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> HV Research Thread, Let's find out how stuff really works

 
post Jul 28 2021, 00:36
Post #347
sssss2



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Forge/Upgrade Materials

While developing the script, I found something more concise about this.

[docs.google.com] https://docs.google.com/spreadsheets/d/1gpJ...g#gid=480170546

The material list consists of 13 groups
- 5x [6 Low-Grade Materials]
- 7x [5 Low-Grade Materials] and [1 Mid-Grade Material]
- 8x [4 Low-Grade Materials] and [2 Mid-Grade Materials]
- 7x [3 Low-Grade Materials] and [3 Mid-Grade Materials]
- 8x [2 Low-Grade Materials] and [4 Mid-Grade Materials]
- 7x [1 Low-Grade Material] and [5 Mid-Grade Materials]
- 13x [6 Mid-Grade Materials]
- 7x [5 Mid-Grade Materials] and [1 High-Grade Material]
- 8x [4 Mid-Grade Materials] and [2 High-Grade Materials]
- 7x [3 Mid-Grade Materials] and [3 High-Grade Materials]
- 8x [2 Mid-Grade Materials] and [4 High-Grade Materials]
- 7x [1 Mid-Grade Materials] and [5 High-Grade Materials]
- 58x [6 High-Grade Materials]

The amount required varies based on the equipment's pxp, not the quality in the equipment's name.
- Equipment with pxp 313 or less are from index 1
- Equipment with pxp between 313 and 335 are from index 16
- Equipment with pxp between 335 and 348 from index 31
- Equipment with pxp 348 or higher are from index 51

This post has been edited by sssss2: Jul 28 2021, 00:40
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post Aug 28 2021, 23:26
Post #348
BlueWaterSplash



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QUOTE(Nezu @ Peerless Shocking Rapier of Slaughter B5 O4) *
I ended up reforging my rapier and going for B5 O4. I'm pretty sure Overpower is worth considerably more than Fatality, even with Overwhelming Strikes.

QUOTE(BlueWaterSplash @ Research Thread last year, condensed) *
Overpower

If average monster parry is 20% then Overpower 5 grants (1 - 0.2 * 0.8) / (1 - 0.2) = 5% more hits. In Research for 1H monsters were stunned 62% of the time, this changes the above calculation to (1 - 0.2 * 0.38 * 0.8) / (1 - 0.2 * 0.38) = 1.645% more hits.

The player also gets Overwhelming Strikes in 1H style, which I'll estimate to provide 20% counter-parry on average without haste, and 60% counter-parry with haste. Stacked additively with Overpower 5 the above calculation becomes (1 - 0.2 * 0.38 * 0.6) / (1 - 0.2 * 0.38 * 0.8) = 1.618% without haste and (1 - 0.2 * 0.38 * 0.2) / (1 - 0.2 * 0.38 * 0.4) = 1.568% with haste.

There are times when Overwhelming Strikes grants 100% counter-parry which is not uncommon with haste. In these instances overpower does nothing. Haste was used when performing Research for 1H which some might consider a flaw. The experimental result was that Overpower 5 increased the hit rate by 1.3075%.

The added overcharge granted by overpower is worth extra, however it's roughly already accounted for. Because even if 1H misses an attack, it will usually perform a counter attack and keep overcharge at a constant level for that turn.

For non-imperil rapier spread style only, added hits from overpower have the valuable effect of preventing previously stacked PA from wearing off. I estimate this effect is worth 0.68 * 0.68 * 0.66 = 0.3 hits, meaning overpower becomes 1.3x better with this viewpoint.

Overpower = Fatality (1H non-imperil rapier spread style only)

Let's suppose the average monster parry rate today is 22%, then Overpower 5 without haste improves hits by (1 - 0.22 * 0.38 * 0.6) / (1 - 0.22 * 0.38 * 0.8) = 1.792% and may improve turns by 1.792% * 1.3 = 2.330% which is equal to Fatality 5. Keep in mind the math is fuzzy and PA wearing off applies less in arenas with small mobs.

