I have been asked this many times, and have done the calculation many times. Now that we actually have players who are level 700 and can have this buff, I thought I should add it to my blog.
Also, it has been 3 months since I wrote and I must acknowledge that I feel a little guilty for not writing after getting so many positive feedback.
Light Foot is a level 700 skill. It requires 15 stamina, and the official description is :
0.05% chance to use no stamina while moving on the world map.
I believe the description is wrong, and that it is actually :
0.05% per point chance to use no stamina while moving on the world map.
Since it is level 700, we can presume that the buff will be a level 175 when used.
So, is that buff worth it?
Let's compute the breakeven.
At level 175, there is a 8.75% chance to use no stamina.
That means, even 11.43 step you take, you should save one stamina on average.
Since the buff takes 15 stamina, the breakeven point is 171.43 steps.
At a regular realm for level 500, and using 16x doubler, an average hunt should take about 60 moves at least. If you go back to defend your guild's relic, this buff at stam cost is almost definitely going to be worth it.
A potion version is also available.
The Potion of Lesser Light Foot is a level 25 buff and cost about 2 fsp in AH.
Being more expensive than the stam cost for the level 175 buff, I will definitely suggest not getting the potion.
Also, at level 25, it is only a 1.25% chance to use no stamina.
That translates to 1 stamina saved in 80 steps.
At the cost of 2 fsp, you'd have to take 400 steps for break even.
Otherwise, you're better off using those 2 fsps to buy 50 stam.
Monday, May 25, 2009
Monday, February 9, 2009
Buy stam or buy xp
If you have fsps and want to use it to power level. Should you buy stamina or buy experience?
The 2 upgrades that I am comparing are :
+25 Current Stamina (cost 1 fsp)
+1% Experience towards next level (cost 2 fsp)
Some players frown upon the second option, but I think it is fair game. There are reasons why you will not buy experience, such as buying experience will not add to your guild experience. It will also not get you any creature drops, if there are any that you wanted. Setting those aside, is it better to buy stamina to kill creatures or to buy experience?
So at level 431, I took 10 samples of average creature xp. I got it as 32567 (halving when librarian activates). Assuming you hunt like me with 16x doubler, level 175 Adept Learner and Level 225 Librarian, the librarian should activate 22.5% of the time, giving an average of 39637 xp per creature attacked. Assuming 2% misses and 50/6 stam used for shield imps when you miss, the average stam per attack comes to 16.4867. That means, for each fsp, you can buy 25 stam and gain 60105 xp. 2 fsps can buy 1% xp, and at level 431, that is 55599 xp. So it is definitely better to buy stamina than to buy 1% xp, at least at level 431.
Even with CA 100, 2 fsps of stamina an still buy 96362 xp, significantly more than buying xp. Even if creature xp does not increase (and it does), that is more than 1% for level 567. Added with the the advantage of getting gold and possibly item drops, and xp contribution to guild, one should clearly buy stamina instead of xp. There are some instances where it may make sense to buy xp. One such possibility would be where that 1 % gain means you don't need a higher buffs to kill a tough level, or perhaps that 1 % puts you over a level so that you don't have to walk to a far realm. But those upgrades should be used sparingly, and buying stamina is almost always a better option.
The 2 upgrades that I am comparing are :
+25 Current Stamina (cost 1 fsp)
+1% Experience towards next level (cost 2 fsp)
Some players frown upon the second option, but I think it is fair game. There are reasons why you will not buy experience, such as buying experience will not add to your guild experience. It will also not get you any creature drops, if there are any that you wanted. Setting those aside, is it better to buy stamina to kill creatures or to buy experience?
So at level 431, I took 10 samples of average creature xp. I got it as 32567 (halving when librarian activates). Assuming you hunt like me with 16x doubler, level 175 Adept Learner and Level 225 Librarian, the librarian should activate 22.5% of the time, giving an average of 39637 xp per creature attacked. Assuming 2% misses and 50/6 stam used for shield imps when you miss, the average stam per attack comes to 16.4867. That means, for each fsp, you can buy 25 stam and gain 60105 xp. 2 fsps can buy 1% xp, and at level 431, that is 55599 xp. So it is definitely better to buy stamina than to buy 1% xp, at least at level 431.
