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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Oct 9 2011, 10:29
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coykili
Group: Members
Posts: 694
Joined: 2-August 10

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Im curious, since Dragonhide got merged into leather, does that mean the battlecaster suffix no longer exists for new armors?
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Oct 9 2011, 10:46
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Chounyuu
Group: Members
Posts: 791
Joined: 6-September 11

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Hey everyone (IMG:[ invalid] style_emoticons/default/smile.gif) I am new to the game and haven't posted here before, but I had a couple of questions. I searched the forum a bit but some of the results were hard to sift through. 1) Is it wise to put Ability Points into Experience Bonus? I've read multiple posts advising against it, but many of them were older, so I wonder if that advice is still relevant. I always put 3 AP into Experience Bonus right when I hit a new tier, and right now I have 21 AP in it. 2) How are all these experience bonuses calculated? Does having 3 AP in Experience Bonus give a 9% bonus? Do I have a 63% bonus from the AP I invested above? I also have 31 levels in Adept learner, is that an additional flat 31% for a total of 94% more experience? Finally I have 3 auras active, 2 of them are rank 2. Are those also a flat 7% each for a grand total of 129% experience? 3) I sell the vast majority of my equipment drops at the bazaar. Should I be selling them here on the forums instead? 4) Does Scavenger training increase my chance to receive Crystals in CrysFest? I also assume it does not affect Equipment drop rates. 5) Is the Scavenger bonus a percentage? 6) I get defeated, a lot. Is there a penalty for this? Every time I am defeated I check my credits, etc. but don't see anything. I assumed up until now that there was no penalty but I want to make sure ^^
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Oct 9 2011, 10:57
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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I don't know why I'm still answering questions. Sorry if you think I am replying too much, but I don't like making too many seperate replies. QUOTE(coykili @ Oct 9 2011, 16:29)  Im curious, since Dragonhide got merged into leather, does that mean the battlecaster suffix no longer exists for new armors?
Battlecaster has been removed from the armor drop table a few patches ago. QUOTE(Chounyuu @ Oct 9 2011, 16:46)  Hey everyone (IMG:[ invalid] style_emoticons/default/smile.gif) I am new to the game and haven't posted here before, but I had a couple of questions. I searched the forum a bit but some of the results were hard to sift through. 1. It depends. If you want to level faster, you can put more credits into exp tank/adept learner. But that's not a must now, since it's much easier to get exp than before. 2. Wiki should be your good reference. 3. At your level, most likely not. You may get a few thousand credits for the rare drops, but that's it. 4,5. Yes, it will increase chance of receiving crystals. And it will also affect equipment drop rate, since Scavenger is a percentage increase in your overall drop chance. 6. Long time ago you'll lose credits if you lose in arenas, but right now there's no penalty for losing anywhere. QUOTE(Rootzor @ Oct 9 2011, 07:18)  Even though Chainmail is no longer being produced (apparently? Can't seem to find a definitive answer) by the system, would it be worth trying to acquire a set of high-quality Chain over Plate/Leather?
Chainmail is removed from the loot table because they're so bad when comparing with plate armor in recent patches. As far as I remember, they should have about the same burden/interference as nowadays plate, while having inferior absorption and mitigation. Those increased resist most probably can't compensate for that loss. QUOTE(Anomtai @ Oct 8 2011, 14:20)  Thanks for the rapier, but I'm using it as a mainhand when I DW, with this [Fine Dagger of the Nimble]. I suggest using club as mainhand and rapier in offhand to get the best effect. QUOTE(HaliZorat @ Oct 8 2011, 13:13)  So selling Mitigation ones for elements not used by bosses and keeping all others would be my best bet? Also, I just realized I worded one question horribly. What I meant to ask is that since Leather is the "new Dragon Hide", are there forms of Leather equipment that is worth keeping, or should I just dump them all?
