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post Feb 18 2017, 14:52
Post #95281
Kira.Yoshikage



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QUOTE(Scremaz @ Feb 18 2017, 08:16) *

alright. but please not that "high" is simply in relation to the capital invested. nobody can grant you high incomings, since all the gifts are random - or so we've been told

Got it,try to get high incoming.
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post Feb 18 2017, 15:06
Post #95282
Raye_Terse



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So, if I pay someone to get a random legendary rapier at ~360 PXP0 to IW 10, it will cost me probably a little less than 220k. (According to this one IW calculator I found)

But about how much does the price increase if you have specific requirements?

Stuff like:

Butcher 5, or
Butcher 3+, no Swift strike, or
Butcher 3+, Fatality 3+, or
Butcher 5, Fatality 4

Let's assume average luck.

I'm trying to get a better sense for how much IW affects the value of a weapon, and I'd appreciate any input (IMG:[invalid] style_emoticons/default/smile.gif)
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post Feb 18 2017, 15:09
Post #95283
Scremaz



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QUOTE(Raye_Terse @ Feb 18 2017, 14:06) *

So, if I pay someone to get a random legendary rapier at ~360 PXP0 to IW 10, it will cost me probably a little less than 220k. (According to this one IW calculator I found)

But about how much does the price increase if you have specific requirements?

Stuff like:

Butcher 5, or
Butcher 3+, no Swift strike, or
Butcher 3+, Fatality 3+, or
Butcher 5, Fatality 4

Let's assume average luck.

I'm trying to get a better sense for how much IW affects the value of a weapon, and I'd appreciate any input (IMG:[invalid] style_emoticons/default/smile.gif)

try asking vivikinomoto. he has built quite a bit of experience with IWs lately.
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post Feb 18 2017, 15:50
Post #95284
KitsuneAbby



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QUOTE(Raye_Terse @ Feb 18 2017, 14:06) *

So, if I pay someone to get a random legendary rapier at ~360 PXP0 to IW 10, it will cost me probably a little less than 220k. (According to this one IW calculator I found)

But about how much does the price increase if you have specific requirements?

Stuff like:

Butcher 5, or
Butcher 3+, no Swift strike, or
Butcher 3+, Fatality 3+, or
Butcher 5, Fatality 4

Let's assume average luck.

I'm trying to get a better sense for how much IW affects the value of a weapon, and I'd appreciate any input (IMG:[invalid] style_emoticons/default/smile.gif)


If we follow the logic of Credits per XP, I guess you'd be charged all the XP that the guy has to go through till he got what you asked. So everything would count even if he had to reset. You'd be charged for the amnesia shards aswell.
At least the asshole logic would kick in like this. Just pray for someone who won't abuse and charge you nicely.

This post has been edited by decondelite: Feb 18 2017, 15:51
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post Feb 18 2017, 16:01
Post #95285
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QUOTE(decondelite @ Feb 18 2017, 13:50) *
If we follow the logic of Credits per XP, I guess you'd be charged all the XP that the guy has to go through till he got what you asked. So everything would count even if he had to reset. You'd be charged for the amnesia shards aswell.
At least the asshole logic would kick in like this. Just pray for someone who won't abuse and charge you nicely.
This is why I used fixed prices (and recommend fixed prices for other IWers): set a price for each requested requirement, like 5-potency 1h or 5+(2+) potency staff, and so on. Same for amnesia shards: those who've done enough IW know how many shards on average everything will take, so they can charge a constant amnesia cost rather than random prices. Even better, instead of making people send amnesia shards (which they kinda often don't have a large supply of at any given point), convert amnesia cost into credits as well.

Having a guaranteed result for a guaranteed fixed price is one of the biggest factors that attracts people to IW services; even if the price is somewhat higher than the true average value of such runs, IW service buyers are willing to pay to avoid risk. It's kind of like insurance; people rather pay a modest amount (and lose somewhat on average) than risk quite unlucky financial situations.
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post Feb 18 2017, 16:06
Post #95286
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I can easily disagree after getting 6 or 7 good services paying the same amount I paid for a mere jug 5 back in the time (IMG:[invalid] style_emoticons/default/heh.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)

Why should I be attracted by an extremely expensive service? (IMG:[invalid] style_emoticons/default/ohmy.gif)


As long as the seller knows he's gaining from the current service I don't see anything bad about charging the actual amount of PxP gained in all the runs, and not a fix amount.
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post Feb 18 2017, 19:48
Post #95287
ijkjlj



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hey guys, looking for some statting advice
i've been going with the thing on the wiki advice page for 1h/heavy, just wanted to make sure it's still the way to go
particularly wondering about agi, is it a dump stat like int for heavy builds?

(IMG:[puu.sh] http://puu.sh/u8ZRV/8f67e498d2.jpg)
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post Feb 18 2017, 19:52
Post #95288
Juggernaut Santa



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QUOTE(ijkjlj @ Feb 18 2017, 18:48) *

hey guys, looking for some statting advice
i've been going with the thing on the wiki advice page for 1h/heavy, just wanted to make sure it's still the way to go
particularly wondering about agi, is it a dump stat like int for heavy builds?