For other 1H styles the numbers suggest overpower is somewhere between 0.5x to 1x as beneficial as fatality. Even assuming 25% average monster parry, overpower can't give more than (1 - 0.25 * 0.36 * 0.6) / (1 - 0.25 * 0.36 * 0.8) = 1.940% more hits.

The percentage of time enemies are stunned affects overpower the most. When I wrote that, I assumed that haste usage would not affect how often enemies are stunned. That should theoretically be the case, but because of discretization issues I later discovered the following:

QUOTE(BlueWaterSplash @ Research Thread last year) *
Once any enemy recovers from stun, it no longer matters whether you have haste or not in terms of the number of counter attacks you perform (except for increasing the stun duration from 4 to 6~7 turns, which is the biggest effect on loss of counters).

This is because ~95% of all enemies we encounter are chaosed enough to have over 25% attack speed bonus (more than half chaosed, so 10+ levels to attack speed). Combined with the 25% attack speed bonus of PFUDOR difficulty this means that whether we have haste or not, most monsters will attack 1H players twice every time they recover from Stun.

And if we approximate that 1H style deals 3 counter attacks and 2 stuns every turn, then this creates a perpetual loop. Because in many turns, 2 monsters will recover from stun, and those 2 monsters will attack 4 times, for an average of 3 counter attacks (75% chance) and once again 2 stuns (70%+ chance of stun with a counter attack).

New data on how often enemies are stunned is badly needed, as sssss2 used haste for his test many years ago. Without haste, enemies ought to be stunned much less often, and overpower would drastically improve.

QUOTE(BlueWaterSplash @ Research Thread last year, revised) *
Butcher

Rapier + 5 Power of Slaughter: 5 * 51 / (14400 - 5 * 51) = 1.803%

Shortsword + 5 Power of Slaughter: 5 * 1.2 * 51 / (15000 - 6 * 51) = 2.082%

Butcher is the only weapon potency that improves counter attacks, so calculated derating factors = 2.4 / (2.4 + 0.75 * counters) for Fatality and Overpower are:

CODE
stage         spell usage   difficulty   counters/attack   derating factor
--------------------------------------------------------------------------
4 mob arena    haste          pfudor         0.85              0.74
5 mob arena    haste          pfudor         0.95              0.72
4 mob arena    none           pfudor         1.17              0.67
5 mob arena    none           pfudor         1.30              0.65
item world     haste          pfudor         1.25              0.66
item world     none           pfudor         1.75              0.58
item world     imperil        pfudor         2.33              0.51


Fatality

I'll copy Research for 1H and assume +60% crit damage without fatality, presumably from a savage piece or two.

Fatality gets better at high level because crit chance increases. The peerless full slaughter warrior has 53.2% crit chance. With Heartseeker it becomes 57.88% crit chance to do +75% crit damage. The base multiplier of the main hit is 2.434 which becomes 2.49198 with Fatality 5, an improvement of 2.49198 / 2.434 - 1 = 2.382% (compare with 2.45373 / 2.4 - 1 = 2.239% in Research for 1H).

Taking ~1 counter/attack, the derating factor is 0.70 so Fatality 5 increases overall damage by 2.382% * 0.70 = 1.667%.

Butcher and Fatality have always been pretty close, so O5 B4 could be best. However arenas have bigger average mobs with the current game version, so Butcher is improved these days (a derating factor of 0.51~0.60 may be generally applicable now).
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post Sep 27 2021, 02:56
Post #349
Greshnik



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Tried to compare B5F4 with B5O4 yesterday with my Protection set in 12 runs of 100 rounds PFUDOR IW...
With 8,096/8,085 adb and DD1...

Legendary Demonic Shortsword of Slaughter (B5F4)
CODE
1st run 1,782 turns, 1 Riddlemaster
2nd run 1,765 turns, 2 Riddlemaster
3rd run 1,770 turns, 2 Riddlemasters
4th run 1,785 turns, 1 Riddlemaster
5th run 1,769 turns, 1 Riddlemaster
6th run 1,765 turns, 2 Riddlemasters
avg ~1,772 turns

Legendary Shocking Shortsword of Slaughter (B5O4)
CODE
1st run 1,728 turns, 1 Riddlemaster
2nd run 1,744 turns, 1 Riddlemaster
3rd run 1,778 turns
4th run 1,749 turns, 2 Riddlemasters
5th run 1,781 turns, 2 Riddlemasters
6th run 1,728 turns, 2 Riddlemasters
avg ~1,751 turns


B5O4 have lower turns on average compared to B5F4, but only marginally at ~20 turns difference...
This is the same with what Nezu said a few weeks ago...
So I think gear lv basically have no difference in this case...

