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TA wrote on 2010-12-27 21:36
INT rings. They're much better.
Learn to manage your stamina and do more damage.
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rdk1 wrote on 2010-12-27 21:55
weaned myself off my dawn rings.
i still say the extra 10 = 1 extra cast is nice.
get the best of both worlds. 1 of each.
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Singleuseonly wrote on 2010-12-28 07:12
Quote from Whyrainfalls;264720:
That doesn't change the fact that magic arrows do less damage when you spam them. Thus, using int rings instead of stam increases your damage in two ways.
I'm pretty certain that 5 magic arrows do more damage than 4 arrows of the same rank +254 matk. One more arrow means you get more crits in too.
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whocares8128 wrote on 2010-12-28 20:03
That is of course true. However, the point is somewhat moot when you consider that for the majority of the time, you'll be attacking with stamina gained over time. The only real advantage the extra stamina gives is in how much you can do from full stamina, which occurs at the beginning of each stage, and right after using Stamina Recovery.
So even if 5 Magic Arrows with less INT do more than 4 Magic Arrows with a higher INT, guess how many more either player could do in the 45 seconds or so, before Stamina Recovery is available again. There you'll find the difference more than made up by the higher INT.
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rdk1 wrote on 2010-12-28 20:10
^ barring you can attack without dodging and running around looking for that atk window during that 45 seconds. The difference is so minimal it doesn't really matter.
I'm not saying int rings or stam rings are better. I'm saying the rings make such a small window of difference, it's more of a personal preference than "a must do to be a better player" thing.
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Kueh wrote on 2010-12-28 20:15
Quote from rdk1;266081:
^ barring you can attack without dodging and running around looking for that atk window during that 45 seconds.
I don't get what you mean by this.
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Singleuseonly wrote on 2010-12-28 20:19
Quote from Whyrainfalls;266084:
I don't get what you mean by this.
I think he meant the opportunity to attack will decrease as the game progresses.
So by the time you are given the chance to attack, you would probably be at full again.
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whocares8128 wrote on 2010-12-28 20:25
...unless of course you were running a lot to do said dodging. Honestly, it is silly though, because it's only when you don't have to dodge that you could possibly spam 5 magic arrows continuously. And of course, even then, there are much more effective means to cause a lot of damage in a short time span.
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Singleuseonly wrote on 2010-12-28 20:38
Quote from whocares8128;266098:
...unless of course you were running a lot to do said dodging. Honestly, it is silly though, because it's only when you don't have to dodge that you could possibly spam 5 magic arrows continuously. And of course, even then, there are much more effective means to cause a lot of damage in a short time span.
More damage maybe, but not safer. Spamming 5 magic arrows from a distance is a lot easier to pull off than a firebolt. Other than firebolt, nothing can out damage magic arrow in the said time frame. So I don't understand why you said there were
much more effective means there o.0
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whocares8128 wrote on 2010-12-28 20:59
Firebolt, yes, but also Magic Mine. From full stamina (and no rings) I can easily drop 2 of them for more damage than 5 Magic Arrows will do, while staying mobile the whole time. There's no way you could use Magic Mine to deliver the same damage in the timespan of a quick Magic Arrow barrage, but... each Magic Mine does almost 3 times as much damage as Magic Arrow, with both skills at max. So even while it may not do as much damage in a really short span of time, I find it more efficient damage per stamina use (combined with a melee attack while charging Magic Mine to resume stamina regeneration). It also has a much better knockdown rate.
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CodeS wrote on 2010-12-28 21:18
Depend on personal preferences, after all.
If you're a scythe evie at high level, you should have learn how to maintain your stamina, or Insane Reaper help big time.
As for staff evie, I think the extra Int and MaAttk is very helpful than Stam. Because Staff Evie burst damage goes in when boss is stun, or knock down.
Therefore, the extra Int really help.
