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post Oct 17 2011, 06:26
Post #9221
Cronauron



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I've only ever used X-nerf on the trio. It's probably not worth it for the high cost.
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post Oct 17 2011, 09:12
Post #9222
JethroXL



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So when doing a Grindfest or Item World run using a 2H weapon(Scythe) what order should you kill stuff in to maximize the Domino Strikes effect?

Currently what I do is target something towards the middle that has the highest current mana/special meter. FOr two reasons: First to try and kill it before it gets off it's special. And second to maximize the spread of possible Domino Strikes across as many targets as possible.

The reasons I'm curious if this is a sound strategy is I don't fully understand the mechanics of it. If I start swinging on the bottom monsters does it "wrap" around to the top one at full 1 target away power? Or does it only get there by going through all the intervening monsters?

Also, I know it procs on dead guys, which seems pretty wasteful to me. Problem is with my strategy of starting near the middle I end up with some random monsters dead with weird spaces between. Like, X is dead and O is alive.

OOOXOXOO

Sooooo, back to my original question: What order is best/most efficient got larger groups of baddies? If it wraps around it seems obvious it would be best to start on the top or bottom.
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post Oct 17 2011, 09:22
Post #9223
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Domino Strikes doesn't wrap around, but starting in the middle opens up the possibility of having a scattering of defeated and active monsters as you described above.

My personal strategy is to first take out the enemies that will take fewer hits to kill.
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post Oct 17 2011, 09:29
Post #9224
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I don't use 2-handers, so hearing that Domino Strikes procs on dead monsters is surprising. Does that also mean that corpses can proc suffix-based procs life lifesteal when hit by Domino Strikes?
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post Oct 17 2011, 09:34
Post #9225
JethroXL



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QUOTE
My personal strategy is to first take out the enemies that will take fewer hits to kill.


I'm rarely sure which exactly that will be. Except for Giants, F those guys. I already try to finish stuff that's wounded of course.

Is there a more in-depth bestiary than the ehwiki one? Something that tells me what's weak to slashing, what kind of armor stuff has etc?

Anyways, thanks for confirmation on the wrap around thing=)

QUOTE
I don't use 2-handers, so hearing that Domino Strikes procs on dead monsters is surprising. Does that also mean that corpses can proc suffix-based procs life lifesteal when hit by Domino Strikes



Well, it doesn't proc as in hit them visibly, but it makes a roll to see if it's going to go off on them just like it would a live target. There's no actual swing though, it just keeps right on behaving as if they were alive as far as going off is concerned.

This post has been edited by JethroXL: Oct 17 2011, 09:36
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post Oct 17 2011, 09:45
Post #9226
altereggo



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Jeth, there's an unofficial bestiary thread on the forum, but there are so many monsters being constantly upgraded in different ways that a complete list would be really difficult.
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post Oct 17 2011, 09:55
Post #9227
JethroXL



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QUOTE(altereggo @ Oct 17 2011, 03:45) *

Jeth, there's an unofficial bestiary thread on the forum, but there are so many monsters being constantly upgraded in different ways that a complete list would be really difficult.


Yeah was mostly thinking about the non-player ones. Manticore etc. Not the lab created ones.


Speaking of the lab guys while I'm here: When do Chaos Tokens start dropping? I'm guessing level 50.
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post Oct 17 2011, 12:03
Post #9228
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QUOTE(Bonebuster @ Oct 16 2011, 22:01) *

Ahh alright,thx

Another question i have is: i do have some ability points left and i want to upgrade my Spirit Power but im not so sure if i should upgrade "Spirit Tank" or "Overcharge Boost"? Whats more effective?

You have to spend ability points to fill out spirit tank before overcharge boost is "released" and lets you put point into it, so you can't put points directly into overcharge.
But at your level, I would suggets holding on to your ability point and use them for the next tier instead, since they come every 10 levels for you, and mana+HP tanks are 6 points by themselves.
And experience tanks works, start stacking those and you'll notice the difference, if you wanna level quicker.

QUOTE(JethroXL @ Oct 17 2011, 09:12) *

So when doing a Grindfest or Item World run using a 2H weapon(Scythe) what order should you kill stuff in to maximize the Domino Strikes effect?

