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Battle Powerups, So we don't spam the 4.4 thread talking about them |
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Dec 11 2009, 13:14
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masquepiph
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edit
This post has been edited by r3dd0ssal: Nov 5 2020, 10:27
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Dec 11 2009, 14:44
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mayuri9
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about powerups I want to know about this " Your spike shield hits Amphibious Sperm Whale for 6 points of cold damage."
how can I increase damage ? from int or something ? or it's fix damage ?? thanks ^w^
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Dec 11 2009, 14:48
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HASJ2
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Does the Health/Mana gem restores a little after each round or is just for one (round)? My understanding is that the gems remain for consecutives rounds until you get another one, isn't it?
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Dec 11 2009, 14:50
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coredumperror
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I'll gladly do the wiki update. However, I just rebuilt my PC, so I may not have much free time in the next 24-48 hours. If anyone gets to the wiki update before me, more power to them.
Anyway, I wanted to add that I found the Soul GEm to restore 5% SP per turn for 6 turns, giving a total of 30% SP regen. I'll record how much I get from the other restorative gems here as well, once I find them.
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Dec 11 2009, 14:51
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masquepiph
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QUOTE(mayuri9 @ Dec 11 2009, 09:44)  about powerups I want to know about this " Your spike shield hits Amphibious Sperm Whale for 6 points of cold damage."
how can I increase damage ? from int or something ? or it's fix damage ?? thanks ^w^
I'm pretty sure it's based on your supportive proficiency and elemental ratings. QUOTE(HASJ2 @ Dec 11 2009, 09:48)  Does the Health/Mana gem restores a little after each round or is just for one (round)? My understanding is that the gems remain for consecutives rounds until you get another one, isn't it?
Restorative gems last 6 turns and restore a tiny amount per turn. The 'lasting until you find another' only counts for when you're holding onto one but not using it. It'll last until you either finish your arena/grind/etc, or until another is dropped.
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Dec 11 2009, 15:11
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Jonavrek
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Frost Gem A shield of frost surrounds the target. Cold mitigation is increased, and physical attackers take minor cold damage.
Soul Gem Restore 3 SP x 6 turns = 18/51 total SP
Health Gem Restore 32 HP x 6 turns = 192/1060 HP
Mana Gem Restore 7 MP x 6 turns = 42/187 MP
This post has been edited by Jonavrek: Dec 11 2009, 21:20
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Dec 11 2009, 15:18
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masquepiph
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QUOTE(Jonavrek @ Dec 11 2009, 10:11)  ...
This is not a spamhaus post-every-time-a-gem-drops threads, so please don't do that. This post has been edited by DemonEyesBob: Dec 11 2009, 15:19
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Dec 11 2009, 15:25
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Jonavrek
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QUOTE(DemonEyesBob @ Dec 11 2009, 20:18)  This is not a spamhaus post-every-time-a-gem-drops threads, so please don't do that.
Sorry about that (IMG:[ invalid] style_emoticons/default/tongue.gif) I'm in the middle of the game, just quick copy and paste here, then comment later.
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Dec 11 2009, 16:29
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uth
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Health and mana gems are both returning about 13.1% of perspective totals, after Tanks, that could just be coincidence though. And I would say the best gem by far is mystic gem.
This post has been edited by uth: Dec 11 2009, 16:44
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Dec 11 2009, 22:52
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Sayo Aisaka
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Shock SpikesA shield of lightning surrounds the target. Elec mitigation is increased, and physical attackers take minor elec damage. Lasts 20 turns, and for me it's doing 8 damage. I'm in IW, so I can't tell you what my proficiencies or ratings are at the moment. Edit: I just Spike Shielded a Cockatrice to death. Even 8 damage can be useful. (IMG:[ invalid] style_emoticons/default/smile.gif) This post has been edited by Sayo Aisaka: Dec 11 2009, 22:55
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Dec 11 2009, 23:22
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PSPhreak
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i got a few of these gems today and nobody has mentioned this so far so i wanted to add that you dont get to keep these gems for later use if you choose not to use them during the battle. at first i was like, "oh cool,i wonder how much i can get for this in the item shop" so i didnt use my first one =/
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Dec 11 2009, 23:30
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masquepiph
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QUOTE(PSPhreak @ Dec 11 2009, 18:22)  i got a few of these gems today and nobody has mentioned this so far so i wanted to add that you dont get to keep these gems for later use if you choose not to use them during the battle. at first i was like, "oh cool,i wonder how much i can get for this in the item shop" so i didnt use my first one =/
No one mentioned it because it's clearly stated in the 4.4 release notes. QUOTE They persist between rounds, but shatter at the end of the grindfest/item world/arena challenge.
