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Jan 25 2017, 13:07
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AnonDarkMage7
Group: Gold Star Club
Posts: 925
Joined: 1-June 12

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QUOTE(Slobber @ Jan 25 2017, 13:01)  IA is pretty much straight up advantage compared to casting yourself. Only disadvantage may be that you can't really remove the buffs unless your mana drops low enough. For Spark IA is amazing.
Cast spark = X mana. Immediately trigger = bye X mana.
IA spark = x mana/duration. Immediately trigger = bye small mana amount
Wait does the auto cast itself not use the mana needed to cast the spell? As in, manuel cast = x mana, IA cast = (x mana)/duration*(1-%off) instead of IA cast = x mana + (x mana)/duration*(1-%off) This post has been edited by abc12345678901: Jan 25 2017, 13:09
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Jan 25 2017, 13:10
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Cleavs
Group: Gold Star Club
Posts: 24,314
Joined: 18-January 07

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QUOTE(abc12345678901 @ Jan 25 2017, 12:07)  Wait does the auto cast itself not use the mana needed to cast the spell?
over the time, yes. minus a 10% - the mana upkeep bonus. but at every turn you'll see something like 2 MP dropping.
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Jan 25 2017, 13:14
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AnonDarkMage7
Group: Gold Star Club
Posts: 925
Joined: 1-June 12

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QUOTE(Scremaz @ Jan 25 2017, 13:10)  over the time, yes. minus a 10% - the mana upkeep bonus. but at every turn you'll see something like 2 MP dropping.
ok but if a spell costs like 50 mana and lasts 50 turns then, IA casts, 0 mana used, then 2 mana per round?
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Jan 25 2017, 13:26
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Cleavs
Group: Gold Star Club
Posts: 24,314
Joined: 18-January 07

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QUOTE(abc12345678901 @ Jan 25 2017, 12:14)  ok but if a spell costs like 50 mana and lasts 50 turns then, IA casts, 0 mana used, then 2 mana per round?
yep, no initial cast cost. if it costs 50 mana and lasts the equivalent of 50 rounds, then it should use 1 MP/round, automatically deducted at the start of every round - according to wiki. minus 10% bonus, then 0.9 MP/turn. basically it would cost 45MP total, against the 50 you would've spent by manually casting it - and it's always active, if you care a bit about your MP tank (IMG:[ invalid] style_emoticons/default/rolleyes.gif) also, in case you have IA2: same spell, 50 MP, 50 rounds, 1 MP/round. which becomes 0.8 with 20% upkeep bonus for a whooping equivalent of 40MP used. the 2MP was a rough esteem for more than one spell: for example, i have IA4 and my mana upkeep with 3 spells (Spirit Shield, Spark, Protection) in 1H set is exactly 2.00 MP/round. in DW with 4 spells (Spirit Shield, Protection, Haste, Shadow Veil) i am at 2.2 MP/round This post has been edited by Scremaz: Jan 25 2017, 13:32
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Jan 25 2017, 13:31
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AnonDarkMage7
Group: Gold Star Club
Posts: 925
Joined: 1-June 12

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QUOTE(Scremaz @ Jan 25 2017, 13:26)  yep, no initial cast cost. if it costs 50 mana and lasts 50 turns, then it should use 1 MP/turn. minus 10% bonus, then 0.9 MP/turn. basically it would cost 45MP total, against the 50 you would've spent by manually casting it - and it's always active, if you care a bit about your MP tank (IMG:[ invalid] style_emoticons/default/rolleyes.gif) also, in case you have IA2: same spell, 50 MP, 50 turns, 1 MP/turn. which become 0.8 with 20% upkeep bonus. the 2MP was a rough esteem for more than one spell. That's amazing (IMG:[ invalid] style_emoticons/default/blink.gif) , every time i read the perk it seemed like it would charge the mana to cast and the upkeep was extra for the action of auto casting itself. Well I know where my current...and future creidts are gonna be sunk into for a while. One more question for now, when you have enough Hath, what page do you go to spend it for the perk? Thank you everyone for all the responses.
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Jan 25 2017, 13:34
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Cleavs
Group: Gold Star Club
Posts: 24,314
Joined: 18-January 07

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QUOTE(abc12345678901 @ Jan 25 2017, 12:31)  That's amazing (IMG:[ invalid] style_emoticons/default/blink.gif) , every time i read the perk it seemed like it would charge the mana to cast and the upkeep was extra for the action of auto casting itself. Well I know where my current...and future creidts are gonna be sunk into for a while. One more question for now, when you have enough Hath, what page do you go to spend it for the perk? Thank you everyone for all the responses. so, double the cost? in exchange for a good bunch of hath? where would've been the advantage in that case? (IMG:[ invalid] style_emoticons/default/laugh.gif) page is here: https://e-hentai.org/hathperks.phpbtw, previous comment edited because i did a bit of confusion with units. (IMG:[ invalid] style_emoticons/default/heh.gif) but essential meaning is still there, yep.
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Jan 25 2017, 13:35
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cmos
Group: Gold Star Club
Posts: 1,214
Joined: 17-March 10

