Showing posts with label equip. Show all posts
Showing posts with label equip. Show all posts

Thursday, December 22, 2011

Lv. 40 Crafting Materials

Crafting Materials Drop List
Spirit Grave Tomb -
Ruins of Lost Time - Micro Generator
Forsaken Islet Core - Accessory Box
Sunken Cargo Vessel - Black Feather
Captain Darlant's Base - Pirate Captain Seal, Gnoll Battle Rations
Road to Death City - Cooling Ring, Cannon Trigger
Gates to City of Death - Salt Crystal, Wild Boar Tooth
Nameless Tyrant Tomb - Fire Rune, Scream Mask, Bent Beak Fragment
Explosion zone in Withered Leaves Forest - Contagious Tumor
Ghost Town of Isolated Forest - Wisp Life Stone
Dark Overlord Tower - Red Titanium Horn, Cannon Trigger


Crafting Crystals Drop List
Spirit Grave Tomb - Herba Crystal
Ruins of Lost Time - Sophia Crystal
Forsaken Islet Core - Herba Crystal
Sunken Cargo Vessel - Anima Crystal
Captain Darlant's Base - Anima Crystal
Road to Death City - Potencia Crystal
Gates to City of Death - Pasus Crystal
Nameless Tyrant Tomb - Sophia Crystal
Explosion zone in Withered Leaves Forest - Pasus Crystal
Ghost Town of Isolated Forest - Potencia Crystal
Dark Overlord Tower - Herba Crystal



- warfrontdnsea.enjin.com/..crafting-material-hunt-guide-for-lvl-40 

Saturday, December 10, 2011

Manticore Set v. Apocalypse Set

The additional dark attack modifier for the Manticore Set has been taken out in the other versions of Dragon Nest and would likely come to SEA with the updated stats as well seen at the tables presented below. So, let's get a comparative view on the Manticore and Apocalypse set now that these two new nests will be out in SEA this coming 13th.

Manticore Set
        Sorceress      Set Bonus
2 pieces Vitality +47
3 pieces Intelligence +58
4 pieces Final Damage +98
5 pieces Physical Damage +147
5 pieces Magical Damage +147
5 pieces Light Defence 14%
7 pieces Final Damage +196

Set Style
Warrior
Archer
Sorceress
Cleric


Apocalypse Set
       Sorceress       Set Bonus
2 pieces HP + 2499
3 pieces MP + 2332
4 pieces Final damage +98
5 pieces Physical Damage +147
5 pieces Magical Damage +147
7 pieces Final Damage +196

Set Style
Warrior
Sorceress
Cleric
Archer

You have seen the looks and stats, now it's time to decide. Both sets are somehow the same though they differ only with the set bonuses. With the dark attack boost taken out of the Manticore Set, it no longer has that obvious advantage to the Apocalypse Set.

The Manticore Set has a slight higher attack than the latter since it has the additional stat bonus depending on class. Apocalypse Set on the on the other hand, gives you additional HP and perhaps can pave way to survivability. On a note to the comparison:
  • 1 VIT = 30 HP; 0.6 Pdef, 2.5 stun resist
  • 1 INT = 35 MP; 0.8 Mdef; [dmg inc based on class]
You can have 5 pieces of Manticore equipment so that you'd get the additional stat bonus and craft 2 peices of Apocalypse equipment for the additional HP so that survivability goes into place. Still, at the end of the day, it will boil down to one's preference on what to take that is advantageous to their characters.

Sunday, October 16, 2011

Cerberus Set


Purgatory Cerberus Set 
from MMOSite.com [ source | source ] 

Cerberus Forging Guide



Purgatory Cerberus Set must be the best suit in Dragon Nest so far. Cerberus set can be made by the item dropped in the Cerberus Nest dungeon.
▲ the best set of Dragon Nest item,

Cleric




Cleric Set Bonus
2 set Max HP +273
3 set Max MP +255
4 set Final Damage 21
5 set Max HP +410
6 set Max MP +382
7 set Strength 12, Intelligence 9, Health 5
Final Damage 42

Sorceress

Sorceress Set Bonus
2 set Max HP +248
3 set Max MP +232
4 set Final damage 19
5 set Max HP +372
6 set Max MP +348
7 set Intelligence 11, Health 9
Final Damage 39

Warrior

Warrior Set Bonus
2 set Max HP +248
3 set Max MP +232
4 set Final damage 19
5 set Max HP +372
6 set Max MP +348
7 set Power 15 and Healthy 9
Final Damage 39

Archer

Archer Set Bonus
2 set Max HP +248
3 set Max MP +232
4 set Final damage 19
5 set Max HP +372
6 set Max MP +348
7 set Agility 15, Health 9
Final damage 39

All the items in Dragon Nest have the prefix. To strengthen the item, some unique abilities corresponding to the prefix will be added to the item. Cerberus set has a specific prefix 'Purgatory'.
Let's see what kinds of abilities will be added to 'Purgatory' Cerberus set:
Cleric: Purgatory's Cerberus Armor
Strengthening P.DEF M. DEF Health HP
1 6 5 3 +65
2 12 15 6 +130
3 19 17 9 +195
4 25 22 13 +261
5 31 28 16 +326
6 38 34 19 +398
7 46 41 23 +477
8 55 49 28 +563
9 64 57 33 +659
10 74 66 38 +764
11 87 77 44 +890
12 101 90 52 +1041
13 121 107 62 +1238
14 146 130 75 +1494
15 183 163 94 +1878

Friday, October 7, 2011

Guild and Abyss Shop

Golden Goose

Click to enlarge


















[Normal] Golden Goose Bronze Membership 7-day Coupon ~ 500 Faction Points
[Magic] Golden Goose Silver Membership 7-day Coupon ~ 1000 Faction Points
[Rare] Golden Goose Gold Membership 7-day Coupon ~ 1500 Faction Points
[Epic] Golden Goose Platinum Membership 7-day Coupon ~ 2000 Faction Points
[Unique] Golden Goose VIP Membership 7-day Coupon ~ 2500 Faction Points

[Rare] Lv24 Golden Feather Primary Weapon ~ 2500 Faction Points
[Epic] Lv24 Epic Golden Feather Primary Weapon ~ 10000 Faction Points
[Rare] Lv32 Rare Golden Feather Primary Weapon ~ 2500 Faction Points


Cassius Palace


Click to enlarge











[Rare, Average] Lv24 Royal Court Potential Pouch ~ 200 Faction Points
[Epic, Average] Lv24 Royal Court Potential Pouch ~ 400 Faction Points
Unknown: one other [Rare] Pouch, one other [Epic] Pouch.

