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Lodyn
10-31-2011, 05:01 PM
So I'm logging back in after 3+ years and am having trouble remembering some things.

Why would I be 2x in spell aim? Is there a benefit aside from 708?

I have locks on multiple containers and it seems like that helped with phasing them - is that correct?

Is there anything that's changed in the last several years in 700s 400s or 100s that changes how I should hunt?

I'm most used to Illistim, but are there better areas for a sorcerer at 64?

On a somewhat unrelated note - does anyone know of a 740 lich script?

Jonty
10-31-2011, 05:42 PM
Focused implosion, aimed limb disruption, and bolt spells (111, 118 if you have 20 Spirit Summoning, wands, etc.)

Jonty
10-31-2011, 05:43 PM
Also, check this thread out. http://forum.gsplayers.com/showthread.php?t=66701

Gibreficul
10-31-2011, 06:11 PM
I'm working on some 740 stuff...


def otf_go_home
return(sorc_go_home) unless my_location =~ /Old Ta'Faendryl/
mymove 11992
if [Wounds.head, Scars.head, Wounds.nsys, Scars.nsys].max >= 2
respond "head or nerves issue, returning"
return
elsif [Wounds.rarm, Wounds.larm, Wounds.rhand, Wounds.lhand, Scars.rarm, Scars.larm, Scars.rhand, Scars.lhand].max == 3
respond "Severed arm issue, returning"
return
elsif ( [Wounds.rarm, Wounds.rhand, Scars.rarm, Scars.rhand].max >= 2 && ([Wounds.larm, Wounds.lhand].max >= 1 || [Scars.larm, Scars.lhand].max >= 2) ) || ( [Wounds.larm, Wounds.lhand, Scars.larm, Scars.lhand].max >= 2 && ([Wounds.rarm, Wounds.rhand].max >= 1 || [Scars.rarm, Scars.rhand].max >= 2) )
respond "both arms injured and prevent casting, returning."
return
elsif gfind("waxy translucent chalk") && gfind('leather book')
echo "BOOK AND CHALK FOUND"
# 4. a set of spiraling scarlet "im-str-noj-th-aq" symbols [Ta'Faendryl Approach]
until rloot('circle')
waitrt?
clear_hands
fput "_drag ##{gfind('leather book').id} right"
fput "_drag ##{gfind("waxy translucent chalk").id} left"
fput "draw summoning circle"
sleep 1
waitrt?
result = false
until result
fput "draw pattern 4"
result = matchtimeout(3, "imprinting the complex pattern")
sleep 1
waitrt?
end
clear_hands
fput "gird"
end
return(otf_go_home) unless rloot('circle')
while rloot('circle') && mana?(1)
wait_until{mana?(41) || spirit?(6)}
if mana < 41 && spirit?(6) && !gpcs #&& !Spell[9012].active?
fput "sign of wracking"
end
fput "release" unless prepped? =~ /none/i
unless rloot('rift')
fput "prep 740"
fput "cast ##{rloot('circle').id}"
matchtimeout(1, "shifting .*? rift opens", "small shadowy rift begins")
end
waitrt?
wait_while{muckled?}
if rloot('rift')
fput "stand" until standing?
fput "go ##{rloot('rift').id}"
fput "go portal"
sleep 1
else
if [$hunt['healroom']].include?(Room.current.id)
echo "FUCK? OTF SORC GO HOME AGAIN"
break
elsif [10835].include?(Room.current.id)
echo "OK, let's see here...."
return(sorc_go_home)
else
echo "MAYBE ISSUES"
waitrt?
wait_until{!stunned?}
return(sorc_go_home)
end
end
end
else
echo "NO BOOK AND CHALK FOUND"
wait_until{mana?(40)}
Spell[140].cast
mymove 10835
end
mymove 10835
sorc_go_home
end
def sorc_go_home
$id = false
$target = false
if my_location =~ /Old Ta'Faendryl/i
return(otf_go_home)
elsif [10835].include?(Room.current.id)
echo "AWESOME"
else
wander($hunt['boundary']) until !gnpcs
end
if [Wounds.head, Scars.head, Wounds.nsys, Scars.nsys].max >= 2
respond "head or nerves issue, returning"
return
elsif [Wounds.rarm, Wounds.larm, Wounds.rhand, Wounds.lhand, Scars.rarm, Scars.larm, Scars.rhand, Scars.lhand].max == 3
respond "Severed arm issue, returning"
return
elsif ( [Wounds.rarm, Wounds.rhand, Scars.rarm, Scars.rhand].max >= 2 && ([Wounds.larm, Wounds.lhand].max >= 1 || [Scars.larm, Scars.lhand].max >= 2) ) || ( [Wounds.larm, Wounds.lhand, Scars.larm, Scars.lhand].max >= 2 && ([Wounds.rarm, Wounds.rhand].max >= 1 || [Scars.rarm, Scars.rhand].max >= 2) )
respond "both arms injured and prevent casting, returning."
return
elsif mana?(1) && gfind("waxy translucent chalk") && gfind('leather book')
unless rloot('circle')
unless Room.current.id == 10835
spell_709 if mana?(10)
end
stashright
fput "_drag ##{gfind('leather book').id} right"
fput "_drag ##{gfind("waxy translucent chalk").id} left"
fput "draw summoning circle"
sleep 1
waitrt?
fput "draw pattern 1"
sleep 1
waitrt?
stashright
stashleft
fput "gird"
end
return(sorc_go_home) unless rloot('circle')
while rloot('circle') && mana?(1)
if mana < 40 && spirit?(6) && !gpcs #&& !Spell[9012].active?
fput "sign of wracking"
end
fput "release" unless prepped? =~ /none/i
if Room.current.id == 10835
wait_until{mana?(40)}
end
unless rloot('rift')
fput "prep 740"
fput "cast ##{rloot('circle').id}"
rresult = false
rresult = matchtimeout(1, "shifting .*? rift opens", "small shadowy rift begins")
end
waitrt?
wait_while{muckled?}
waitrt?
if rloot('rift')
fput "stand" until standing?
waitrt?
fput "go ##{rloot('rift').id}"
sleep 1
else
echo "FUCK? SORC GO HOME AGAIN"
if Room.current.id == $hunt['healroom']
echo "BREAKING, HUNT HEALROOM"
break
end
wait_while{stunned?}
return(sorc_go_home)
end
end
elsif mana?(30)
fput "incant 130"
wait_rt
end
end