This post has been edited by Greshnik: Sep 27 2021, 13:16
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post Sep 28 2021, 00:09
Post #350
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If that result is accurate that is actually a big difference. That's about a 1% improvement in turns, and keep in mind that B5 is only a 2% improvement in adb as compared to having nothing.

I assume you infused the two weapons accordingly to match element, but it's still possible that one of those shortswords is better than the other. Also in general, fatality should be improving with higher level and peerless gear (but I would not expect it to improve enough to overcome the superior overpower result you demonstrated).

If overpower is truly as good as your demonstration, then O5 B4 is still looking good.
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post Sep 28 2021, 02:26
Post #351
Greshnik



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QUOTE(BlueWaterSplash @ Sep 28 2021, 05:09) *

If that result is accurate that is actually a big difference. That's about a 1% improvement in turns, and keep in mind that B5 is only a 2% improvement in adb as compared to having nothing.

I assume you infused the two weapons accordingly to match element, but it's still possible that one of those shortswords is better than the other. Also in general, fatality should be improving with higher level and peerless gear (but I would not expect it to improve enough to overcome the superior overpower result you demonstrated).

If overpower is truly as good as your demonstration, then O5 B4 is still looking good.

Yep...
Lightning infusion for Demonic Shortsword and Dark infusion for Shocking Shortsword, on Sunday (Holy day)...
Plus featherweight on all eq., and voidseeker for weapon because at the time my acc still <200%...
And I consider those two are close enough in stats to start the comparison, though I'm sure a peerless one will gives more accurate result...
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post Dec 23 2021, 02:48
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thanks (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Dec 23 2021, 21:36
Post #353
BlueWaterSplash



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QUOTE(sssss2 @ wants to buy isekai stuff for season 3) *
Magnificent * Rapier
Legendary * Rapier

Magnificent * Wakizashi
Legendary * Wakizashi

Magnificent * Buckler of the Barrier
Legendary * Buckler of the Barrier

Magnificent * Shade * of the Shadowdancer
Legendary * Shade * of the Shadowdancer

Magnificent * Shade * of the Fleet
Legendary * Shade * of the Fleet
Please MM or PM to me.

Looking at his request list, this is identical to what I used in isekai season 1. I already knew from way back then that some players had similar ideas to me. Isekai is no longer as competitive (just reach floor 50 to get pabs) so when I have time I want to discuss various things, as the isekai Tower provides a better tangible way for us to measure survivability and what can matter.

For my part, I do not play and advance enough for true survivability to matter, but the Tower still helps me to try things and makes theorizing easier. For season 2, I had to use a Force shield for the first time ever (semi-regularly) because it was all I could drop: a high rolled mag force shield was just too much better than low rolled exquisite buckler of barrier. (I dropped a similar mag force shield at the start of season 3 and gave it away).

So there are a number of old melee debates that should be revisited. Is force shield better than buckler of the barrier? How does 1H Light compare to 1H Heavy (which could be plate or power, and/or feathered) both on offense and defense? When is spirit shield worth it, or can I just go without it and spark a lot?

Most players feel that they have obvious answers to these questions, but I don't think popular thought has ever been absolutely correct, in a perfectly strict sense. Popular thought may be correct for nearly all situations and builds, but the reality is that Player level affects a lot of these things as well as Difficulty level, and behavior of monsters. At certain odd/rarely/never encountered ranges of player level and difficulty level (this could include theoretical difficulties, or theoretical alterations to monster behavior that do not actually exist) there can be different results.

