Page 16 of 22

Re: Old Players with New Characters (strategy thread)

Posted: Sat May 04, 2013 1:29 am
by Pyrizzle
tek wrote:
I know you didn't, but reading between lines, one could conclude that its great for bc builds and not so great for other build types.
That would be putting words in my mouth. ;)

I do agree with you, this ring is good for any build. I just happen to use this ring religiously on my BC builds.

Re: Old Players with New Characters (strategy thread)

Posted: Sat May 04, 2013 3:47 am
by Duke
It's a nice ring, but I find myself using one with more dmg, villains or pol ring of backstabbing. But I probably should give it another try.

Re: Old Players with New Characters (strategy thread)

Posted: Tue May 14, 2013 5:36 am
by Pyrizzle
This post got me thinking....
sorrow wrote:True but as of now ur only able to have up to 12 AP there should b more I think
Actually if you have a ELYR equipped you can have a max of 14 AP.

And if you are wearing the Jewel of Fallhaven your Attack Cost (AP) will be lowered by 1.

Unfortinutly the ELYR's Attack cost is 5.

( 10 + 2 + 2 ) / (5-1) = 3 attacks with 2 AP left over.
(Max AP + Skill Bonus + Equpped Item bonus) / (Attack Cost - Attack cost modifier) = #ofAttacks + anylefteroverAP

If you factor in having a level in Cleave the benefits can become much greater.

2 Leftover AP with one kill adds 3 more AP
2+3 = 5 = 1 swing with 1AP leftover

now if you manage to kill another NPC you can get one more swing in.

1 AP leftover + 3 Gained from the kill = One more swing.

....Hmmm... 5 Swings in a turn (assuming you getting kills in) with the Elyr, maybe i have been underestimating it.... Too bad it's AD is so low.

With a Skill Level of 2 on Cleave i think this weapon could be even better. lol Maybe i should get a ELYR and create a build around it. If i go all out on AC and AD i think this could be a quite effective build.

Stats:
HP: <---- Nope, that's what Increased Fortitude is for
AC: <---- Yes! Tons of it! Stopping somewhere around 350% (w/ gear)
AD: <---- As much as i can get.
BC: <---- Not important on this build.

Skills:
Increased Fortitude (As many levels as i have skill points to spare)
Combat Speed (2 levels)
Cleave (2 levels)
Evasion (up to level 4 eventually)
*Weapon Accuracy (2 levels)
*Hard Hit (2 levels)

(I should be able to have all these skills by level 60 easy)
* = Only getting these because they are a prerequisite for Cleave

Eventually: Getting some skill points in Corpse Eater too.

.... :shock: After crunching the numbers for what it would be like with Cleave 2 i have noticed that if you can keeping killing the NPCs that you can pretty much fight on forever.

14 = Max Ap with ELYR and Combat speed 2
S = swings
L = Leftover AP
G = Gained from 1 kill
4AP = 4 attack cost

14 / 4AP = 3S, 2L
2L + 6G / 4AP = 2S
6G / 4AP = 1S, 2L
2L + 6G / 4AP = 2S
6G / 4AP = 1S, 2L
2L + 6G / 4AP = 2S
6G / 4AP = 1S, 2L
........

Hmmmmmm.... Mobs that come to me.....

:twisted: :evil: :twisted: :evil: :twisted:

Re: Old Players with New Characters (strategy thread)

Posted: Tue May 14, 2013 6:27 am
by Sarumar
Pyrizzle wrote:This post got me thinking....
sorrow wrote:True but as of now ur only able to have up to 12 AP there should b more I think
Actually if you have a ELYR equipped you can have a max of 14 AP.

And if you are wearing the Jewel of Fallhaven your Attack Cost (AP) will be lowered by 1.

Unfortinutly the ELYR's Attack cost is 5.

( 10 + 2 + 2 ) / (5-1) = 3 attacks with 2 AP left over.
(Max AP + Skill Bonus + Equpped Item bonus) / (Attack Cost - Attack cost modifier) = #ofAttacks + anylefteroverAP

If you factor in having a level in Cleave the benefits can become much greater.

2 Leftover AP with one kill adds 3 more AP
2+3 = 5 = 1 swing with 1AP leftover

now if you manage to kill another NPC you can get one more swing in.

1 AP leftover + 3 Gained from the kill = One more swing.

....Hmmm... 5 Swings in a turn (assuming you getting kills in) with the Elyr, maybe i have been underestimating it.... Too bad it's AD is so low.

With a Skill Level of 2 on Cleave i think this weapon could be even better. lol Maybe i should get a ELYR and create a build around it. If i go all out on AC and AD i think this could be a quite effective build.

Stats:
HP: <---- Nope, that's what Increased Fortitude is for
AC: <---- Yes! Tons of it! Stopping somewhere around 350% (w/ gear)
AD: <---- As much as i can get.
BC: <---- Not important on this build.

Skills:
Increased Fortitude (As many levels as i have skill points to spare)
Combat Speed (2 levels)
Cleave (2 levels)
Evasion (up to level 4 eventually)
*Weapon Accuracy (2 levels)
*Hard Hit (2 levels)

(I should be able to have all these skills by level 60 easy)
* = Only getting these because they are a prerequisite for Cleave

Eventually: Getting some skill points in Corpse Eater too.

.... :shock: After crunching the numbers for what it would be like with Cleave 2 i have noticed that if you can keeping killing the NPCs that you can pretty much fight on forever.

