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post Sep 22 2011, 22:27
Post #8771
hzqr



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Last one.

QUOTE(Tenboro @ Jul 11 2011, 18:18) *
1 - ( (1 - 0.33) * (1 - 0.20) ) = 46.4%
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post Sep 22 2011, 22:42
Post #8772
DragonRanger



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I'd like advice on stat distribution. Currently, I'm playing with a relatively even distribution.

Strength: 60 + 8 = 68
Dexterity: 59 + 8 = 67
Agility: 58 + 4 = 62
Endurance: 58 + 2 = 60
Intelligence: 58 + 1 = 59
Wisdom: 58 + 1 + 1 = 60

I'm focusing on melee, using dual-wielding/2-handed/Niten Ichiryu depending on the situation. I use a combination of Light and Cloth armors.

I only ever use supportive magic. I used to use the offensive spells, but I found myself needing to heal and buff more often than not.
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post Sep 22 2011, 23:01
Post #8773
CrazyFlame



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Your Int seems a bit too high for melee. You could probably tone that down 6 or more points and place the exp into strength instead. Depending on how much you get hit for, you may be able to get away with lower endurance too.

Stick to one armor type to receive a full armor type set bonus. When wearing all Light Armor, you get some bonuses to crit, agi, and resist. Cloth is geared more towards mages.
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post Sep 22 2011, 23:07
Post #8774
DragonRanger



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Thanks, I wasn't aware there was an armor bonus.
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post Sep 23 2011, 03:33
Post #8775
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Hello, could someone please tell me how to generate a link for a piece of equipment?

EDIT: Found it, never mind ... if anyone else needs to know

Mouse over a piece of equipment and press 'C' to generate a popup window along with a link that you can copy and paste.

This post has been edited by LoneUnknown: Sep 23 2011, 03:46
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post Sep 23 2011, 10:59
Post #8776
Randommember



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QUOTE(DragonRanger @ Sep 22 2011, 22:42) *

I'd like advice on stat distribution. Currently, I'm playing with a relatively even distribution.

Strength: 60 + 8 = 68
Dexterity: 59 + 8 = 67
Agility: 58 + 4 = 62
Endurance: 58 + 2 = 60
Intelligence: 58 + 1 = 59
Wisdom: 58 + 1 + 1 = 60

I'm focusing on melee, using dual-wielding/2-handed/Niten Ichiryu depending on the situation. I use a combination of Light and Cloth armors.

I only ever use supportive magic. I used to use the offensive spells, but I found myself needing to heal and buff more often than not.

As stated earlier, stick to a single tye of armor, so you get the bonuses for that.
Check the EHwiki for some advice on proficiencies and fighting styles.
http://ehwiki.org/wiki/Proficiencies
http://ehwiki.org/wiki/Fighting_Styles
Niten Ichiryu is bad since you don't earn any proficiency. Also, bleed kinda suck now.

Again, just as with armor, stick to one type to gain the most proficiency and get the best bonuses.

As for your stats, again check the EHwiki for advice.
http://ehwiki.org/wiki/stats
You don't really need intelligence as a melee, since that gives you magical damage (does not affect healing, supportive or deprecating spells), magical crit rate and magical accuracy. And the only benefit you get from that, as a non-caster, is the slight magical accuracy for deprecating spells like weaken and silence. You also get a little bit of mana, 1 point for every 4 points into intelligence.
Wisdom on the other hand is far more useful, giving 0.75 mana per point, as well as mana regen, magic accuracy, magical mitigation and magical resistance. As well as magic crit and magic damage, but less of that and those are kinda useless for a melee anyways.
Endurance is your bread and butter and gives health points and physical and magical mitigation. Endurance literally is your life, so if you want to live, get lots of it.
Strength gives physical damage, always nice for a melee, as well as a bit of hitpoints and physical mitigation, all good stuff.
Dexterity gives attack accuracy, attack crit and a smaller bonus to physical damage. As well as a little parry.
Agility accuracy and crit, but at a lesser rate than dexterity, it primarily gives action speed. And also a little evasion.

I'm going 2-H melee (mace of course) in light armor. Using kevlar for the superior physical mitigations.
And my stat distribution means I'm putting most of my points into endurance, with strength and wisdom as secondarys.
Then dexterity, and with agility dragging even further behind and intelligence at the very bottom.

