the incoming damage.

If you want to stay with mage, you should consider getting some phase armor of the same(!) element to increase your damage. Mages are kinda glass cannons and those usually don't work if something hits them.
Also your gear is 40 (going on 50) levels out of date, you will want to update those in any case as you're losing quite a bit of stats there.
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post Mar 9 2016, 06:59
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QUOTE(Superlatanium @ Mar 9 2016, 00:26) *

Defensive buffs/items are fine, everyone uses them. Cure frequency is the only issue. For instance, if someone Cures every 8 turns as 2h but only every 20 turns as 1h, that means that over a week or so, assuming the same number of turns and profit distribution, the 1h player would end up with more than 10% more profit.

(consider that some people pay 2000 hath = 12m even if it'll only boost their profit/turn by 5% or less (IMG:[invalid] style_emoticons/default/tongue.gif) - it's a huge difference, in RPG terms)

I'm not that hardcore playing in HV to consider those tiny bits of profit)
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post Mar 9 2016, 07:06
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QUOTE(Void Domain @ Mar 9 2016, 11:57) *

Oh how could I forgot a simple 82000/500 (IMG:[invalid] style_emoticons/default/tongue.gif)

Also pf fest is only 73k crystals or something.

Just did a pf fest and get 77597 crystals so thats that.
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post Mar 9 2016, 07:13
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QUOTE(simrock87 @ Mar 9 2016, 06:58) *

This is only my personal experience, but with about the same investment in gear mage clears about 2-3 times faster even at low gear levels. For SG it's about the same as they just have ridiculous amounts of HP and resistance (IMG:[invalid] style_emoticons/default/sleep.gif)
Imperil helps a lot, especially for low gear elemental style maging (reduces 20-30 turns to 8-10 turns, even with imperil casting), but needs a good bit of getting used to when coming from just hovering over stuff.

Personally i go with: New Round > Imperil everything > T3 (first damaging cast once per round) > finish off with T2 > T1

Generally the main problem is lack of defense, that get's offset by level-scaling of the gear...

For reference:
1H: Rapier - Shield - Head - Body - Hands - Legs - Feet (don't laugh, not much updated in 0.83 (IMG:[invalid] style_emoticons/default/heh.gif))
Mage: Staff - Head - Body - Hands - Legs - Feet (each piece about 100-150k at auctions)
From 125-150 onwards the monsters you encounter get a lot stronger.
Because of this it's often better to switch to a physical playstyle until later.
At 150+ 1H with Shield and Heavy Armor (preferably Power Armor if you can get it) is generally preferred as it offers lots of protection while still doing decent damage.
At about the same time maging gets dicey, as you're experiencing right now (IMG:[invalid] style_emoticons/default/heh.gif), as cloth lacks the defense you need to counter the incoming damage.

If you want to stay with mage, you should consider getting some phase armor of the same(!) element to increase your damage. Mages are kinda glass cannons and those usually don't work if something hits them.
Also your gear is 40 (going on 50) levels out of date, you will want to update those in any case as you're losing quite a bit of stats there.



What... wha... how? You can update equipment? and rather than that, its hard to find replacement in shop that is level unassigned yet, i even bought a 400 lvl exquisite staff by mistake too,
second, did you mean replace it with current lvl item?

third? whats with item world? i havent quite got the grasp of it yet

fourth - plate armor? heavy or light? same element? so i should switch from cloth cotton to them in ability?

fifth, yes, yes i do like to stay as mage, it seems they can clear quicker and cheaper mana spell

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post Mar 9 2016, 07:47
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QUOTE(simrock87 @ Mar 9 2016, 12:58) *

This is only my personal experience, but with about the same investment in gear mage clears about 2-3 times faster even at low gear levels. For SG it's about the same as they just have ridiculous amounts of HP and resistance (IMG:[invalid] style_emoticons/default/sleep.gif)
Imperil helps a lot, especially for low gear elemental style maging (reduces 20-30 turns to 8-10 turns, even with imperil casting), but needs a good bit of getting used to when coming from just hovering over stuff.

Personally i go with: New Round > Imperil everything > T3 (first damaging cast once per round) > finish off with T2 > T1

Generally the main problem is lack of defense, that get's offset by level-scaling of the gear...

For reference:
1H: Rapier - Shield - Head - Body - Hands - Legs - Feet (don't laugh, not much updated in 0.83 (IMG:[invalid] style_emoticons/default/heh.gif))
Mage: Staff - Head - Body - Hands - Legs - Feet (each piece about 100-150k at auctions)
From 125-150 onwards the monsters you encounter get a lot stronger.
Because of this it's often better to switch to a physical playstyle until later.
At 150+ 1H with Shield and Heavy Armor (preferably Power Armor if you can get it) is generally preferred as it offers lots of protection while still doing decent damage.
At about the same time maging gets dicey, as you're experiencing right now (IMG:[invalid] style_emoticons/default/heh.gif), as cloth lacks the defense you need to counter the incoming damage.

If you want to stay with mage, you should consider getting some phase armor of the same(!) element to increase your damage. Mages are kinda glass cannons and those usually don't work if something hits them.
Also your gear is 40 (going on 50) levels out of date, you will want to update those in any case as you're losing quite a bit of stats there.


Maging is surprisingly affordable. I mean, 150k a piece doesn't seem expensive.
Mmm...okay I'mma go get me some mage gear.
Let's see, what should I get? (Yes, I'm very detacted from maging)
Destruction Williow?

And for gay clothes......
Matching elemental suffix phase?

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post Mar 9 2016, 12:08
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karyl123



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