Yes, so it means keeping those spirit-ward/thrice-blessed for leather/plate. Don't expect gaining tons of credits however, as it's not something required to beat FSM/IPU nowadays. High-level players are also generating tons of superior plate/leathers, so don't keep those fine/average ones. QUOTE(buktore @ Oct 8 2011, 13:29)  @ varst Battlecaster armor is worth keeping, yes. But even if you're talking about a good one (no example, sorry) Is it worth using nowadays? (IMG:[ invalid] style_emoticons/default/huh.gif) I ask this simply because I really have no idea... Also, a question! What would be a better thing to train if I want to get more equipment drop: Scavenger 25 > 26 or Quartermaster 9 > 10 ... ??? (IMG:[ invalid] style_emoticons/default/huh.gif) I don't think they're useful right now, but sword chucks are also useless before everyone's crit chance get nerfed, right? As for training, I suggest training those drop-affecting things which costs you the least right now. I that should give you the greatest efficiency per credits. This post has been edited by varst: Oct 9 2011, 11:16
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Oct 9 2011, 11:13
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Chounyuu
Group: Members
Posts: 791
Joined: 6-September 11

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QUOTE(varst @ Oct 9 2011, 08:57)  4,5. Yes, it will increase chance of receiving crystals. And it will also affect equipment drop rate, since Scavenger is a percentage increase in your overall drop chance.
Wouldn't that make it possible to have a drop rate of over 100% (with maxed Scavenger and Quartermaster)? Will some monsters drop 2 items? (IMG:[ invalid] style_emoticons/default/tongue.gif) or does it cap at 100% regardless and roll for which item? Or does Quartermaster only affect your likelihood of getting an equip when you are chosen to receive a drop? This post has been edited by Chounyuu: Oct 9 2011, 11:14
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Oct 9 2011, 11:26
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Chounyuu @ Oct 9 2011, 17:13)  Wouldn't that make it possible to have a drop rate of over 100% (with maxed Scavenger and Quartermaster)? Will some monsters drop 2 items? (IMG:[ invalid] style_emoticons/default/tongue.gif) or does it cap at 100% regardless and roll for which item? Or does Quartermaster only affect your likelihood of getting an equip when you are chosen to receive a drop? Detailed explanation. Assume you have a 5% chance to get a drop from monster. (which I remember should be close to the actual figure) Scavenger will increase your drop chance by 2%, which means if you have ten levels in it, you will have 5%* (1+20%) = 6% to get a drop. After you get a drop, it will proceed to determine what drops you'll get. Let's say you have 90% chance to get anything not equipment/artifact, 9% chance to get equipment, and 1% chance to get artifacts. (the actual figure should be different for this one) Then each level of Quartermaster will give you 9%*5% = 2.45% more chance to get an equipment if you get a drop. Each level of quartermaster will give you 1%*10% = 0.1% more chance to get an artifact if you get a drop. Yes, you'll get less restoratives, but that effect can be neglected for large amount of drops. This post has been edited by varst: Oct 9 2011, 11:28
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Oct 9 2011, 11:34
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Chounyuu
Group: Members
Posts: 791
Joined: 6-September 11

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QUOTE(varst @ Oct 9 2011, 09:26)  Detailed explanation.
Assume you have a 5% chance to get a drop from monster. (which I remember should be close to the actual figure) Scavenger will increase your drop chance by 2%, which means if you have ten levels in it, you will have 5%* (1+20%) = 6% to get a drop.
After you get a drop, it will proceed to determine what drops you'll get. Let's say you have 90% chance to get anything not equipment/artifact, 9% chance to get equipment, and 1% chance to get artifacts. (the actual figure should be different for this one) Then each level of Quartermaster will give you 9%*5% = 2.45% more chance to get an equipment if you get a drop. Each level of quartermaster will give you 1%*10% = 0.1% more chance to get an artifact if you get a drop. Yes, you'll get less restoratives, but that effect can be neglected for large amount of drops.