[Rare] Lv24 Royal Crest Primary Weapon ~ 2500 Faction Points
[Epic] Lv24 Royal Crest Primary Weapon ~ 10000 Faction Points
[Rare] Lv32 Royal Crest Primary Weapon ~ 2500 Faction Points


Free Adventurer


[Rare, Average] Free Adventurer's League Lustre Pouch ~ 150 Faction Points
Unknown: one other [Rare] Pouch.

[Rare] Small Octagonal Water ~ 51 Faction Points
[Rare] Medium Octagonal Water ~ 51 Faction Points

[Rare] Lv24 Wings of Freedom Primary Weapon ~ 2500 Faction Points
[Epic] Lv24 Wings of Freedom Primary Weapon ~ 10000 Faction Points
[Rare] Lv32 Wings of Freedom Primary Weapon ~ 2500 Faction Points


Abyss Shop
Weapons:
[Epic] Ancient Primary Weapon ~ 14 Goddess Teardrop
[Epic] Ancient Off-hand Weapon ~ 10 Goddess Teardrop

Armor:
[Epic] Ancient Headgear ~ 4 Goddess Teardrop
[Epic] Ancient Body Armor ~ 5 Goddess Teardrop
[Epic] Ancient Leg Armor ~ 5 Goddess Teardrop
[Epic] Ancient Gloves ~ 2 Goddess Teardrop
[Epic] Ancient Shoes ~ 2 Goddess Teardrop

General Goods:
[Cash, Normal] Dawn Soul ~ 50 Goddess Teardrop
[Epic] Powder (Potencia, Pasus, Sophia, Herba, Anime) ~ 1 Goddess Teardrop


Goddess Teardrops
It is an item you can get if you meet a requirement, which is to complete your dailies. (For those who don’t know, dailies are daily missions that you can do and you will get a reward for it, be it money or octagonal water) Press L and see what is the requirement in order for you to obtain the Goddess Teardrop, as shown in the picture below. The white colour sphere-looking object is the Goddess Tear.



You will be asked to complete a random quest dungeon in abyss difficulty. Upon completion, you will receive the Goddess Teardrop in your mailbox. Unfortunately, you can only get ONE teardrop each day. So do plan properly which item you wish to buy.

What does Dawn Soul do?
Basically, it will give your weapon a glowing effecrt. The picture below will show what I mean.




- dragonnestsource.com/../faction-shop-abyss-shop-preview.html
- dragonnestblog.com/../faction-shop-and-abyss-shop

Thursday, October 6, 2011

In-depth Analysis of Enhancing

In-depth Analysis of Enhancing
by BottyTheBot [ source ]


Look, so there are plenty who whine about enhancing and breaking.
Everyone knows (or should) that
+7 = 45% to succeed
+8 = 40% to succeed
+9 = 35% to succeed
+10 = 30% to succeed, and so on

How can you whine about failing? the chances to fail are more than half! you should be grateful that luck even gets you there (for those who went above +8.) When you enhance, you should have the mindset of knowing it will fail, and hence be grateful when it succeeds.

It is normal for failing consecutively if the Fail rate is higher than 50%. every enhancement is rolled seperately. You dont expect to succeed the next one just cause you failed 5 in a row. System rolls fair, it does not owe you a next success cause you failed 5 in a row.

Also, heres how the failing works:
Assuming i am enhancing a certain Rare equipment.
I try for +8. 40% to succeed, 60% to fail.
System rolled part of the 60%, therefore i failed. System rerolls again. 25% it breaks. Remaining 75% is split equally.
37.5% nothing happens.
37.5% it degrades a level.

Assuming i am enhancing a certain Epic equipment.
I try for +8. 40% to succeed, 60% to fail.
System rolled part of the 60%, therefore i failed. System rerolls again. 25% it breaks. Remaining 75% is split equally.
25% nothing happens.
25% it degrades 1 level.
25% it degrades 2 levels.
This is enhancing, guys. Take it or not, this is how it is.

Heres a scenario for those whining about how jellies accelerate level degradement.

Assuming i am enhancing a certain Epic equipment.
I try for +8. 40% to succeed, 60% to fail.
System rolled part of the 60%, therefore i failed. System rerolls again. This time, it does NOT break. so 25% is added to that total pool to split.
33.6% nothing happens.
33.6% it degrades 1 level.
33.6% it degrades 2 levels.

Please, stop saying jellies add to degradement. Probability is Probability.

Last but not least, for those who whine about their Stuff breaking.
25% to break.
Myth:  1 out of 4 equips will break.
TRUTH: 1 out of 4 enhancements break. Your sword failed 3 times at +7? Be grateful if the next one fails but does not break.
Chances of 1 enhancement in a row does not break - 75%
Chances of 2 enhancement in a row does not break - 56.25%
Chances of 3 enhancement in a row does not break - 42.18%
Chances of 4 enhancement in a row does not break - 31.64% Here, there is a 68.36% (yes wtf, 68.36%!) chance that out of 4 enhancements, one of them breaks. And you thought 25% was just a small deal.

Your friend went from +6 to +12 without fail? Heres how lucky he was.

He was having a 82.3% chance to break. Real underdog.
0.0945% was the chance to manage that feat. Convert that number = For every 1058 players attempting to enhance from +6 to +12, only 1 achieves this.

Conclusion: Be grateful if your enhancements only fails.

Probability is Probability. If you choose think the game is fooling with you, it cant be helped then. There is no "secret" to enhancement. I tried to help here.

Saturday, September 17, 2011

Comparison between 5.8% Magic/Phy Attack and 8% Elemental Potential

INTRODUCTION
Which weapon or ring potential is better ?

5.8% Phy/Mag Attack or 8% elemental attack potential?

This question has been asked many times in various threads and in my guides. I decided to do a comparison between the two potential based on my Majesty build.

Similar analysis can be performed on other characters, but i will not show all of them here. They follow the same logic.

If you are interested to do an analysis on your own char, download and modify the excel spread sheet below.

Excel SpreadSheet - Elemental and M.att


CALCULATION
First, let
m  = base mag attack of your Majesty
M = current mag attack % from potential, crest and fashion.
a =  skill amp (the skill % in your skill description)
b = additional damage ( the number after + in your skill description)
D = current dark attack of your Majesty

NOTE: base attack is NOT the attack stats you see in your character window.

Attack stats in character window = m x (1 + M)

[ My EXCEL spreasheet will take care of this for you. ]

Now, you have a choice to choose between a ring/weapon with 5.8% mag attack or 8% of dark attack.  

Lets find out, under what condition the following statement is TRUE:

Damage output with 5.8% m.att is LARGER than Damage output with 8% dark attack

This translates into the equation below:



The final equation states the condition for 5.8% m.att potential to be more superior than 8% elemental potential.