Currently what I do is target something towards the middle that has the highest current mana/special meter. FOr two reasons: First to try and kill it before it gets off it's special. And second to maximize the spread of possible Domino Strikes across as many targets as possible.

The reasons I'm curious if this is a sound strategy is I don't fully understand the mechanics of it. If I start swinging on the bottom monsters does it "wrap" around to the top one at full 1 target away power? Or does it only get there by going through all the intervening monsters?

Also, I know it procs on dead guys, which seems pretty wasteful to me. Problem is with my strategy of starting near the middle I end up with some random monsters dead with weird spaces between. Like, X is dead and O is alive.

OOOXOXOO

Sooooo, back to my original question: What order is best/most efficient got larger groups of baddies? If it wraps around it seems obvious it would be best to start on the top or bottom.

It doesn't wrap around and it proccing on dead guys can actually be seen as as something good.
The best option would of course be that it would treat dead monsters as non-existing, and only group up the living, but that's not how it works.

Domino strikes, as far as I have figured it out, works like this.
Every time you hit your target, you have a chance to proc domino strikes. When it procs, it will splash the damage to the monsters adjacent to the one you hit.
This splash damage will be in the form of an extra attack, needing a hit roll in order to do damage, and can also proc the weapon effect (stun, bleed, PA, but not vampire, illithid etc).
The range of the splash is determined by your proficiency level. At 0-100 proficiency, you will hit up to two targets in either direction, and an extra target is added att 100 and 200 proficiencies, so at 200+ you can hit up to 4 targets in each direction (so 1 main target and 8 secondaries).
Damage is reduced based on distance from the main target, and is compensated a bit by proficiency.

It's here that the dead monster thing comes in, because the splash damage will conisder a dead monster as a live one, meaning it will take up a "slot" in the splash range, but there will be no damage done to it, of course, since it is already dead.
But at least it means that the splash damage doesn't stop on a dead monster.


Personally, I attack the monsters in the middle, just to splash around the damage as much as possible.

QUOTE(JethroXL @ Oct 17 2011, 09:55) *

Yeah was mostly thinking about the non-player ones. Manticore etc. Not the lab created ones.
Speaking of the lab guys while I'm here: When do Chaos Tokens start dropping? I'm guessing level 50.

I think all tokens drop right from the start, just that they are all somewhat rare to drop and most of them are heal tokens.
I think my HVstat (add-on, very nice, look it up) had heal tokens at 50% of the token drops and 25% each for blood and chaos tokens.

Chaos tokens aren't all that good anyways, there is little point in having a dozen monsters, you don't have the crystals to spend on so many and when they are that low, they either don't participate in combat or they never win (I got a bunch of PL 1 monsters, neither has ever won a fight).
Just unlock a maybe 2 or 3 monsters. Which is just 6 tokens for 3 monsters (cost increases with 1 token for every extra slot) which you will get quite easily over a bit of time.

IMO, monster lab is heavily overrated, it's more of a fun thing than anything useful.
And noone knows the value of the "drops" you get from monsters, since the forge system isn't implemented yet.
You might actually make more money by simply selling the crystals to other players instead of spending them on your own monster.
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post Oct 17 2011, 16:42
Post #9229
Maximum_Joe



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QUOTE(JethroXL @ Oct 16 2011, 23:55) *

Yeah was mostly thinking about the non-player ones. Manticore etc. Not the lab created ones.

http://ehwiki.org/wiki/HentaiVerse_Bestiary

QUOTE(Randommember @ Oct 17 2011, 02:03) *

Chaos tokens aren't all that good anyways

They will have more uses in the future.
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post Oct 17 2011, 18:04
Post #9230
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QUOTE(Randommember @ Oct 17 2011, 12:03) *

You have to spend ability points to fill out spirit tank before overcharge boost is "released" and lets you put point into it, so you can't put points directly into overcharge.
But at your level, I would suggets holding on to your ability point and use them for the next tier instead, since they come every 10 levels for you, and mana+HP tanks are 6 points by themselves.
And experience tanks works, start stacking those and you'll notice the difference, if you wanna level quicker.
It doesn't wrap around and it proccing on dead guys can actually be seen as as something good.
The best option would of course be that it would treat dead monsters as non-existing, and only group up the living, but that's not how it works.



iI got more than enough of the ability points because of the training thing. I dont know but isnt it kind of waste to use the abilities to updgrade the exp tank just to get a little bit more exp?

