Just curious if anyone else fights perfectly fine in the arena but once they step into a duel they suddenly forget what they're doing and where all their keys are and make stupid mistakes. Is this just me? This can't be just me.
You got a case of the jitters. It's because you're Cyrenian, okay.
The combat jitters, where you have actual things to lose or to prove, are real, man.
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
So a venom lock is slike, gecko, kalmia, and can be cured out of with either a tree tattoo or focus? A soft lock adds paralysis, which stops the tree tattoo, but can be cured through focus, which is only stopped by impatience, correct? Is there a way to give impatience as a Magi, short of a really lucky hit with a ring of pestilence?
Also, can someone explain riftlock and riftlock2 as far as SVO is concerned? Rift lock is broken arms and slickness to stop the apply, plus maybe asthma to stop curing slickness. So what is Rift2?
Well, terminology varies from person to person, but the most widely accepted I know of is:
Soft lock - anorexia, asthma, slickness.
Venom lock - soft lock + paralysis (called a venom-lock because it's the furthest lock you can achieve with only venoms. Impatience is required to continue a step up)
Hard lock - Venom lock + impatience
True lock - Hard lock + confusion/disrupt
If they have alternate cure methods, then you need to add them at any stage for a real lock against them. Examples being weariness against fitnessers and shruggers (serpents), and weariness/recklessness against Dragonheal (dragons).
Magi can't give impatience. They can achieve an alternate Hard lock in retardation though, I'll give you two methods to get you thinking. The typical, but more diffficult one, is flatlining their mana so they can't use Focus (which is practically identical to them having impatience). As long as their mana is below 250, they'll have pseudo-impatience. The second is hitting them all lock afflictions, and then throwing another focusable affliction (such as stupidity) at them before they can focus anorexia. This isn't technically a lock, but it does give you a 50% chance of retaining the lock for 2.5 seconds, which is the balance time of Focus. The more focusable afflictions you can stick, the better your chance at preventing them from curing out of the lock. Noticeable mentions for you as a Magi would be Shyness (Digitalis), Dizziness (Larkspur), Stupidity (Aconite), Vernalius (Weariness), Eurypteria (recklessness). Stupidity should be #1 port of call for this strategy, as it also gives you the additional RNG of preventing them from curing anything for an entire round in retardation, giving you chance to stick another mental aff. A good start would be sticking gecko and asthma in retardation and then breaking their head with an envenomed jab of slike to give anorexia/stupidity (head breaks give stupidity). You can pre-break arms to help you stick affs and prevent tree tattoo.
Regarding the svo rift lock thing, not entirely sure as I haven't used svo before, but it might be empty valerian pipe / slickness / broken arms? Emptying a valerian pipe is just an alternate way of having asthma, as you can't smoke to cure broken arms. Might be classified differently in the Svo system to make it more efficient at trying to cure out of it, but can't say for sure.
Just curious if anyone else fights perfectly fine in the arena but once they step into a duel they suddenly forget what they're doing and where all their keys are and make stupid mistakes. Is this just me? This can't be just me.
This is one ooc reason I'm trying to get you people to duel more. >_>
Think displace minus the monolith. Leave the room for about 6 to 8 seconds befpre re-entering. Goimg back in before the time elapses will make it go through still
Also for the record what use is having someone off equib for a truelock.
I can't think of anything that they could use to cure out of the lock that they wouldn't be able to do with out every affliction but truelocked.
Excluding tumble of course.
I've been inactive for too long to be up to date on the current specifics of all the class-specific curing abilities, but a great lot of them once used to be unstoppable by afflictions and could only be stopped by keeping the victim off equilibrium. This was before changes were made to make fitness stopped by weariness, dragonheal stopped by recklessness+weariness, etc.
This is why confusion+disrupt are traditionally counted as part of a truelock, despite no longer being a necessity for a complete lock in most cases. But this is also the reason why I personally never liked using fixed specific lock names for specific affliction combinations (venom lock, soft lock, hard lock, whatever). Terms like this are often quickly outdated and have little actual relevance to practical affliction combat. What counts is not to get an opponent to "lock x", but simply to afflict him with whatever's necessary to immobilize that particular person at that particular time, which changes from class to class, person to person.
How does Garrote work now? I know with my 66/213/124 whip garroting someone is about a 4 second balance but on a npc it's a 3.2 second balance. I'm assuming dex plays a factor but does it play a factor against people and npcs or just npcs? If so is my 16 dex getting me .8 seconds? And on that note. The strength aspect does strength effect garrote? and if so does it only effect npcs or also players. does the damage stat on the whip actually matter or is it like a dirk?
Also on flay same questions as above does the whip stat's matter on flaying or is it dex.
How do soulpiercers stack up to forged rapiers? Has anyone done any solid testing? I feel the speed issue would bug me a bit but I'm sure they hit much harder. The thing is I believe that can be evened out quite a bit by sticking sensi more often with faster raps. Also has anyone played around with the Logosian Battleaxes as a knight? I'm in love with my current rapiers so its tough for me to drop them for 2 SPs. Currently swinging a 84/152/253 and a 80/152/253 (runed).
