Did some actual math, a 5% sip bonus will basically never beat +1 con for bashing, except in very unrealistic situations (like 25 con at level 10 with a level 3 sip ring and no healing or regen besides sipping). In a lot of cases (<15 con and level 60+), the +1 con actually increases your sip more than the sip bonus.
Did some actual math, a 5% sip bonus will basically never beat +1 con for bashing, except in very unrealistic situations (like 25 con at level 10 with a level 3 sip ring and no healing or regen besides sipping). In a lot of cases (<15 con and level 60+), the +1 con actually increases your sip more than the sip bonus.
Yeah, that's what it looked like from my quick calculations, as well. Seems like robust is probably pretty solidly better for pk, as well, right?
Did some actual math, a 5% sip bonus will basically never beat +1 con for bashing, except in very unrealistic situations (like 25 con at level 10 with a level 3 sip ring and no healing or regen besides sipping). In a lot of cases (<15 con and level 60+), the +1 con actually increases your sip more than the sip bonus.
Yeah, that's what it looked like from my quick calculations, as well. Seems like robust is probably pretty solidly better for pk, as well, right?
Would be worse for PK in most cases, since it doesn't push you further in the percent race at all. Sip bonus helps your health recovery in terms of percent, whereas con bonus helps your health recovery in terms of flat numbers (but not percent). Since most PK operates off of percent, sip bonuses should be better.
It's not a simple thing. Each attack has different health-varying and health-invariant numbers. Choke, for instance, scales very well to health, so a sip ring is better for dealing with that. DSL, on the other hand, scales very poorly, so +health is better for tanking Xenomorph. (There are even a few wonky situations where increased health makes you less tanky, and not just with weird attacks like enfeeble or using transmute.)
Did some actual math, a 5% sip bonus will basically never beat +1 con for bashing, except in very unrealistic situations (like 25 con at level 10 with a level 3 sip ring and no healing or regen besides sipping). In a lot of cases (<15 con and level 60+), the +1 con actually increases your sip more than the sip bonus.
Yeah, that's what it looked like from my quick calculations, as well. Seems like robust is probably pretty solidly better for pk, as well, right?
Would be worse for PK in most cases, since it doesn't push you further in the percent race at all. Sip bonus helps your health recovery in terms of percent, whereas con bonus helps your health recovery in terms of flat numbers (but not percent). Since most PK operates off of percent, sip bonuses should be better.
Sure, but the numbers seem to work out so that the sip bonus from the added point of con is >5% in most cases. So unless the added max health is a disadvantage, it seems like robust should still be better than receptive body. This doesn't affect the usual arguments for sip ring being better than a con belt, say, since the sip bonus from a ring is twice as much.
Sure, but the numbers seem to work out so that the sip bonus from the added point of con is >5% in most cases.
But extra con means higher damage as well as a higher sip, so a 5% sip increase from extra health is worse than a 5% sip bonus.
For example, say an attack does 500+MaxHealth*10%, and you have 12 con at level 80. With +1 con (making it 13), you take 874 damage and sip for 631 (on average). With a 5% sip bonus, you take 850 damage and sip for 625. The 5% sip bonus is better there.
Like Gwawr said though, PvP is too variable for either to be simply better. Some attacks are almost entirely based on max health (so +1 con is almost useless, or even harmful), some aren't at all.
But keep going, I got a free trait reset from a globe, so now I am re-evaluating all my traits.
And I love too Be still, my indelible friend That love soon might end You are unbreaking And be known in its aching Though quaking Shown in this shaking Though crazy Lately of my wasteland, baby That's just wasteland, baby
Sure, but the numbers seem to work out so that the sip bonus from the added point of con is >5% in most cases.
But extra con means higher damage as well as a higher sip, so a 5% sip increase from extra health is worse than a 5% sip bonus.
For example, say an attack does 500+MaxHealth*10%, and you have 12 con at level 80. With +1 con (making it 13), you take 874 damage and sip for 631 (on average). With a 5% sip bonus, you take 850 damage and sip for 625. The 5% sip bonus is better there.
Like Gwawr said though, PvP is too variable for either to be simply better. Some attacks are almost entirely based on max health (so +1 con is almost useless, or even harmful), some aren't at all.