Thank you very much for the detailed info. A little sad I'll be getting fewer restoratives since I use them a lot, but I guess the equip sell prices should make up it. This post has been edited by Chounyuu: Oct 9 2011, 11:34
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Oct 9 2011, 11:55
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Rootzor
Group: Members
Posts: 145
Joined: 2-October 09

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Don't worry about Restoratives. You'll have plenty by the time you actually start needing them in any significant way. Damn things drop like bird dookie over a freshly-washed car.
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Oct 9 2011, 12:52
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Bulleta
Group: Members
Posts: 492
Joined: 7-March 10

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Hello, everyone. I've just started investing time in Hentaiverse, and I have a question. I'm sorry if it has already been asked before.
I was reading many articles in the wiki and found this one: ehwiki.org/wiki/Equipment_Advice - I read all of it, but seeing as many things change over time, I wonder: Is there anything I should know (such as some equipments not being bad/good anymore) or is every advice there fine? Last edits are from February 2011, so I guess it's alright, but it doesn't hurt to ask.
Thank you for taking the time to read my post and any help provided.
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Oct 9 2011, 12:56
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Bulleta @ Oct 9 2011, 18:52)  Hello, everyone. I've just started investing time in Hentaiverse, and I have a question. I'm sorry if it has already been asked before.
I was reading many articles in the wiki and found this one: ehwiki.org/wiki/Equipment_Advice - I read all of it, but seeing as many things change over time, I wonder: Is there anything I should know (such as some equipments not being bad/good anymore) or is every advice there fine? Last edits are from February 2011, so I guess it's alright, but it doesn't hurt to ask.
Thank you for taking the time to read my post and any help provided.
Some of them may still be correct, though it's difficult to to say which part is wrong. It has been proved to be almost impossible to keep those 'fact' part in wiki updated, let alone those 'advice' part. Tell us whether you're playing as a melee or as a mage. This post has been edited by varst: Oct 9 2011, 13:01
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Oct 9 2011, 13:16
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Bulleta
Group: Members
Posts: 492
Joined: 7-March 10

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I'm very sorry for not specifying before. I had forgotten.
I'm currently playing melee, dual-wielding, focusing my status points on agility and dexterity. I'm using a rapier on the mainhand, and a shortsword on the offhand. Was currently trying to get a good dagger instead of the shortsword as advised in the article. As for the defense, I'm using all light armor. All equipment bought from the equipment shop.
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Oct 9 2011, 13:58
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MidNightPass
Group: Catgirl Camarilla
Posts: 5,230
Joined: 20-March 11

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QUOTE(Bulleta @ Oct 9 2011, 19:16)  I'm very sorry for not specifying before. I had forgotten.
I'm currently playing melee, dual-wielding, focusing my status points on agility and dexterity. I'm using a rapier on the mainhand, and a shortsword on the offhand. Was currently trying to get a good dagger instead of the shortsword as advised in the article. As for the defense, I'm using all light armor. All equipment bought from the equipment shop.
Club is preferred is this patch. You may go club (mainhand) and rapier (offhand) as varst mentioned a few posts before, or you can try dagger in the offhand if you want to be safe, just in case when your proc fails. For the abilities, remember to max your HP and MP tanks first. You may post a screen capture here to seek for more comments. It is good to use one type of armor only. If you want to keep using light armor, you will be looking into shade or kevlar equipments. It is recommended to buy from the WTS threads, as this can probably save you some credits and more often, better equipments. This post has been edited by MidNightPass: Oct 9 2011, 14:03
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Oct 9 2011, 17:00
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Spartan0021
Group: Members
Posts: 306
Joined: 26-October 08

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QUOTE(n125 @ Oct 8 2011, 01:00)  It feels like ever since I increased Quartermaster my artifact drop rate has hit rock bottom. (IMG:[ invalid] style_emoticons/default/blink.gif) I've gone from getting 1-4 per day to just 1 every few days. I wish you could unlearn Trainings. I've only ever gotten about 1 artifact a week. QUOTE(Bulleta @ Oct 9 2011, 07:16)  I'm very sorry for not specifying before. I had forgotten.
