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post Oct 4 2011, 05:24
Post #8991
n125



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QUOTE(altereggo @ Oct 3 2011, 19:54) *

About to hit lv75 (Woo!), and saw that the old "how to beat bosses" wiki page has been removed.
Can someone link to some advice on the forum for beating Konata? Searching by name gets too many results to sort through.


Is this what you were looking for? In any case, the strategy shouldn't change much. Just keep her Weakened and Bewildered and you should be fine. Spark of Life via scroll as a fallback wouldn't hurt as her Spirit Attack might one-shot you, but I remember that being an issue with the other three girls and not so much with Konata. As usual, Poison will reduce the rate at which her MP and SP regenerate, and Haste and Slow will allow you to take more turns against her. If you're a melee then an Infusion of Storms might also be helpful.

Unless something has changed since the last time I fought her, which was a long time ago, the biggest issue that you might run into is that her HP is much higher than that of the bosses, and your damage against her will probably be lower, so you might run out of Mana Potions.
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post Oct 4 2011, 05:43
Post #8992
altereggo



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Thanks for the help! I should have expanded my wiki search to include talk pages.
I'm a spellcaster, but have just been whacking Dalek with my staff to build prof... that may not work so well on Konata. (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Oct 4 2011, 06:13
Post #8993
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@dragon use the average boots
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post Oct 6 2011, 00:32
Post #8994
altereggo



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Ah, and is there a reason to keep lower level elemental spells now that the 2% elemental rating has been reduced to resistance?
Suddenly realized I haven't used the tier 1 flame spells since... ever.
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post Oct 6 2011, 00:34
Post #8995
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I only use T1 elementals for normal play. Then again, I'm not driving myself insane playing harder difficulties with the faintest hope of getting a decent drop.
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post Oct 6 2011, 01:10
Post #8996
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QUOTE(MidNightPass @ Oct 2 2011, 23:42) *

I need a bit of guidance on training, these are the current levels and the costs to the next:
AL - 100 (5642)
AB - 50 (15945)
Scav - 28 (248602)
LOTD - 12 (214269)
Quart - 10 (301681)
Arch - 5 (338776)
Pack rat - completed
Refined aura - completed

Any advice? Thanks.


AL: If you have all your exp tanks maxed and feel you level too slow put 100 more points here. You don't have any stars/gems so that would help at not too much of a cost.

AB: You'll be able to all the AB you need from Artifacts/level ups so you shouldn't need to put anymore there.

Scav: I use to like having this very high since it will get you more drops overall. But now the sale price for potions is so little you can't make that much off them.

LotD: Even with high level you still get a lot of junk, and you can always trade for stuff that could be just as good.

Arch: This is also nice to have high as long as you also have a good level Scavenger.

I've kept the training costs on those about the same. But what you should also look at is what level hath perks do you have. The Credit perks and Crystal perks are very good after you've gotten the Auras. Even the first level Exp perk makes a big difference.

So now you come to the same problem I have, is it worth time/credits to keep training stuff or is it better to get Hath for more perks.
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post Oct 6 2011, 01:46
Post #8997
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QUOTE((Cheater) Tiap @ Sep 30 2011, 21:57) *
Alright, I'm confused.
What does the effectiveness of Cure depend on?
The patch notes for 0.5.3 say Elemental Prof enters into the equation now, but I'm seeing jack.

If anyone cares, the exact formula appears to be (base HP/2)*(1+curative prof/200)*(1+holy EDB/100).
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post Oct 6 2011, 02:19
Post #8998
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I wish Tenboro would tweak armor proficiencies so you can mix and match. I really wish I could do like Heimdall Pants for the boost to Regen, 14% mitigation Heavy Armor breastplate and Leather the rest of the stuff and mostly light armor proficiency bonus.

No creativity allowed.
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post Oct 6 2011, 04:55
Post #8999
545454



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Wonder if someone can give their opinion on these matter.