And not everything is about 1H (fusrodah is rightfully disabled in isekai). Practically speaking, DW can easily clear the Tower floors I'd ever get to. Though once monsters get tough to the point where they can't all be blown away by Frenzy Blows (which was past Floor 100 in season 1, but probably much lower in season 2) then DW is in trouble.

2H Mace should be another competitor, especially if you target carefully. And I've never completely given up on the unorthodox idea of DW Club with spread stun targeting. (In theory monster behavior and population could theoretically be altered to screw 1H by making all monsters magical, drastically reducing counter attacks and stuns).

Another interesting thing I think I noticed in isekai is that Stun probability upon a successful counter attack seems to increase with player level or stats. When I transition from DW to 1H every season and first reach 30% overwhelming and 75% counter attack, my stun rate is still pretty bad. I can beatdown schoolgirls without ever stunning them. This might be due to having pathetic block/parry stats but I don't feel that explains it, as I see the counters happening.
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post Dec 23 2021, 22:50
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Mud attheBaseofLotus



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QUOTE(BlueWaterSplash @ Dec 23 2021, 19:36) *

Is force shield better than buckler of the barrier?


You said some time ago that force shield decrease chance of resist(or messing with resist in some other bad way). So assuming this, i think that for 1h light buckler better because light armor have a lot of resist - you have much to lose if you choose force shield, and from my experience with 1h heavy - most of noticeable damage comes from magic spells(all those holly/void spells, you know), so resist seems useful. Especially for shade of negation and arcanist buckler is preferable in this regard.

While 1h heavy have low resist and you lose not so much choosing force shield, also it is trade off: resist for block, and block blocks both magic and melee damage and also stun and counterattack(geez 1h such an OP...), so probably for 1h heavy you lose nothing in the end.

This post has been edited by Mud attheBaseofLotus: Dec 23 2021, 22:51
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post Dec 24 2021, 09:40
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QUOTE(BlueWaterSplash @ Dec 23 2021, 19:36) *

2H Mace should be another competitor, especially if you target carefully. And I've never completely given up on the unorthodox idea of DW Club with spread stun targeting. (In theory monster behavior and population could theoretically be altered to screw 1H by making all monsters magical, drastically reducing counter attacks and stuns).


Unfortunately neither of these are good enough for high tower - DW club slightly moreso, but 2H is fucked. (IMG:[invalid] style_emoticons/default/laugh.gif)

I played it to floor 50 last season. It was worse than expected, sadly, and I already thought it was pretty bad. Not doing that again any time soon.
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post Dec 24 2021, 22:39
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I've never really tried it so I don't know exactly what happens with 2H Mace. Can't you just stun everybody (like 5~7 guys) with one ordinary attack, or does it not work that way? (IMG:[invalid] style_emoticons/default/laugh.gif)

The main issue with force shields is interference (which arguably works better with heavy armor since that already has more interference to start with, and can also be reduced by feathering). I don't think force shields interact with resist in any way, but I could be wrong. (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Dec 24 2021, 23:04
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QUOTE(BlueWaterSplash @ Dec 24 2021, 20:39) *

I've never really tried it so I don't know exactly what happens with 2H Mace. Can't you just stun everybody (like 5~7 guys) with one ordinary attack, or does it not work that way? (IMG:[invalid] style_emoticons/default/laugh.gif)

The main issue with force shields is interference (which arguably works better with heavy armor since that already has more interference to start with, and can also be reduced by feathering). I don't think force shields interact with resist in any way, but I could be wrong. (IMG:[invalid] style_emoticons/default/unsure.gif)


They all attack at once when the stun expires (and stun can't be refreshed), so even if you did get some amazing domino strike stuns, you're still in danger. The biggest reason 2H is weak in tower is specifically because of domino strike, honestly - even if you attack from the bottom, you're still gonna wake up a considerable amount of sleeping monsters.

I think force shields can add slightly more avoidance than they cost in burden, with feather, so a force shield would be slightly better in general, and for 1H, mana costs are not that much of a concern so I don't think the interference is a problem either.