SPs will do more dps, but you have a lot more options break wise and fun wise 1v1 with your forged ones. As a Runie you'll be swinging 100/x/238 which is plenty fast enough to pull off every knight trick, you just get a bit more room for error with 253s.
If you have str gauntlets and str spec, Runie is one of the top dps classes by just leaning on dsl.
I'm pretty sure dex only reduces garrote balance against denizens, and does nothing against adventurers. Garrote uses all whip stats for both denizens and adventurers. Strength doesn't do anything in either case.
Dex matters slightly for flay, but I don't know the specifics. I don't remember whether whip speed matters.
Extremely good forged rapiers can beat Soulpiercers in raw dps (comparing to unruned SPs, it takes about 70 damage and 247 speed against 6k health before considering armour, against higher health and armour it's easier), even before considering the faster afflictions or any other tactics.
Is there anything I can do as a Magi to stop PTV other than transfix/curare?
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
How does Garrote work now? I know with my 66/213/124 whip garroting someone is about a 4 second balance but on a npc it's a 3.2 second balance. I'm assuming dex plays a factor but does it play a factor against people and npcs or just npcs? If so is my 16 dex getting me .8 seconds? And on that note. The strength aspect does strength effect garrote? and if so does it only effect npcs or also players. does the damage stat on the whip actually matter or is it like a dirk?
Also on flay same questions as above does the whip stat's matter on flaying or is it dex.
And also what's about the cap on the dex flay?
@Sena can correct me here if needed, but 320+4*DamageStat was the last formula for garrote damage at trans subterfuge. Strength doesn't affect anything with a Serpent as far as I know except for backstab damage.
Speed was never fully nailed down, but best was: 7-SpeedStat/50 minus .25s per point of dex above 12. (not including nimble)
A 66/213/124 whip is horrible and I wouldn't wish it on anybody. That's probably more what you're running into.
Don't know of a cap on Serpent speed making this faster. Above 16 somewhere if it's there. Maybe 17+ dex serp could say if over 16 is speeding them up for sure or not.
Dex does speed up flay as well, but no formula for that. Whip stats don't matter if I recall correctly.
Speed was never fully nailed down, but best was: 7-SpeedStat/50 minus .25s per point of dex above 12. (not including nimble)
It actually seems to be 6% balance reduction per point of dexterity if garrote is above a certain balance time (not sure exactly where that point is), 7% per point of dexterity for garrotes slower than whatever the cutoff point is. If there's a cap, it's at least 17 dex, but there could be diminishing returns before that.
Tumbling off of impale does 34% without any damage reduction. (armour has no effect it's unblockable damage not cutting) Adding a level one torso break adds ~7%. 6.7 in my testing. Level two adds ~7%. 6.9 Double broken torso tumble does 47.6% of my health.
Blademaster seems to get the same bonuses from broken torso but the over all damage of tumbling off their impale is lower 29.7-35.6% in my test.
Arc targeted seems to do about half damage of untargeted with a 2.6-2.7 balance while untargeted arc's balance remains at 4.2-4.3
Eleusis had just gotten off defendable (runewarden, sylvan, sentinel at least) and while I stood there, I got periodic locking affs. Where'd they come from?
Tumbling off of impale does 34% without any damage reduction. (armour has no effect it's unblockable damage not cutting) Adding a level one torso break adds ~7%. 6.7 in my testing. Level two adds ~7%. 6.9 Double broken torso tumble does 47.6% of my health.
Blademaster seems to get the same bonuses from broken torso but the over all damage of tumbling off their impale is lower 29.7-35.6% in my test.
Arc targeted seems to do about half damage of untargeted with a 2.6-2.7 balance while untargeted arc's balance remains at 4.2-4.3
Just curious though why does arc have lower damage to one person instead of using it on everyone? The only reason I can think of you wouldn't use it on everyone is 1 you'd kill a newbie or 2 you'd hit deliverance.
I might be missing something here though?
(When I say wouldn't use it on everyone of course I mean wouldn't use it on everyone during a normal fight vs just a targeted one)
(And also sure, you could say they might jump in but there's very few people who are going to jump you in a duel for arcing them that wouldn't have jumped you already)
That's Samanthya's darts trap. 25 darts, each separately envenom-able. If you shield the darts still fire at you but don't do anything, so will wear out after 25 are shot.
Just curious though why does arc have lower damage to one person instead of using it on everyone?
Because Purity/Arc already hurts pretty good, especially with artefacted STR/INT. If single-target Arc did the same or more damage as regular Arc, then with a Diadem it would be like giving Knights a Staffcast option.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
Comments
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
Also, can someone explain riftlock and riftlock2 as far as SVO is concerned? Rift lock is broken arms and slickness to stop the apply, plus maybe asthma to stop curing slickness. So what is Rift2?
Soft lock - anorexia, asthma, slickness.