I'm currently playing melee, dual-wielding, focusing my status points on agility and dexterity. I'm using a rapier on the mainhand, and a shortsword on the offhand. Was currently trying to get a good dagger instead of the shortsword as advised in the article. As for the defense, I'm using all light armor. All equipment bought from the equipment shop.
As said before, a club+rapier combo would be preferred. In any spare time you have, you may also want to start getting some 2h proficiency. I started as a dual-wield as well, but swapped to 2h about the time arenas started throwing huge hordes of monsters at me. Edit: Question of my own, I just got a shielding rune. Should I keep it until the forge update, sell it on the forums (I'm thinking they don't sell well), or just sell it in the Bazaar? This post has been edited by Spartan0021: Oct 9 2011, 17:24
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Oct 9 2011, 17:55
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(Chounyuu @ Oct 9 2011, 11:34)  Thank you very much for the detailed info. A little sad I'll be getting fewer restoratives since I use them a lot, but I guess the equip sell prices should make up it.
I haven't really gotten a straight answer on how the drops works, but this is the impression I have gotten. First it rolls for a drop, any type of drop. Here Scavenger jumps in and increases that chance. Then it rolls for it that drop is equipment, quartermaster increases this. If that roll fails, the result is a potion (or possibly gems and/or crystals, not quite sure how there work for drops, if they are separate or share drop rate/spot with potions). If the equipment roll succeded, then you roll again for an artifact, archaelogogist applies. If it succeeds you get an artifact, if you fail, you get a piece of equipment. Both how these things can work, then can IMO be two variants. One is that the bases are separate from each other and the other that they are tied to each other. So for alternative 1, if we assume item drop rate is 20%, equipment drop rate is 20% and artifact is 1%. Numbers are imaginary and they work in succession. So at first, you got 20% of getting something. And on the second roll you got 80% for a potion and 20% to get a third roll. On the third roll, you got 99% chance for equipment and 1% chance for artifact. So in the end, the total values for getting things would be 80% nothing, 16% potion, 3,96% equipment and 0,04% artifact. Now max out archaelogist. That would only apply to the last roll, changing the numbers to 80 - 16 - 3,92 - 0,08. The chance for an artifact has doubled, but the chance for equipment has decreased a tiny bit. But if you were to instead max out scavenger, things would change greatly. Now you get 40% chance to get something, that means your 20% to get gear is also doubled in comparison to the total, since 20% out of 40% is 8%. So with max scavenger numbers are 60% nothing, 32% potion, 7,92% equipment and 0,08% artifact. As we see, both archaeologit and scavenger, on their own, doubled the chance for an artifact. But scavenger also doubled the chance for both equipment and potions as well. So lets for theory's sake max all three drop skills The result would then be 60% nothing, 24% potion, 15,68% equipment and 0,16% chance for artifact. And we can see that artifacts have been the one to get the most out of, having increased it's drop chance from 0,04% up to 0,32%, that's 8 times as high. While equipment is about 4 times higher and potions suffers and is only increased by a mere 4 percentage points, going from 20% to 24%. And it works for all of them in succession, scavenger doubles the chance for all drops, while maintaining the ratios. Quartermaster doubles the chance for gear and artefacts, but does so on the behalf of potions, and same in the next step for archaeologist. The other option would be that they are not linked to each other, and it's simply done on a single roll. We start with the same base value, for simple comparison "The total values for getting things would be 80% nothing, 16% potion, 3,96% equipment and 0,04% artifact."But now these values are separate from each other and doesn't affect each other, they all stack together instead. So maxing archaelogist would change it to: 79,96% nothing, 16% potion, 3,96% equipment and 0,08% artifact Artifact drop rate is doubled from 0,45 to 0,08%, but chances for other drops are the same. Training only scavenger would yield: 74% nothing, 32% potion, 3,96% equipment and 0,04% artifact. Again, chances for the others, both equipment and artifacts, are the same, only potion drops have doubled. Now max all of the drop skills: 60% nothing, 32% potion, 7,92% equipment and 0,08% artifact. The chance to get something has increased fom 20% to 40%, for both ways to calulate things, but the ratios between them as been skewered. As a comparison, between them. 1, is the base. 2, is the version where rolls are done succesively if the earlier on succeded and 3, is the final option, where there is only one roll and the are not affected by each other. 1: 80% nothing, 16% potion, 3,96% equipment and 0,04% artifact. 2: 60% nothing, 24% potion, 15,68% equipment and 0,16% artifact. 3: 60% nothing, 32% potion, 7,92% equipment and 0,08% artifact. The one thing that is easy to see is that scavenger is extremely important if there are multiple rolls based on the sucess of the former. It might be that this is how it is calculated, based on the skills look, since scavenger only gives +2% for each level, while quartermaster gives +5% and archaeologist gives +10%. Is there anyone that has some insight into the code that can bring some light upon which alternative is true? Or if it is some other method entirely.