However on isekai... force shields take DMMs to upgrade, bucklers don't. If you could get a good mag reinforced buckler of the barrier, you could upgrade that really easily and have a better time with it than a lowly-forged legendary of any kind.
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post Dec 28 2021, 00:48
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Force shields have better defenses than bucklers of barrier. They have 1% more block (which equates to 1.66% more block after level scaled and forged). Actually it's effectively much more than that because of multiplicative block stacking. A peerless force shield provides 64.04% actual block, which means that an extra 1.66% additive block is truthfully an extra 4.4% multiplicative block, and truthfully a 4.4% reduction in damage taken compared to peerless buckler of barrier.

Force shields also have about 1% more physical and magical mitigation than bucklers of barrier. This equates to about an extra 1.66% reduction in damage taken after level scaled and forged (the multiplicative argument used for block does not apply significantly here because the total amount of provided mitigation is low to begin with).

Force shields also have the suffix which provides additional mitigation of 2.1% for protection or 4.62% for warding, which is about 3.5% for protection or 7.7% for warding after scaled and forged.

Peerless reinforced bucklers add about 3.2% mitigation for crushing/slashing/piercing which we can arguably be considered almost as useful as protection, but could also be argued to be useless. That would be equivalent to 4.25% after forging (level scaling does not apply). Peerless agile bucklers instead add 3.62% attack speed which for pure damage reduction purposes is just as good as block, though it could be unwanted for the loss in offense.

Force shields have an elemental prefix which is quite nice with heavy armor builds, but arguably useless. Peerless provides 26.1% elemental mitigation, or 34.71% after forging. Let's divide this by 6 elements to get a fair estimate of its value, that's 5.79% per element.

Peerless force shields have the same burden as peerless bucklers.

Force shields have minimum 28 interference compared to the minimum 1.4 interference of peerless bucklers. This means force shields cause a naked wielder to use 14% more mana (7% if feathered). A peerless warrior has 87.5 interference from power armors, so in reality a force shield uses 9.21% more mana than a buckler, or 5.74% if fully feathered (4.36% if you just feather the shield).

It is arguable whether or not interference actually means anything in practice. I leave this topic for a post in the near future. However, things are looking favorable for force shield. Even if we say a buckler's 5.74% mana savings somehow translates to 5.74% more survivability (in certain extreme or theoretical survival situations), a force shield reduces damage taken by an extra 4.4% plus 1.66% = 6% (multiplicative stacking) compared to a buckler of barrier.

That 6% damage reduction could theoretically result in 6% less mana used, which means that most optimically a feathered force shield uses the same mana as a buckler. In reality, the damage reduction typically has no effect on mana, because most of the mana expenditure is from keeping buffs and debuffs active. However in extreme survival situations, where cure and even useless spells (this cheats cooldown) are continuously cast, mana reduction with force shields could happen.
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post Dec 28 2021, 01:29
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Truth be told, Isekai is just so different anyway.

I've made the observation that rolling with exquisite instead of mag is actually not that bad, as you can upgrade that MUCH easier. Obviously all depends on the rolls. This season I got myself a very high block mag Kite shield. All things considered, it'll do.

Also, sidenote for the previous post. I don't think mana is an issue for 1h warrior with a force shield. I have 126.8 interference and get twice the draughts I use. Never use any potions or elixirs. Early on, the interference can hit hard though (as in, in Isekai), but that's mostly a "you take what you get" thing anyway.
---

Regardless, my personal melee adventures in persistent will also soon check out light armor. My 1h melee is in a spot now, where I can easily pfudor IW with using less cures than you can count with one hand. It's not even all that great and/or upgraded. Level does that.. and my newly acquired 10% damage hath perk. (doing way more than what I thought, making me regret not getting it earlier) Plus, the game gave me quite a lot of light armor drops. So.. I figured I might as well. I have that luxury now.

I understand why everyone is saying "go 1h". As someone having restarted to play this at around lvl200 I can definitely agree how good 1h is, especially with relatively quickly being able to clear high difficulties. It took a while (heck, my isekai build was superior to my persistent build quite a bit), but once you have a decent rapier and shield, it only gets better. Still, looking at numbers and light armor, I feel like if you can assemble a decent collection, it could be working faster. 2h for non school girl, DW for school girl.
So, here's where I'd like to try out something, mostly from drops and as such only okay gear. I'm really curious how this'll work, at first completely without forge upgrades and only the weapon IWed.

