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> The Official Hentaiverse Chat, Post your random thoughts or theorycrafts about HV

 
post Mar 11 2017, 15:19
Post #38341
Sapo84



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QUOTE(kyouri @ Mar 11 2017, 13:56) *

Going to lose an auction which would completed my radiant+charged mjolnir set, cause I still cannnot decide between 4+1 imperil or 3+2 non-imperil. ;_; (IMG:[invalid] style_emoticons/default/faint.gif)

Isn't 4+1 with imperil much better for elec?
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post Mar 11 2017, 16:42
Post #38342
kyouri



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QUOTE(Sapo84 @ Mar 12 2017, 00:19) *

Isn't 4+1 with imperil much better for elec?

Yeah it is but in my case waiting for the feedback from imperil + lack of willow and penetrator kills my t/s, so its turn efficient but not time efficient.

4+1 good for SGs, 3+2 better with gum/vase GF runs and allows for rsi inducing, brainless play.
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post Mar 11 2017, 16:52
Post #38343
nec1986



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I feel poor, dont even have proper willow staff.
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post Mar 11 2017, 16:56
Post #38344
Sapo84



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QUOTE(kyouri @ Mar 11 2017, 15:42) *

Yeah it is but in my case waiting for the feedback from imperil + lack of willow and penetrator kills my t/s, so its turn efficient but not time efficient.

If I were you I would think about reforging the staff, pen1 will always be pretty bad, even with 3+2 play you will get a lot of resists.
If you need a staff I can lend you a LSWD of lv.424 (not sure how effective it would be without forging and IW though).
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post Mar 11 2017, 17:01
Post #38345
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QUOTE(Sapo84 @ Mar 11 2017, 15:56) *

If I were you I would think about reforging the staff, pen1 will always be pretty bad, even with 3+2 play you will get a lot of resists.

^
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post Mar 11 2017, 17:18
Post #38346
kyouri



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QUOTE(nec1986 @ Mar 12 2017, 01:52) *

I feel poor, dont even have proper willow staff.

Neither.

QUOTE(Sapo84 @ Mar 12 2017, 01:56) *

If I were you I would think about reforging the staff, pen1 will always be pretty bad, even with 3+2 play you will get a lot of resists.
If you need a staff I can lend you a LSWD of lv.424 (not sure how effective it would be without forging and IW though).

Yeah I really should change to arch + pene, spec'd annihilator for SGs -> cleared it once in past month xD. Thanks for the offer but at the moment I am boycotting IW, 160~ shards albeit no dark descent and didn't even get close to 5jugg/5cap.

I'll fix my staff after vivi completes the IW for my robe. Maybe even try 5pene/spellweaver with 4+1 but leaning more towards 3+2 gum/vase GF aka buy my way to 500. Its costing me 35 of each / clear atm :<

I've always thought penetrator was mostly for imperil resist? What combo do you think is most efficient purely considering gum/vase GF runs, maybe penetrator/annihilator even?
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post Mar 11 2017, 17:30
Post #38347
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QUOTE(kyouri @ Mar 11 2017, 16:18) *

I've always thought penetrator was mostly for imperil resist? What combo do you think is most efficient purely considering gum/vase GF runs, maybe penetrator/annihilator even?

Probably.
If I remember correctly someone (I think EsotericSatire) said that 10% counter-resist = 2.6% damage.
If Pen5 is really worth 5% of damage I see no reason not to go for it every time.

It's probably correct since even with 75% counter-resist the number of times the spell is resisted is not insignificant (check here).
I'm really regretting trying to go for spell5 over pen5 when I first IWed the staff.

5jug/5cap would probably be, on average over 300 shards (with dark descend) since 5/4 for staff/weapon is already near 200 shards on average.

This post has been edited by Sapo84: Mar 11 2017, 17:30
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post Mar 12 2017, 11:49
Post #38348
kyouri



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QUOTE(Sapo84 @ Mar 12 2017, 02:30) *

If I remember correctly someone (I think EsotericSatire) said that 10% counter-resist = 2.6% damage.
If Pen5 is really worth 5% of damage I see no reason not to go for it every time.

If its anything near 5% damage boost then I am getting it asap. Archmage is giving me less than 0.6% dps per level :<.
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post Mar 12 2017, 13:05
Post #38349
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Such stuff is a bit tricky for estimation. When i used pen5 i got around 8% turns reduction (from 0 potency). And also i think its almost must have potency, specially in current endless mana era.