Even with CA 100, 2 fsps of stamina an still buy 96362 xp, significantly more than buying xp. Even if creature xp does not increase (and it does), that is more than 1% for level 567. Added with the the advantage of getting gold and possibly item drops, and xp contribution to guild, one should clearly buy stamina instead of xp. There are some instances where it may make sense to buy xp. One such possibility would be where that 1 % gain means you don't need a higher buffs to kill a tough level, or perhaps that 1 % puts you over a level so that you don't have to walk to a far realm. But those upgrades should be used sparingly, and buying stamina is almost always a better option.
Friday, February 6, 2009
Arterial Strike
Arterial Strike is a skill in the offense tree. It is a level 500 skill, and has dependency on Spectral Knight, which in turn has dependency on Shatter Armor. However, until Shatter Armor and Spectral Knight which reduces or eliminates opponent's armor, Arterial Strike is more like Adept Learner or Librarian and gives extra xp for killing creatures. The skill uses 20 stamina, and has a base duration of 60 minutes. Here's the official description :
Gain additional 0.1% xp per point for every additional round of combat. (Note that this does not activate if conserve activated)
So, if you have been following my blogs, you will know I am a big proponent of 1-hitting. Note the word 'additional' in the description. That means you do not get any extra xp if you 1-hit. So what use is it if you are 1-hitting?
Well, even if you are 1-hitting, you will miss, at least 2% of the time. And that was why we need the shield imp. Each time you use an imp, you get 17.5% more xp (than you would in a single attack). So assuming you are using the 16x doubler, and no CA, then that 17.5% translates to 2.8 stam in xp. Since the buff uses 20 stam, the break even will be 20/2.8 = 7.14. If you use CA, then you can reach the breakeven even sooner. Refer to the chart below for the breakevens. Note the breakeven number 7.14 is not limited to imp blocks, but should include dodges, shockwave, or any other incidences that may require you to go 2 combat rounds.
Does that mean AS is better when you use 16x doubler, or when you use CA? Actually, that's a little misleading. A hunting session is not defined by a fixed number of hits (and therefore the ratio of misses), but typically defined by the stam used. When you use 16x doubler or a higher CA, you will be killing fewer creatures. Assuming you are 1-hitting smoothly, and misses only 2% of the time, then the breakeven is about a 6000 stam hunt. That said, if you are encountering tough creatures, with nullify, dodge, first strike, and the 2-hit rates are higher than 2%, then it might even be worth getting it for a shorter hunt.
Gain additional 0.1% xp per point for every additional round of combat. (Note that this does not activate if conserve activated)
So, if you have been following my blogs, you will know I am a big proponent of 1-hitting. Note the word 'additional' in the description. That means you do not get any extra xp if you 1-hit. So what use is it if you are 1-hitting?
Well, even if you are 1-hitting, you will miss, at least 2% of the time. And that was why we need the shield imp. Each time you use an imp, you get 17.5% more xp (than you would in a single attack). So assuming you are using the 16x doubler, and no CA, then that 17.5% translates to 2.8 stam in xp. Since the buff uses 20 stam, the break even will be 20/2.8 = 7.14. If you use CA, then you can reach the breakeven even sooner. Refer to the chart below for the breakevens. Note the breakeven number 7.14 is not limited to imp blocks, but should include dodges, shockwave, or any other incidences that may require you to go 2 combat rounds.
