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Peter wrote on 2010-05-03 04:11
What is an easy dungeon to solo for good armor (all parts) enchants?
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Sparrowhawk wrote on 2010-05-03 04:20
Quote from Peter;26706:
What is an easy dungeon to solo for good armor (all parts) enchants?
Any version of ciar/rabbie for fox & thief items.
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Kazuni wrote on 2010-05-03 04:21
It really depends on your play style and build.
For example, sometimes -10 dex is fine, in other cases it could be a problem.
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EndlessDreams wrote on 2010-05-03 04:41
Quote from Sparrowhawk;26719:
Any version of ciar/rabbie for fox & thief items.
Pretty much that.
Fox Hunter or Fox for prefix. Giant or Thief for Suffix. Healer can work too if you have the Healing rank.
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Peter wrote on 2010-05-03 05:09
When would it be a problem?
Is Wiki wrong or is Thief good because it gives 10 luck? o.O
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Kazuni wrote on 2010-05-03 05:14
Quote from Peter;26759:
When would it be a problem?
It was just an example, like spike enchant for an archer with high ranked lb or whatever.
Fox etc is good for just plain damage though. If you wanted to get more complicated the build would be something to consider.
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Sparrowhawk wrote on 2010-05-03 06:10
Quote from Peter;26765:
Is Wiki wrong or is Thief good because it gives 10 luck? o.O
10 luck translates to 2% crit.. It's a cheap suffix you can throw on everything so it can add up to a good amount of crit if you're low and most of the time you will be low until you have some rebirths behind your belt and the skills to get up to higher levels between each rebirth. Between thief enchants and a stiff tail cap you can get a guaranteed 20-24% crit.
33% is ideal for windmill as 33% is the cap for critical. Once you get to harder stuff however monsters will have innate protection that calls for needing more crit...
Protection reduces crit by double its amount so if a monster has 10% protection then you need 53% crit to hit the cap because it reduces criticals by 20%. You won't have to worry about going over 33% crit until a bit later in hard mode dungeons, adv dungeons etc. For most basic/intermediate dungeons the monsters won't have protection.
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Tablo wrote on 2010-05-04 16:10
Quote from Sparrowhawk;26783:
10 luck translates to 2% crit.. It's a cheap suffix you can throw on everything so it can add up to a good amount of crit if you're low and most of the time you will be low until you have some rebirths behind your belt and the skills to get up to higher levels between each rebirth. Between thief enchants and a stiff tail cap you can get a guaranteed 20-24% crit.
33% is ideal for windmill as 33% is the cap for critical. Once you get to harder stuff however monsters will have innate protection that calls for needing more crit...
Protection reduces crit by double its amount so if a monster has 10% protection then you need 53% crit to hit the cap because it reduces criticals by 20%. You won't have to worry about going over 33% crit until a bit later in hard mode dungeons, adv dungeons etc. For most basic/intermediate dungeons the monsters won't have protection.
Generally players accept 30% as cap for critical. Not 33.
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Yogurticecream wrote on 2010-05-04 17:44
On ease of enchanting, generally speaking, any enchant that's rank C and below should be easy to enchant. Rank B is slightly safe (85% on non-Thursdays, 90% on Thursdays with elite magic powder), while Rank A is a little more risky (77% on non-Thursdays, 85% on Thursdays with elite magic powder). Rank 9+ enchants usually need step enchanting, and the success rates can be terrible, starting with at most 50+% with elite magic powder.
Fox is ok if you can roll out a +4. It will be difficult if you are picky about it being perfect.
If you can get imp for heavy armor, that will be good. But not sure how difficult getting one will be like.
Rank B suffix Giant is also good if you can find those. I'm not too sure if giant comes out from Taill. shadow missions but there will be more of these around once Tara shadow missions arrive. I get a lot of Giant enchant scrolls off zombie mission spamming.
Also, for prefix enchants, fishing boat enchants that give +4 or +5 max damage should also be good, provided you are not too particular about the -will or -luck/critical that it comes with, and can fulfill the exploration level requirements.