14 = Max Ap with ELYR and Combat speed 2
S = swings
L = Leftover AP
G = Gained from 1 kill
4AP = 4 attack cost

14 / 4AP = 3S, 2L
2L + 6G / 4AP = 2S
6G / 4AP = 1S, 2L
2L + 6G / 4AP = 2S
6G / 4AP = 1S, 2L
2L + 6G / 4AP = 2S
6G / 4AP = 1S, 2L
........

Hmmmmmm.... Mobs that come to me.....

:twisted: :evil: :twisted: :evil: :twisted:
Intresting build... but how about DoSP and Cleave 2 (or more) ? :twisted:

Re: Old Players with New Characters (strategy thread)

Posted: Tue May 14, 2013 7:47 am
by only1doug
Pyrizzle wrote:This post got me thinking....
sorrow wrote:True but as of now ur only able to have up to 12 AP there should b more I think
Actually if you have a ELYR equipped you can have a max of 14 AP.

And if you are wearing the Jewel of Fallhaven your Attack Cost (AP) will be lowered by 1.

Unfortinutly the ELYR's Attack cost is 5.

( 10 + 2 + 2 ) / (5-1) = 3 attacks with 2 AP left over.
(Max AP + Skill Bonus + Equpped Item bonus) / (Attack Cost - Attack cost modifier) = #ofAttacks + anylefteroverAP

If you factor in having a level in Cleave the benefits can become much greater.

2 Leftover AP with one kill adds 3 more AP
2+3 = 5 = 1 swing with 1AP leftover

now if you manage to kill another NPC you can get one more swing in.

1 AP leftover + 3 Gained from the kill = One more swing.

....Hmmm... 5 Swings in a turn (assuming you getting kills in) with the Elyr, maybe i have been underestimating it.... Too bad it's AD is so low.

With a Skill Level of 2 on Cleave i think this weapon could be even better. lol Maybe i should get a ELYR and create a build around it. If i go all out on AC and AD i think this could be a quite effective build.

Stats:
HP: <---- Nope, that's what Increased Fortitude is for
AC: <---- Yes! Tons of it! Stopping somewhere around 350% (w/ gear)
AD: <---- As much as i can get.
BC: <---- Not important on this build.

Skills:
Increased Fortitude (As many levels as i have skill points to spare)
Combat Speed (2 levels)
Cleave (2 levels)
Evasion (up to level 4 eventually)
*Weapon Accuracy (2 levels)
*Hard Hit (2 levels)

(I should be able to have all these skills by level 60 easy)
* = Only getting these because they are a prerequisite for Cleave

Eventually: Getting some skill points in Corpse Eater too.

.... :shock: After crunching the numbers for what it would be like with Cleave 2 i have noticed that if you can keeping killing the NPCs that you can pretty much fight on forever.

14 = Max Ap with ELYR and Combat speed 2
S = swings
L = Leftover AP
G = Gained from 1 kill
4AP = 4 attack cost

14 / 4AP = 3S, 2L
2L + 6G / 4AP = 2S
6G / 4AP = 1S, 2L
2L + 6G / 4AP = 2S
6G / 4AP = 1S, 2L
2L + 6G / 4AP = 2S
6G / 4AP = 1S, 2L
........

Hmmmmmm.... Mobs that come to me.....

:twisted: :evil: :twisted: :evil: :twisted:
The trouble is that if you applied the same maths to the quickstrike dagger you would find that cleave 2 gives you 3 extra attacks / kill and your chances of killing a mob in three strikes of a quickstrike dagger are probably as good or better than killing with one and a half strikes of the Elyr. The same probably applies for many other weapons too.

Re: Old Players with New Characters (strategy thread)

Posted: Tue May 14, 2013 3:11 pm
by Duke
I like how you are looking at this Pryo, always looking for new ways to play. however, I think 1doug and sarumar are right, other weapons, with lower attk cost, might be just as effective, if not more. Also, perhaps we need to factor in the potion of speed, or did you already?

Re: Old Players with New Characters (strategy thread)

Posted: Tue May 14, 2013 6:21 pm
by Mino
If you use minor potion of speed, and level 2 of cleave, then you get 4 attacks with the ElyR, and an additional one with each kill when you fight a mob.

Re: Old Players with New Characters (strategy thread)

Posted: Tue May 14, 2013 8:10 pm
by Thystonius
Again the simplicity of current battle system shows that making different 'builds' is really nothing much but the same, just a little less or little more effective.,. because most numbers are constant, instead of a percentage... what does 1 or 3 AD more or less matter at level 60? I got over 30 damage... 3 or 2 AP for an attack versus 4 AP matters a LOT, though. I use DotSP because I like the 21% 3.0 ECC, else I woukd use QSD... all other weapons are useless at level 50+

Re: Old Players with New Characters (strategy thread)

Posted: Tue May 14, 2013 8:57 pm
by Mino
You could say it's just semantics, but "less useful" isn't the same as "useless".

Re: Old Players with New Characters (strategy thread)

Posted: Tue May 14, 2013 10:23 pm
by Tomcat
Thystonius wrote:Again the simplicity of current battle system shows that making different 'builds' is really nothing much but the same, just a little less or little more effective.,. because most numbers are constant, instead of a percentage... what does 1 or 3 AD more or less matter at level 60? I got over 30 damage... 3 or 2 AP for an attack versus 4 AP matters a LOT, though. I use DotSP because I like the 21% 3.0 ECC, else I woukd use QSD... all other weapons are useless at level 50+
Mino's comment notwithstanding, it's true that after a point, low AP is the only thing that truly matters for combat efficiency. If this doesn't change in the next release, I've like to see it addressed the one after, as all the other combat changes get any needed balancing.