| Doubler and CA | Breakeven |
| 16x Doubler with no CA | 7.14 |
| 16x Doubler with CA25 | 6.72 |
| 16x Doubler with CA50 | 6.35 |
| 16x Doubler with CA75 | 6.02 |
| 16x Doubler with CA100 | 5.71 |
| 16x Doubler with CA125 | 5.44 |
| 16x Doubler with CA150 | 5.19 |
| 16x Doubler with CA175 | 4.97 |
| 11x Doubler with no CA | 10.39 |
| 11x Doubler with CA36 | 9.52 |
| 11x Doubler with CA72 | 8.79 |
| 11x Doubler with CA109 | 8.16 |
| 11x Doubler with CA145 | 7.62 |
| 11x Doubler with CA175 | 7.14 |
Does that mean AS is better when you use 16x doubler, or when you use CA? Actually, that's a little misleading. A hunting session is not defined by a fixed number of hits (and therefore the ratio of misses), but typically defined by the stam used. When you use 16x doubler or a higher CA, you will be killing fewer creatures. Assuming you are 1-hitting smoothly, and misses only 2% of the time, then the breakeven is about a 6000 stam hunt. That said, if you are encountering tough creatures, with nullify, dodge, first strike, and the 2-hit rates are higher than 2%, then it might even be worth getting it for a shorter hunt.
Tuesday, February 3, 2009
Octo-Spine Set
So today, my guildmate andypearce exclaimed on guild chat that we needed a 2nd Octo-Spine set.
He just realized that the Octo-Spine set is still the best set at level 563. Up to today, everyone was using the Brides set. So I thought the change might be due to the upgraded Potion of Greater Enchant Weapon which provides a level 1500 Enchant Weapon buff. At that level, the weapon statistics is multiplied by 2.5. I then looked at my older blog entry on 1-hit setups, and noticed that the best setup, even at level 400, was not the Argus set (which has no weapon), but the Octo-Spine set. Just how good is that set?
Level 400 (Argus set vs Octo-Spine set)
Using the Argus set, the other items will be : Sphynx Helmet, Sword of Ursa, Octo-Spine Shield, Ring of Arzmil. The total damage will be 6937, with 1243 attack. Using the Octo-Spine set, the other items will be : Crushing Fist Gauntlets, Sphynx Helmet, Dazmorr Amulet, Sword of Ursa, Argus Armor, Ring of Arzmil, Argus Boots. The total damage will be 6978, with only 812 attack. Trading 41 damage for more than 400 attack appears to be good, but perhaps unnecessary, especially with Keen Edge buff and Potion of Black Death. Many players also choose to use the Crushing Fist Ring over the Ring of Arzmil, myself included. This is trading 8 damage for 260 attack. This comparison is regardless of the EW potion, since the weapon used is the same. At level 408, that weapon can be upgraded to the Double Axe of Demrhyle. At level 420, the weapon can be further upgraded to the Master of Magic Spear, giving a final damage of 7153.
Level 440 (Argus set vs Octo-Spine set, rematch)
The same 2 sets, but at this level, new boots with more damage becomes available : Sthenos Slither Boots. The boots offer more attack and damage than the Argus Boots. So using the Octo-Spine set now will give a total damage of 7188, with 977 attack. The attack-damage tradeoffs now become trading of 76 damage for 266 attack. At level, it'll probably be much more compelling to use the Octo-Spine set.
Level 470 (Hunters Edge upgrade)
Both Argus and Octo-Spine sets do not include a ring. The ring was to be either the Ring of Arzmil, or the Crushing Fist Ring as mentioned earlier on. At this level, Hunters Edge becomes available and has better attack and damage than both rings. The Octo-Spine set now gives a total damage of 7232, with 1375 attack.
Level 484 (Brides set vs Octo-Spine set)
This was the main comparison that prompted me to write this entry. At level 484, the Brides set, introduced as a Halloween event last year, has very attractive stats. This set will be used with : Crushing Fist Gauntlets, Sphynx Helmet, Dazmorr Amulet, Hunters Edge, Sthenos Slither Boots, Rune of Roh. It'll have a total damage of 7408, and attack of 1971. The Octo-set also gets an upgrade on the armor, using the Brides Crackling gown, and will have damage of 7302, with 1647 attack.
