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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Sep 26 2011, 23:42
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Ballistic9 @ Sep 26 2011, 17:26)  I'm not really sure if the Protection spell is doing anything for me (mage). If my calculations are correct (probably not), it's giving me a +1% mitigation boost (IMG:[ invalid] style_emoticons/default/dry.gif) +5% if my armor was all 10% mitigation. Total Physical Mitigation = 1- ( (1-GreenAura) * (1-(STR*0.0004)) * (1-(END*0.0002)) * (1-Item1*(1+ProtectionSpell)) * (1-Item2*(1+ProtectionSpell)) ... ) Protection doesn't do anything for anyone. Tenboro's example when it was still Shield/Barrier was a person with 50% mitigation. With the spell up, their mitigation would be a whopping 56% percent. To even get that base 50%, it'd have to be pretty decent Protection Plate.
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Sep 26 2011, 23:57
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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I stopped 'calculating' HV stats since a couple of patch ago. The whole thing is a hopeless mess... (IMG:[ invalid] style_emoticons/default/sleep.gif) I just try to get the feels of its effect in battle nowadays, and Protection is worth casting for me if the situation is ideal. This post has been edited by buktore: Sep 26 2011, 23:59
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Sep 27 2011, 00:33
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Koudesu
Group: Members
Posts: 458
Joined: 29-August 05

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Protection is the difference between being slaughtered by 7+ mobs and actually manageable with Regen + a cure or two, at least for me.
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Sep 27 2011, 00:40
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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The problem with Shield/Barrier has always been that its marginally useful at low levels and rubbish elsewhere since its benefits don't scale well.
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Sep 27 2011, 02:21
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(cmal @ Sep 27 2011, 00:40)  The problem with Shield/Barrier has always been that its marginally useful at low levels and rubbish elsewhere since its benefits don't scale well.
I notice a difference at lvl 136. Not really enough to justify the mana cost, but I do use it when I get channeling and already have regen going. Also, I think it was useful before at lower levels since it boosted the absorption, which was much more noticeable before, but is now insignificant with the increased damage, since it is a set number of damage points removed before mitigation.
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Sep 27 2011, 02:45
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smilejb
Group: Members
Posts: 558
Joined: 24-May 09

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QUOTE I stopped 'calculating' HV stats since a couple of patch ago. The whole thing is a hopeless mess...
Since I'm hardly ever active, I stopped caclculating too. Too many patches inbetween log ons.
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Sep 27 2011, 02:49
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Randommember @ Sep 26 2011, 20:21)  I notice a difference at lvl 136. Not really enough to justify the mana cost, but I do use it when I get channeling and already have regen going.
Also, I think it was useful before at lower levels since it boosted the absorption, which was much more noticeable before, but is now insignificant with the increased damage, since it is a set number of damage points removed before mitigation.
Absorption stat stopped being useful a long time ago.
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Sep 27 2011, 03:44
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Spartan0021
Group: Members
Posts: 306
Joined: 26-October 08