We shall define the right hand side of the equation as the Critical Dark %.

D > Critical Dark %

The equation tells us, that in order for 5.8% m.att potential to give more damage output than 8.0% elemental damage, D has to be LARGER than the Critical Dark %.

Critical Dark % is a function of skill amp (a), skill add. dmg (b) and current mag. att (m).


The table below gives you a list of all dark skills for majesty and their critical dark %, assuming current m.att = 4000 with current mag attack % = 23.60% (2 ring with 5.8%, a A-ranked plate, and a tail)



This shows very clearly that the critical dark % varies with different skills.


EXAMPLE

To make thing clearer, lets consider an example.

Lets say you currently has 80.0% dark attack, mag attack % of 23.60% and total of 4000 m.att.

1. Given a choice between 5.8% m.att and 8.0% dark attack, which one would maximize your damage for gravity lance?

Answer: 5.8% m.att
Reason: D, Current dark attack 80% > critical dark 77.62%

2. Given a choice between 5.8% m.att and 8.0% dark attack, which one would maximize your damage for gravity switch?

Answer: 8.0% dark elemental
Reason: D, Current dark attack 80% <  critical dark 98.14%

Note that the main DPS skills for Majesty: Gravity ball, Microholes and Poison Cloud, have extremely high Critical Dark %, which is almost out of reach with current gears.

CONCLUSION

This tells you that:

IN GENERAL, 8.0% DARK ELEMENTAL  IS SUPERIOR AS COMPARED TO 5.8% MAG ATTACK for Dark elemental skills.

On the flip side,

8.0% Dark elemental doesn't affect non-elemental skills such as Spectrum Shower and 9 Tail Laser or glacial spike (water element)

That's the reason why, i recommend a FULL DARK build for my majesty, without maxing non-dark skills (no spectrum shower, 9tail at lvl2, glacial spike at lvl1) , simply because a full dark build will maximize your Dark Potential %.

However, if you rely on spectrum shower, 9 tail laser or glacial spike for DPS, i would still ask you to consider 5.8% m.att since it will benefit those skills as well...

APPENDIX:
Another case on my friend's Sniper choice of 5.8% phy attack or 8% elemental attack.

He is holding an old manticore bow, so most of his skills are dark-based.

His current dark attack is 76%.

Should he choose 8.0% dark elemental or 5.8% phy attack potential on say, a new ring?

According to his build and stats, the critical dark % are calculated as below:





According to him, his main DPS skills are charged shot, twin shot and ankle shot.

Although his dark attack is very high at 76%, his critical dark % for his 3 main DPS skills are still higher than that.

So to maximize the damage of his DPS skills, he should choose 8.0 dark %.

However, do note that 5.8% mag and phy potential comes with 17% crit sometimes, whereas it's impossible to get 8% elemental + 17% crit (unless it's S-ranked).

Friday, September 16, 2011

Choices of Damage Boosting

Choices of Damage Boosting
by Chaos [ source ]

The choice of damage boosting in Dragon Nest is indeed an interesting one.

I summarize the pros and cons of various options below.




Base Attack
Pros:
* affect all the other 3 stats. it is the mother of all damage. Boosting base attack= indirectly boosting critical damage, elemental damage, and final damage as well.
* For mages & cleric, boosting it through INT also boosts other stats, such as mag defence and Max MP
* For archer, boosting it through AGI also boosts critical and critical resist
* For warrior & cleric, boosting it through STR also boosts stun, delay, etc.

Cons:
* potential boost is the least (5.8%) as compared with critical (17%) and elemental attack (8%)



Critical
Pros:
* highest potential boost (17%).
* highest heraldry boost (20%) as compared to base attack (10%) and final damage (fixed value, not %)
* ignore the defence of target.

Cons:
* the critical chance is dependant on target's level. Need more critical stats for higher level targets to get the same critical chance.
* damage can be resisted with crit resist stats.




Elemental Attack
Pros:
* the damage does not dependant on target's level.
* additional damage can be induced if the target is weak against certain elements.

Cons:
* damage can be resisted with elemental resist stats.
* cannot be boosted through heraldry.
* only restricted to skills with elemental attribute or skills that comes with weapon-triggered elemental attribute.




Final Damage
Pros:
* non-linear nature. Highly effective damage boost at high final damage stats.
* damage boost due to final damage cannot be resisted.

Cons:
* non-linear nature. Low damage boost at low final damage stats.
* the critical chance is dependant on target's level. Need more final damage for higher level targets to get the same damage boost.


Conclusion:

Each option has its pros and cons.

It is this variety of choices that makes the game interesting.

Gameplay style, skill build and personal preference dictate the final choice of damage boost options.

Thursday, September 15, 2011

Disassembler Guide

So... I was bored since i was not able to farm bunnies anymore & the new content so I figure I'd post some information on extracting (mainly rares) that I've collected. Here ya go:

I did not include the possibility of gaining that extra comet dust every once in awhile you would get. I Also did not include the geodes you can get because that is kind of unpredictable.

Notes:
  • When I say "weapon" or some equip (hat, shoe, etc) it means any other weapon/Equip besides a Sorceress since the game doesn't consider a staff a primary weapon.
  • I extract items 1 by 1 because for some reason when I extract all 4 at a time I tend to get vortex/spiral codes more often. If you get such a code it usually means you lost your money on that item you just extract because from extracting such low enhanced equip, you will get a crappy code that is under +6. Also, please note that +10 or higher equips/weapons have a chance to yield Sun Powders but usually in low quantity like 1-3 & obviously the higher the equip tier [common, magic, rare, etc] the lower the amount of enhances required to get Sun Powders.