Here's where it gets interesting. The armor is the same, so enchant armor gives the same bonus. But the weapon is different. Using the Potion of Truth (EW 1000), the Brides set will have 8204 damage with 2349 attack. The Octo-Spine set will have 8292 damage with 1647 attack. The damage-attack trade off is trading 88 damage for 702 attack. With the new Potion of Greater Enchant Weapon (EW 1500), Brides set will have 8602 damage and 2538 attack, while Octo-Spine set will have 8787 damage and 1647 attack.
So if you have enough attack, the Octo-Spine set (from level 350), is still the best set!
Level 540 (Rune of the Minion)
There might be upgrades between 484 and 539, but not for the items that differentiate the 2 sets. The Rune of the Minion provides an upgrade to the Brides set, but not the Octo-Spine set. At this level, if using only the Potion of Truth (EW 1000), the Brides set will have 2 damage more than the Octo-Spine set. But using the Potion of Greater Enchant Weapon (EW 1500), the Octo-Spine set still gives 95 damage more than the Brides set.
Further Upgrades that matter
At level 560, the Octo-Spine set gets an armor upgrade with Armor of Shonia. This armor, though having a higher damage, has a lower attack. At level 563, the Armor of Kithdor adds almost 200 damage more, skewing in favor of the Octo-Spine set even more. At 581, the Rune of Cralze comes into play, but not enough to skew the 200 damage added by the armor. At 594, the Blade of Panethor further enhances the Octo-Spine set. And the ultimate armor damage comes at level 600 with Aging Adventurer Breastplate. At level 609, the Rune of Howbale adds another 11 damage to the Brides set, but that hardly does anything.
Conclusion
So it seems that the Octo-Spine, a level 350 set, is the ultimate set! Well, that might be jumping to conclusion. As new content comes in to play, I am sure there will be new sets that will be better. In fact, the level 600 Adventurer set might just be that, but I don't have all the stats of that set to compare.
He just realized that the Octo-Spine set is still the best set at level 563. Up to today, everyone was using the Brides set. So I thought the change might be due to the upgraded Potion of Greater Enchant Weapon which provides a level 1500 Enchant Weapon buff. At that level, the weapon statistics is multiplied by 2.5. I then looked at my older blog entry on 1-hit setups, and noticed that the best setup, even at level 400, was not the Argus set (which has no weapon), but the Octo-Spine set. Just how good is that set?
Level 400 (Argus set vs Octo-Spine set)
Using the Argus set, the other items will be : Sphynx Helmet, Sword of Ursa, Octo-Spine Shield, Ring of Arzmil. The total damage will be 6937, with 1243 attack. Using the Octo-Spine set, the other items will be : Crushing Fist Gauntlets, Sphynx Helmet, Dazmorr Amulet, Sword of Ursa, Argus Armor, Ring of Arzmil, Argus Boots. The total damage will be 6978, with only 812 attack. Trading 41 damage for more than 400 attack appears to be good, but perhaps unnecessary, especially with Keen Edge buff and Potion of Black Death. Many players also choose to use the Crushing Fist Ring over the Ring of Arzmil, myself included. This is trading 8 damage for 260 attack. This comparison is regardless of the EW potion, since the weapon used is the same. At level 408, that weapon can be upgraded to the Double Axe of Demrhyle. At level 420, the weapon can be further upgraded to the Master of Magic Spear, giving a final damage of 7153.
Level 440 (Argus set vs Octo-Spine set, rematch)
The same 2 sets, but at this level, new boots with more damage becomes available : Sthenos Slither Boots. The boots offer more attack and damage than the Argus Boots. So using the Octo-Spine set now will give a total damage of 7188, with 977 attack. The attack-damage tradeoffs now become trading of 76 damage for 266 attack. At level, it'll probably be much more compelling to use the Octo-Spine set.