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QUOTE(handabanana @ Sep 26 2011, 23:34)  [ imgur.com] http://imgur.com/a/kq3v7 <- Abilities and Character panels Fine Mace of SlaughterAverage Power Helmet of BalanceAverage Power Armor of ProtectionFine Power Gauntlets of ProtectionAverage Power Leggings of the OxAverage Power Boots of WardingI do the arenas and grindfest on normal difficulty with ease. I usually don't have to use any consumables (not including gems) for the arenas. I might use 1 to 3 lesser healing potions if I don't think I have enough mana for the last rounds Power Flux and Killzone arenas. That's usually because I was unlucky enough to not find any mana gems. I use 7 lesser healing potions in grindfest and can get to round 50-70 before I call it quits. I have Protection on at all times. I'll Cure when I have <1400HP. I usually use channeling to restart Protection if it's <10 turns before running out. I don't think I ever use my Spirit Attack. It just doesn't seem worth it to lose the overcharge damage bonus. Most things are 1-hit except giants, uncommons, and a few non-giant commons. I find that I'll miss 2 or 3 times in a row a lot and some monsters' specials can really dish out the hurt (400-1200 dmg). Damn, 79 ability boosts. Very nice. Anyway, you shouldn't have all your stats evened out quite so much, particularly Intelligence. The others are really a matter of playstyle (if you like them balanced, leave it), but if I remember, 4 points in intelligence grants the same bonus as 1 point in Wisdom. So, you should have it so that when one point of Wisdom costs more than 4 points of Intelligence, you should get 4 points in Intelligence and then go back to Wis. For example, I recently raised my int by 4. It's at 64. My Wisdom is at 95. But, while one point in Wisdom costs 24,233, four points in Intelligence only cost 23,641. If the old formulas still hold, then those four Intelligence points equal the bonuses given by one point in Wisdom. Edit: I just did some tests, and with the data I can see it seems to be consistent (although it may actually be 4 and a decimal of Intelligence to equal one point of Wisdom). Removing 4 points of Intelligence kept me at 8.8 MP Regen, and dropped me from 394 to 392 MP. Adding one point in Wisdom brought me back up to 394 MP, but also brought my MP Regen up to 8.9. This post has been edited by Spartan0021: Sep 27 2011, 09:06
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Sep 27 2011, 04:29
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Spartan0021
Group: Members
Posts: 306
Joined: 26-October 08

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I also forgot to ask my own question. What is the highest percent damage mitigation that a monsters can have? Is it different for legendary monsters? Is it the same as the 90% limit for Players (which Tenb seemed to confirm in the last patch notes?) If so, what would you estimate the mitigations of legendaries to be? Would using this be a better option to kill the Invisible Pink Unicorn rather than this, due to the speed of the kill, or would using an Infusion of Darkness and the mace (for its stun, and the Unicorn's weakness to darkness) be better? I know it's a lot, but thanks if you answer it. Edit: I just tried to take out the Unicorn, and I think I would have made it if I hadn't made one fatal mistake. After ~80 rounds of combat, when I barely took down a sliver of its life and used most of my greater mana pots (I forgot to make my inventory up to par), I realized the difficulty was IWBTH. This post has been edited by Spartan0021: Sep 27 2011, 04:48
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Sep 27 2011, 08:18
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teals03
Newcomer
  Group: Members
Posts: 60
Joined: 11-October 08

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Okay, so I am starting to feel like a complete and total noob. Exactly how does overcharge increase melee damage? I wear light armor and dual wield and I cant stand the fact that I consistently leave enemies with 2-3% life after the first hit, which of course means I have to hit them twice.
Do the spirit boost skills really increase melee damage by that much and exactly how much damage does a 100% full spirit boost add to melee damage?
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Sep 27 2011, 08:21
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(teals03 @ Sep 27 2011, 14:18)  Okay, so I am starting to feel like a complete and total noob. Exactly how does overcharge increase melee damage? I wear light armor and dual wield and I cant stand the fact that I consistently leave enemies with 2-3% life after the first hit, which of course means I have to hit them twice.
Do the spirit boost skills really increase melee damage by that much and exactly how much damage does a 100% full spirit boost add to melee damage?
Spirit has no effects on normal attacks. Every 3% of overcharge will give 1% bonus to attack damage.
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Sep 27 2011, 08:33
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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@handabanana Yeah I'd recommend you lower your intelligence unless you plan on swapping over to mage. If you plan on tackling the RoB you may want some Spark of Life. @Spartan I'd go with the mace regardless. Especially with the increased damage output from monsters universally, the stun will give you free hits on the IPU and allow your infusion to maximize their effect (you're not wasting turns casting cure) And yeah, make sure you're on normal (IMG:[ invalid] style_emoticons/default/tongue.gif) @Vakuen You seem really spread out. Try to concentrate on just one thing or two. For example, I strongly recommend that you do *not* mix heaven-sent + demonfiend + priestess + elementalist. Make yourself an elementalist set up (this is interchangable with phase gear but try to limit yourself to 2 complimenting elements). You should have a second set up that involves heavensent+demonfiend or one of the two. Third set is optional. I'm currently using Freyr phase + Mjollnir phase. Fire/Ice would work nicely for you I think. Keep an eye out for niflheim/surtr pieces. Just make sure you fill up each slot. And your staff seems ok/useful. @teals03 You get +attack bonus depending on how much % the bar is filled up. Of course the higher the max is (thanks to your OverCharge boost skills), the bigger the damage bonus potential. So once you've done enough hitting in the round, your bonus should be maximized for the remainder of the grindfest/arena/IW e: was talking about OC the whole time. Spirit point won't do anything significant for you at the moment imo. and ninja varst :| This post has been edited by dcherry: Sep 27 2011, 08:34
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Sep 27 2011, 09:10
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Spartan0021
Group: Members
Posts: 306
Joined: 26-October 08