You have to keep it lower than the other stats, but it's useful to raise your Physical Mitigation a bit, so don't discard it completely.
Try to keep STR, DEX and END as close as possible, then WIS and AGI a little lower, and INT from 0 to much lower.
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post Feb 18 2017, 19:56
Post #95289
ijkjlj



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QUOTE(End Of All Hope @ Feb 18 2017, 12:52) *

You have to keep it lower than the other stats, but it's useful to raise your Physical Mitigation a bit, so don't discard it completely.
Try to keep STR, DEX and END as close as possible, then WIS and AGI a little lower, and INT from 0 to much lower.

oh. so my stat ratios would be something like 1 str:1 dex:1 end:0.9 wis:0.9 agi:dump int?
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post Feb 18 2017, 20:00
Post #95290
Juggernaut Santa



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QUOTE(ijkjlj @ Feb 18 2017, 18:56) *

oh. so my stat ratios would be something like 1 str:1 dex:1 end:0.9 wis:0.9 agi:dump int?

Instead of the numbers try to look at the exp needed for the next attribute point, keeping something like this:
STR = DEX = END = 1
WIS = AGI = 0.5
INT = 0.005
One may want to make custom calculations and such, or don't care and do it the easy way.
This is the easiest way to put it of course.
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post Feb 18 2017, 20:01
Post #95291
ijkjlj



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QUOTE(End Of All Hope @ Feb 18 2017, 13:00) *

Instead of the numbers try to look at the exp needed for the next attribute point, keeping something like this:
STR = DEX = END = 1
WIS = AGI = 0.5
INT = 0.005
One may want to make custom calculations and such, or don't care and do it the easy way.
This is the easiest way to put it of course.

gotcha. thanks again for the advice
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post Feb 18 2017, 20:01
Post #95292
Rhydin



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QUOTE(ijkjlj @ Feb 18 2017, 18:56) *

oh. so my stat ratios would be something like 1 str:1 dex:1 end:0.9 wis:0.9 agi:dump int?

Personally I feel that is still a bit much for AGI. Aiming for 0.7-0.8 should be sufficient, after all most of AGI's effects will be negated by burden anyways. I also like to run with higher WIS (my build: STR = DEX = END = WIS > AGI >>>> INT), though that's more a matter of personal preference, not of right or wrong.
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post Feb 18 2017, 20:05
Post #95293
Juggernaut Santa



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QUOTE(Rhydin @ Feb 18 2017, 19:01) *

Personally I feel that is still a bit much for AGI. Aiming for 0.7-0.8 should be sufficient, after all most of AGI's effects will be negated by burden anyways. I also like to run with higher WIS (my build: STR = DEX = END = WIS > AGI >>>> INT), though that's more a matter of personal preference, not of right or wrong.

That's true too but, what's doing WIS again? Giving you some MP. Basically almost anything like AGI, very few PMi and nothing else for 1H.
So it would be better to not steal too much exp from STR, DEX, END.

And to optimize SP, keeping WIS too much higher than AGI or vice versa, would be a bit counter-productive.

This post has been edited by End Of All Hope: Feb 18 2017, 20:05
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post Feb 18 2017, 20:07
Post #95294
Insania



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Is it worth getting 200% hit chance?
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post Feb 18 2017, 20:08
Post #95295
Juggernaut Santa



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QUOTE(Insania @ Feb 18 2017, 19:07) *

Is it worth getting 200% hit chance?

No. But it's not like you'll not get close to it and surpass it one day (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Feb 18 2017, 20:10
Post #95296
Rhydin



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QUOTE(End Of All Hope @ Feb 18 2017, 19:05) *

That's true too but, what's doing WIS again? Giving you some MP. Basically almost anything like AGI, very few PMi and nothing else for 1H.
So it would be better to not steal too much exp from STR, DEX, END.

And to optimize SP, keeping WIS too much higher than AGI or vice versa, would be a bit counter-productive.


WIS is the only way for 1H Heavy to increase Resist. Seeing how magic attacks are the only true weakness for that style, investing a little more than the bare necessity doesn't seem too bad a choice. But as I wrote before, it's more of a personal decision.
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post Feb 18 2017, 20:18
Post #95297
Raye_Terse



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QUOTE(End Of All Hope @ Feb 18 2017, 15:06) *

I can easily disagree after getting 6 or 7 good services paying the same amount I paid for a mere jug 5 back in the time (IMG:[invalid] style_emoticons/default/heh.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)

Why should I be attracted by an extremely expensive service? (IMG:[invalid] style_emoticons/default/ohmy.gif)
As long as the seller knows he's gaining from the current service I don't see anything bad about charging the actual amount of PxP gained in all the runs, and not a fix amount.

When you pay per PxP, you can be very lucky on the price, and you can be very unlucky on the price.

Now consider this: For most people, earning credits is much harder than spending them. In other words, the risk you take (being unlucky) is much higher than the potential reward (being lucky).

Avoiding that is worth paying a little extra, imo.
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post Feb 18 2017, 21:15
Post #95298
ijkjlj



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question about the damage formula on wiki:
Base physical damage = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + (weapon_prof * TYPE) + (equipment_Attack_Damage_Bonus)
could someone please explain to me why 27k is subtracted here?
or even how the stat formula section works - all i can tell is that str is worth 2 dex, and this relationship is somehow nonlinear
[puu.sh] for reference this is what wolframalpha tells me with arbitrary values plugged in, which can't possibly be right
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post Feb 18 2017, 21:21
Post #95299
cmos



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QUOTE(ijkjlj @ Feb 18 2017, 22:15) *

could someone please explain to me why 27k is subtracted here?

No reason. HV formulas are quite esoteric for no other reason than to make math-loving people guess them.
Your input is incorrectly interpreted.
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post Feb 18 2017, 21:47
Post #95300
Raye_Terse



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As far as I've understood, we don't know the exact formulas that HV uses under the hood for a lot of stats, anyway. All we have are pretty accurate approximations based on observation and experimentation.
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