Level 470 (Hunters Edge upgrade)
Both Argus and Octo-Spine sets do not include a ring. The ring was to be either the Ring of Arzmil, or the Crushing Fist Ring as mentioned earlier on. At this level, Hunters Edge becomes available and has better attack and damage than both rings. The Octo-Spine set now gives a total damage of 7232, with 1375 attack.
Level 484 (Brides set vs Octo-Spine set)
This was the main comparison that prompted me to write this entry. At level 484, the Brides set, introduced as a Halloween event last year, has very attractive stats. This set will be used with : Crushing Fist Gauntlets, Sphynx Helmet, Dazmorr Amulet, Hunters Edge, Sthenos Slither Boots, Rune of Roh. It'll have a total damage of 7408, and attack of 1971. The Octo-set also gets an upgrade on the armor, using the Brides Crackling gown, and will have damage of 7302, with 1647 attack.
Here's where it gets interesting. The armor is the same, so enchant armor gives the same bonus. But the weapon is different. Using the Potion of Truth (EW 1000), the Brides set will have 8204 damage with 2349 attack. The Octo-Spine set will have 8292 damage with 1647 attack. The damage-attack trade off is trading 88 damage for 702 attack. With the new Potion of Greater Enchant Weapon (EW 1500), Brides set will have 8602 damage and 2538 attack, while Octo-Spine set will have 8787 damage and 1647 attack.
So if you have enough attack, the Octo-Spine set (from level 350), is still the best set!
Level 540 (Rune of the Minion)
There might be upgrades between 484 and 539, but not for the items that differentiate the 2 sets. The Rune of the Minion provides an upgrade to the Brides set, but not the Octo-Spine set. At this level, if using only the Potion of Truth (EW 1000), the Brides set will have 2 damage more than the Octo-Spine set. But using the Potion of Greater Enchant Weapon (EW 1500), the Octo-Spine set still gives 95 damage more than the Brides set.
Further Upgrades that matter
At level 560, the Octo-Spine set gets an armor upgrade with Armor of Shonia. This armor, though having a higher damage, has a lower attack. At level 563, the Armor of Kithdor adds almost 200 damage more, skewing in favor of the Octo-Spine set even more. At 581, the Rune of Cralze comes into play, but not enough to skew the 200 damage added by the armor. At 594, the Blade of Panethor further enhances the Octo-Spine set. And the ultimate armor damage comes at level 600 with Aging Adventurer Breastplate. At level 609, the Rune of Howbale adds another 11 damage to the Brides set, but that hardly does anything.
Conclusion
So it seems that the Octo-Spine, a level 350 set, is the ultimate set! Well, that might be jumping to conclusion. As new content comes in to play, I am sure there will be new sets that will be better. In fact, the level 600 Adventurer set might just be that, but I don't have all the stats of that set to compare.
Tuesday, January 27, 2009
Killing Super Elites
Yes, I am talking about the Super Elite creatures, and not players like jmaisc or zenji. I am not a SE hunter, but as I approach level 420, the quest "A Sorry Tale" will require that I kill one. So I might as well plan for it.
In training, I typically equip my gear, and then figure out which buff and buff levels I will need. But when attacking with a group, this procedure has to be reversed. You get your buff, and then figure out how big a group you will need. So save the stam of your guild mate, one should lock the group when the group has sufficient stats to kill the creature you want, maybe with a little buffer, just in case one of the group member switches gear.
Let's start with buffs. Which buffs are most useful?
Super Elite Slayer is naturally useful, since that is its sole purpose, to help with killing a Super Elite. One can get that buff from a potion also. Potion of the Slayer offers a level 125 SES buff with a 60 mins duration.
Any buffs that affect the opponent is more useful than a buff that affect yourself. You are forming a group, of maybe 10 members. A buff that increase your ability means increasing 1 out of the 10 members. While a buff that affect the opponent affect it as a whole, and that applies whether it is a super elite or a relic capture.
So what are the buffs that affect the opponent?