This post has been edited by Bonebuster: Oct 17 2011, 18:05
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post Oct 17 2011, 18:04
Post #9231
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wtf sry for the doublepost

This post has been edited by Bonebuster: Oct 17 2011, 18:05
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post Oct 17 2011, 18:09
Post #9232
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It may seem like a waste now, but at higher levels the amount of experience to level up and increase attributes becomes quite high. Each EXP Bonus increases EXP gain by 3%, for a total of 9% after maxing it out. Once all tiers have been unlocked, that's a total of 162% EXP increase. That's also not factoring in difficulty level, Auras, and Adept Learner.
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post Oct 18 2011, 03:45
Post #9233
JethroXL



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QUOTE(Maximum_Joe @ Oct 17 2011, 10:42) *


Yeah I specifically mentioned before that I wanted to know what physical damage they were weak to and that's not on the wiki. Thanks for the effort though.
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post Oct 18 2011, 04:36
Post #9234
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I was thinking of this for some time.
Are mages faster in clearing stages than physical tankers?
What about the mana, do they run through more compared to physical?
And of course which elements do most mages train in as it would seem poor to spend abilities points on all spells as wands and such have different attributes for different spells.

Also curious how much does luck of the draw actually improve weapon drop qualities? How much would it take for say a grade improvement (such as fair to average, or average to fine, or fine to superior, etc).
If compared with improving scavenger which is better?

There is one other thing that i have wondered. Basically good karma makes you get more spirit or spirit damage correct? Is there any real use of having a huge spirit meter other than stronger specials(which i don't think would still require a few full bars to kill legendaries)? At the moment i'm just at 84 sp and i find its fine as i never unleash spirit as its better for spark of life and such. Having a large spirit meter is just longer to recover the minimum spark of life requirement in my opinion. Am i thinking of this all wrong? I also have barely any karma so i guess it makes sense the way i'm thinking?


Also with comments above i just wanted to say i find maces are much more better 2h weapon than scythes. Its not that i don't have good scythes its just in large rounds of arena mace use less mana to recover from damages. They also were improved with the stunned bonus strikes making them much better for damaging and defending against large waves of strikes imo.

Here are my scythe if curious:
http://hentaiverse.org/pages/showequip.php...;key=9d42da7198
http://hentaiverse.org/pages/showequip.php...;key=0a58735bb1
http://hentaiverse.org/pages/showequip.php...;key=8ca1d58952
http://hentaiverse.org/pages/showequip.php...;key=9c92ed0bfd

This would be my mace
http://hentaiverse.org/pages/showequip.php...;key=780cea1b95

This post has been edited by 545454: Oct 18 2011, 04:56
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post Oct 18 2011, 05:04
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QUOTE(JethroXL @ Oct 17 2011, 21:45) *

Yeah I specifically mentioned before that I wanted to know what physical damage they were weak to and that's not on the wiki. Thanks for the effort though.


If they don't list a physical weakness, they have none. If you bothered to scroll down a page or two to find that 3 of 4 legendaries have physical weaknesses while the Dragons and Gods have resistances to them, I'm sure you'd be able to figure that out yourself, but I guess it wasn't worth the effort.
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post Oct 18 2011, 05:18
Post #9236
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QUOTE(545454 @ Oct 18 2011, 04:36) *

I was thinking of this for some time.

What about the mana, do they run through more compared to physical?
And of course which elements do most mages train in as it would seem poor to spend abilities points on all spells as wands and such have different attributes for different spells.


Mages are faster than melee, but they definitely do run through mana quicker. They can get some back with ether theft but that takes some time and is hard to manage, so it's a bit of a balancing act when it comes to fighting efficiently. Most mages focus on one element (enhanced by EDB gear) for their big damage. I don't think there's any favorite element (or if there is it varies from level to level), but you want a couple lower level for the other element spells for when you run into monsters strong against your chosen element.

QUOTE
Also curious how much does luck of the draw actually improve weapon drop qualities? How much would it take for say a grade improvement (such as fair to average, or average to fine, or fine to superior, etc).
If compared with improving scavenger which is better?