Level 16 Rare Weapons
+4, 16 Weapon = 6 Comet Dust
+5, 16 Weapon = 10 Comet Dust
+6, 16 Weapon = 15 Comet Dust
+7, 16 Weapon = 25 Comet Dust
+8, 16 Weapon = 45 Comet Dust
+9, 16 Weapon = 80 Comet dust
+10, 16 weapon = 1 Sun Powder (Can also yield Comet Dust) Credits to Fishingsloth
+11, 16 Weapon = 4 Sun Powder

Level 16 Rare Staves
+7, 16 Staff = 10 Comet Dust
+8, 16 Staff = 20 Comet Dust
+9, 16 Staff = 40 Comet Dust

Level 16 Rare Off-Weapons
+5, 16 Off-Wep = 5 Comet Dust
+6, 16 Off-Wep = 9 Comet Dust
+7, 16 Off-Wep =10 Comet Dust
+8, 16 Off-Wep = 20 Comet Dust
+9, 16 Off-Wep = 40 Comet Dust
+10, 16 Off-Wep = 80 Comet Dust

Miscellaneous Extractions
+6, 16 Shirt (Rare) = 6 Comet Dust
+8, 16 Shirt (Rare) = 15 Comet Dust
+7, 24 Pants (Rare) = 15 Comet Dust Credits to ryiochi
+6, 24 Shirt (Rare) = 10 Comet Dust
+7, 24 Shirt (Rare) = 20 Comet Dust Credits to ryiochi
+6, 16 Glove (Rare) = 1 Comet Dust
+6, 16 shoe (Rare) = 1 Comet Dust
+7, 16 Hat (Rare) = 4 Comet Dust
+7, 16 Orb (Rare) = 25 Comet Dust
+9, 16 Orb (Rare) = 80 Comet Dust
+10, 5 Pants (Magic) = 1 Comet Dust
+12, 15 Weapon (Common Crossbow) = 80 Comet Dust
+12, 10 Helm (Magic) = 40 Comet Dust
+12, 10 Weapon (Magic) = 2 Sun Powder
+12, 5 Glove (Magic) = 8 Comet Dust
+12, 23 Orb (Common) = 9 Comet Dust
+12, 5 Helm (Common) = 2 Comet Dust
+12, 23 Bow (Common) = 9 Comet Dust


Level 24 Rare Weapons
+6, 24 Weapon = 35 Comet Dust Credits to ryiochi
+7, 24 Weapon = 50 Comet Dust
+8, 24 Weapon = 90 Comet Dust
+9, 24 Weapon = 1 Sun Powder (MAY also yield Comet Dust) Credits to Fishingsloth
+10, 24 Weapon = 3 Sun Powder Credits to Examine

Level 24 Staves
+7, 24 Staff = 20 Comet Dust Credits to minhhr
+9, 24 Staff = 90 Comet Dusts Credits to havatite


Level 24 Rare Off-Weapons
+7, 24 Off-Wep = 25 Comet Dust
+8, 24 Off-Wep = 45 Comet Dust Credits to Fishingsloth
+9, 24 Off-Wep = 80 Comet Dust Credits to havatite


Level 24 Epics
+6, 24 Ancient Boot = 9 Comet Dust (Wasted 250g on this, FML)
+8, 24 Ancient Hammer = 2 Sun Powder (MAY also yield Comet Dust)
+8, 24 Gloves = 20 Comet Dusts Credits to havatite


Heres what you do:
  1. Check current price of Comet Dusts
  2.  Scale the # of enhances with how many Dusts it yields and find out how much you would profit if you successfully (without getting a geode, which is an unavoidable risk) extract it and find out how much that amount of dusts will yield in terms of gold.
  3. Look for items that would get you enough comet dusts to profit
  4. Extract and hope to god u don't get geodes.

TIP: Also if you want to slowly but surely make Comet Dusts, you could also collect the magic tier equips while farming say... Sanctuary Nexus & then enhance them to +7/+8 then extract. I usually don't pick up common equips because they seem to yield nothing quite commonly for me & they take up a lot of my inventory space.



Choosing Your Weapon

Warrior Class
Warriors can choose between swords, axes and hammers.

Swords
Swords are the Swordmaster's specialist weapon; SM skills can only be used when a sword is equipped. Swords have the longest reach and fastest speed out of all Warrior weapons, with balanced attack, critical chance and paralyse and stun chances, being a balance between the destructive power of the axe and the special attack chance of the hammer. A decent weapon overall, and can deal with mobs and bosses equally well.

Axes
Axes and hammers are the Mercenary's specialist weapons. Axes have the greatest attack and best side-to-side range, making it ideal for quickly dispatching mobs. It has lower critical, paralyse and stun chances as compared to the sword, as well as a slightly slower attack speed, but makes up for it with the increased attack power. Can be formidable in the hands of a good player when paired with the Mercenary's more damaging skills.

Hammers
Hammers are the weakest and slowest of the 3, but have much higher paralyse and stun chances, as well as an automatic juggle ability. While it doesn't work very well on monstrous bosses, it is more than adequate against humanoid bosses and in PvP, and is the key to the infinite juggle combo (I'm not a Merc player so I'm not very clear on this, but you can try checking other threads in the forum for details). It it difficult to use at best, and is best left to slightly more advanced players - there are easier ways to stunlock and deal more damage, although the hammer is one of the more impressive methods.

Archer Class

All of the Archer's weapons have some range to them, just a matter of degree. The three bows are the shortbow, the longbow and the crossbow.

Shortbows
The greatest difference is in their gameplay, not so much in their stats. The shortbow can be considered the basic weapon, with repeated attacks at the same rate if the normal attack button is held down. Is best for running and gunning, and recommended for most beginner archer players as the easiest to handle. It's the Acrobat's only specialist weapon as well, so you might want to get a little practice going up close and personal in preparation for class advancement. Has no delay in between attacks; they come out consistently.

Logbows
The longbow and crossbow are again, on opposite sides of the spectrum. The Longbow is the Bowmaster's specialist weapon (I'm not too sure about the crossbow) and has the highest range of all three weapons at approximately 7 metres. Attacks in groups of 3 shots - the first two shot are around the same speed as the shortbow, but there is a slight pause before the 3rd shot is released: this has a piercing effect and is one of the Archer's only sources of mob damage. Not very good because monsters rarely come in straight lines or sufficiently large mobs for the piercing effect to be useful, and on the whole I prefer the shortbow despite the range.

Crossbows
The crossbow is the fastest of the 3 weapons. It's almost like a machinegun set on burst mode: 3 shots at a time, with a really short pause after each set. The 3 shots come out extremely quickly, and the pause is only slightly longer than the interval between the shortbow's shots. The trouble is each shot deals 33% of the overall damage, so defense is applied thrice - not very good for damage. Still good for interrupting enemy actions though, which rescues it somewhat, and ranks it a little higher than the longbow in my book.


Cleric Class
The cleric is rather unique in that his weapons have a clear difference. He can wield maces, flails or wands.

Maces and Flails
Maces and flails are Paladin specialist weapons, and make the cleric more melee oriented. Maces are quicker, hit 5 times and have a higher critical chance, while flails are slightly slower, have higher paralyse and stun chances and tend to clear mobs more quickly. Both are equally decent in my book: I have a slight preference for flails due to the wider attack radius (and the fact that things go flying like in the LOTR movie prologue) but ultimately it's a matter of style to you. Beginners are better off with the mace because the hits come out uniform, while there is a slight variation between the speed of the flail hits due to the twirling animations, so it makes landing flail hits a little harder to judge in scattered scenarios, but if you want to try the flail out the first few dungeons are perfect for getting the hang of it. If I'm not wrong, both weapons have 5 hit combos.