Dark Curse can dramatically reduce the defense of your opponent, and that means a big reduction in the attack you will need. Potions can give a buff higher than the levels a player can cast, and they include Sludge Brew (DC 200), and Potion of Black Death (DC 225).
Flinch, a buff that was pretty much unavailable until recently where AzUK became the first player to reach level 600. It reduces the attack of your opponent, and therefore useful, but only when you want to attack in defense mode (which is the preferred mode).
Terrorze, can reduce opponent's damage, and can be useful in armor mode. However, we are still waiting for content to allow players to reach level 700 to get that buff.
Wither halves the HP of your opponent, but its effect depends on a roll of the dice.
Mesmerize can also reduce the creature stats, but also depend on the roll of dice. This is yet another buff that is still unavailable due to lack of content.
Therefore I wrote a small script to compute the effects with those buffs (excluding Wither and Mesmerize).
http://sisland83.bravehost.com/superelites.html
To use that script, select the creature you want, enter the level of the buffs you have (or plan to get), and hit the 'Calculate' button. It will show you the stats needed in your group. As with any creature hits, you don't need defense nor armor if you have the attack and damage to kill in 1 hit. However, if you need more than 1, then you will need either defense OR armor, but not both. Guilds with the Military Advisor structure can view the stats of the group and determine if it is sufficient to kill the SE.
However, there are buffs that do not show up on the stats.
Buffs that does additional damage based on lead attacker and not shown in group stats includes Blood Thirst, Ignite, Holy Flame, Death Dealer, Savagery, Chi Strike, Assist, and Counter Attack.
Constitution can increase defense, and Sanctuary can increase armor. Sanctuary is a potion only buff.
Shield Strike looks risky, especially if you need 3 or more hits to kill the creature. Nightmare Visage reduces attack, and is not shown on the stats, so beware.
Since I am not an SE hunter, I am not 100% sure that all those buffs apply in group attacks. Please let me know if you have experimented with them. Thanks.
In training, I typically equip my gear, and then figure out which buff and buff levels I will need. But when attacking with a group, this procedure has to be reversed. You get your buff, and then figure out how big a group you will need. So save the stam of your guild mate, one should lock the group when the group has sufficient stats to kill the creature you want, maybe with a little buffer, just in case one of the group member switches gear.
Let's start with buffs. Which buffs are most useful?
Super Elite Slayer is naturally useful, since that is its sole purpose, to help with killing a Super Elite. One can get that buff from a potion also. Potion of the Slayer offers a level 125 SES buff with a 60 mins duration.
Any buffs that affect the opponent is more useful than a buff that affect yourself. You are forming a group, of maybe 10 members. A buff that increase your ability means increasing 1 out of the 10 members. While a buff that affect the opponent affect it as a whole, and that applies whether it is a super elite or a relic capture.
So what are the buffs that affect the opponent?
Dark Curse can dramatically reduce the defense of your opponent, and that means a big reduction in the attack you will need. Potions can give a buff higher than the levels a player can cast, and they include Sludge Brew (DC 200), and Potion of Black Death (DC 225).
Flinch, a buff that was pretty much unavailable until recently where AzUK became the first player to reach level 600. It reduces the attack of your opponent, and therefore useful, but only when you want to attack in defense mode (which is the preferred mode).
Terrorze, can reduce opponent's damage, and can be useful in armor mode. However, we are still waiting for content to allow players to reach level 700 to get that buff.
Wither halves the HP of your opponent, but its effect depends on a roll of the dice.
Mesmerize can also reduce the creature stats, but also depend on the roll of dice. This is yet another buff that is still unavailable due to lack of content.
Therefore I wrote a small script to compute the effects with those buffs (excluding Wither and Mesmerize).
http://sisland83.bravehost.com/superelites.html
To use that script, select the creature you want, enter the level of the buffs you have (or plan to get), and hit the 'Calculate' button. It will show you the stats needed in your group. As with any creature hits, you don't need defense nor armor if you have the attack and damage to kill in 1 hit. However, if you need more than 1, then you will need either defense OR armor, but not both. Guilds with the Military Advisor structure can view the stats of the group and determine if it is sufficient to kill the SE.