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QUOTE(diegodiego13 @ Jan 25 2017, 06:53)  how about my stat? is it bad? my equipment is on my sig. [attachmentid=98202]
You just went full phase. Never go full phase unless you have a max forged peerless prof staff and prof perk. You need to have close to 1.0 prof factor, so you should use a couple of heaven-sent clothes that would give you in total close to (your level minus the divine prof on your staff) divine proficiency, assuming you don't have the hath prof perk. Well, you also need to max your natural divine prof but it should rise by itself if you play enough. You may also want to lower dex and raise agi a bit.
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Jan 25 2017, 13:39
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AnonDarkMage7
Group: Gold Star Club
Posts: 925
Joined: 1-June 12

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QUOTE(Scremaz @ Jan 25 2017, 13:34)  so, double the cost? in exchange for a good bunch of hath? where would've been the advantage in that case? (IMG:[ invalid] style_emoticons/default/laugh.gif) page is here: https://e-hentai.org/hathperks.phpbtw, previous comment edited because i did a bit of confusion with units. (IMG:[ invalid] style_emoticons/default/heh.gif) but essential meaning is still there, yep. The 0 action speed auto cast, honestly looking at some of the other perks and their cost...2x mana didn't really seem much of a stretch at only 50 to me =/
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Jan 25 2017, 15:07
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AnonDarkMage7
Group: Gold Star Club
Posts: 925
Joined: 1-June 12

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New question: I have a bunch of phase of fenir as well as cotton demon-fiend pieces, how exactly does forbidden proficiency factor into how much extra damage i deal to mobs? Trying to figure out which pieces i should have as the phase and which as cotton to maximize damage. Currently i have 250 effective forbidden proficiency and 99.1% spell damage bonus.
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Jan 25 2017, 15:13
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arialinnoc
Group: Gold Star Club
Posts: 7,704
Joined: 6-April 10

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QUOTE(abc12345678901 @ Jan 25 2017, 20:07)  New question: I have a bunch of phase of fenir as well as cotton demon-fiend pieces, how exactly does forbidden proficiency factor into how much extra damage i deal to mobs? Trying to figure out which pieces i should have as the phase and which as cotton to maximize damage. Currently i have 250 effective forbidden proficiency and 99.1% spell damage bonus.
QUOTE(Sapo84 @ Jan 17 2017, 00:02)  Anyway, 4+1, 3+2, which is the best slot for *my kind of mage* means nothing, really. You all want to look at prof and then calculate the results of different prof slots.
And it's really simple. Do you want to use elemental mage or holy + dark? 1 Elemental 2 Holy/Dark
Do you want to use imperil? a yes b I'm lazy so fuck imperil
Results: 1a: get 0.68-0.7 prof 1b: get out (BAD END) 2a: get >=0.8 prof if possible 2b: get 1.0 prof
Conclusions: 1a + 2a + 2b: get prof perks (it's always useful) a1: depending on staff you need to choose one prof piece (redwood has 2+ prof advantage, nearly the difference between shoes and pants) for a 4+1 setup. Recommended setup may be redwood + shoes and willow + pants honestly it was always recommended willow + cap but it's not enough to reach 0.7 even with Peerless rolls so I would advise pants as the better option. 2a: Willow and Oak are superior to Katalox so I will just skip Katalox (same is true for 2b). I recommend shoes + gloves for dark, possibly 4+1 with robe for Oak (but only if you have everything with nearly peerless prof). 2b: shoes + robe or gloves + pants usually (if you have bad rolls you will need higher prof slots, but the idea remains the same)
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Jan 25 2017, 15:22
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AnonDarkMage7
Group: Gold Star Club
Posts: 925
Joined: 1-June 12

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ok but how do i get the decimal % and how does that translate to damage increase? as in if i had x % and went to y %, how much z% would my effective damge go up by?
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Jan 25 2017, 16:09
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

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QUOTE(abc12345678901 @ Jan 25 2017, 14:22)  ok but how do i get the decimal % and how does that translate to damage increase? as in if i had x % and went to y %, how much z% would my effective damge go up by?
It should be something like prof factor = mitigation reduction in monsters And prof factor is (effective proficiency - level) / level For example 300 prof at lv 200 is 0.5 prof factor aka 50% mitigation reduction, aka every monster with <50% resistance to your element will take full damage This post has been edited by End Of All Hope: Jan 25 2017, 16:12
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Jan 25 2017, 16:12
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Cleavs
Group: Gold Star Club
Posts: 24,314
Joined: 18-January 07