I might've gone a bit extreme on it, but at lvl 128 my stats are the following, not counting equipment and shrine bonuses.
Strength - 135
Dexterity - 120
Agility - 106
Endurance - 150
Intelligence - 82
Wisdom - 136

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post Sep 24 2011, 05:12
Post #8777
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Just wondering as a mage, should I generally keep using T1 Elemental Spells when doing arenas/grindfests or should I switch to higher tier when possible. Also, I believe that some patches ago, bonus elemental damage now changed to resist (unless I'm sorely mistaken on this point), is it worth getting the elemental resists?
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post Sep 24 2011, 06:08
Post #8778
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Whether you use tier 1 vs tier 2 vs tier 3 depends entirely on your battle performance. This means, if the tier 1 gets your desired effect, then that's all you need. Everyone has their own standards. I use tier 1 very often since it's so economical mana-wise but I use tier 3 when I have to kill on the second/third shot.

And yes, the elemental bonus has been changed to resists now so it's not worth getting imo
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post Sep 24 2011, 07:23
Post #8779
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What cmal told me:

QUOTE(cmal @ Sep 3 2011, 00:43) *

Cast T1 Spell > Proc CM > Facemelt


Where Facemelt = Tier 2 or Tier 3.

I relied on Tier 1 spells almost exclusively all the way up to 155 or 160 or so. I only used Tier 2s against Uncommons (which doesn't really make sense in the context of today's game, but that's habit for you) and Bosses. Up until then I was doing arenas on Hard. At that time I decided to increase the difficulty to Heroic, and while it worked out okay for the most part, I felt that too many rounds were taking 3-4 Tier 1 AoE spells to clear. So that advice helped out a lot, especially since like one hour after receiving it Tenboro rolled out 0.6.1 which made every enemy hit like a tank, necessitating leaving as few agitated monsters alive as possible.

Since then I've phased Tier 2s out. I start with a Tier 1 spell, and follow up with Tier 3 against a target that has CM on. That takes care of many rounds. Sometimes I'll have to clean up with Magic Missile though. Tier 3s only cost me about 4-5 more MP than Tier 2s, so it's no big deal.

But as dcherry said, you just have to find a cost-effective strategy. If Tier 1s still do the job, then stick with them.
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post Sep 24 2011, 13:43
Post #8780
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It seems that mace got nerfed today... The exact day I begin to play HV after a few days break! (IMG:[invalid] style_emoticons/default/heh.gif)

So, how's the nerf effect mace user? Anyone have an opinion on this yet? (IMG:[invalid] style_emoticons/default/huh.gif)
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post Sep 24 2011, 13:59
Post #8781
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QUOTE(buktore @ Sep 24 2011, 13:43) *

It seems that mace got nerfed today... The exact day I begin to play HV after a few days break! (IMG:[invalid] style_emoticons/default/heh.gif)

So, how's the nerf effect mace user? Anyone have an opinion on this yet? (IMG:[invalid] style_emoticons/default/huh.gif)

Decreases the damage done to stunned targets.
If this now makes Estoc better again, I can't say.

I used maces before the patch that made maces so dominant, so I can't really compare the changes.

But the first patch messed up my playstyle with maces a bit, since my tactic then was to hit monsters until they got stunned, and then hit another until they got stunned, and switch around and try to have as many monsters stunned as possible.
With the patch that improved maces, you got rewarded for hitting the stunned monsters instead of trying to go after the non-stunned ones.
So IMO, maces actually got a bit nerfed, since perma-stun was removed, meaning you can no longer lock down an enemy the way you could before.

I repeat my request....remove the damage bonus for stunned targets, instead make hit chances 100% against them (weird that they can still dodge while stunned, despite the fact that you can hit them harder since they can't dodge....) and bring back perma-stun.
Let the damage-junkies go back to Estocs.

Oh yeah, and buff bleed damage, so the slashing weapons get viable again.


But overall, maces are still good, the damage increase on stunned targets are still very noticeable.
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post Sep 24 2011, 14:49
Post #8782
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Stunning waves of 8-10 enemies every round?
How long did it take you to clear a round, 10 minutes? (IMG:[invalid] style_emoticons/default/huh.gif)
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post Sep 24 2011, 17:42
Post #8783
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So, I was looking around the HV today and tried to set up my quick spell cast slots, and it won't let me put shield in a slot. Has anyone else been having the same problem?

Edit: Ah, I see. I didn't know there had been an update. Thank you.

This post has been edited by Spartan0021: Sep 24 2011, 17:50
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post Sep 24 2011, 17:45
Post #8784
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QUOTE(Spartan0021 @ Sep 24 2011, 23:42) *

So, I was looking around the HV today and tried to set up my quick spell cast slots, and it won't let me put shield in a slot. Has anyone else been having the same problem?