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Oct 9 2011, 18:00
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(Chounyuu @ Oct 9 2011, 10:46)  Hey everyone (IMG:[ invalid] style_emoticons/default/smile.gif) I am new to the game and haven't posted here before, but I had a couple of questions. I searched the forum a bit but some of the results were hard to sift through. Allow me to hopefully shed a bit of light into it. 1) Is it wise to put Ability Points into Experience Bonus? I've read multiple posts advising against it, but many of them were older, so I wonder if that advice is still relevant. I always put 3 AP into Experience Bonus right when I hit a new tier, and right now I have 21 AP in it.I did quite a bit of testing on, it's somewhere in an old thread. Many are negative to experience bonus tanks in the ability tree since they didn't work. You got nothing out of having filled them all up, not extra experience gained. But there thre was the big patch, which changed many things and made players and monsters hit much harder due to another system, and people also complained about experience having dropped (but got more total due to quicker fights). The patch also made experence tanks work again. My theory is simply that they were a bit screwed up before the patch and everyone got full bonus from experience tanks without needing to put any points into it. But anyways, now experience tanks work, but they don't really give 3% for every point, see the reason for that below. 2) How are all these experience bonuses calculated? Does having 3 AP in Experience Bonus give a 9% bonus? Do I have a 63% bonus from the AP I invested above? I also have 31 levels in Adept learner, is that an additional flat 31% for a total of 94% more experience? Finally I have 3 auras active, 2 of them are rank 2. Are those also a flat 7% each for a grand total of 129% experience?This is how the formula works basicaly. First you get a base experience from the monster/fight, this is then increased. All of the "normal" bonuses are all baked into one. So if you post 10 posts on the forum you get a 100% experience bonus for that day (spamhaus has a reason for existing), you get 63% from your AP investment and 31% from adept learner. Now there are all added in additively, and we can add in the base here. So 100(base) + 100(postbonus) + 63(AP exp tanks) + 31(adept learner), for a total of 294% experience (with the base without any bonuses being 100%). Now come the little nasty, auras are added to each other additively, but with other bonuses multiplicatively. So for your three auras you get 7% each and 21% together. Adding that muliplicatively to our earlier bonus we get 294 x 1.14 for a total of 355% bonus to your experience gained (and some decimals, might round it up to 356%). Also, auras only give 7% bonus for getting them, that bonus does not scale when you increase their rank. A ranked 4 aura gives the same experience as a rank 1, so for maximum experience gain, get all auras before you start ranking up the auras you actually want the most. I have all auras, even the ones I find less useful, just for the exp bonus. But to compare with your example above, with no posting bonus, you would get 194% total (base + exp tanks + adept learner) which increases to 234% with your auras. So if you want more experience, make sure you post 10 posts a day, preferably in the spamhaus-forum if you got nothing important to say and just want to make posts. All auras added together, including the donation ones and the hath perk auras (bronze, silver, gold, black, white, rainbow). But there are two more factors that are added multiplicitively with the rest, and they are the hath perk organized mind, which being added separately makes it powerful when all the other factors are high, and the difficulty factor, which of course affects the whole thing (and can easily the biggest single factor). So to try and sum it up:: Base+post bonus+adept learner+experience tanks Auras of all types Organized mind Difficutly level Those on the same row are added to each other additively, and then the different rows are multiplied together for the total bonus. 