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post Sep 7 2011, 07:22
Post #8391
Koudesu



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Well, I was dealing around 2k damage with infusions and PA proc. Problem was that FSM simply hits way too hard, even with silence and all he has is melee, so I end up needing to cast cure every couple of turns. It was regularly dealing 300-700 damage through Shield + Regen.

This post has been edited by Koudesu: Sep 7 2011, 07:23
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post Sep 7 2011, 07:46
Post #8392
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QUOTE(Koudesu @ Sep 7 2011, 09:22) *

Well, I was dealing around 2k damage with infusions and PA proc. Problem was that FSM simply hits way too hard, even with silence and all he has is melee, so I end up needing to cast cure every couple of turns. It was regularly dealing 300-700 damage through Shield + Regen.

Nerf decreases both attack and defense of the target. Also you need to improve your Dark mitigation. And wear a good armor (kevlar is the best IMHO).
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post Sep 7 2011, 07:48
Post #8393
Koudesu



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I am wearing a full Kevlar set. Other than that, I don't really have much in the way of dark mitigations. I guess I will need to get Nerf then.
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post Sep 7 2011, 09:10
Post #8394
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QUOTE(Koudesu @ Sep 7 2011, 07:48) *

I am wearing a full Kevlar set. Other than that, I don't really have much in the way of dark mitigations. I guess I will need to get Nerf then.

Since the change from Barrier/Attack ratings to percent Physical Mitigation and Base damage, rating deduction isn't nearly as important. Nerf's a nice spell to have, but I wouldn't count on it doing miracles for you.

Honestly just cheap Spirit-Ward Cloths/Lights from the Bazaar with even as little as 15 dark mitigation will serve you better than conventional armor in the area of not dying. The absolute best godlike Light Armor will give you around 8% Physical mitigation and 6% evade. A low-quality, cheap Spirit-Ward piece will give you 15% reduction to FSM's attacks, which is more than both those stats combined. If you absolutely can't survive his normal attacks then consider going Weaken + Spark of Life instead of Silence. It'll be more mana-efficient than casting cure every other turn, though make sure to bring a couple of spirit elixirs.
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post Sep 7 2011, 13:31
Post #8395
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QUOTE(Maximum_Joe @ Sep 6 2011, 19:43) *

Hath perks can take up to an hour to kick in.

The numbers in parentheses are what you will get because you are a lower level than the item. The non-parentheses numbers are what the item gives if you were at the same level or higher.

thanks for the explanation (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Sep 7 2011, 16:15
Post #8396
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one question about weaken

does the extra points invested increase the amount of damage you inflict on afflicted monsters?
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post Sep 7 2011, 16:17
Post #8397
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Weaken doesn't affect monster defense last I checked.
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post Sep 7 2011, 16:23
Post #8398
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actually it does,although it doesn't say so at the spell description.

you can see it at the debuff tool-tip,the increase in damage is also noticeable
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post Sep 7 2011, 16:54
Post #8399
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QUOTE(Maximum_Joe @ Sep 7 2011, 22:17) *

Weaken doesn't affect monster defense last I checked.



QUOTE(mitsos21 @ Sep 7 2011, 22:23) *

actually it does,although it doesn't say so at the spell description.

you can see it at the debuff tool-tip,the increase in damage is also noticeable


It worths casting weaken over the bosses, not only it lowers the defense, it also prevents physical crits if I remember correctly.
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post Sep 7 2011, 17:15
Post #8400
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I got used to just using silence, it simplifies things, and wastes less turns having to rebuff weaken + bewilder. I tried both against FSM and silence just seemed better by far. Against normal mobs on high difficulty though, weaken is very nice to use.

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post Sep 7 2011, 17:18
Post #8401
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QUOTE(Koudesu @ Sep 7 2011, 23:15) *

I got used to just using silence, it simplifies things, and wastes less turns having to rebuff weaken + bewilder. I tried both against FSM and silence just seemed better by far. Against normal mobs on high difficulty though, weaken is very nice to use.


I never used silence again ever since I got spirit shield. However, weaken and poison are still good for bosses.
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post Sep 7 2011, 18:03
Post #8402
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Did some tests on a Dalek on IWBTH.
Bewilder seems to raise damage output by 10%.
I assume Weaken does something similar.

Average damage without Bewilder: 2470.06HP per hit (sample: 100 hits)
Average damage with Bewilder: 2709.79HP (+9.7%) per hit (sample: 133 hits)
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post Sep 7 2011, 18:10
Post #8403
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QUOTE((Cheater) Tiap @ Sep 8 2011, 00:03) *

Did some tests on a Dalek on IWBTH.
Bewilder seems to raise damage output by 10%.
I assume Weaken does something similar.

Average damage without Bewilder: 2470.06HP per hit (sample: 100 hits)
Average damage with Bewilder: 2709.79HP (+9.7%) per hit (sample: 133 hits)


Did you have infusions on?
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post Sep 7 2011, 18:14
Post #8404
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No. Nor Arcane Focus.
Just spammed Lightning over and over.
I was on Normal status, but I doubt that matters.
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post Sep 7 2011, 18:21
Post #8405
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Is it just me or is everything Hitting really hard. I find myself having to heal every round. and my Magic proficiency doesn't match with my statistics.
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post Sep 7 2011, 18:25
Post #8406
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QUOTE(ki1ler7 @ Sep 8 2011, 00:21) *

Is it just me or is everything Hitting really hard. I find myself having to heal every round. and my Magic proficiency doesn't match with my statistics.


Yes. This patch makes monsters hitting harder, but still manageable. Maging at low levels appears to be pretty tough.
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post Sep 7 2011, 19:10
Post #8407
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Although this patch probably still need a little bit of tweaking, the way it is now is way better than before melee got their first boost (and mage still broken). Playing melee basically mean that both you and the mobs take turn sneezing at each other until either all the mobs die or you fell asleep... It took ~4 time as long playing on Heroic compared to playing melee on Nintendo today.

On the other hand, anyone who reached lv.50, have 22 AP, and not a masochism can simply get Meteor + 20% fire rating and then go facemelt everything in IW ... leaving melee to smell the ashes that they left behind.
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post Sep 7 2011, 19:24
Post #8408
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QUOTE(buktore @ Sep 8 2011, 01:10) *

Although this patch probably still need a little bit of tweaking, the way it is now is way better than before melee got their first boost (and mage still broken). Playing melee basically mean that both you and the mobs take turn sneezing at each other until either all the mobs die or you fell asleep... It took ~4 time as long playing on Heroic compared to playing melee on Nintendo today.

On the other hand, anyone who reached lv.50, have 22 AP, and not a masochism can simply get Meteor + 20% fire rating and then go facemelt everything in IW ... leaving melee to smell the ashes that they left behind.


I am relatively a new player lol so I can't really compare to the previous patches.
Do you think mage is still better than melee?
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post Sep 7 2011, 19:52
Post #8409
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QUOTE(MidNightPass @ Sep 8 2011, 00:24) *

Do you think mage is still better than melee?


High lv mage seems to say they still are. My answer would be that I honestly do not know... And this is a good answer if you ask me. (IMG:[invalid] style_emoticons/default/heh.gif)

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post Sep 7 2011, 19:54
Post #8410
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QUOTE(buktore @ Sep 8 2011, 01:52) *

I honestly do not know... And this is a good answer if you ask me. (IMG:[invalid] style_emoticons/default/heh.gif)


At least I know you are wiping monsters out with that damn mace (IMG:[invalid] style_emoticons/default/tongue.gif)
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