Wands
Wands are Priest specialist weapons, and are much weaker physically than the maces and flails, but it makes up by adding to Magic Attack. The attacks are also somewhat different: the first strike summons a bolt of lightning, followed by two physical hits with the wand, then a large stream of lightning as the final hit. Be warned, for the final hit must be charged momentarily and you are left open while using it, so if you are surrounded do not try it. Much much harder to use in melee than the other 2 weapons, but decent in a magic-based cleric build, and those wishing to play Priests have no real say in the matter. The consolation is that Priests shouldn't need to depend on weapons, so tote around your preferred weapon until the advancement.

Sorceress Class
Sorceresses are unique in that their secondary weapon choice is more important for the stat boosts than for the attacks. Furthermore, all advancements retain the ability to use all of the Sorceress's secondary weapons, so there is no such consideration here.

Books and Crystal Balls
Books add to your INT stat, and hence are more valuable in a pure INT build, whereas Crystal Balls add directly to MA. crystal Balls therefore enhance damage dealing at the cost of magic defence, MP and MP recovery, while books are much more balanced. It's your own call. The secondary animations are; a slap with the Book, while the crystal ball twirls around you. In earlier levels, at least until you obtain Shockwave and Counter Spell, the crystal ball is very recommended because it has a valuable knockback effect on mobs, and can be used almost infinitely.

Voodoo Dolls
The voodoo doll is the poor cousin, It enhances MP recovery, and summons a dark shadow to temporarily swipe at mobs in front of you. Slow, and not much point - stat wise, the book is better, while attack wise, the ball is better. Use it if you want to, but be warned that you're not going to get very much utility out of it, even for a Sorceress weapon.

- dragonnestsource.com/../7508-weapon-guide.html

Monday, August 15, 2011

In-depth Analysis on Prefix Effect I: Weapon

In-depth Analysis on Prefix Effect I: Weapon

Introduction
A new prefix system for armors and weapons was introduced since the lvl50 cap opens. This article will present an in-depth analysis on the prefix effect of armor and weapon.
I will only emphasis on the prefixes which are important in PVE.  There are some prefixes which can be very useful in PVP, but I will not touch on them in this article, at least for the time being.
NOTE: Actually to be precise, this new system should be called the “Suffix System” instead of “Prefix System” because the words showing the nature of the weapon is attached at the back of the weapon name. The old system has the properties shown at the front, hence named the “Prefix” of the weapon/armor. The name kinda sticks till now, and “prefix” is still widely used. We will stick to the word “prefix” for now.

What does Prefix offer?
Prefixes not only grant the weapon or armor some additional BASE STATS, but also give them special effect which has a chance to trigger when you are being hit (for armor) or when your NORMAL ATTACK hits a target (for weapon).

Unfortunately, prefix effect on weapon WILL NOT activate when you are using SKILLS to deal damage, except for some skills such as Extension Arrow, Ice Spear and Manticore’s Gravity Ball which are widely considered as a bug.

The ENCHANTMENT BONUS STATS for weapon and armor are NOT related to the type of prefix imbued. For example, a +10 Life weapon give the same enchantment bonus physical attack as a +10 Destructive weapon.

The additional stats for prefixes only come in the form of BASE STATS for the weapon/armor, which will not grow with higher enchantment level.  For example, a Destructive weapon has higher base attack as compared to a Life weapon.

WEAPON PREFIX EFFECT FOR PVE
The popular and useful prefixes in PVE are destructive, magical, intelligence, wind and life prefixes.
To illustrate the effect of those prefixes, I list here, the prefix effect for a lv50A Bead.
Destructive:  During normal attack, there is 18.6% of chance to deal 133.30% additional phy. damage.
Magical: During normal attack, there is 18.6% of chance to deal 133.30% additional mag. damage.
Intelligence: During normal attack, there is 12.4% of chance to deal 159.95% additional mag. damage and -10.70% elemental defence, this effect will last for 3.8sec.
Wind: During normal attack, there is 12.4% of chance to deal 120.00% additional phy. damage and 39.95% additional mag. damage, and  -50.00% crit resist, this effect will last for 3.8sec.
Life: During normal attack, there is 10.0% of chance to recover 2.50% HP.
[ Note that, the above stats will differs depending on weapon type ]

TRIGGER EFFECT
Destructive/Magical
Rarely is there a build/class that relies on normal attack to increase their DPS. Therefore, attempting to normal attack and hoping to trigger the destructive and magical prefix effect might not be the best idea. However, sparingly normal attack and sometimes triggering the additional damage is not that bad. The % of triggering and the amount of damage differs depends on weapon type. I have categorized the main weapon into High (H) Chance, Medium (M) Chance and Low (L) Chance respectively (see the Table I). The % damage amplification also differs (will not list here, check blacksmith for details).
However, most players opt for destructive and magical weapon not because of the trigger effect, but for the base stats that those weapons offers. Details of base stats will be discussed later in the article.

Intelligence/Wind
Intelligence and Wind on the other hand, has similar additional damage triggering effect. However, it also comes with useful debuffs: elemental resist reduction.
For intelligence prefix, once the debuff activates, you will see black-heart surrounding the target. All elemental skills, even those from other party members will hence deal more damage.  If you are carrying not one but two weapons or your team mates are carrying others Intelligence prefix weapon as well, the debuff effects will stack!


For Wind prefix, once the debuff activates, you will see small swords dropping from their body (only for the first second though).
You will notice your critical damage and those from your party members will less likely to be resisted by your target. So far, there is no rigorous test that shows the effect for this debuffs are stackable.  However, I believe the effect can be stacked just like the intelligent prefix (awaiting further proof). Note that wind prefix is only useful forhigh critical char when fighting against high crit resist target.
See this video for an idea on how effective is the Wind prefix on Electric Ogre which is notorious for his high critical resist.

Both debuffs have very short duration (3.8 to 6.3sec), which is the biggest flaw of the prefix. Low chance weapon give longer duration while high chance weapon give shorter duration.
Life

For Life prefix, once the prefix effect triggers, you heal a certain % of your max HP. Simple as that. No additional damage induced.  The amount HP heal differs depending on weapon type too.
Chance of Triggering Weapon Prefix Effect
Table I: Prefix Trigger Effect Chance on Various A-ranked Weapons 
The chance of activation for all the 5 prefix are listed in the table I.  One key flaw of the weapon prefix is the chance of activation is not that high. The best activation chance you could harness from  a pair intel, wind and life weapon is approximately 20% (1 in every 5 hits).  Destructive and magical weapon has higher activation chance of roughly 30% (1 in every 3~4 hits).
BONUS BASE STATS

Besides the triggering effect, base stats that are attached to the prefix are something to be considered when choosing the type of prefix to be imbued to your weapon.  Table II shows the additional bonus base stats that are attached to the 5 prefixes.
Table II: Additional Bonus Base Stats on Various Weapons for Lv50A Weapon

Note: I didn’t fully list the additional stats here. I am listing the stats that is related to the meaning of the prefix. For example, intelligent prefix also give some additional agi, but it’s not listed here, only the additional int is listed.