Venom lock - soft lock + paralysis (called a venom-lock because it's the furthest lock you can achieve with only venoms. Impatience is required to continue a step up)
Hard lock - Venom lock + impatience
True lock - Hard lock + confusion/disrupt
If they have alternate cure methods, then you need to add them at any stage for a real lock against them. Examples being weariness against fitnessers and shruggers (serpents), and weariness/recklessness against Dragonheal (dragons).
Magi can't give impatience. They can achieve an alternate Hard lock in retardation though, I'll give you two methods to get you thinking. The typical, but more diffficult one, is flatlining their mana so they can't use Focus (which is practically identical to them having impatience). As long as their mana is below 250, they'll have pseudo-impatience. The second is hitting them all lock afflictions, and then throwing another focusable affliction (such as stupidity) at them before they can focus anorexia. This isn't technically a lock, but it does give you a 50% chance of retaining the lock for 2.5 seconds, which is the balance time of Focus. The more focusable afflictions you can stick, the better your chance at preventing them from curing out of the lock. Noticeable mentions for you as a Magi would be Shyness (Digitalis), Dizziness (Larkspur), Stupidity (Aconite), Vernalius (Weariness), Eurypteria (recklessness). Stupidity should be #1 port of call for this strategy, as it also gives you the additional RNG of preventing them from curing anything for an entire round in retardation, giving you chance to stick another mental aff. A good start would be sticking gecko and asthma in retardation and then breaking their head with an envenomed jab of slike to give anorexia/stupidity (head breaks give stupidity). You can pre-break arms to help you stick affs and prevent tree tattoo.
Regarding the svo rift lock thing, not entirely sure as I haven't used svo before, but it might be empty valerian pipe / slickness / broken arms? Emptying a valerian pipe is just an alternate way of having asthma, as you can't smoke to cure broken arms. Might be classified differently in the Svo system to make it more efficient at trying to cure out of it, but can't say for sure.
Also for the record what use is having someone off equib for a truelock.
I can't think of anything that they could use to cure out of the lock that they wouldn't be able to do with out every affliction but truelocked.
Excluding tumble of course.
This is why confusion+disrupt are traditionally counted as part of a truelock, despite no longer being a necessity for a complete lock in most cases. But this is also the reason why I personally never liked using fixed specific lock names for specific affliction combinations (venom lock, soft lock, hard lock, whatever). Terms like this are often quickly outdated and have little actual relevance to practical affliction combat. What counts is not to get an opponent to "lock x", but simply to afflict him with whatever's necessary to immobilize that particular person at that particular time, which changes from class to class, person to person.
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I know with my 66/213/124 whip garroting someone is about a 4 second balance but on a npc it's a 3.2 second balance. I'm assuming dex plays a factor but does it play a factor against people and npcs or just npcs? If so is my 16 dex getting me .8 seconds?
And on that note. The strength aspect does strength effect garrote? and if so does it only effect npcs or also players. does the damage stat on the whip actually matter or is it like a dirk?
Also on flay same questions as above does the whip stat's matter on flaying or is it dex.
And also what's about the cap on the dex flay?
If you have str gauntlets and str spec, Runie is one of the top dps classes by just leaning on dsl.
Dex matters slightly for flay, but I don't know the specifics. I don't remember whether whip speed matters.
Extremely good forged rapiers can beat Soulpiercers in raw dps (comparing to unruned SPs, it takes about 70 damage and 247 speed against 6k health before considering armour, against higher health and armour it's easier), even before considering the faster afflictions or any other tactics.
Pithakhan runeblade = -10% maxmana on proc and has ~ same chance as Nairat
Dagaz = 1 affliction every 15s
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Speed was never fully nailed down, but best was: 7-SpeedStat/50 minus .25s per point of dex above 12. (not including nimble)
A 66/213/124 whip is horrible and I wouldn't wish it on anybody. That's probably more what you're running into.
Don't know of a cap on Serpent speed making this faster. Above 16 somewhere if it's there. Maybe 17+ dex serp could say if over 16 is speeding them up for sure or not.
Dex does speed up flay as well, but no formula for that. Whip stats don't matter if I recall correctly.
Tumbling off of impale does 34% without any damage reduction. (armour has no effect it's unblockable damage not cutting)
Adding a level one torso break adds ~7%. 6.7 in my testing.
Level two adds ~7%. 6.9
Double broken torso tumble does 47.6% of my health.
Blademaster seems to get the same bonuses from broken torso but the over all damage of tumbling off their impale is lower 29.7-35.6% in my test.
Arc targeted seems to do about half damage of untargeted with a 2.6-2.7 balance while untargeted arc's balance remains at 4.2-4.3
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
Tumbling off of impale is not changed by strength unless they changed that too.
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
I might be missing something here though?
(When I say wouldn't use it on everyone of course I mean wouldn't use it on everyone during a normal fight vs just a targeted one)
(And also sure, you could say they might jump in but there's very few people who are going to jump you in a duel for arcing them that wouldn't have jumped you already)
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