However, there are buffs that do not show up on the stats.
Buffs that does additional damage based on lead attacker and not shown in group stats includes Blood Thirst, Ignite, Holy Flame, Death Dealer, Savagery, Chi Strike, Assist, and Counter Attack.
Constitution can increase defense, and Sanctuary can increase armor. Sanctuary is a potion only buff.
Shield Strike looks risky, especially if you need 3 or more hits to kill the creature. Nightmare Visage reduces attack, and is not shown on the stats, so beware.
Since I am not an SE hunter, I am not 100% sure that all those buffs apply in group attacks. Please let me know if you have experimented with them. Thanks.
Sunday, January 25, 2009
Xinderoth - The path I took
Xinderoth, the realms from level 400 - 420. Considered as a nightmare for some players. I'm nearly done with it, and many guild mates are just about to enter this stage. I won't say what I did was perfect, but I will share my encounters and experience, and some suggestions.
Level 400
Level 400, the City of Xinderoth, is a big realm. There are 10 different creatures in that realm, some harder to 1-hit than the others. There are 5 different quests in this realms, and some has mentioned in forum that they could not advanced to the next realm due to uncompleted quests. So what's needed, and what are not?
The quests are, in a way, designed to be completed in this order (counter clockwise) from where you enter.
1. Filthy Animals
2. Festival Revelers
3. Lead Astray
4. The Heat of Ambition
5. Bite the Hand
I have completed only ONE of those 5 quests. The quest that I completed is Filthy Animals. Doing quests can be fun for some, and I am not suggesting that you follow in my footstep.
Another suggestion on creatures to attack is to select a CA level that allow you to kill at least 5 of those 10 creatures, and simply pass up on those you cannot 1-hit with that CA level. I selected CA 36 with 11x doubler.
Also, the level 401 quest will require a Summoning Seal, which can be found on Xinderoth Watcher. Xinderoth Watcher is one of the 10 creatures found on this level. So I recommend getting the seal on this level.
Level 401-409
These levels are pretty straight forward. The realms are large, so the creatures are sparse. For level 402 and 403, you may have better luck finding creatures in Sanctum of Doth Realm, and Circle of the Fiend Realm respectively. I needed a low level CA for 407 and 409. There is a path from the world map to level 410, so I actually ended level 409 early and let XP gain do the job to complete that level. Since 409 is a relatively tough level that requires CA, the XP gain was worth more.
Level 410-420
I needed a low level CA for level 414. When I hit level 416, I stayed back on the 415 realms. The level 416 creatures requires a CA level higher than 100, so I was better off just staying back. Looking forward, I will need a low level CA for 419, and CA75 for 420.
Equipment
I used the Argus set, Sphynx Helmet, Sword of Ursa, Octo-Spine Shield, and Crushing Fist Ring. At level 408, I switched my weapon to the Double Axe of Demrhyle. From 410-413, I was using Pharaohs Sarcophagus instead of the Octo-Spine Shield. For level 419, the creature has a higher defense, so I am planning on using the Doth Blades set. And finally, at level 420, the weapon of choice will be the Master of Magic Spear. All my gears are perfect and fully forged.
Items to Hunt for
For most items mentioned above, I want them before I start on the level, so that means I bought them. However, at level 408, the Opticor set is a very nice standby set, so I hunted for them. I got only 1 drop, bought the rest. The Sarabaite set at 415 have nice attacks, and probably more useful when used in PvP and SE hunting.
Level 400
Level 400, the City of Xinderoth, is a big realm. There are 10 different creatures in that realm, some harder to 1-hit than the others. There are 5 different quests in this realms, and some has mentioned in forum that they could not advanced to the next realm due to uncompleted quests. So what's needed, and what are not?