This table shows a very interesting point:
Magical/Destructive prefix subweapon for all class offers higher bonus mag/phy attack than their corresponding main weapons.

This is a very important thing to realize for those who like to hybrid their weapon prefix.

For example, an archer would like to have the high attack bonus from destructive weapon, and at the same time, want the crit resist debuff from the wind prefix weapon. What combination is better?
Destructive Bow + Wind Quiver? OR Wind Bow + Destructive Quiver?
The answer can be found in the table: Wind Bow + Destructive Quiver is a more efficient pair. Destructive quiver give 65 phy att bonus whereas Destructive Bow 26~32 phy att bonus. Interesingly, Wind Bow also give higher Agi (35) as compared to Wind Quiver (22).

Just for comparison sake, the phy. attack bonus from the 4 possible combinations of destructive/wind long bow and quiver are, 
[ assumption:  perfect opt on all gears: 5.8% phy att on 2 weapon and 2 rings, 4.5% agi on all 11 gears.  Comes with Agi 10% and Destructive 10% A plate.  Given: 1 AGI = 0.5 PHY ATT ]
Destructive Long Bow + Destructive Quiver: 129
Wind Long Bow + Destructive Quiver: 116
Destructive Long Bow + Wind Quiver:  60
Wind Long Bow + Wind Quiver: 47

As you can see here, Wind Bow + Destr Quiver combination only loses 13 Phy. Att as compared to Destr Bow + Destr Quiver. Here, you not only gain the normal triggering damage, but also  the nifty crit resist debuff. However, do note that by using only 1 wind prefix weapon (long bow), the chance for the crit resist debuff to trigger is reduced significantly to 7.4% only ( roughly 1 in 13~14 hits).  If you choose 2 x wind weapon, your attack is cut by 82 (only?), but your chance of inducing the crit resist debuff increases significantly to 16.6% (1 in every 6 hits).

Similar calculation and comparison can be performed for your own class based on the table.  The above consideration put damage output as the main priority.
However, Life prefix weapon offer an interesting option:
Instead of increase your DPS, it heals your HP if the effect triggers.

In my opinion, mages and archer can make use of the HP leeching effect more efficiently than other melee classes, simply because they can move around while using normal attack. Just for your information, the paladin’s holy hammer or kick is not considered as normal attack and hence will not trigger the HP recovery effect.

Is the HP recovery effect worth it?
Let us examine an example,  a mage with a single Life Bead, which recovers 2.5% of HP with 10% chance.  Assuming that the mage is using normal attack at an average rate of 40 hits per minutes (I am taking a very low value because you will need to dodge attack while normal attack), with 10% chance, that mage will only trigger the effect roughly 4 times in a minute. That is equivalent to 4 x 2.5% = 10.0% of HP heal per minute.

As you might notice, it is actually very slow to recover HP in this manner. However, if you normally solo nest, such as farming bishop nest for materials, and time is not an issue for you, 10.0% per minute is actually not bad, since you don’t have much alternative to heal anyway, unlike priest/paladin.  Of course, if you are using 2 x life weapons, you will notice that the efficiency will increase because the chance for healing increases, reaching approximately 16% HP recovery per minute.

Check out this video for an idea of how good/bad of a pair of Life weapon in action in archbishop nest farming.

How much attack do I need to sacrifice for it?
However, in order to gain this Life weapon, you will need to sacrifice some mag attack and forgo the damage oriented prefix trigger effect. Mag Bead + Mag Staff give you additional 99 more base m.att. The value will be bloated to a maximum of 131(only?) if you take into consideration potential opt and crest boost.

The good news is, Life weapon also give you additional base HP. Assuming again perfect HP opt on all 9 accessories and armor parts, with HP A crest, you will gain ~2340 HP by choosing 2 x HP prefix weapon for mages.

CONCLUSION
There is no perfect combination under the new prefix system. It largely depends on what you want for your character and what suits your play style.

If you like maximum raw base attack (only slightly higher though), choose magical or destructive prefix.

If you like to have debuff effect (only very short duration though), choose wind or intelligence prefix. Note that wind will only benefit high crit char while intelligence will only benefit elemental attack.

If you like to play defensive by having higher base HP and have some HP leeching effect (very slow and minimal healing though), choose life prefix.

For a hybrid weapon prefix, you need to consider the activation chance and the base stats carefully by studying Tabel I and II before you choose which prefix to be imbued in which weapon.

In-depth Analysis on Prefix Effect II: Armor

In-depth Analysis on Prefix Effect II: Armor

INTRODUCTION
In the second part of the guide, the prefix effect for armor will be discussed. Unlike weapon, armor effect has a cooldown after its activation. Agan, i will only focus on effect which is useful in PVE. PVP-oriented prefix effect will not be looked into at the moment.
Refer to PART I of the guide for prefix effect of weapon.
In-depth Analysis on Prefix Effect I: Weapon
LIFE PREFIX ARMOR
The most popular prefix for armor is the Life prefix: there is a chance to recover a certain amount of HP when you are hit. The reason for its popularity is the cooldown for the activation is the shortest: 5sec.
The amount % HP recovery varies with armor type and class. 4 parts of Life armor parts (no life prefix for helm) give a total of 3.1% HP recovery for cleric, 4.0% for warrior, 6.6% for sorceress and archer. The % Hp recovery will be increased when the armor is enchanted beyond +8. For example, the basic Hp recovery for cleric life armor is 1.05%, after +8, the Hp recovery becomes 1.15% (approximately 10% increase).