In that scenario, yes, you end up down 43 health in the first case and only 25 in the second, but the first is from a pool of 240 more total health. In both cases you've got about a 5% sip bonus, and the difference between the two comes down to the balance between increased health pool and increased damage from attacks with +1 con. Obviously that's complicated, for all the reasons you, @Gwawr, and @Penwize mentioned, but my impression is that usually more health is not actually a disadvantage, at least on average. Unless the extra health is an overall disadvantage, I don't see how robust could be worse than receptive body.
How much experience do you need to do a critical strike as a human blademaster?
With the human crit bonus, you might be able to get a critical at level 1. Normally, I don't think it's possible before level 25. But at low levels, your chance will be very small.
The formula for base crit chance (before any bonuses) is (Level-25)^3/1,000,000, and the human crit bonus seems to be +1%.
hey guys, which IRE game has a good thief class, one that isn't like nerfed achaean serpent pickpocketing. I'm looking for something that uses hypno (or whatever equivalent skill) to steal stuff. i heard aetolian hypnosis isn't too conducive for theft, either.
Is there an easy way to tell when you're hit with an attack that's not blunt or cutting?
Some attacks seem to hit for twice what I normally see and I'm wondering if that's because I don't have defenses against them.
I could read all sorts of implications into the wording of attacks, "blazing" = fire; "gust" = cold;
Sometimes I see my SoA block but it only reduces to half the damage that I normally see, not all. This makes me think that some attacks are half "physical" and half "other". Am I wrong?
hey guys, which IRE game has a good thief class, one that isn't like nerfed achaean serpent pickpocketing. I'm looking for something that uses hypno (or whatever equivalent skill) to steal stuff. i heard aetolian hypnosis isn't too conducive for theft, either.
anyone know?
Heard Midkemia allows you to hold up people for their goods with the threat of murder if they struggle. A literal "Your GP or your HP" scenario.
Is there an easy way to tell when you're hit with an attack that's not blunt or cutting?
Some attacks seem to hit for twice what I normally see and I'm wondering if that's because I don't have defenses against them.
I could read all sorts of implications into the wording of attacks, "blazing" = fire; "gust" = cold;
Sometimes I see my SoA block but it only reduces to half the damage that I normally see, not all. This makes me think that some attacks are half "physical" and half "other". Am I wrong?
Learning everything is the "easy" way. But they come down to common sense.
It if's from a weapon or fists, it's probably blunt or cutting. Anything else (magic-based) is the type of magic you see. Or if it's choking of some kind, that's asphyxiation. Sumac/camus are some of the only poison-type damage you'll see (and a type of homunuclus). And meteors/thurisaz are blunt damage despite seeming like fire. If you're unsure of something else's damage type, it's probably "magic"-type.
Of course this all applies to damage only, not things like 'gust' that are designed to have an effect instead of damage.
I like my steak like I like my Magic cards: mythic rare.
hey guys, which IRE game has a good thief class, one that isn't like nerfed achaean serpent pickpocketing. I'm looking for something that uses hypno (or whatever equivalent skill) to steal stuff. i heard aetolian hypnosis isn't too conducive for theft, either.
anyone know?
As far as I know, Achaea was the only game that actually let you rob people. I know for a fact that Aetolia and Lusty don't. I'm fairly sure that Imperian doesn't as well. Looks like @Synbios suggestion about MKO might be the only other option you have.
Kendus said: Sometimes I see my SoA block but it only reduces to half the damage that I normally see, not all. This makes me think that some attacks are half "physical" and half "other". Am I wrong?
Some denizen attacks are actually two attacks with one message, so this will happen, but I've never heard of it in PvP (aside from obvious double attacks like DSL). Where have you seen it?
I've read people (Mizik) posting on new/old forums about Runewarden having "more reliable parry bypass" compared to other Knights. I take it that this is in reference to faster dsl speed allowing the Runewarden to be able to stick paralysis long enough to hit parried limb while para is up, or being able to prep static parried limb faster off single delph/delph breaks with furious eps/ept or something. Anyone care to enlighten me?
With a guttural growl, a mountain grizzly stands up tall and wraps its hairy arms around you, constricting you and allowing it to lock its strong jaws around the top of your head. 2241h, 3060m e-09:55:07:568(-1175)
I tried several times but couldn't get SoA to activate on that attack. I do recall from before that when it did, the damage was reduced to around 500.