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Singleuseonly wrote on 2010-12-29 00:40
Quote from whocares8128;266129:
Firebolt, yes, but also Magic Mine. From full stamina (and no rings) I can easily drop 2 of them for more damage than 5 Magic Arrows will do, while staying mobile the whole time. There's no way you could use Magic Mine to deliver the same damage in the timespan of a quick Magic Arrow barrage, but... each Magic Mine does almost 3 times as much damage as Magic Arrow, with both skills at max. So even while it may not do as much damage in a really short span of time, I find it more efficient damage per stamina use (combined with a melee attack while charging Magic Mine to resume stamina regeneration). It also has a much better knockdown rate.
I seriously do not believe how one could pull 2 magic mines. 1 maybe, when you are running towards a panting boss (that seems to be the time frame we're looking at). Remember, since magic mine needs to be casted at basically a point blank range for it to activate immediately, you will probably want to save some time to run away before the boss retaliates.
With magic arrow spam, you don't necessarily have to run to the boss; thus, saving a lot of time. On the other hand, with firebolt and magic mine, valuable time is wasted to run towards the panting boss which is probably going to recover in another second or so.
If you are looking for damage per stamina...that means you want to melee with staff, never a good idea (most efficient damage per stamina use).
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PandaSong wrote on 2010-12-29 01:49
Firemines are better than Magic Arrows, period. The reason why is simple: Firemines = Knockdown. Knockdown = Firebolt. Firebolt = More Damage.
Magic Arrow basically means you're standing there (Magic Arrow does not have that great a range, you get the most damage out of Magic Arrow if all your arrows hit.. so if you're too far away? Less damage). Firemines keep you actively running around, which means dodging any hits while you're powering up your attack. It's not like it takes that long to charge up anyways!
You don't want the Firemines activated immediately unless you know what you're doing. What you want is to cast them so that the boss walks into them while you stay safe. Don't forget that, if you decide to go in point blank, you can do the Fire Mine/Dodge (what I call Dodge Eagle Talon) if the boss starts swinging. If the boss is down, don't use Firemines on him right away - because that's not going to help the knockdowns anymore.
As a Staffy: Your basic tactic is going to be, get as many Firebolts off as you can. Use anything that will help you to get a Firebolt off safely. And the melee as a staffy is just to regen your stamina and get SP. That's about it.
But again, basically the rings are your choice. Stamina is good for certain things, INT is good for other things. It depends what you're doing. (Which, is why I said Lagho Raids = Magic Arrow spam because of the knockbacks).
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heretic304 wrote on 2010-12-29 02:24
Quote from Singleuseonly;266386:
I seriously do not believe how one could pull 2 magic mines. 1 maybe, when you are running towards a panting boss (that seems to be the time frame we're looking at). Remember, since magic mine needs to be casted at basically a point blank range for it to activate immediately, you will probably want to save some time to run away before the boss retaliates.
With magic arrow spam, you don't necessarily have to run to the boss; thus, saving a lot of time. On the other hand, with firebolt and magic mine, valuable time is wasted to run towards the panting boss which is probably going to recover in another second or so.
If you are looking for damage per stamina...that means you want to melee with staff, never a good idea (most efficient damage per stamina use).
Running to the boss will usually charge the mine already, unless you're already at point blank range, so arguing that you need to run to the boss to charge the mine is sort of a moot point. If you're going to run in to charge a firebolt anyway, might as well start your firemine so it sets off as you reach the boss.
Saying that Staff melee is the most efficient damage per stamina is sort of a useless argument. It is obvious that damage per stamina refers to attacks that actually drain stamina in the first place.
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Singleuseonly wrote on 2010-12-29 02:52
Quote from heretic304;266524:
Running to the boss will usually charge the mine already, unless you're already at point blank range, so arguing that you need to run to the boss to charge the mine is sort of a moot point. If you're going to run in to charge a firebolt anyway, might as well start your firemine so it sets off as you reach the boss.
o.o Never knew you had enough stamina to throw down a mine and then go for a firebolt.