How good is this weapon and would it what would it be valued at? Its one of my first ethereal i got a while back but never considered as i tank more.
http://hentaiverse.org/pages/showequip.php...;key=b056c68193

Which scythe is better, i've been collecting high quality scythes. Also lvl doesn't as it can be brought up to date.
http://hentaiverse.org/pages/showequip.php...;key=0a58735bb1
http://hentaiverse.org/pages/showequip.php...;key=9c92ed0bfd
http://hentaiverse.org/pages/showequip.php...;key=8ca1d58952
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post Oct 6 2011, 07:12
Post #9000
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QUOTE(4EverLost @ Oct 6 2011, 07:10) *

So now you come to the same problem I have, is it worth time/credits to keep training stuff or is it better to get Hath for more perks.


Currently I only have black aura now. I am thinking whether to get the white first, or jump straight to rainbow.
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post Oct 6 2011, 07:47
Post #9001
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QUOTE(545454 @ Oct 5 2011, 22:55) *

Wonder if someone can give their opinion on these matter.

How good is this weapon and would it what would it be valued at? Its one of my first ethereal i got a while back but never considered as i tank more.
http://hentaiverse.org/pages/showequip.php...;key=b056c68193

Which scythe is better, i've been collecting high quality scythes. Also lvl doesn't as it can be brought up to date.
http://hentaiverse.org/pages/showequip.php...;key=0a58735bb1
http://hentaiverse.org/pages/showequip.php...;key=9c92ed0bfd
http://hentaiverse.org/pages/showequip.php...;key=8ca1d58952


I would recommend using the third one for your level. What you need to do is compare them yourself - the current damage it does is most likely the best for your level of the scythes. The numbers in parenthesis are the bonuses you currently get at your level (you probably knew that). As far as I can tell, the third should give you the best stats currently, although as you level up the others should get better.
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post Oct 6 2011, 12:52
Post #9002
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QUOTE((Cheater) Tiap @ Oct 6 2011, 01:46) *

If anyone cares, the exact formula appears to be (base HP/2)*(1+curative prof/200)*(1+holy EDB/100).

Very nice, thank you.
You don't happen to know the formula for Cure II and Regen I and Regen II as well?

As well as for how the offensive spells works?
And their cast times.....?

QUOTE(MidNightPass @ Oct 6 2011, 07:12) *

Currently I only have black aura now. I am thinking whether to get the white first, or jump straight to rainbow.

Depends what you wanna get. You can get both the white and black auras and still have 100 hath to spare, for the same price as the rainbow. And white+black will give a higher experience bonus and higher attribute bonuses.
The big difference is that B+W gives +10% to mana and health while rainbow gives +50% to health/mana/spirit regen.

That regen should be a big thing for longer arenas. but it seems the formula for how regen works isn't really in line with what the EHwiki says (Every point of Wisdom raises your magic regen by 0.04/minute).
I got the gold aura, which also increases regen with +50%, but I never really got a chance to compare before and after, and it just seems that I didn't get a +50% increase in regen, but a smaller one.
But I really can't get neither health nor mana regen to match with the stated formulas.

Actually, doing a bit of playing with the calculator, and it seems the formulas on the stat pages are wrong.
Health and mana regen starts at 20 and 5, respectively, and then you get a bonus on that base regen based on your stats (0.2 per endurance point for health regen and 0.04 per wisdom point for mana regen) and this stat-affected regen gets the gold aura bonus.
And presumably also the rainbow aura bonus then.

So keep that in mind when you are licking your lips about the mana regen bonus.


Edit: And someone should probably edit the EHwiki to give the correct formulas.

This post has been edited by Randommember: Oct 6 2011, 13:03
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post Oct 6 2011, 13:43
Post #9003
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Cure II doubles the effect of Cure I.
I don't have Cure III but I assume it triples the amount or something.

The formula for Regen I and Regen II has already been found and implemented in the EH Calculator.
It involves base HP and Curative Prof.