It needs some work.

as for spell aiming, I have none. I don't use 720, and I can always cast 708 unaimed.

MOVING ON.

subzero
10-31-2011, 06:20 PM
Why would I be 2x in spell aim? Is there a benefit aside from 708?

I have locks on multiple containers and it seems like that helped with phasing them - is that correct?

I'm fairly certain SA has no affect on 704.



Is there anything that's changed in the last several years in 700s 400s or 100s that changes how I should hunt?

Did you really have to ask?



I'm most used to Illistim, but are there better areas for a sorcerer at 64?

Maybe if you're GoS and not mastered. Or you're a dark elf and don't want anything to do with Illistim.

Malisai
11-01-2011, 12:26 AM
just something to remember since its a RSN things, but sorcerers are suppose to get a bolt spell in the 713 slot...you know RSN.

Jonty
11-01-2011, 12:36 AM
just something to remember since its a RSN things, but sorcerers are suppose to get a bolt spell in the 713 slot...you know RSN.

RSN is solved with fixskills.

Queleri
11-01-2011, 02:31 PM
At 64 Illistim should be perfect hunting, hunt the Skull Temple (Wyneb) and DC at will.

subzero
11-01-2011, 02:35 PM
Why Aim 11-01-2011 11:20 AM Way to be a douchebag... and he was asking if the locks (not SA) were affecting the phasing of the containers.

Heh, ooootay. Answer: I'm fairly certain SA has no affect on 704. Locks, box material, critters, your thick fucking skull, whatever it may be, spell aiming does not affect, in any way, phase (amg, or the targets of phase!).

For the English imparied:

"I have locks on multiple containers and it seems like that helped with phasing them - is that correct?"

I have locks on multiple containers and it seems like spell aiming helped with phasing them - is that correct?

Asha
11-01-2011, 02:55 PM
lol how were you being a douchebag? You answered his poorly asked question the same as anyone else here would.
Fuck that repper.

caelric
11-01-2011, 03:01 PM
I find being able to bolt as a sorc is useful but CS spells are generally better. Short answer: SA is not a neccesary skill.