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QUOTE(dcherry @ Sep 27 2011, 08:33)  @Spartan I'd go with the mace regardless. Especially with the increased damage output from monsters universally, the stun will give you free hits on the IPU and allow your infusion to maximize their effect (you're not wasting turns casting cure) And yeah, make sure you're on normal (IMG:[ invalid] style_emoticons/default/tongue.gif) Yeah, I prefer the mace on higher difficulties, but the Scythe (my true main weapon, just not my bossing one) will often cut down large swathes of enemies in one hit (it seems more often than the mace or the estoc - probably due to it having a higher Crit chance). It also generally seems to hit more damage (even on the Slashing 50 mob, I'll often find myself hitting over 1,100-1,200, but with the mace I'll run into a monster with a high Crushing defense and start hitting 400-500s.) And on Normal, the scythe just destroys everything way faster, because I can spam it, whereas with the mace I'm trying to think about what to hit next to best keep the damage away. Edit: Also, with the mace, I've never wiped out a full 5 enemies in one hit before, but I've had it happen several times with the scythe, 4 enemies even more times, and 3 enemies will usually happen at least 2-3 times per 15-25 rounds in an arena, whereas the mace just seems to have a much lower group kill rate. QUOTE(teals03 @ Sep 27 2011, 08:18)  Okay, so I am starting to feel like a complete and total noob. Exactly how does overcharge increase melee damage? I wear light armor and dual wield and I cant stand the fact that I consistently leave enemies with 2-3% life after the first hit, which of course means I have to hit them twice.
Do the spirit boost skills really increase melee damage by that much and exactly how much damage does a 100% full spirit boost add to melee damage?
Every three % of overcharge you have grants you another 1% damage boost. So you start with 0%, but end up with 100% (a 33% boost), and eventually you can continue to raise it if you have the credits for Ability Boost or an amazingly high level. I currently have ~140% overcharge (about a 40% damage boost). This post has been edited by Spartan0021: Sep 27 2011, 09:14
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Sep 27 2011, 09:52
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RajaNagaSoz
Group: Members
Posts: 332
Joined: 7-December 08