3) I sell the vast majority of my equipment drops at the bazaar. Should I be selling them here on the forums instead?Not really, most is junk. But you have quite a number of spots to hold stuff, so you can hold onto a lot, as long as you don' t mind the clutter, and then sell some of it on the forums. 4) Does Scavenger training increase my chance to receive Crystals in CrysFest? I also assume it does not affect Equipment drop rates.Dunno. 5) Is the Scavenger bonus a percentage?Should be, otherwise that means you would get 100% drop chance when you maxed it. Which assumes that you had 0% chance to begin with, which we know is false. It's probably like Quartermaster and Archeologist and is a percentage bonus to the base drop rate, meaning att full training you get twice the chance that something drops. 6) I get defeated, a lot. Is there a penalty for this? Every time I am defeated I check my credits, etc. but don't see anything. I assumed up until now that there was no penalty but I want to make sure ^^Nope, no penalties for being defeated, other than being kicked out of the fight and trigger the cooldown for that specific arena, bloodfight or itemworld, in the same was as if you had competed it. And if you get defeated, you also end up without health, and if you were in there for some time, you do not get any of the stamina you might have regenerated during your time there. This post has been edited by Randommember: Oct 9 2011, 19:57
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Oct 9 2011, 18:27
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(Rootzor @ Oct 9 2011, 01:18)  I noticed that, when choosing to build Tanky Sword-n-Board, a fair number of people choose Light Armor over Heavy armor because of the reduced Interference/Burden and additional Resist.
However, I've noticed that Chainmail armor, which seems about in-between Leather and Plate in terms of Absorbtion/Mitigation, also seems to have Resist bonuses on it by default.
Even though Chainmail is no longer being produced (apparently? Can't seem to find a definitive answer) by the system, would it be worth trying to acquire a set of high-quality Chain over Plate/Leather?
Apart from chainmail being hard to get due to it being phased out, there is no real point in it either. Yes, it is a heavy armor with worse aborption/mitigation than plate, and with less interference/burden. But then you have kevlar light armor instead, which has absorption/mitigation on par with chainmail (if not superior even), but with much less interference/burden, and has resistance and evasion to boot (never seen resistance bonus on chainmmail). Even if you wanna go tanky, kevlar is where it's at. Or full plate of protection, which gives a little better mitigations (although less than one might think, due to how the system works). Other options include shade, for more damage and relying on evasion rather than mitigation. Another option is power armor, the heavy armor equivalent of shade, except that it goes with mitigation and no evasion but instead adds a lot of damage, But if you wanna go tanky sword and board, your only real option is heavy shield armor, which gives block bonuses, so that your shield will work properly. You can find shield armor pieces that give 6% to block chance. Having those will do some serious difference for your total block chance. QUOTE(MidNightPass @ Oct 9 2011, 13:58)  Club is preferred is this patch. You may go club (mainhand) and rapier (offhand) as varst mentioned a few posts before, or you can try dagger in the offhand if you want to be safe, just in case when your proc fails.
Or another club in the offhand, which will increase the proc chance for the main-hand. QUOTE(Spartan0021 @ Oct 9 2011, 17:00)  Question of my own, I just got a shielding rune. Should I keep it until the forge update, sell it on the forums (I'm thinking they don't sell well), or just sell it in the Bazaar?
Hold on to it, noone know what they are used for, or how they will be used, so noone has any idea of what a good price might be for it.
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Oct 9 2011, 18:56
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(varst @ Oct 9 2011, 00:57)  Battlecaster has been removed from the armor drop table a few patches ago.