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Dec 11 2009, 23:31
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EvolutionKing
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QUOTE(PSPhreak @ Dec 11 2009, 16:22)  i got a few of these gems today and nobody has mentioned this so far so i wanted to add that you dont get to keep these gems for later use if you choose not to use them during the battle. at first i was like, "oh cool,i wonder how much i can get for this in the item shop" so i didnt use my first one =/
It was mentioned: QUOTE(Tenboro @ Dec 11 2009, 06:04)  Battle Powerups
Monsters will now randomly drop Powerup Gems when they are defeated. When they drop, these powerups are automatically slotted in the special "P" item slot (overwriting any powerups already there, if any).
Powerups have a usage time of 0, meaning that they can be used instantly. They persist between rounds, but shatter at the end of the grindfest/item world/arena challenge. EDIT: Was beaten to it. This post has been edited by EvolutionKing: Dec 11 2009, 23:32
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Dec 12 2009, 00:33
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Sayo Aisaka
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The amount of Health/Mana/Spirit restored is 5% of your base amount per turn.
Question about the Spikes effects (I'm also curious as to whether this applies to the Spike Shield spells): they do the same amount of damage to all enemies regardless of element. Wouldn't it make more sense for the damage to depend on each monster's susceptibility to that element?
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Dec 12 2009, 00:38
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masquepiph
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QUOTE(Sayo Aisaka @ Dec 11 2009, 19:33)  Question about the Spikes effects (I'm also curious as to whether this applies to the Spike Shield spells): they do the same amount of damage to all enemies regardless of element. Wouldn't it make more sense for the damage to depend on each monster's susceptibility to that element?
Ice gem did 9 to most monsters but 16 to Fire Fox. Not that it's noticeable when they have like 6000HP each... Think it's more for the mitigation than the return damage... I think the overall damage should be increased.
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Dec 12 2009, 00:45
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grumpymal
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Spikes do less to monsters resistant to that element, as wellnoitdoesnt. The Spike Shields are really mostly for that extra little mitigation, but hito's complained that it needs to be increased to be more useful. The damage done is a reflected percentage (I think it was 10%? you'll have to dig up the release notes, pretty sure it was 0.4.0).
I'm still waiting for the physical mitigation version of Spike Shield.
I haven't had a Spike shield since it came out, but it seems the Gem version is exactly the same as if you had cast the spell yourself.
This post has been edited by cmal: Dec 12 2009, 02:05
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Dec 12 2009, 02:38
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Sayo Aisaka
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QUOTE(DemonEyesBob @ Dec 11 2009, 22:38)  Ice gem did 9 to most monsters but 16 to Fire Fox.
Are you sure about that? This is what the Fire Gem does for me: 2 20 Your spike shield hits Cockatrice for 8 points of fire damage. 2 19 Cockatrice hits you for 0 piercing damage. 2 18 Your spike shield hits Blue Slime for 8 points of fire damage. 2 17 Blue Slime hits you for 0 crushing damage. 2 16 Bleeding Wound hits Rabid Hamster for 213 damage. 2 15 Your spike shield hits Rabid Hamster for 8 points of fire damage. 2 14 Rabid Hamster hits you for 0 piercing damage. 2 13 Your spike shield hits Giant Panda for 8 points of fire damage. 2 12 Giant Panda crits you for 15 slashing damage. 2 11 Your spike shield hits Fire Fox for 8 points of fire damage.
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Dec 12 2009, 04:13
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uth
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It says its 10% in the release notes, but for attacks where you parry or take no dmg it seems to be a fixed number that is determined by..... ya I have no idea it does 10 dmg on parry's for me. Also I've seen dmg more then 10% of what I was hit for and dmg closer to 5% of what I was hit for, there really doesn't seem to be any consistency.
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Dec 12 2009, 04:40
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hitokiri84
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From what I recall, it's 25% of magical attacks and 10% of physical attacks. Considering that physical elemental attacks only come from bosses and legendaries, the 10% should really be raised. 10% off of 5000 damage doesn't really help much.
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