Information and Answers Thread
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- Tassidar4
- Channeler
I have a question...or rather an observation. When I was banished I spammed dewarp and my mana seemed to regen faster than if I had just waited for it to regen normally. Only tried it twice so far but it seems to work. Just asking if you could maybe help test this?
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- Gabriel
- Awakened
Ah, this is tied to the last thing which I did forget to update after all...
Your mana and health are constantly regenerating, but your bars only refresh every 15 seconds or when something happens to affect them: you get hit, you cast a spell, you quaff a potion, you get healed, etc. Dewarp, despite its 0 mana cost, counts as casting a spell, so when you dewarp, it fills your mana with all the mp you've earned since the last refresh. Spamming dewarp, therefore, will make your mana bar appear to fill up faster, however, it fills up at the same rate as it would normally. The difference is...
Well, say you have a regen of 75 mana/15 seconds. That's 5 mana/second. And say dewarp takes 3 seconds to cast. You can sit for 15 seconds and regain 75 mana, or you can dewarp 5 times (15 seconds) and regain 15 mana each time (5mp/second * 3 seconds) for a total of 75 mana. Same amount of progress in the same amount of time, but the constant dewarping means your mana bar has been steadily going up instead of going up in 15-second bursts.
Your mana and health are constantly regenerating, but your bars only refresh every 15 seconds or when something happens to affect them: you get hit, you cast a spell, you quaff a potion, you get healed, etc. Dewarp, despite its 0 mana cost, counts as casting a spell, so when you dewarp, it fills your mana with all the mp you've earned since the last refresh. Spamming dewarp, therefore, will make your mana bar appear to fill up faster, however, it fills up at the same rate as it would normally. The difference is...
Well, say you have a regen of 75 mana/15 seconds. That's 5 mana/second. And say dewarp takes 3 seconds to cast. You can sit for 15 seconds and regain 75 mana, or you can dewarp 5 times (15 seconds) and regain 15 mana each time (5mp/second * 3 seconds) for a total of 75 mana. Same amount of progress in the same amount of time, but the constant dewarping means your mana bar has been steadily going up instead of going up in 15-second bursts.
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- Veldurn
- Visionary
I think we'll need to reverify the spell cost information, at least for Aria. There were some changes since Spring of Life and I can personally vouch that the spell cost at level 14 is now 205.
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- Tassidar4
- Channeler
Well I dunno if you're still figuring out the gateway energy thing and I dunno if this info will help but a single 5050 value gold gateway gave me 16 energy in one harvest.
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- Tassidar4
- Channeler
Oh and one 500 pot gateway gave me 13 energy. I had one dominator connected to it and nothing else. But when I added all 5 doms to the gateway each harvest I only received 8 energy. Maybe the number of doms attached affects the energy gain?
Edit: Tested it out and these are my results:
No. of Doms: Energy Harvested(per Dom)
1: 13
2: 10
3: 8
4: 8
5: 8
Edit: Tested it out and these are my results:
No. of Doms: Energy Harvested(per Dom)
1: 13
2: 10
3: 8
4: 8
5: 8
Edited by Tassidar4 (Oct. 3, 2011 15:11:05)
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- Gabriel
- Awakened
Yes, number of doms does reduce energy from harvest. Thank you for your numbers, Tassidar, though I'm not currently looking at harvest values myself. If someone else would like to figure out the math, I can offer up this thread for more numbers.
Veldurn, you're right, Aria costs have changed. I'm going to look into those (as well as Aria strength) soon. I'm reporting 225 for my Aria, which is same as my WC...
Veldurn, you're right, Aria costs have changed. I'm going to look into those (as well as Aria strength) soon. I'm reporting 225 for my Aria, which is same as my WC...
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- Ceipe
- Scholar
Would you mind if I took this guide and translate it to Spanish? Giving all credit to you and your contributors of course
EDIT: Also, I have noticed but still need to confirm this, that when battling your Mana seems to regen slower, I have to make sure it's not the residual energy of converting mp/15 to mp/5, but maybe someone could test it out. Nope, regenration rate is constant, however WC takes 5 seconds to cast and when you're attacked your hp and mana are updated, giving the feeling it has shifted to from mp15 to mp5 and when not attacked it goes back to mp15. Maybe that's what cuased the idea of shiting mana costs in the beginning as well
EDIT2: I've also noticed the reduction in Aria, although I've seen it cost even less than WC, will test and confirm as well. Tested this as well, Mana cost of WC at lvl 12 gives an average of 167 and Aria of 171, making Aria still slightly more expensive than WC but less diff than before.
EDIT: Also, I have noticed but still need to confirm this, that when battling your Mana seems to regen slower, I have to make sure it's not the residual energy of converting mp/15 to mp/5, but maybe someone could test it out. Nope, regenration rate is constant, however WC takes 5 seconds to cast and when you're attacked your hp and mana are updated, giving the feeling it has shifted to from mp15 to mp5 and when not attacked it goes back to mp15. Maybe that's what cuased the idea of shiting mana costs in the beginning as well
EDIT2: I've also noticed the reduction in Aria, although I've seen it cost even less than WC, will test and confirm as well. Tested this as well, Mana cost of WC at lvl 12 gives an average of 167 and Aria of 171, making Aria still slightly more expensive than WC but less diff than before.
Edited by Ceipe (Oct. 3, 2011 18:16:58)
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- crierdms
- Seeker
Gabriel
Hit and run tactics do still work. Just tested it out today. All you have to do is hit twice, warp away and almost immediately back, hit twice, rinse, repeat. You can get two hits and a warp away in before a spirit can damage you, and when you leave, he or she will go docile. You can then warp back in and hit it again. Unless it's an air spirit with their pesky heals, he might still have full mana when he dies, but he can never hit you. As long as you warp away, youre fine.
Hit and run tactics do still work. Just tested it out today. All you have to do is hit twice, warp away and almost immediately back, hit twice, rinse, repeat. You can get two hits and a warp away in before a spirit can damage you, and when you leave, he or she will go docile. You can then warp back in and hit it again. Unless it's an air spirit with their pesky heals, he might still have full mana when he dies, but he can never hit you. As long as you warp away, youre fine.
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- Gabriel
- Awakened
Of course not, go right ahead, Ceipe! The more people who can read this, the better!
Did I miss that, though? I did a quick fix today to change how spell costs work (as per my description a couple comments above). I'll have to go through this thread with a fine-toothed comb tonight to double-check.
Aria costs are confusing me right now. I need to look into those tonight.
Crierdms: Hit and run does work, but not in the way it used to be referred to. Before, it was one person hits and runs, the spirit drains all its mana, and the second person can leisurely catch it. This was the best method to catch the big air spirits, like BoKs.
Did I miss that, though? I did a quick fix today to change how spell costs work (as per my description a couple comments above). I'll have to go through this thread with a fine-toothed comb tonight to double-check.
Aria costs are confusing me right now. I need to look into those tonight.
Crierdms: Hit and run does work, but not in the way it used to be referred to. Before, it was one person hits and runs, the spirit drains all its mana, and the second person can leisurely catch it. This was the best method to catch the big air spirits, like BoKs.