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QUOTE(Spartan0021 @ Sep 27 2011, 03:10)  And on Normal, the scythe just destroys everything way faster, because I can spam it, whereas with the mace I'm trying to think about what to hit next to best keep the damage away. Edit: Also, with the mace, I've never wiped out a full 5 enemies in one hit before, but I've had it happen several times with the scythe, 4 enemies even more times, and 3 enemies will usually happen at least 2-3 times per 15-25 rounds in an arena, whereas the mace just seems to have a much lower group kill rate. I wish i had your scythe, lol. Still gotta say maces trump them, even if they make it a slower going, it's safer. stunned enemies don't hit you, while bleeding ones get to hit you before they go out (possibly with a skill) (because bleed damage happens at end-of-turn) and that's dangerous. I liked bleed before because it was a proc-and-forget style. Good bleed, high 2h prof, and you could land bleeding wounds and forget the mob existed because it'd die in a few turns while you took care of the rest, effectively giving you double-attacks or better for however long bleeding lasted. But now, shit dies so fast, bleeding only sticks for maybe 2 rounds, agitating the mobs and letting them have their way with our cute PC crafted rear-ends with their throbbingly increased penisesdamage on the turn they die from it... On a tangent, if sword and board wasn't so awfully slow i'd probably be doing that. I like to play it safe, and i take dieing in games like this harder then the usual "aw dammit, oh well" and more of a "FUCK, PIECE OF SHIT" kind of way, and i'll sacrifice speed for defense a decent bit, but the single-targetting, low damage, and fickle RNG in here for blocking/counters, that's just not worth it.
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Sep 27 2011, 10:47
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Mi-Ala Starbreeze
Group: Gold Star Club
Posts: 2,024
Joined: 7-March 09

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QUOTE(RajaNagaSoz @ Sep 27 2011, 10:52)  I wish i had your scythe, lol.
Sent, cause I have no use of it at all. Its pretty good bleed-wise so maybe you'll have some use of it even with Balance suffix. If not, just jettison it to the bazaar.
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Sep 27 2011, 11:54
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(cmal @ Sep 27 2011, 02:49)  Absorption stat stopped being useful a long time ago.
Yeees, that's kinda what I said. But the new protection seems to work decently. Have you tried it? QUOTE(Spartan0021 @ Sep 27 2011, 03:44)  Damn, 79 ability boosts. Very nice.
Anyway, you shouldn't have all your stats evened out quite so much, particularly Intelligence. The others are really a matter of playstyle (if you like them balanced, leave it), but if I remember, 4 points in intelligence grants the same bonus as 1 point in Wisdom. So, you should have it so that when one point of Wisdom costs more than 4 points of Intelligence, you should get 4 points in Intelligence and then go back to Wis.
For example, I recently raised my int by 4. It's at 64. My Wisdom is at 95. But, while one point in Wisdom costs 24,233, four points in Intelligence only cost 23,641. If the old formulas still hold, then those four Intelligence points equal the bonuses given by one point in Wisdom.
Edit: I just did some tests, and with the data I can see it seems to be consistent (although it may actually be 4 and a decimal of Intelligence to equal one point of Wisdom).
Removing 4 points of Intelligence kept me at 8.8 MP Regen, and dropped me from 394 to 392 MP. Adding one point in Wisdom brought me back up to 394 MP, but also brought my MP Regen up to 8.9.
Actually, I think you only get 0.75 mana per point of wisdom, and 0.25 per point of intelligence, so 3 points of intelligence gives the same mana as 1 point of wisdom. But wisdom also gives mana regen, magical mitigation, chance to resist spells and twice the magical accuracy of intelligence. While intelligence gives other bonuses that are only beneficial to mages (double the magic crit rate, higher magic damage bonus, etc). So 4 points of intelligence is not the same as 1 point of wisdom. While it actually gives a little more mana than wisdom, it does not provide any of the other bonuses that wisdom also gives, and only half the magic accuracy (for those deprecating spells). This post has been edited by Randommember: Sep 27 2011, 12:03
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Sep 27 2011, 12:00
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RajaNagaSoz
Group: Members
Posts: 332
Joined: 7-December 08

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QUOTE(MiAla @ Sep 27 2011, 04:47)  Sent, cause I have no use of it at all. Its pretty good bleed-wise so maybe you'll have some use of it even with Balance suffix. If not, just jettison it to the bazaar. Wow, thanks! I might not make use of it now, but once damage evens out a bit, this will outperform any other bleeder in my possession. If only bleed were top-dog for lawnmowering enemies again.
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