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QUOTE(End Of All Hope @ Jan 25 2017, 15:09)  50% mitigation reduction
btw, 50% mitigation reduction should be 2x damage
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Jan 25 2017, 16:14
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

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QUOTE(Scremaz @ Jan 25 2017, 15:12)  btw, 50% mitigation reduction should be 2x damage
Yeah, if the monster has 50% mit. Example. I have 0.5 factor, aka 50% mit reduction. Monster A has 30 mitigation, monster B has 50, monster C has 70. After my proficiency applies, Monster A and B have 0, and C has 20. Monster B takes 1/0.5 = 2 aka double damage. But Monster A takes 1/0.7 = 1.428 aka 42.8% more damage. While Monster C takes 0.8/0.5 = 1.6 aka 60% more damage.
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Jan 25 2017, 16:16
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Cleavs
Group: Gold Star Club
Posts: 24,314
Joined: 18-January 07

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QUOTE(End Of All Hope @ Jan 25 2017, 15:14)  Yeah, if the monster has 50% mit.
Example. I have 0.5 factor, aka 50% mit reduction.
Monster A has 30 mitigation, monster B has 50, monster C has 70. After my proficiency applies, Monster A and B have 0, and C has 20.
Monster B takes 1/0.5 = 2 aka double damage. But Monster A takes 1/0.7 = 1.428 aka 42.8% more damage. While Monster C takes 0.8/0.5 = 1.6 aka 60% more damage.
oh, in a subtractive fashion. i thought we were speaking about 50% as half mitigation. nvm then.
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Jan 25 2017, 16:17
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

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QUOTE(Scremaz @ Jan 25 2017, 15:16)  oh, in a subtractive fashion. i thought we were speaking about 50% as half mitigation. nvm then.
I think it's subtractive. If not, there would not be need for factors like 0.68 to overcome fully upgraded monsters that have 68% mit.
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Jan 25 2017, 16:31
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cmos
Group: Gold Star Club
Posts: 1,214
Joined: 17-March 10

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QUOTE(End Of All Hope @ Jan 25 2017, 17:09)  It should be something like prof factor = mitigation reduction in monsters And prof factor is (effective proficiency - level) / level
For example 300 prof at lv 200 is 0.5 prof factor aka 50% mitigation reduction, aka every monster with <50% resistance to your element will take full damage
https://ehwiki.org/wiki/Proficiencies#EffectsQUOTE Mitigation reduction = (prof_factor ^ 1.5) * 50 With 0.68 prof factor you get ~28% reduction from prof + 40 from imperil in case of elemental (25 for holy/dark) for the total of 68% which is likely enough for most monsters except very high level ones.
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Jan 25 2017, 16:54
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AnonDarkMage7
Group: Gold Star Club
Posts: 925
Joined: 1-June 12

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QUOTE(End Of All Hope @ Jan 25 2017, 16:14)  Yeah, if the monster has 50% mit.
Example. I have 0.5 factor, aka 50% mit reduction.
Monster A has 30 mitigation, monster B has 50, monster C has 70. After my proficiency applies, Monster A and B have 0, and C has 20.
Monster B takes 1/0.5 = 2 aka double damage. But Monster A takes 1/0.7 = 1.428 aka 42.8% more damage. While Monster C takes 0.8/0.5 = 1.6 aka 60% more damage.
Think you mixed a number there, C should be 0.8/0.3 in that case = 266% more damge, which is even more potent (IMG:[ invalid] style_emoticons/default/blink.gif) Thank you very much for this info, gonna mix some gear around now.
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Jan 25 2017, 17:46
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11

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Haven't done an overly complicated post here in a looong while. I'm adapting this from an idea for a script i had a while (also long) ago. (scrapped it btw as it would have violated the rules (IMG:[ invalid] style_emoticons/default/heh.gif)) CODE base_damage = spell_base_damage * edb
prof_factor = (effective_proficiency - monsterlevel) / monsterlevel
effective_mmi = mmi * (mob_has_imperil ? 0.5 : 1)
smi_reduction = (prof_factor^1.5) * 50 / 100 effective_smi = max(0, (mob_smi - smi_reduction - (mob_has_imperil ? 0.4 : 0))
effective_damage = base_damage * (1 - effective_mmi) * (1 - effective_smi)
average_damage = effective_damage * avg_counter_resist
Regarding avg_counter_resist, i think i had a discussion somewhere in here on that topic, how counter resist influences damage overall, although that has to have been about a year ago. If someone has that part saved it could be an interesting, though very tedious, mathy and boring, read. The important part here, is that prof_factor also raises counter_resist, which leads to less resists and thus even higher damage. PS: Also, Hi everyone (IMG:[ invalid] style_emoticons/default/wink.gif)
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