The increased quality fora few levels of LotD is only noticeable over a large sample set, but it increases your potion qualities in addition to your equipment. It's probably not your biggest concern at first since 99.9% of the equipment you get is crap regardless of quality, but a rule of thumb: if the training is cheap it's probably worth it.


QUOTE
There is one other thing that i have wondered. Basically good karma makes you get more spirit or spirit damage correct? Is there any real use of having a huge spirit meter other than stronger specials(which i don't think would still require a few full bars to kill legendaries)? At the moment i'm just at 84 sp and i find its fine as i never unleash spirit as its better for spark of life and such. Having a large spirit meter is just longer to recover the minimum spark of life requirement in my opinion. Am i thinking of this all wrong? I also have barely any karma so i guess it makes sense the way i'm thinking?

As for spirit, spark of life is based on your base spirit (which I think is equal to your level), thus bonus spirit from stats, spirit tank, and karma increase the amount of times you can come back from spark of life. But once you get spirit shield it won't be hard to maintain spirit, so I wouldn't worry too much about increasing spirit through karma.

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post Oct 18 2011, 06:03
Post #9237
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QUOTE(HaliZorat @ Oct 17 2011, 23:04) *

If they don't list a physical weakness, they have none. If you bothered to scroll down a page or two to find that 3 of 4 legendaries have physical weaknesses while the Dragons and Gods have resistances to them, I'm sure you'd be able to figure that out yourself, but I guess it wasn't worth the effort.


Right I could have ASSumed that they had none, or I could have asked to be sure. If I'd known in advance that a simple question would wad your panties that deeply in to your vagina I never would have had the audacity to ask.
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post Oct 18 2011, 07:31
Post #9238
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QUOTE(Bonebuster @ Oct 17 2011, 18:04) *

iI got more than enough of the ability points because of the training thing. I dont know but isnt it kind of waste to use the abilities to updgrade the exp tank just to get a little bit more exp?

Kind of a waste compared to what?
At your level, you get a new tier every 10 levels, once you get higher, that begins to thin out and you'll get more ability points to spend on other things.
Early on, the hp and mp tanks should be highest priority, and that eats up 6 of the 10 points you'd get every tier. Add in xp tanks to that and that will be 9/10 points, not leaving much extra for spells, item slots etc.
But xp tanks pays off, they allow you to get more experience, and level quicker, and are, imo, definetly worth it once you have filled out hp/mp tanks and all the other needed stuff and you have to decide if you are going to invest into sprit tanks and OC or experience tanks.
If leveling quick is the goal, one might even argue that they are worth as much as hp/mp tanks. One will allow you to live longer or cast more spells, and the other will allow you more effective use of your time and stamina.

Think of it like this, if you are playing on hard (x2 experience), and you got 30 AP points to invest, which would give you +100% to either hp or mana or xp, that would be a lot of hp or mp.
But it would also mean roughly about the same xp increase as if you would jump up to play on heroic (x3) if you put it into xp tanks.

QUOTE(545454 @ Oct 18 2011, 04:36) *

I was thinking of this for some time.
Are mages faster in clearing stages than physical tankers?
What about the mana, do they run through more compared to physical?
And of course which elements do most mages train in as it would seem poor to spend abilities points on all spells as wands and such have different attributes for different spells.

1. Yes, spells clears monsters quick.
2. Yes, but they clear rounds quicker and so spend less mana on buffs and heals, and they got a way to replenish their mana.
3. Holy/dark seems rather popular, since you can use the whole explode a status effect, and not many monsters got resist to those. Holy damage also has the advantage that heals are holy and are affected by increases to holy damage.
The holy/dark status effects seems more beneficial too.
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post Oct 18 2011, 09:45
Post #9239
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Not sure how I feel about putting any more points into Endurance.

Since everything's hitting so hard, each point adds merely 10HP for me and only reduces physical damage by like 0.07%(?), I'm wondering if I should just stop at the ~225 END range, since the exp cost for it is reaching pretty high in relative comparison to my other stats.

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post Oct 18 2011, 10:46
Post #9240
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So I've finally hit level 100 (woo!), and need to start grinding my soul prof so I can take on RL.
Are there any tips for doing this efficiently, or should I use spam soul AoE for every round?
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