The quests are, in a way, designed to be completed in this order (counter clockwise) from where you enter.
1. Filthy Animals
2. Festival Revelers
3. Lead Astray
4. The Heat of Ambition
5. Bite the Hand
I have completed only ONE of those 5 quests. The quest that I completed is Filthy Animals. Doing quests can be fun for some, and I am not suggesting that you follow in my footstep.
Another suggestion on creatures to attack is to select a CA level that allow you to kill at least 5 of those 10 creatures, and simply pass up on those you cannot 1-hit with that CA level. I selected CA 36 with 11x doubler.
Also, the level 401 quest will require a Summoning Seal, which can be found on Xinderoth Watcher. Xinderoth Watcher is one of the 10 creatures found on this level. So I recommend getting the seal on this level.
Level 401-409
These levels are pretty straight forward. The realms are large, so the creatures are sparse. For level 402 and 403, you may have better luck finding creatures in Sanctum of Doth Realm, and Circle of the Fiend Realm respectively. I needed a low level CA for 407 and 409. There is a path from the world map to level 410, so I actually ended level 409 early and let XP gain do the job to complete that level. Since 409 is a relatively tough level that requires CA, the XP gain was worth more.
Level 410-420
I needed a low level CA for level 414. When I hit level 416, I stayed back on the 415 realms. The level 416 creatures requires a CA level higher than 100, so I was better off just staying back. Looking forward, I will need a low level CA for 419, and CA75 for 420.
Equipment
I used the Argus set, Sphynx Helmet, Sword of Ursa, Octo-Spine Shield, and Crushing Fist Ring. At level 408, I switched my weapon to the Double Axe of Demrhyle. From 410-413, I was using Pharaohs Sarcophagus instead of the Octo-Spine Shield. For level 419, the creature has a higher defense, so I am planning on using the Doth Blades set. And finally, at level 420, the weapon of choice will be the Master of Magic Spear. All my gears are perfect and fully forged.
Items to Hunt for
For most items mentioned above, I want them before I start on the level, so that means I bought them. However, at level 408, the Opticor set is a very nice standby set, so I hunted for them. I got only 1 drop, bought the rest. The Sarabaite set at 415 have nice attacks, and probably more useful when used in PvP and SE hunting.
Tuesday, January 20, 2009
Hell Forge Cost
I have been writing rather lenthy blogs, so I thought I will write a short one this time.
In the game, you can hell forge an item. Official Description ::
The Hell Forge contains the fire of hell itself. Known to contain great power, the fires of hell can be used to unlease the true potential of any item, increasing its statistics permanently (except for hourly 'Gain' stats). Each time you use the forge on an item to increase its forge level (see the guide below) costs 2 FallenSword Points plus an amount of gold depending on the items level.
Now, the question to answer in this blog is, what is that amount of gold?
The gold required for the first forge is [Item level] * 150 gold, subjected to a minimum [Item level] of 50. That is, all items below level 50 are treated as level 50 for the purpose of computing hell forge cost. The gold for subsequent forge is double that of the previous.
I have also written a script to compute the cost, and it can be found here ::
http://sisland83.bravehost.com/forgecost.html
In the game, you can hell forge an item. Official Description ::
The Hell Forge contains the fire of hell itself. Known to contain great power, the fires of hell can be used to unlease the true potential of any item, increasing its statistics permanently (except for hourly 'Gain' stats). Each time you use the forge on an item to increase its forge level (see the guide below) costs 2 FallenSword Points plus an amount of gold depending on the items level.
Now, the question to answer in this blog is, what is that amount of gold?
The gold required for the first forge is [Item level] * 150 gold, subjected to a minimum [Item level] of 50. That is, all items below level 50 are treated as level 50 for the purpose of computing hell forge cost. The gold for subsequent forge is double that of the previous.
I have also written a script to compute the cost, and it can be found here ::
http://sisland83.bravehost.com/forgecost.html
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