Asha
11-01-2011, 03:14 PM
I find being able to bolt as a sorc is useful but CS spells are generally better. Short answer: SA is not a neccesary skill.
Just closing with SA being not a necessary skill is completely stupid.
It adds to your stave magic ranks, focuses your implosions better, makes fire spirit dominate (especially with MOC), does the same with 118 (+lore) and wands.
I'm guessing you haven't capped.

JustDan
11-01-2011, 03:16 PM
I kept 2x SA solely for Focused Implosion. It's a great "I'm about to be in deep shit here" tool. Also makes bandits much less annoying. And 708 is a very nice setup spell. Works wonders in warcamps. To each their own, but for me the SA was, and is, well worth it.

Jonty
11-01-2011, 03:52 PM
I use FI more than most because my CS isn't as high as it could be, and I tend to use less mana (16 mana for a one shot kill on most casts). I'm at about 2.4x spells and could have gone higher. But SA is relatively cheap (it uses more PTPs than MTPs) and gives me magic ranks for runestaff DS. Plus, I mainly hunt vaespilons, so it's either I implode them, or they implode me.

I also use 708 to blow the right arm of all of the n'ecare because I hardly get experience from them, and they are a nuisance with all their tackling and tripping. Removing their arm disables them completely, and I'm free to go after my prey without worrying about them.

The occasional bolt and splashes can be useful, as well.

Asha
11-01-2011, 04:07 PM
Jonty, try 111 on Vaesps. It's sick.

caelric
11-01-2011, 04:40 PM
Just closing with SA being not a necessary skill is completely stupid.
It adds to your stave magic ranks, focuses your implosions better, makes fire spirit dominate (especially with MOC), does the same with 118 (+lore) and wands.
I'm guessing you haven't capped.

Nope, sure haven't. Only made it to 96 so far, as a THW swinging sorc. So yeah, my opinions on this are a bit skewed. But if my main was not a swinging sorc (which I admit is not a mechanically optimal path by any means), his CS would be much much higher, and even more useful than it is now, which is pretty useful.

So I stand by my assertion that SA is not necessary. It is very nice, but a sorc can get by with a strong CS without having SA.

Asha
11-01-2011, 04:57 PM
Nope, sure haven't. Only made it to 96 so far, as a THW swinging sorc. So yeah, my opinions on this are a bit skewed. But if my main was not a swinging sorc (which I admit is not a mechanically optimal path by any means), his CS would be much much higher, and even more useful than it is now, which is pretty useful.

So I stand by my assertion that SA is not necessary. It is very nice, but a sorc can get by with a strong CS without having SA.

Wether you believe SA to be useful or not it's not helpful to say a skill is not necessary when it is crucial for so many things which simply become either impossible or unviable without it. But whatever. According to your advice he doesn't ever need any of the profession defining abilities that you don't.

Gibreficul
11-01-2011, 05:02 PM
Just closing with SA being not a necessary skill is completely stupid.
It adds to your stave magic ranks, focuses your implosions better, makes fire spirit dominate (especially with MOC), does the same with 118 (+lore) and wands.
I'm guessing you haven't capped.

Thinking that it is a NECESSARY skill is stupid. It isn't necessary. It can compliment your CS spells, but it definitely isn't necessary. The statement was and is true.

Runestaff defense comes from a lot of places. It is nice to have a magical skill that requires PTPs to train up, considering TP conversion, but it's still more expensive rank for rank than AS and MIU.

Fire spirit doesn't dominate, it's alright. It's lackluster relative to 908 considering mana costs, and considering the current bolt AS a sorcerer can naturally generate. MOC is ridiculously expensive for pures, and summoning lore isn't the best lore option for a sorcerer to train in until WAY past cap, which is the lore that governs that spell. ALSO, web-bolt doesn't even work without 20 summoning lore, and doesn't work well unless you have a lot more than that. (the web/knockdown % is directly related to summoning lore ranks and a caster vs target level comparison. 140 summoning lore ranks for 100% like-level web/knockdown.) That's quite an investment for a setup spell, when a sorcerer's normal spell arsenal is more than equipped.

Just in my experience, which is limited, 2x spell aiming wasn't worth the CS I gave up to have it. Hunting with focused maelstrom isn't fun. Hunting with focused implode isn't too lucrative, 708 works fine unaimed without SA ranks, and as I mentioned, 118 and 111 are more parlor tricks for a sorcerer than effective hunting spells, unless you've made a HUGE TP investment in summoning lore... and hopefully have a 513 scroll to play with.