My current plan for now is using: A Legendary Ethereal Mace of Slaughter (currently IWing it) and
-Legendary Jade Shade Helmet of the Fleet (replaced by Legendary Agile Shade Helmet of the Fleet if things work, as it's currently 5 levels too high for me)
-Peerless Savage Shade Breastplate of Negation
-Magnificent Agile Shade Leggings of the Shadowdancer or Legendary Savage Shade Leggings of the Fleet
-Legendary Agile Shade Gauntlets of the Fleet
-Legendary Agile Shade Boots of the Fleet

Obviously relatively messy gear, but I'm curious. Some people swear on their DW, and I'm curious to see how 2h works. Mostly in terms of lazyness + speed compared to a very typical 1h build.

This post has been edited by killi890: Dec 28 2021, 01:32
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post Dec 28 2021, 02:04
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QUOTE(killi890 @ Dec 27 2021, 23:29) *

Still, looking at numbers and light armor, I feel like if you can assemble a decent collection, it could be working faster. 2h for non school girl, DW for school girl.

---

Obviously relatively messy gear, but I'm curious. Some people swear on their DW, and I'm curious to see how 2h works. Mostly in terms of lazyness + speed compared to a very typical 1h build.


The difference in ADB between light and heavy kinda negates any fighting style advantage DW, 2H or Niten could have, especially since 1H can perma-stance, those others cannot.

You can check out the Battle Records thread for a little reference - heavy DW only comes out very slightly ahead of 1H against schoolgirls. I haven't recorded DW IW/fest yet this way because it's just... a lot more dangerous, and a little slower so far. Light would be significantly slower and leave 1H clearly dominant.

Niten can get away with heavy in arenas, too (although I'm not sure how well it'll fare in SPL). 2H isn't really so lucky, and that is a significant impediment. lololo16 told me before that niten plays fastest in the non-SG arenas, while DW is fastest against SGs.

It's also worth noting that I don't think my DW clears would have been faster than 1H without Manehattan Project. In that case, 1H would have beaten it quite cleanly. Vital Strike is really, really good, combined with perma-stance, and while Frenzied Blows is also fantastic, it's not quite as strong a precision tool, so it's much more RNG-dependent in terms of SG positioning.

I started off as a DW player on persistent and played that up til level 450, and then returned to it at level 500. In season 1 of isekai, I played dual wield using light armors up til floor 90, where I switched to 1H light. It's better than people think, and it can go faster than you'd expect too, but it does take some effort. It's not even remotely close to 1H light in terms of survival, and 1H heavy is still comfortably ahead, but it's still a strong competitor and certainly the closest to it.

I played 2H light on isekai season 2 up til floor 50 in the Tower, which should be roughly comparable to part way through a pfest. It's not pleasant at all, and much weaker than I expected - and I already expected it to be weak. On persistent, you can leverage FRD with a longsword for a little more damage and safety than you can get with just a mace on its own. The lack of avoidance is a killer.

2H, DW and Niten all take significantly more attention than 1H if you want even remotely comparable results. They're not often comfortable and they're certainly not lazy.

This post has been edited by Nezu: Dec 28 2021, 02:07
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post Dec 28 2021, 05:50
Post #361
Adhinferno Bloodmoon



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Just finished sacrificing 40 Precursor Artifacts and the Stat Bonus I get is:
STR +2
DEX +2
AGI +1
END +4
INT +4 (fokk, I am not a Mage (IMG:[invalid] style_emoticons/default/cry.gif))
WIS +2
So in total it's 15 out of 40 tries, not bad I guess (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by Adhinferno Bloodmoon: Dec 28 2021, 05:55
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post Dec 28 2021, 14:33
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QUOTE(Nezu @ Dec 28 2021, 01:04) *

The difference in ADB between light and heavy kinda negates any fighting style advantage DW, 2H or Niten could have, especially since 1H can perma-stance, those others cannot.

