QUOTE(Scremaz @ Dec 21 2016, 16:39)

indeed. but keeping in mind this will affect only Imperil performance, not offensive ones. i mean, the loss in firepower hasn't to be considered. only the boost in Depr prof.
An Imperil mage may as well consider Imperil performance as about half their entire firepower; spend ~3.3 turns Imperiling 7-9 monsters, spend 2-4 turns hitting those monsters with offensive spells. More effective Imperil is way useful.
QUOTE(ppp82p @ Dec 21 2016, 16:42)

After activating it, my MP balance passed from -320 MP/Regen (-300 Regen Cost, -20 MP Regeneration) to -240 MP/Regen (-300 Regen Cost, +60 MP Regeneration).
I wouldn't say is trash (IMG:[
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For mage it probably is, since the MP used is too great to justify 80 MP/Regen.
Mmm... so for you that's +80 MP in 250-350 turns, which for melee at your level is something like 1/15th of a mana draught or potion, maybe? Melee won't really use mana potions though, and draughts cost next to nothing, sellable for 10c or less. I think a generous estimate would be +25c (including opportunity cost of a turn) every (300 * 15 = 4500) turns, or at least something around that order of magnitude. +0.005 c/turn
RR improves spirit regen too, but natural spirit regen is less than natural mana regen. Say its benefit is on the same order of magnitude.
But RR costs 500h = 2.5m creds. That's a lot of turns to pay off, probably more than anyone would ever play.
Considering mage instead, the highest opportunity cost of a turn is probably no more than 80c/turn, and for mages, marginal mana used/saved affects mana potions used, ~= 85c. Generous total benefit including spirit regen might be 300c every (300 * 15 = 4500) turns (depends on cast speed, but order of magnitude is all I'm looking at). But that's still only +0.07 c/turn. Still not something that'll pay off except for someone who plays many thousands of GFs, assuming my generous numbers.
That's why I'd only buy it if I had nothing else to spend on
QUOTE(DrasticMeasures @ Dec 21 2016, 17:25)

IMO a mage would get better use out of IA4 then EE as the mana cost of keeping SoL, SS, SV, and Haste applied without IA would be vastly more then what EE will give you
I don't think so. I did the math recently, and EE came out solidly on top, if I did it right. See:
QUOTE(Superlatanium @ Nov 14 2016, 19:24)

for mage, EE is better. It depends on forge level and damage output, but EE reduces mana potions/elixirs spent by significantly more than 10%. Let me do a GF so I can get some stats and I'll get back to you
Ok, so for me, during a GF with aether shard activated, I used:
[Used Item] Mana Potion: 138 / Mana Draught: 44 / Mana Gem: 24 (No mana elixirs this time)
Equivalent to 198 mana restoratives. With EE, let's say that means 10% less mana restoratives needed; I have EE, so without EE I'd be needing around 20 more mana restoratives during that battle series.
Cost of 20 mana potions: about 20 * ~85 = 1.7k
Opportunity cost of 20 turns spent using a potion instead of clearing: 20 * ~60c for me = 1.2k. Actually, the opportunity cost is a bit more because it takes a bit longer to use a potion than to keep hovering.
The calculations in the previous post were all in terms of turns saved, so I'll convert to that. My GF takes around 6900 turns on average, or 6920 without EE. So with EE I save [20 turns (6920 => 6900) and the income-equivalent of 28 turns from potions (1700c / 60c per turn)] = 48 turns every 6920 turns.
Compare that to IA4, whose effect for mage was:
QUOTE(Superlatanium @ Nov 14 2016, 19:24)

For mage, IA4 is always useful, you go from (Spark + Spirit Shield + Haste) to (Spark + Spirit Shield + Haste + Shadow Veil) or the other way around. You gain 1 more turn of income for every ~120 action time, plus <10 credits worth of mana saved over that 120 action time.
Oops, forgot to convert action time to turns. Heavily depends on whether you use Imperil or not. With Imperil, I think it's a multiplier of around 3: 120.0 action time ~= 360 turns
EE: Gain 48/6920 = 0.00694
IA4: Gain ~1.05 / 360 = 0.00292
QUOTE(gianfrix94 @ Dec 22 2016, 02:03)

A shitpost is not a good first post, man.
Please report these sorts of posts when you find them. Due to certain policies, they're annoyingly common in E-H
QUOTE(gianfrix94 @ Dec 22 2016, 02:47)

sssss2 was talking about non-imperil 1h mage too, how does that work?
Is it only possible over a certain level or certain forging?
Is it generally less effective?
I don't think that works well, 1h mage already has low damage as is, Imperil is really really useful. (compared to standard mage, where Imperil ranges from irrelevant to moderately useful)