Don't get me wrong, 2x spell aiming is a post-cap goal for my sorcerer, but there's a shitton of other things that take priority over that. It's a cost vs reward thing. Is the cost to train it really worth what you're getting? How about what you're giving up? I think not, not until post cap sometime. (who really cares what I think anyway?)

:club:

Lodyn
11-01-2011, 05:16 PM
The follow-up questions were unrelated to spell-aim (my bad). SO
My impression is that phasing a locked container phases the container and its contents, whereas phasing a simply closed container phases the container, but not its contents. Is that correct?

caelric
11-01-2011, 05:21 PM
Gib said it better than I could.

Gibreficul
11-01-2011, 05:21 PM
The follow-up questions were unrelated to spell-aim (my bad). SO
My impression is that phasing a locked container phases the container and its contents, whereas phasing a simply closed container phases the container, but not its contents. Is that correct?

I'm not sure EXACTLY what you're asking. But here's what I know...

If you have a container that's locked and stashed, and you phase it, and the container + contents are within the weight limit you can phase, you'll phase it. You can't phase an item you're wearing.

Jonty
11-01-2011, 05:28 PM
Runestaff defense comes from a lot of places. It is nice to have a magical skill that requires PTPs to train up, considering TP conversion, but it's still more expensive rank for rank than AS and MIU.

I'm confused here. I'm currently 1x in both MIU and AS, and 2x in SA. I used my trainer spreadsheet to give up 2x SA and go with 2x MIU and AS instead. I ended up with negative points.

With 2x SA and 1x MIU and 1x AS, I get the same 4 magic ranks/level with something much more useful to me in combat, as compared to 2x MIU and 2x AS.

EDIT: Were you just referring to points BEFORE conversion?

Gibreficul
11-01-2011, 05:32 PM
Gib said it better than I could.

This will say it even better...


(at level 86), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Physical Fitness...................| 172 72
Arcane Symbols.....................| 189 89
Harness Power......................| 187 87
Elemental Mana Control.............| 150 50
Spirit Mana Control................| 140 40
Sorcerous Lore - Demonology........| 90 20
Perception.........................| 132 36
Climbing...........................| 130 35
Swimming...........................| 147 47

Spell Lists
Minor Elemental....................| 75

Spell Lists
Minor Spirit.......................| 58

Spell Lists
Sorcerer...........................| 131


So far, that sorcerer has ripped through anything I've attempted with him.

:club:

caelric
11-01-2011, 05:32 PM
MIU and AS give you extra duration for items and scrolls, respectively, and help a lot with your scroll infusion. Scroll infusion (if you are willing to deal with the components PITA) can be one of the most powerful things a sorcerer can do. It potentially opens up plenty of extra AS, DS, and CS to you. If you are a bolter, you can use 513, 211, 215, 307 scrolls to increase your AS. CS caster can use 1711 to get +10 CS. With enough AS, one cast of these spells from a scroll can last 2, 3, 4+ hunts, thus saving charge usage even more. You can also walk around spell tanked with every known defensive spell there is, using scrolls, and infusing them for many charges.

subzero
11-01-2011, 05:33 PM
lol how were you being a douchebag? You answered his poorly asked question the same as anyone else here would.
Fuck that repper.

Ya got me, but that seems to be the way of the neg reppers around here.


The follow-up questions were unrelated to spell-aim (my bad). SO
My impression is that phasing a locked container phases the container and its contents, whereas phasing a simply closed container phases the container, but not its contents. Is that correct?

From Simu's 704 spell description:

"Phase can also be used on items in the sorcerer's inventory that are not worn. When cast at an object in the caster's inventory (under 10 pounds), the object is phased out of existence for 10 minutes + 6 seconds per sorcerer spell rank. The object will not be usable while in the phased state, but it will also not have any weight. Should the phased object leave the caster's inventory, it will immediately return to its normal state.

Any items over 10 pounds will require training in Sorcerous Lore, Demonology, increasing by an additional 2 pounds with 3 ranks to a maximum additional weight increase of 34 pounds at 187 ranks (seed 3 of the summation chart). The maximum amount that anyone will be able to phase will therefore be 44 pounds.

When cast at locked containers the spell will take into account the weight of the container and all its contents rather than just the weight of the container itself."