You can check out the Battle Records thread for a little reference - heavy DW only comes out very slightly ahead of 1H against schoolgirls. I haven't recorded DW IW/fest yet this way because it's just... a lot more dangerous, and a little slower so far. Light would be significantly slower and leave 1H clearly dominant.

Niten can get away with heavy in arenas, too (although I'm not sure how well it'll fare in SPL). 2H isn't really so lucky, and that is a significant impediment. lololo16 told me before that niten plays fastest in the non-SG arenas, while DW is fastest against SGs.

It's also worth noting that I don't think my DW clears would have been faster than 1H without Manehattan Project. In that case, 1H would have beaten it quite cleanly. Vital Strike is really, really good, combined with perma-stance, and while Frenzied Blows is also fantastic, it's not quite as strong a precision tool, so it's much more RNG-dependent in terms of SG positioning.

I started off as a DW player on persistent and played that up til level 450, and then returned to it at level 500. In season 1 of isekai, I played dual wield using light armors up til floor 90, where I switched to 1H light. It's better than people think, and it can go faster than you'd expect too, but it does take some effort. It's not even remotely close to 1H light in terms of survival, and 1H heavy is still comfortably ahead, but it's still a strong competitor and certainly the closest to it.

I played 2H light on isekai season 2 up til floor 50 in the Tower, which should be roughly comparable to part way through a pfest. It's not pleasant at all, and much weaker than I expected - and I already expected it to be weak. On persistent, you can leverage FRD with a longsword for a little more damage and safety than you can get with just a mace on its own. The lack of avoidance is a killer.

2H, DW and Niten all take significantly more attention than 1H if you want even remotely comparable results. They're not often comfortable and they're certainly not lazy.


Shade definitely have a LOT less adb, that's for sure. Power of slaughter has about twice. Doesn't help that 2h's prof based attack bonus is lower, and that domino is capped at 90%.
I'd still love for it to work, though. But it may really be more wishful thinking than anything else. This is where it'd be actually kinda neat if you could mix armor types. But alas.

As for the Vital Strike thing: It may just be my luck, but I have too many runs where Vital Strike refuses to bleed (and as such also crit). There's a huge random variance with that ability.
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post Dec 28 2021, 14:54
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QUOTE(killi890 @ Dec 28 2021, 12:33) *

As for the Vital Strike thing: It may just be my luck, but I have too many runs where Vital Strike refuses to bleed (and as such also crit). There's a huge random variance with that ability.


If I remember right, it's about 50/50 on the bleed, and obviously crit depends on your crit rate, but spirit Vital Strikes are still provably extremely effective both for high level players and low level players - Greshnik posted an excellent example of lower level 1H play.
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post Dec 29 2021, 16:26
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QUOTE(Nezu @ Dec 28 2021, 13:54) *

If I remember right, it's about 50/50 on the bleed, and obviously crit depends on your crit rate, but spirit Vital Strikes are still provably extremely effective both for high level players and low level players - Greshnik posted an excellent example of lower level 1H play.


Speaking of lower level. I just switched from 1h heavy to 1h light in Isekai, and the difference is actually quite significant. I feel like leather > plate is likely a thing, especially on lower level.

-No burden above 70, so full crit-rate + light crit. When your crit-rate isn't that great yet, the difference can be massive. Also more accuracy when it still matters.
-Resistance against heavy hitting spells

From struggling on Hell (1h heavy) to relatively straight forward Nintendo (1h light). Level 240 in this case. Below level 250 you don't have the actual useful Weaken yet, nor a reliable spirit shield. Feels good, to say the least.
Iwbth is stressful, but doable once the full weaken is there. Until then too many enemies are a problem, though a scroll could help. This is largely because of the difficulty difference at level 240 is pl ~1500 at Nintendo to maxed pl past that. All of the good old enemy names I see on persistent start to appear there.


As for dwd speed and the respective link there, it's hard for me to compare. I use a cold Rapier, no imperil, no Infusion, but Haste. I generally just hover over a school girl until she has double pen. armor, and vital strike. (right click of mouse -> impulse Vital Strike) So when Vital Strike doesn't bleed it usually means I need to continue with the hover for quite some time.
Last 30 rounds I do the same if cannon is on cooldown, otherwise proc pen. armor on each girl and shoot.