IRON WALL & CURTAIN PREFIX ARMOR
It was recently discovered that iron wall and curtain prefix effect were mistranslated.  Instead of reducing damage received BY 25%, the iron wall and curtain prefix has a chance of reducing phy or mag damage received TO 25%.
While the chance of activation is the same as life, the main reason that most players stay away from those 2 prefixes is the long cooldown.  For example, the activation cooldown for iron wall/curtain prefix armor and pants is 2min 5sec. The cooldown will be reduced by roughly 15% if you manage to +8 the armor.
Despite the long cooldown, can the iron wall and curtain prefix armor be more effective than the life prefix armor?
To answer this question, first we need to understand that, HP recovery effect of the life prefix is also a form of damage reduction. So the damage reduction effect from iron wall/curtain prefix effect can actually be compared with life prefix quantitatively.
COMBINATION AND ACTIVATION CHANCE

I have categorized the armor parts according to their activation chance: 25% High (H) chance armor (shirt, pant and helm) and 12.4% Low (L) chance armor (glove and shoe). Fortunately, the activation chance for Life, iron wall, curtain and intelligence prefix are all similar for a particular armor parts. Table I shows the activation chance for all possible combinations of High chance and Low chance armor.
Table I: Armor parts combinations and their activation chance
Life Prefix Combination
This is where things get very interesting. For Life prefix, you would want to equip as many as possible parts (max 4 parts, because life prefix helm doesn’t exist) to increase the chance of activation.
The  combination that gives you the highest chance of HP recovery activation is H+H+L+L (shirt, pants, glove, shoe) , which offers 41% for one part to activate, 13.8% for two parts to activate, 1.9% for 3 parts to activate and 0.1 % for all 4 parts upon receiving the first hit. This means there is a total of 56.8% (1 in every 1~2 hits) of chance to activate at least one part and heal your HP upon receiving the first hit.  If more than 1 part activate, the % HP recovery will be higher of course (or you can say that those HP recovery effect stacks). Since the cooldown is merely 5sec, you would expect the effect to trigger quite often.
However, remember that you need to get HIT to trigger the Hp recovery effect. That means while trying to recover HP, you might actually lose more HP if you receive higher damage than the HP recovery amount. This is especially true because the Hp recovery amount is actually very low for individual part.
Iron wall / Curtain Prefix Combination

On the other hand, we have Iron Wall and Curtain prefixes which have very high damage reduction, up to 75%. However, the cooldowns are 1min 40sec (helm), 2min 5sec (shirt and pants) and 2min 55sec (shoe and glove).
Once the damage reduction effect activates, a buff stays on your character for certain duration: 3sec for helm/glove/ shoe and 6 sec for shirt/pants.  The buff is very useful because it protects you from further life-threatening combo from bosses, for example the 3-hit earthquake punch of archbishop or the2-hit raise-leg chasing stomp of Monta in sea dragon nest.
The chances of activation for Curtain/Iron wall prefix parts are the same as the corresponding life parts. However, you can wear up to all 5 parts of curtain/iron wall prefix armor parts.  This gives you a 67.6% chance to activate the damage reduction effect.
However, the % damage reduction in Dragon Nest is capped at 80% only. Let say, you receive a 30% damage reduction buff from a priest and the 75% damage reduction buff from Iron wall prefix. The total damage reduction from phy. damage should be 30%+75% > 100%. In theory, you should receive 0 damage. However, due to the 80% damage reduction cap, you will still receive 20% of the damage. Even if 2 parts of the iron wall prefix activate upon hit, you will only get a maximum of 80% max damage reduction. The second part which activates can be considered as wasted.
To avoid this problem, it is not advisable to wear a full set of iron wall armor or a full set of curtain armor unless you want extreme protection from phy or mag damage. Take a close look at Table I. What we want is a combination which gives us:
* the highest possible 1 part activation 
* low chance possible 2 or more part activation
* low chance for 0 part activation.
3 parts and 4 parts combinations give very good chance for 1 part activation. However, 4 parts tend to have higher chance for 2 or more part activation (wasted activation). On the other hand, 3 parts have higher chance for 0 part activation (no damage reduction triggered). I can’t tell you exactly which combination is the best, but the choice will largely depend on how safe you want to be and how often you willing to waste some of the activations.
DAMAGE REDUCTION per MINUTE (DRM)
After understanding both the properties for life and iron wall/curtain prefix effects, it is finally time to compare the damage reduction effect. I will define an important determining parameter called Damage Reduction per Minute (DRM).
DRM is introduced to take into consideration the long cooldown effect for the iron wall/curtain and intelligence prefix effect. In other words, DRM allows you to spread the damage reduction over time, even if it is just activated once over a long cooldown period and tell you how much damage you can reduce per minute.
For simplicity, I will only compare Life prefix and Iron wall prefix for A rank sorceress armor. Intelligence and Curtain prefix or other classes gears follows more or less the same argument. Also, the comparison is done by assuming you are wearing only one piece of armor and no combination effect.
Life – High (H) chance part: When being hit, 25% of chance to recover 2.25% of Max HP. CD 5sec.
Life – Low (H) chance part: When being hit, 12.4% of chance to recover 1.05% of Max HP. CD 5sec
Iron wall – High (H) chance part: When being hit, 25% of chance to reduce phy damage to 25%. CD 2min 5sec.
Iron Wall – Low (H) chance part: When being hit, 12.4% of chance to reduce phy damage to 25%. CD 2min 55sec.
High chance parts refer to shirt and pants. Helm is not included in the comparison because there is no life prefix helm, though there is iron wall helm. Low chance parts refer to shoes and glove.
3 important factors that affect the efficiency of damage reduction have been identified:
* Max HP
* Damage received per hit
* Frequency of you receiving hit (number of hits received per minute).
The changes of DRM under the variation of the 3 factors are shown in Fig. 1.

Fig. 1 : The effect of (a) Max HP (b) Damage received per hit and (c) Number of hit received per minute on damage reduction per minute for Life and Iron wall prefix armor
Max HP
Refer to Fig. 1(a)
DRM for Life prefix armor increases with higher Max HP.
DRM for Iron wall prefix armor is constant regardless of Max HP.
Assuming the char is receving 6 Hit per minute, each hit deals 10,000 damage,
H: Life is better than Iron wall if your max HP > 110,000
L: Life is better than Iron wall if your max HP > 300,000
Interpretation: It is very clear that the life prefix efficiency is closely tied to the Max HP of the char because it heals a percentage of the Max HP. You will get higher healing amount if your Max HP is higher.  Otherwise, if you have low HP, iron wall would be much more efficient. Also note, Life glove and shoe are very inefficient as compared to Iron wall glove and boots. Typically, you will need extremely high amount of HP to make the Life glove and shoe worthwhile.
Damage Received per Hit:
Refer to Fig. 1(b)
DRM for Life prefix armor is constant regardless of the damage received per hit.
DRM for Iron wall prefix armor increases with higher damage received per hit.
Assuming the char has 60,000HP and is receiving 6 hits per minute,
H: Iron wall is better than Life if the damage received per hit > 6000
L: Iron wall is better than Life if the damage received per hit > 2000
Interpretation: The efficiency of Iron wall prefix increases with higher damage received per hit. Life prefix is only good if the damage deal to you is low. In other words, you will need to have high defence or when the monster deals low damage to you to make good use of the Life prefix.  On the other hand, iron wall will protect you from receiving heavy damage if it triggers at the right time, since it reduces a hefty 75% of the damage.
Number of Hits Received per Minute
This basically refers to the frequency of you getting hit. Refer to Fig. 1(c).
DRM for Life prefix armor increases with higher number of hits received per minute.
DRM for Iron wall prefix armor is constant regardless of numbers of hits receive per minute (provided that the frequency exceed a certain minimum threshold).
Assuming the char has 60,000HP and each hit deals 10,000 damage,
H: Life is better than Iron wall if the number of hits received per minute > 11
L: Life is better than Iron wall if the number of hits received per minute > 31
Interpretation: Life prefix is good only if you are getting hit very often. Having said that, if your defence or Max HP is high enough, receiving as much as 11 or more hits per minute in a high difficulty nest is simply suicidal.  Unless you are a tanker, who use block and various invincible skills most of the time (whichdoesn’t even trigger the life prefix!) while getting hit, most skilled player will not get hit at such a high frequency in normal nest.  If you rarely get hit, using iron wall prefix would generally be more efficient.
Conclusion:

* If you have high max Hp, Life is more efficient; if you have low max HP, Iron wall is more efficient.
* If you receive low damage (high defence), Life is more efficient; if you receive high damage (low defence), Iron wall is more efficient.
* If you get hit very often, Life is more efficient; if you seldom get hit, Iron wall is more efficient.
IMPORTANT NOTE:
Iron / Curtain prefix has a very serious flaw: it reduces either phy. or mag. damage. It is absolutely possible for magic attack to trigger the iron wall prefix effect orphysical attack to trigger the curtain prefix; the effect will be wasted.
Life prefix on the other hand, reduces both physical and magical damage indirectly by healing your hp. Do consider that factor too when choosing which prefix you want to add to your armor.
INTELLIGENCE PREFIX ARMOR
While intelligence prefix offers low damage reduction as compared to Iron wall and Curtain, it adds a more useful stats: Int which gives you more m.att, MP, and mag defence. It also has slightly shorter cd as compared to Iron wall and Curtain (1min 40 sec for shirt+ pants, 1min15sec for helm, 2min 5sec for shoe)
It also protects you from both phy. and mag. damage, but only if it is ELEMENTAL  (we rarely see elemental phy attack though). Since the effect gives 20% elemental resist, you will be seeing 20% damage reduction from elemental attack.
An important feature of intelligence prefix is that the effect stacks effectively with other damage reduction buff because elemental resist is calculated separately from other damage reduction %.
Damage received= base damage received x (1-% damage reduction) x (1-% elemental resist)
While the % damage reduction is cap at 80%, % elemental resist has no known cap (probably it is 100%).  This means it will give additional damage reduction on top of other buff or iron wall/curtain buff effect, to further reduce the elemental damage received.
Some deadly elemental damage skills in Sea Dragon Nest (SDN) are Ring of Fire/Fire Charging by Lava Golem, AOE lighting and ice rain from the lizard brothers, Monta Poison Field and Sea Dragon’s Breath/Ice Claw/Ice flower.
Sea Dragon Breath and Prefix Buff
Sea Dragon Breath dispels all buffs from you, including prefix effect buffs. However, the damage for first hit of the attack will be reduced by the buffs, while subsequent hits from breath will deal full damage to you.
There are two category of dragon breath:
Single Hit type: Swoop (Linear) Dragon Breath , Fan-shaped (Frontal) Dragon Breath
Multi-hit type: Rotating Dragon Breath, Side Dragon Breath
Prefix-triggered elemental resist, or any other prefix buff will be good against the single hit type while almost useless against the multi-hit type.  Unfortunately, the single hit type of dragon breath is very easy to dodge; the multi-hit type is much more deadly.
BONUS BASE STATS FOR ARMOR PREFIX
Table II shows the base stats for various 50A armor prefix. It briefly tells you what is the trade-off for choosing a certain prefix over other prefixes. Again only the stats that shows the meaning of the prefix are listed. Some prefixes give you additional stats on top of the one listed here.
Table II: Bonus stats for 50A armors with variuos prefixes
EXAMPLES OF ARMOR COMBINATION
Below are just examples of possible combinations and the outcome that you will get from the combinations. They are not listed because of superiority as compared to other combinations. It’s purely for illustration purpose.
Combination 1:
Iron wall: Helm, Glove, Shoe
Life: Pants, Shirt
Effect: 42.4% chance to reduce phy damage to 75%~80%. 43.7% chance to heal HP.
Pros: Good protection from phy damage. Medium HP healing capability.
Cons: Weak against magical damage.
* Suitable for mages, archer or any class which is weak to physical damage and has high magical defence.
Combination 2:
Curtain: Helm, Glove, Shoe
Life: Pants, Shirt
Efffect: 42.4% chance to reduce mag damage to 75%~80%. 43.7% chance to heal HP.
Pros: Good protection from mag damage. Medium HP healing capability.
Cons: Weak against phy damage.
* Suitable for sword master, archer or any class which is weak to mag damage and has high phy defence.
Combination 3:
Int: Shirt, Helm
Iron wall: Pants, Glove, Shoe
Effect: 42.4% chance reduce phy damage to 75%~80%. 43.7% to reduce elemental damage by 20%~40%.
Pros: Good protection from phy. damage. Medium protection from elemental damage.
Cons: No HP healing capability.
* Suitable for dungeons with high phy damage and medium elemental damage.
Combination 4:
Int: Shirt
Iron Wall: Pants, Helm
Curtain: Glove, Shoe
Effect: 20% chance to reduce elemental damage by 20%, 43.7% chance reduce phy damage to 75%~80%. 23.3% to reduce magical damage by 75%~80%.
Pros: Good protection from phy. damage. Small protection from mag. damage. Additional elemental protection on top of the iron wall and curtain prefix.
Cons: No HP healing capability.
* Suitable for dungeons with high elemental mag. and phy damage.
Combination 5:
Life: Shirt, Pant, Glove, Shoe
Helm: Int
Effect: 56.8% chance to heal HP. 20% of chance to reduce elemental damage by 20%
Pros: Highest chance to recover HP. Small protection against elemental damage.
Cons: Susceptible to high damage skills.
* Suitable for high hp and high phy+mag def character (normally paladin/priest), or char with various damage reduction skill/buff (mercenary) who rarely receive life-threatening high damage skills. This is actually one of the mainstream combination and probably one of the most popular combination now.


Twitter Delicious Facebook Digg Stumbleupon Favorites More