If that is two attacks is one non-cutting/blunt and therefor not affected by SoA?
If that is two attacks is one non-cutting/blunt and therefor not affected by SoA?
If I remember right, that grizzly attack is asphyxiation and cutting.
The 20/20 armour from the SoA will only apply to physical damage, but
the chance to block all damage works for any damage type. Since it's
actually two attacks though, the SoA will have to activate twice to block both parts.
With a guttural growl, a mountain grizzly stands up tall and wraps its hairy arms around you, constricting you and allowing it to lock its strong jaws around the top of your head. Your shield completely absorbs the damage. 2805h, 3060m e-10:36:34:649(-675)
Does anyone know how blessings work now? Does it now depend on relations with the Conclave clan (although clans can't have allies, can they?), or does everyone (except priests) get 1/3 benefit from blessings?
I've read people (Mizik) posting on new/old forums about Runewarden having "more reliable parry bypass" compared to other Knights. I take it that this is in reference to faster dsl speed allowing the Runewarden to be able to stick paralysis long enough to hit parried limb while para is up, or being able to prep static parried limb faster off single delph/delph breaks with furious eps/ept or something. Anyone care to enlighten me?
Well, any Knight can curare/kalmia curare/gecko for a 50% shot to bypass parry on the next doubleslash.
Runewarden has the unique ability to have a chance to deliver freeze as an affliction, passively with venoms. Any prone affliction negates parry, including:
prone
entangled
frozen solid
paralysed
and two broken arms.
So, if I'm prepping my target with epteth/epseth and nairat runeblades, if I fire two nairat procs, the target either applies mending, mending and I get a free (or endless) shot at a parried limb while refreshing epteth/epseth, so long as they keep applying mending. If they apply caloric, then take their arms. If they only caloric on frozen solid (and spend the whole fight shivering), incorporate a restoration break (arm is best, obviously). If they prioritize caloric and mend arms, prone them and use epseth.
Comments
For example, say an attack does 500+MaxHealth*10%, and you have 12 con at level 80. With +1 con (making it 13), you take 874 damage and sip for 631 (on average). With a 5% sip bonus, you take 850 damage and sip for 625. The 5% sip bonus is better there.
Like Gwawr said though, PvP is too variable for either to be simply better. Some attacks are almost entirely based on max health (so +1 con is almost useless, or even harmful), some aren't at all.
But keep going, I got a free trait reset from a globe, so now I am re-evaluating all my traits.
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
The formula for base crit chance (before any bonuses) is (Level-25)^3/1,000,000, and the human crit bonus seems to be +1%.
Some attacks seem to hit for twice what I normally see and I'm wondering if that's because I don't have defenses against them.
I could read all sorts of implications into the wording of attacks, "blazing" = fire; "gust" = cold;
Sometimes I see my SoA block but it only reduces to half the damage that I normally see, not all. This makes me think that some attacks are half "physical" and half "other". Am I wrong?
Heard Midkemia allows you to hold up people for their goods with the threat of murder if they struggle. A literal "Your GP or your HP" scenario.
Learning everything is the "easy" way. But they come down to common sense.
It if's from a weapon or fists, it's probably blunt or cutting. Anything else (magic-based) is the type of magic you see. Or if it's choking of some kind, that's asphyxiation. Sumac/camus are some of the only poison-type damage you'll see (and a type of homunuclus). And meteors/thurisaz are blunt damage despite seeming like fire.
If you're unsure of something else's damage type, it's probably "magic"-type.
Of course this all applies to damage only, not things like 'gust' that are designed to have an effect instead of damage.
constricting you and allowing it to lock its strong jaws around the top of your head.
2241h, 3060m e-09:55:07:568(-1175)
I tried several times but couldn't get SoA to activate on that attack. I do recall from before that when it did, the damage was reduced to around 500.
If that is two attacks is one non-cutting/blunt and therefor not affected by SoA?
Thanks again!
With a guttural growl, a mountain grizzly stands up tall and wraps its hairy arms around you,
constricting you and allowing it to lock its strong jaws around the top of your head.
Your shield completely absorbs the damage.
2805h, 3060m e-10:36:34:649(-675)