That run in question uses a holy Shortsword, Imperil with Aether Shard, an Infusion, no Haste and absolutely no cannon. It couldn't be more different. The time seems really high, but that might be because of connection or mobile or something. That said, some of the other posts about DW make me feel like my 1h days are probably not going to be over anytime soon.
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post Dec 29 2021, 16:35
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QUOTE(Nezu @ Dec 28 2021, 20:54) *

If I remember right, it's about 50/50 on the bleed, and obviously crit depends on your crit rate, but spirit Vital Strikes are still provably extremely effective both for high level players and low level players - Greshnik posted an excellent example of lower level 1H play.


Althought I don't have much 1H play experience and data, but the bleed chance should be higher, yesterday there were 70 bleeds in 118 Vital Strike of my Eternal Darkness play, and actually the chance could be higher, because some of the target directly killed before bleed could happen. Also it may only my guess, the bleed could probobly connected to Stun status of the monsters, I haven't saw monster bleed without stun. So depend on your attack damage and monster status the bleed chance of Vital Strike may be big different.
For the crit chance, it should be correct that connected to your attack crit chance. In my DW play experience the overall Frenzied Blows crit chance is little lower than the attack crit chance, and I guess it because the crit Frenzied Blow overkill monsters that make it less blows. But that should not affect the crit chance of Vital Strike
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post Dec 29 2021, 16:47
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QUOTE(killi890 @ Dec 29 2021, 14:26) *

Speaking of lower level. I just switched from 1h heavy to 1h light in Isekai, and the difference is actually quite significant. I feel like leather > plate is likely a thing, especially on lower level.


Funny, I've actually had the opposite experience last season, where plate was clearly better than leather at very low level, and then it evens out somewhere around level 200. But this is very anecdotal so not really research.

QUOTE(killi890 @ Dec 29 2021, 14:26) *

From struggling on Hell (1h heavy) to relatively straight forward Nintendo (1h light). Level 240 in this case. Below level 250 you don't have the actual useful Weaken yet, nor a reliable spirit shield. Feels good, to say the least.
Iwbth is stressful, but doable once the full weaken is there. Until then too many enemies are a problem, though a scroll could help. This is largely because of the difficulty difference at level 240 is pl ~1500 at Nintendo to maxed pl past that. All of the good old enemy names I see on persistent start to appear there.


I dunno, man, I'm running 1H heavy this season and I've been comfortably doing PFUDOR since before that level, without using Weaken or Spirit Shield at all. I think you might just be either mismanaging your gear, or at the very least, very very unlucky with your drops to not have any useful exquisites yet.

QUOTE(what_is_name @ Dec 29 2021, 14:35) *

Althought I don't have much 1H play experience and data, but the bleed chance should be higher, yesterday there were 70 bleeds in 118 Vital Strike of my Eternal Darkness play, and actually the chance could be higher, because some of the target directly killed before bleed could happen. Also it may only my guess, the bleed could probobly connected to Stun status of the monsters, I haven't saw monster bleed without stun. So depend on your attack damage and monster status the bleed chance of Vital Strike may be big different.


What weapon were you using, out of interest? I wonder if the bleed chance from a weapon proc is included in the calculation for some reason. (As far as I know it doesn't trigger other procs, but I can't say I've looked that closely.)

But yeah, it could very well be higher than 50/50, that's just my experience with it.

And yes, Vital Strike only causes the bleed against stunned enemies, although it's not guaranteed.

QUOTE(what_is_name @ Dec 29 2021, 14:35) *

For the crit chance, it should be correct that connected to your attack crit chance. In my DW play experience the overall Frenzied Blows crit chance is little lower than the attack crit chance, and I guess it because the crit Frenzied Blow overkill monsters that make it less blows. But that should not affect the crit chance of Vital Strike


All damage crits as normal unless otherwise stated (the only cases I can think of being counter-attacks, and merciful blow against <20% HP targets, since critting them would be redundant).
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