I may be wrong considering they don't document things well on their site, but it looks like locked containers take their full weight into account to determine if they can be phased. If it can be phased, as per boxes, the container and contents would be weightless. I should probably get some locks added to my containers one of these days, but until then I can't really confirm this.

Jonty
11-01-2011, 05:40 PM
MIU and AS give you extra duration for items and scrolls, respectively, and help a lot with your scroll infusion. Scroll infusion (if you are willing to deal with the components PITA) can be one of the most powerful things a sorcerer can do. It potentially opens up plenty of extra AS, DS, and CS to you. If you are a bolter, you can use 513, 211, 215, 307 scrolls to increase your AS. CS caster can use 1711 to get +10 CS. With enough AS, one cast of these spells from a scroll can last 2, 3, 4+ hunts, thus saving charge usage even more. You can also walk around spell tanked with every known defensive spell there is, using scrolls, and infusing them for many charges.

Way to much effort. I'd rather just hunt self spelled.

Going from 1x in MIU/AS to 2x so that I can go through the hassle of maintaining a bunch of scrolls and then managing all the spells that I have active is of no interest to me.

caelric
11-01-2011, 05:43 PM
No worries here, it is one option, not the only way of doing things.

Gibreficul
11-01-2011, 05:57 PM
I'm confused here. I'm currently 1x in both MIU and AS, and 2x in SA. I used my trainer spreadsheet to give up 2x SA and go with 2x MIU and AS instead. I ended up with negative points.

With 2x SA and 1x MIU and 1x AS, I get the same 4 magic ranks/level with something much more useful to me in combat, as compared to 2x MIU and 2x AS.

EDIT: Were you just referring to points BEFORE conversion?

No shit you were negative, if you did what you said... you just added AS/MIU and didn't drop SA. I'm not sure what you expected to happen there.

1x MIU = 0/2 per rank
1x AS = 0/2 per rank
1x SA = 3/1 per rank

ASSUME CONVERSION:

1x MIU = 4/0
1x AS = 4/0
1x SA = 5/0

2x MIU = 8/0
2x AS = 8/0
2x SA = 10/0

SO, TOTALS.


it costs 12 PTPs per level to 2x AS or MIU.
It costs 15 PTPs per level to 2x SA.


Jonty obviously is using some "new math"

Jonty
11-01-2011, 06:03 PM
No shit you were negative, if you did what you said... you just added AS/MIU and didn't drop SA. I'm not sure what you expected to happen there.

Uhhh.... yeah, I did drop SA. WTF are you talking about? Do you require screen capture to show you what I did?

I'm using new math? I used a training spreadsheet to adjust the skills..... Maybe you should learn new reading.

Jonty
11-01-2011, 06:15 PM
Here you go, since I use new math, and you need new reading.

Before:
http://i105.photobucket.com/albums/m229/beastubn/before.png

After:
http://i105.photobucket.com/albums/m229/beastubn/after.png


I'm confused here. I'm currently 1x in both MIU and AS, and 2x in SA. I used my trainer spreadsheet to give up 2x SA and go with 2x MIU and AS instead. I ended up with negative points.

That's what I said.... Give up means.... you know, I gave it up. I don't have it anymore.

Gibreficul
11-01-2011, 07:01 PM
Uhhh.... yeah, I did drop SA. WTF are you talking about? Do you require screen capture to show you what I did?

I'm using new math? I used a training spreadsheet to adjust the skills..... Maybe you should learn new reading.

MATH R HARD. Maybe you need to learn better logical thinking techniques.

You gave up, per level, a 1x and a 2x rank of Spell Aiming, which my above post showed is 5 and 10 PTPs, total of 15 per level. You tried to pick up two 2x ranks, one in MIU, one in AS, which by my numbers should cost 8 PTPs per rank, for a total of 16 per level. PER RANK, Spell Aiming isn't as efficient as AS or MIU. That's still true. You are wrongly combining AS and MIU into 1 lump of TPs, and comparing it to Spell Aiming. There is an obvious discrepancy of 1 PTP per level if you drop 2x spell aiming to bring 1x AS and 1x MIU up to 2x each. 1x spell aiming is VERY TP efficient. 2x isn't as efficient as going with 2x MIU and/or 2x AS for runestaff defense purposes. The numbers are still what they were the first time I posted. Your comparison is logically flawed.

Jonty
11-01-2011, 07:58 PM
MATH R HARD. Maybe you need to learn better logical thinking techniques.

