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Locked Wrote:Not sure if you can read but that's 6 all stat 400 HP and 1 attack. You're telling me you'd rather take a 200 hp 2 attack medal over that? Lmao.
HP doesn't mean pomegranate when leveling, so unless that 6 STR beats the 1 extra ATK, it's not worth it...
MrTouchnGo Wrote:Silent Crusade is 1 w/m atk, 5 allstats.
5 stat is usually > 1 atk.
I know the stats of the SC Medal, but "usually" does not mean "always", as how Locked and Shidoshi are putting it.
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I don't care if you have 60000% str or 0% str, 6 str will almost always beat out 1 attack.
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Then we shall see once we get that medal. I'm all for eating my own words.
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1.2(4*1234+223)*240/100 = 14,857.92
+6 str:
1.2(4*1240+223)*240/100 = 14,927.04
+1 attack:
1.2(4*1234+223)*241/100= 14,919.828
k.
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Locked Wrote:1.2(4*1234+223)*240/100 = 14,857.92
+6 str:
1.2(4*1240+223)*240/100 = 14,927.04
+1 attack:
1.2(4*1234+223)*241/100= 14,919.828
k.
B> Meaning of numbers.
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For me, the Legendary hero medal with 8 all stat gives more oomph than the silent crusade champion. That means even 3 all stat has the potential to beat 1 att. Granted I am a Blade Master with high LUK%, but I have no duped attack gear or anything and my full empress set is still clean save for gloves and weapon.
And even if this is not true for all classes, the medals are close enough to make it absolutely void when it comes to deciding between your adventurer and restarting as a UA.
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2012-04-11, 05:54 AM
(This post was last modified: 2012-04-11, 05:57 AM by Locked.)
Dark Link Wrote:B> Meaning of numbers.
Default:
1.2(4*1234+223)*240/100 = 14,857.92
Adding +6 STR produces:
1.2(4*1240+223)*240/100 = 14,927.04
Compared to adding +1 attack which produces:
1.2(4*1234+223)*241/100= 14,919.828
14,927 > 14,919
In case you couldn't tell I made up these numbers out of my ass just to prove a point. Assume 0% attack and 0% stat.
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2012-04-11, 06:02 AM
(This post was last modified: 2012-04-11, 07:27 AM by Dark Link.)
Like I said, I shall see with my own eyes if the medal is better or not.
You can stop wasting your time, thanks.
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Just wanted to chip in and say that %stat and %atk change absolutely nothing in the stat/atk ratio.
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Shidoshi Wrote:Just wanted to chip in and say that %stat and %atk change absolutely nothing in the stat/atk ratio.
What? I thought they did :f6:
I thought that the reason why we try to "balance" ATK and %STAT is because too much of one skews the results.
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Dark Link Wrote:What? I thought they did :f6:
I thought that the reason why we try to "balance" ATK and %STAT is because too much of one skews the results.
Their usefulness in your range is completely unrelated to the stat/atk ratio. As a general rule you should always try to increase whichever factor you have less of because adding +1 of it gives a bigger impact.
Simplifying things, your range depends on:
(a constant) * (1+%stat) * (1+%atk) * (main stat) * (atk) * (1+%dmg) * (1+%bossdmg) * (critical chance formula I can't be assed to write)
So whichever one you can make the biggest relative difference (new/old) is the best option. If "old" is very big it's hard to get a significant improvement.
I can go into the specifics of stat/atk ratio if you want, just ask.
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CarrionCrow Wrote:The skills are not as irreplacable as you make it out though. So in conclusion, UA's aint nothing special, just like I said. 
Or maybe you just don't know why they're so special...?
Sharks is air castable which adds mobility with significantly more range than dragon strike and a slightly faster cast time making it a significantly better choice for charging energy in any situation where DPS isn't a necessity. (while grouping mobs, hitting above platforms, hitting something far away, etc etc)
Gears adds DoT which triggers that one skill which adds more damage than just the DoT tick. (not 100% on that one, don't know mages too well)
Wind pierce is leagues better to use than inferno because splash sucks d'ick for spread out mobs and the vertical range is nice. Especially if the healing property carries over to the UA version, but i don't think it will. [MENTION=8017]CrazyForDex[/MENTION] will vouch for me on it's usefulness.
Thieves is obvious. Healing is ALWAYS something valuable if it isn't otherwise possible. 90%+ miss rate or not.
The skills either can't be replaced or are replaced by something that is really s'hitty in comparison (dragon strike).
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On the related topic of UA, do you need an open character slot to create a UA, or do they create their own character slot?
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Dark Link Wrote:On the related topic of UA, do you need an open character slot to create a UA, or do they create their own character slot?
need a slot.
also, on the medal thinguie, i vouch once again that unless you're REALLY loaded in str with minimal attack, the 5main>1attack is pretty accourate, especially if you're wearing any of the many duped attack gear.
but for me TT medal *flex*
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Takebacker Wrote:Or maybe you just don't know why they're so special...?
Sharks is air castable which adds mobility with significantly more range than dragon strike and a slightly faster cast time making it a significantly better choice for charging energy in any situation where DPS isn't a necessity. (while grouping mobs, hitting above platforms, hitting something far away, etc etc)
Gears adds DoT which triggers that one skill which adds more damage than just the DoT tick. (not 100% on that one, don't know mages too well)
Wind pierce is leagues better to use than inferno because splash sucks d'ick for spread out mobs and the vertical range is nice. Especially if the healing property carries over to the UA version, but i don't think it will. [MENTION=8017]CrazyForDex[/MENTION] will vouch for me on it's usefulness.
Thieves is obvious. Healing is ALWAYS something valuable if it isn't otherwise possible. 90%+ miss rate or not.
The skills either can't be replaced or are replaced by something that is really s'hitty in comparison (dragon strike).
I can attest for this man's words. I have 2 different UAs, a UA Paladin and a UA archer. Soul Driver is amazing for crusader and white knight, DK has dragon fury but still good regardless. Pierce is exactly as takebacker said.
UA is definitely worth the investment, I would say. The inventory shortage does bug the pineapple out of me though.
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On an added note, every single UA skill has a significant functionality in PvP.
Soul Driver becomes a pseudo-ultimate that hits hard (invaluable for Paladins and Heroes).
Wind Piercing becomes a great insta-mob attack that isn't just an attack with splash (it hits everything on the way).
Flame Gear becomes invaluable for point farming. Flame Gear also goes through invincibility (take that Shadowers and Battle Mages!)
Vampire becomes a great drain/heal skill for thieves (DBs need this because they don't have any healing).
Sharkwave has the longest reach for all the pirates (can't be aircasted in PvP though... More useful for Corsairs; not so useful for Buccs because Dragon Strike has the same range + increased vertical range + can be aircasted).
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I've been wondering...
There's no way you can get the Soul Summon for warriors through a quest for regular adventurers right?
If I knew these would have came with UA's I would have made my pally one ages ago. x_x
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Death Wrote:I've been wondering...
There's no way you can get the Soul Summon for warriors through a quest for regular adventurers right?
If I knew these would have came with UA's I would have made my pally one ages ago. x_x
there's no way, and i'm mad about it.
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Did the soul summons get really good recently? I cant be asked to put that skill on my bars.
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LiquidSwing Wrote:Did the soul summons get really good recently? I cant be asked to put that skill on my bars.
hey did receive a nice buff, and attack what you're attacking instead of whatever they please, so yea, it's not really a bad skill overall, but it's still pretty blergh.
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