Hard to count because its extremely individual for both players and monsters. That depends on few things (if someone like math):
1. Difficulty and imperil.
Basically imperil style for decent mage includes 2 phases:
a. ~3-4 imperil turns
b. ~4 damage turns
And we can see if we increase only damage then we get only half result, because we cant affect such way imperil turns. Moreover on pf mosters have +10% resist, so they can resist quite often.
2. Amount of damage. A bit offtop example, but imagine we can do 300k damage against all 10 monsters with single turn. This way we can clear fest in 1000 turns, but when we add ~10% resist to each monster then 1000 turns becomes ~1660, because 2/3 of all rounds ll be single monster who survive (and it actually ll also affect t/s). And opposite case when we can do only 10k damage per turn then its gonna be close to 10% additional turns. We can see the more damage we have the bigger resist difference becomes. So at some points its not so important to get even more damage (because we ll just overdamage many of em) as to get counter-resist for avoiding additional turns.
3. Style and monsters.
Its better to aim at tanky monsters, because they have defense and mitg. So basically if 50-100k monster ll resist then its not rly important if near him there is tank with 200k hp. We anyway have to attack till tank is dead. And otherwise if tank resist then its direct way to spend more turns.
4+ And few other like overall amount of counter-resist and so on.

Thats why its extremely hard to say about exact result. Much easier to check on practice or simply use pen, because its very useful in all cases and gives awesome result.

This post has been edited by nec1986: Mar 12 2017, 13:06
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post Mar 12 2017, 15:34
Post #38350
Sapo84



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QUOTE(kyouri @ Mar 12 2017, 10:49) *

If its anything near 5% damage boost then I am getting it asap. Archmage is giving me less than 0.6% dps per level :<.

Found the post in question.
He said elec proc (10% counter-resist) equals 2.8% damage.
No idea if someone did the math on resist.

The best way to calculate the difference would be to check the number of resist at various penetrator value (averaged over a thousand of rounds or so) and then try to guess how effective it really is.
Probably not worth the effort since as nec1986 said it's tricky to calculate if a resist would increase the number of turns or not.
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post Mar 12 2017, 23:18
Post #38351
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Surprised I didn't see that post. Would have tempted me to update my all things HV spreadsheet
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post Mar 12 2017, 23:24
Post #38352
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QUOTE(skillchip @ Mar 12 2017, 22:18) *

Surprised I didn't see that post. Would have tempted me to update my all things HV spreadsheet

forge included? (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Mar 13 2017, 15:40
Post #38353
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QUOTE(Scremaz @ Mar 12 2017, 21:24) *

forge included? (IMG:[invalid] style_emoticons/default/rolleyes.gif)


Yep, but no mats or player imputed gear. Just max roll gear from database/wiki/my sheets.

This post has been edited by skillchip: Mar 13 2017, 15:40
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post Mar 15 2017, 01:12
Post #38354
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Can't remember if I asked this already (IMG:[invalid] style_emoticons/default/heh.gif)

How low do you guys let your monsters' morale go before you give em happy pills? Would something like restore 5.5k be good enough? Or wait until it goes past 6k?
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post Mar 15 2017, 01:16
Post #38355
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QUOTE(-Shun- @ Mar 15 2017, 00:12) *

Can't remember if I asked this already (IMG:[invalid] style_emoticons/default/heh.gif)

How low do you guys let your monsters' morale go before you give em happy pills? Would something like restore 5.5k be good enough? Or wait until it goes past 6k?

whenever they reach the yellow bar. not before.

This post has been edited by Scremaz: Mar 15 2017, 01:17
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post Mar 15 2017, 02:23
Post #38356
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QUOTE(-Shun- @ Mar 14 2017, 16:12) *

Can't remember if I asked this already (IMG:[invalid] style_emoticons/default/heh.gif)

How low do you guys let your monsters' morale go before you give em happy pills? Would something like restore 5.5k be good enough? Or wait until it goes past 6k?


Same here... yellow bar.

But that's assuming you check the monster page a few times a day.

I only use happy pills on the >PL1100, but they take a while to deflate anyway.
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post Mar 15 2017, 08:18
Post #38357
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QUOTE(-Shun- @ Mar 15 2017, 00:12) *

Can't remember if I asked this already (IMG:[invalid] style_emoticons/default/heh.gif)

How low do you guys let your monsters' morale go before you give em happy pills? Would something like restore 5.5k be good enough? Or wait until it goes past 6k?


I have a script to automate this. Never too much food or pills.
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post Mar 15 2017, 10:46
Post #38358
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Yea, im using babysitter also. Would be a bit painful to deal with all bunch of monsters manually.
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post Mar 15 2017, 14:32
Post #38359
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QUOTE(DJNoni @ Mar 14 2017, 23:18) *

I have a script to automate this. Never too much food or pills.


I guess I'm at enough monsters now to start using it.

less than 25 or 30 monsters, no big deal doing it manually.
Higher than that, it's starts feeling like I'm getting up to feed chickens on a farm. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Mar 15 2017, 14:40
Post #38360
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QUOTE(RoadShoe @ Mar 15 2017, 13:32) *

I guess I'm at enough monsters now to start using it.

less than 25 or 30 monsters, no big deal doing it manually.
Higher than that, it's starts feeling like I'm getting up to feed chickens on a farm. (IMG:[invalid] style_emoticons/default/laugh.gif)

not even at 50, if it's for that. food needs are already automatized (and the cost of a chow isn't enough to convince me installing another script (IMG:[invalid] style_emoticons/default/tongue.gif) ) and it's not like there are more than a yellow bar per day on average. some days with 5, many days without anything to worry about...
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