You gave up, per level, a 1x and a 2x rank of Spell Aiming, which my above post showed is 5 and 10 PTPs, total of 15 per level. You tried to pick up two 2x ranks, one in MIU, one in AS, which by my numbers should cost 8 PTPs per rank, for a total of 16 per level. PER RANK, Spell Aiming isn't as efficient as AS or MIU. That's still true. You are wrongly combining AS and MIU into 1 lump of TPs, and comparing it to Spell Aiming. There is an obvious discrepancy of 1 PTP per level if you drop 2x spell aiming to bring 1x AS and 1x MIU up to 2x each. 1x spell aiming is VERY TP efficient. 2x isn't as efficient as going with 2x MIU and/or 2x AS for runestaff defense purposes. The numbers are still what they were the first time I posted. Your comparison is logically flawed.

:lol: Not sure what's stuck up your ass today, man. I was asking you a simple question, no need to get all bitchy about it.

But anyway.... my comparison is not logically flawed. I responded to your comparison of the TP costs of SA vs AS and MIU for runestaff defense.... So I compared trading my SA for more AS and MIU. My logic is about getting more magic ranks per level for the TP costs.

YOU stated:


Runestaff defense comes from a lot of places. It is nice to have a magical skill that requires PTPs to train up, considering TP conversion, but it's still more expensive rank for rank than AS and MIU.

So... you started off talking about runstaff defense and ended saying that AS and MIU are less expensive per rank.

In my example... I compared the TP cost of getting 4 magic ranks per level using my current build (1x AS, 1x MIU, and 2x SA) to your statement of AS and MIU being less expensive per rank (So I compared it to 2x AS, 2x MIU, and 0X SA.)

We're talking about runestaff DS here, buddy. I don't care if I traded 1x AND 2x ranks of SA for ONLY 2x ranks of AS and MIU. What matters is rank/level for runestaff DS vs total TP costs.

Simply put: 2x SA, 1x AS, 1x MIU > 2x AS, 2x MIU (TP wise). Yes, if you compare the cost of 2x SA (with ZERO AS and MIU) to 1x AS + 1x MIU, SA is more expensive (Though, I'm not sure why a runestaff sorcerer wouldn't already have 1x in AS and MIU.) If you look at the bigger picture for the purpose of runestaff DS, this will net you more magic ranks/level for less TPs (given that you're already 1x in both mana controls, which are the second cheapest magic ranks....)

Gibreficul
11-01-2011, 08:53 PM
Before this goes out of control...

Two things I tend to stay the hell away from are redux and runestaff defense. It's been my observation that training specifically for either of those mechanics is logically flawed. Outside of a select few mutant builds, both of those mechanics are just there for professions/builds that should have them. You should train in what makes your build work better. My rogues never worried about redux and my pures never worried about runestaff defense. You can say I almost take them for granted...

That said, if you want to split hairs here... it's more TP efficient to bring MIU and AS to 2x before Spell Aiming past 1x. 8 PTPs vs 10 PTPs.

1x Spell Aiming won't give you a viable AS with 111, (Basically, your only bolt spell) but it will reduce the penalty to aiming 708, and boost the power of your 710 (Like anyone actually uses it) and 720. If we're min-maxing, that's how you do it.

:deadhorse:

Jonty
11-01-2011, 09:01 PM
Before this goes out of control...

Two things I tend to stay the hell away from are redux and runestaff defense. It's been my observation that training specifically for either of those mechanics is logically flawed. Outside of a select few mutant builds, both of those mechanics are just there for professions/builds that should have them. You should train in what makes your build work better. My rogues never worried about redux and my pures never worried about runestaff defense. You can say I almost take them for granted...

That said, if you want to split hairs here... it's more TP efficient to bring MIU and AS to 2x before Spell Aiming past 1x. 8 PTPs vs 10 PTPs.


Yes, I was just going to add to my post that I think we're viewing this in two different ways.

I'm thinking about getting the most runestaff DS for the cheapest cost. (i.e. My baseline would already include 1x AS and MIU. That's my starting point for a runestaff sorcerer. I wouldn't even consider choosing between that and SA. SA would only be in addition. So, I'd be considering what the costs are for adding SA vs other magic ranks past my baseline.)

That said, I'd like to get back to a more productive conversation.