Look at the update patch.
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post Sep 24 2011, 17:47
Post #8785
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QUOTE(Spartan0021 @ Sep 24 2011, 17:42) *

So, I was looking around the HV today and tried to set up my quick spell cast slots, and it won't let me put shield in a slot. Has anyone else been having the same problem?

There is no Shield anymore. Shield and Barrier got merged and are now called Protection.
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post Sep 24 2011, 18:15
Post #8786
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Believe it or not... Although this applied to a lesser extend for mace/club user, but this "patch" (if you can called it that) seem to massively boost melee gameplay! (IMG:[invalid] style_emoticons/default/ohmy.gif)

How, you ask? ... Well, its faster! (IMG:[invalid] style_emoticons/default/tongue.gif)

Using the same mace as I use before, it took me pretty much the same time, if not faster, to cleared arena compared to the last version. And the speed seems quite reliable, too. Which means much less frustrations playing melee! (IMG:[invalid] style_emoticons/default/laugh.gif)

The nerfed actually made the game somewhat more fun to play as well. The speed increase may actually be the real reason behind this though.
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post Sep 24 2011, 18:20
Post #8787
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QUOTE(buktore @ Sep 24 2011, 12:15) *

Believe it or not... Although this applied to a lesser extend for mace/club user, but this "patch" (if you can called it that) seem to massively boost melee gameplay! (IMG:[invalid] style_emoticons/default/ohmy.gif)

How, you ask? ... Well, its faster! (IMG:[invalid] style_emoticons/default/tongue.gif)

Using the same mace as I use before, it took me pretty much the same time, if not faster, to cleared arena compared to the last version. And the speed seems quite reliable, too. Which means much less frustrations playing melee! (IMG:[invalid] style_emoticons/default/laugh.gif)

The nerfed actually made the game somewhat more fun to play as well. The speed increase may actually be the real reason behind this though.


Sounds like a fair trade off for me!
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post Sep 24 2011, 19:24
Post #8788
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QUOTE((Cheater) Tiap @ Sep 24 2011, 14:49) *

Stunning waves of 8-10 enemies every round?
How long did it take you to clear a round, 10 minutes? (IMG:[invalid] style_emoticons/default/huh.gif)

No, you still cleared it as fast as if you had killed them by concentrating on them one at a time, you just spread the damage out more, meaning they all died pretty much at the same time instead of one at a time.

Usually, spreading out the damage is bad, since monsters do full damage even if they got just a sliver of life left. And in this game, they do even more damage with just a sliver of life left, which means 8 mobs almost dead does more damage than 4 mobs at full health and 4 mobs dead.
But since you stun them, so they can't attack you, you decrease their damage that way.

Just another way of playing.
It still works somewhat, just that the removal of perma-stun means it's not as easy to lock them all down as it was before, and the increased damage to stunned mobs means you wanna hit the stunned mobs for extra damage, instead of hitting the un-stunned mobs in order to stun them.

So focus of stun has been changed from one of decreasing incoming damage to increasing damage done.
The exact role that the Estoc has.
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post Sep 24 2011, 19:27
Post #8789
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QUOTE(buktore @ Sep 24 2011, 18:15) *

Believe it or not... Although this applied to a lesser extend for mace/club user, but this "patch" (if you can called it that) seem to massively boost melee gameplay! (IMG:[invalid] style_emoticons/default/ohmy.gif)

How, you ask? ... Well, its faster! (IMG:[invalid] style_emoticons/default/tongue.gif)

Using the same mace as I use before, it took me pretty much the same time, if not faster, to cleared arena compared to the last version. And the speed seems quite reliable, too. Which means much less frustrations playing melee! (IMG:[invalid] style_emoticons/default/laugh.gif)

The nerfed actually made the game somewhat more fun to play as well. The speed increase may actually be the real reason behind this though.

Meh, the old patch, 0.6.0 was pretty fast to play as well, since damage was much less you could just hold down a number and do several rounds of attacks, since mobs couldn't one-shot you the way they can now.
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post Sep 24 2011, 19:47
Post #8790
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QUOTE(Randommember @ Sep 25 2011, 00:24) *
you wanna hit the stunned mobs for extra damage, instead of hitting the un-stunned mobs in order to stun them.


For the most part, I usually hit mobs that doesn't have stun on them so that its reduced damage you receives, and you get the added bonus that I can kill all the mobs fast (which translate to less turns per round).

Really... Even without perma-stun, mace still work fine in reducing (massive amount of) damage you will take. I didn't see how this has been changed at all.


Oh, and you'll be grateful about the change once you can play at higher difficulty. It's much easier than before. Although the change seems to have a side-effect of making lower difficulty a bit tougher.

This post has been edited by buktore: Sep 24 2011, 19:49
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