Damage of offensive spells is determined by the matching proficiency and EDB.
AFAIK, it should look something like this:
CODE
Damage = (base magic damage and something else) * (1 + prof/200) * (1 + EDB/100)
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post Oct 7 2011, 03:46
Post #9004
Loli connnnn



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(IMG:[invalid] style_emoticons/default/dry.gif) A small question:

I do not gain trophies for those legendary-class monster (Mikuru, Asakura, Yuki, Konata) at "End of Days" (lv 220) arena at round 50-99?

This post has been edited by Loli connnnn: Oct 7 2011, 03:47
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post Oct 7 2011, 03:50
Post #9005
MidNightPass



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QUOTE(Loli connnnn @ Oct 7 2011, 09:46) *

(IMG:[invalid] style_emoticons/default/dry.gif) A small question:

I do not gain trophies for those legendary-class monster (Mikuru, Asakura, Yuki, Konata) at "End of Days" (lv 220) arena at round 50-99?


You only get trophies for sure at the final round only, otherwise it is by chance.
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post Oct 7 2011, 04:06
Post #9006
Loli connnnn



Plz、Plz don't do that ><  It's too big for me
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QUOTE(MidNightPass @ Oct 7 2011, 09:50) *

You only get trophies for sure at the final round only, otherwise it is by chance.

Hahaha, that's sad, I just thought after I rush to lv220, I will have 50+ legendary trophies everyday (IMG:[invalid] style_emoticons/default/tongue.gif)

Thanks for answering, you result some karma (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by Loli connnnn: Oct 7 2011, 04:06
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post Oct 7 2011, 10:18
Post #9007
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The equipment link ID is -- 3797063&key=460f5e3457 --

First post prohibits direct links, unfortunately.

Came across this earlier tonight. Was a little amazed to find that, for defensive purposes, this "average" tower shield seemed to be far better than many I've found in the Fine and even Superior range. Relative to its level, of course.

Am I missing something, here, with regards to what seem to be unusually strong stats for a low-grade piece of equipment? Minding my intent for a high-mitigation, high-avoidance build, of course.

Edit: Figured it'd be easier to just post the stats as well.

Physical Absorption + 0.95
Physical Mitigation + 1.63 %
Magical Absorption + 0.94
Magical Mitigation + 1.77 %
Block Chance + 30.06 %
Burden + 11.53
Interference + 15.35
Primary Attribute Bonuses
Strength + 1.07 Endurance + 1.07
Level 32 / Slot: Offhand / Type: Shield

This post has been edited by Rootzor: Oct 7 2011, 10:27
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post Oct 7 2011, 11:06
Post #9008
MidNightPass



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QUOTE(Rootzor @ Oct 7 2011, 16:18) *

Came across this earlier tonight. Was a little amazed to find that, for defensive purposes, this "average" tower shield seemed to be far better than many I've found in the Fine and even Superior range. Relative to its level, of course.


You will find this to be true at many occasions in the future. Although the quality can give you a general idea how good the equipment is, but it still depends on the stats roll on each important feature.
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post Oct 7 2011, 11:14
Post #9009
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As far as I know basically Snowflake looks at all the stats generated by the equipment, sums them up, and appraises the quality of the equipment based on that. Since it uses the sum of all stats (weighted somewhat), it's entirely possible (and, in fact, common) to find a low-quality piece with one key stat which is max or near-max making it highly desirable since it's the one stat you care about.

For qualities Exquisite and above you actually get a bonus on top of the rolled stats meaning the absolute best Magnificent and Legendary pieces will be a substantial amount better than the best Superior piece, but for Superior and bellow the quality bonus is very low so the best Average piece will only be a miniscule amount worse than the best Superior piece. It's also worth noting that since there are so few Magnificents and Legendaries generated that you shouldn't expect "the absolute best Magnificent/Legendary piece" to ever actually happen.
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post Oct 7 2011, 11:44
Post #9010
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Good to know.

Seems like, as far as Tower Shields go, the only attribute that actually varies noticeably is the Block value; mitigation/absorption/stat bonuses all tend to be relatively similar between all shields, so I guess it's a good find after all. Thanks!
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