I noticed your 86 level sorcerer has a relatively low amount of magic ranks. How's your DS with this? Do your secondary circles make up for the DS? Do you use high enchant equipment and/or enhancives?

Jonty
11-01-2011, 09:03 PM
That said, if you want to split hairs here... it's more TP efficient to bring MIU or AS to 2x before Spell Aiming past 1x. 8 PTPs vs 10 PTPs.

Fixed


1x Spell Aiming won't give you a viable AS with 111, (Basically, your only bolt spell) but it will reduce the penalty to aiming 708, and boost the power of your 710 (Like anyone actually uses it) and 720. If we're min-maxing, that's how you do it.

Alright, there we go. That's a perfect example, and I stand corrected. Thank you.

Gibreficul
11-02-2011, 05:18 AM
I noticed your 86 level sorcerer has a relatively low amount of magic ranks. How's your DS with this? Do your secondary circles make up for the DS?


I'll be honest, I don't know. Here's what I roll out with.


101: Spirit Warding I - 1:25:30 - 10 bDS, 5 elemTD, 10 spirTD, 7 sorcTD
102: Spirit Barrier - 1:25:23 - -48 pAS, 48 bDS, 48 pDS
103: Spirit Defense - 1:51:45 - 10 bDS, 10 pDS
107: Spirit Warding II - 1:25:12 - 25 bDS, 7 elemTD, 15 spirTD, 10 sorcTD
112: Water Walking - 1:25:31
120: Lesser Shroud - 1:25:07 - 34 bDS, 34 pDS, 10 elemTD, 20 spirTD, 15 sorcTD
401: Elemental Defense I - 4:03:17 - 5 bDS, 5 pDS, 5 elemTD, 2 spirTD, 3 sorcTD
402: Presence - 0:52:06
406: Elemental Defense II - 2:34:48 - 10 bDS, 10 pDS, 10 elemTD, 5 spirTD, 7 sorcTD
414: Elemental Defense III - 2:34:52 - 20 bDS, 20 pDS, 15 elemTD, 7 spirTD, 10 sorcTD
425: Elemental Targeting - 0:07:17 - 50 bAS, 50 pAS, 50 elemCS, 25 sorcCS
430: Elemental Barrier - 0:18:09 - 37 bDS, 37 pDS, 37 elemTD, 18 spirTD, 27 sorcTD
503: Thurfel's Ward - 2:42:04 - 20 bDS, 20 pDS
509: Strength - 2:29:56 - 15 pAS, 15 str
712: Cloak of Shadows - 1:31:57 - 146 bDS, 146 pDS, 24 elemTD, 24 spirTD, 32 sorcTD
9903: Sign of Warding - 0:09:43 - 5 bDS, 5 pDS
9907: Sign of Defending - 0:09:43 - 10 bDS, 10 pDS
9909: Sign of Staunching - 0:14:00

Totals: 50 bAS, 17 pAS, 380 bDS, 345 pDS, 50 elemCS, 25 sorcCS, 113 elemTD, 101 spirTD, 111 sorcTD, 15 str

I have no standard to compare that against, so... maybe my spells are giving me that extra defense.


Do you use high enchant equipment and/or enhancives?

No, I have 5x (I think) reinforced leathers, and I use junk runestaffs, usually +18 - +20ish. No enhansives, I'm lazy. And lol, yea I just glanced at my skills set, I'm like, 6 ranks per level. I'm not overly concerned, obviously. Just channel from neutral stance, roll around in guarded. When I run through OTF to the aquaducts, I throw 140 up (and stash my runestaff so I don't lose it.)

I think a sorcerer's best defense is a well planned and potent offense. Disable, eliminate, profit. (Step 3 is always profit.)

Lodyn
11-02-2011, 07:08 PM
If you have a container that's locked and stashed, and you phase it, and the container + contents are within the weight limit you can phase, you'll phase it.
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That's exactly what I was looking for.
I gotta ask - What's a repper?

subzero
11-02-2011, 08:00 PM
See the little scale in the top-right corner of posts? That is for people to leave "rep" based on whether or not they like your post. Based on the rep you get, those bars under your post count are either green or red.

Lodyn
11-03-2011, 09:01 AM
See the little scale in the top-right corner of posts? That is for people to leave "rep" based on whether or not they like your post. Based on the rep you get, those bars under your post count are either green or red.

Seem's broken - Gib's all green. ;)