Thought so, has anyone seen "of the Hulk" drop? Tenboro said it has Void mitigation. QUOTE(Randommember @ Oct 9 2011, 08:00)  So to try and sum it up:: Base+post bonus+adept learner+experience tanks Auras of all types Organized mind Difficutly level
There's also stamina, toplist bonuses, and higher level arenas. The full list is here: http://ehwiki.org/wiki/EXPThis post has been edited by Maximum_Joe: Oct 9 2011, 18:59
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Oct 9 2011, 18:58
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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@Randommember I do know you're trying to help, but please, try to be simple, answer only what you know , and focus on those unanswered questions only (unless you are sure it's wrong), okay? And AFAIK what I have said about drops should be correct. Tenb have once said that, but I may need some time to find that post. QUOTE(Maximum_Joe @ Oct 10 2011, 00:56)  Thought so, has anyone seen "of the Hulk" drop? Tenboro said it has Void mitigation.
If I remember correctly, they're also phased out in the same patch with sword chucks. Which means they are pretty useless anyway. (inferior mitigation to current heavy armors) This post has been edited by varst: Oct 9 2011, 19:05
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Oct 9 2011, 20:05
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(varst @ Oct 9 2011, 18:58)  @Randommember
I do know you're trying to help, but please, try to be simple, answer only what you know , and focus on those unanswered questions only (unless you are sure it's wrong), okay?
So no clarifications or try to help people understand the mechanics behind it? As for your post on drops, does that mean that while scavenger increases the chance for a total drop, and quartermaster increases the chance that it will be an equipment drop (and thereby decreasing the chance for a potion drop) the archeologist also increases the chance for a artefact drop at the cost of items like potions, but not for equipment? Maxing archeologist means a higher percentage of the drops will be artefacts, and less potions but no effect on equipment?
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Oct 9 2011, 20:11
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MidNightPass
Group: Catgirl Camarilla
Posts: 5,230
Joined: 20-March 11

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QUOTE(Randommember @ Oct 10 2011, 02:05)  So no clarifications or try to help people understand the mechanics behind it?
As for your post on drops, does that mean that while scavenger increases the chance for a total drop, and quartermaster increases the chance that it will be an equipment drop (and thereby decreasing the chance for a potion drop) the archeologist also increases the chance for a artefact drop at the cost of items like potions, but not for equipment? Maxing archeologist means a higher percentage of the drops will be artefacts, and less potions but no effect on equipment?
Not every player wants to know things in such depth. Save yourself some time and so as the readers.
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Oct 9 2011, 20:29
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Randommember @ Oct 10 2011, 02:05)  As for your post on drops, does that mean that while scavenger increases the chance for a total drop, and quartermaster increases the chance that it will be an equipment drop (and thereby decreasing the chance for a potion drop) the archeologist also increases the chance for a artefact drop at the cost of items like potions, but not for equipment? Maxing archeologist means a higher percentage of the drops will be artefacts, and less potions but no effect on equipment?
ReferenceQUOTE Okaaay.. first there is a roll to see if you get anything at all. This is always true for arenas. For monsters it's around 10% for most, but this increases by a certain factor for boss monsters and legendaries, depending on their stats.
Then there's a roll to determine if you get an item or a piece of equipment. The vast majority of the time this will land on an item, again unless there is a boss monster or higher involved.
Then there is a third roll to determine what type of item you get, namely if it's a consumable or an artifact. Again the odds are heavily in favor of a consumable. At this point, a final two rolls are made, one for the type of consumable and one for the quality of the item. There's about a 90% chance to get a restorative of some kind (60% health, 25% mana, 5% spirit). It then looks up the item in a quality table to determine if it's a crude, lesser, average etc item, by using the quality roll combined with a quality bonus determined from the round counter, the difficulty level, the monster stats, monster hp bonus and monster spirit power.
Then it returns a final array of items that can be picked, and in the case of restoratives, it's 50/50 between a draught and a potion, unless you land on elixir quality which is just one possibility. I will assume it's still correct in some extent, except those percentages involved. This post has been edited by varst: Oct 9 2011, 20:31
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