Question about what is best to work on

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Re: Question about what is best to work on

Postby burgingham » Thu Mar 31, 2011 4:10 pm

UA is basically used because of the maneuvres. Those will give you tons of IP, or raise your att/def bar and all that without having to invest the time for actual moves. Especially an opponent with melee only won't stand a chance against the speed with which you will be building up your IP and regain att/def bar. People usually only wear swords to end fleeing or KO'ed opponents faster.
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Re: Question about what is best to work on

Postby TeckXKnight » Thu Mar 31, 2011 4:24 pm

Grable wrote:So why unarmed for combat, I see all the people that are killing/PvPing have more or less swords and melee combat?

I'm going to be blunt with you. It is 8 in the morning and I do not feel up to elaborating in full depth, so please read DataSlycer's guide.

The people you see with swords have only a small amount of melee skill, they're mostly unarmed. Unarmed increases your Delta for Combat Maneuvers and your Weight for unarmed attacks and defense. Delta is sqrt(Your UA/Their UA) and acts as a multiplier for Maneuvers. Maneuvers confer attack %, defense %, initiative, and attack speed. It is painfully obvious why they are Vital. Attacks like Punch are also free and good ways to break defense. And guess what? When your opponent only has 5% Defense or less, your 50 Melee is enough to Valor Strike him to death.

For Example: I have 100 UA, 25 MC. My opponent has 100 MC, 25 UA. My opponent uses Charge! on me, I use Charge! on my opponent. His maneuver is Block for 1.25x Melee Defense, while mine is Death or Glory for 1x Unarmed Defense and +1 Initiative*Delta every time he uses a move on me. My opponent gains 1 initiative in that exchange, I gain 3 initiative. We do that again. My opponent is at 2 initiative, I am at 6. I throw a punch and break ~50% of his defense, then use Flex. My opponent stings and breaks 66% of my defense. I turn Flex and Bloodlust on, he turns Jump on. Every time he jumps I gain 20% attack and every flex gives me 20% attack, I'm ready to swing again by the time he has regained ~24% attack. I break the last of his defense and deal a small amount of damage, giving me combat advantage. He continues to Jump, then switches to Charge! again to get enough initiative to Sting me. I switch to Oak Stance, let him swing and miss, continue flexing and punching to gain advantage and/or just valor strike to kill him.

God help you if that melee guy tried to use a combat maneuver besides Block, I'd just tear into his substantially weaker unarmed defense the second I saw how terrible his delta was.
Last edited by TeckXKnight on Thu Mar 31, 2011 4:42 pm, edited 1 time in total.
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Re: Question about what is best to work on

Postby ntagg » Thu Mar 31, 2011 4:30 pm

TeckXKnight wrote:So why unarmed for combat, I see all the people that are killing/PvPing have more or less swords and melee combat?
For Example: I have 100 UA, 25 MC. My opponent has 100 MC, 25 UA. My opponent uses Charge! on me, I use Charge! on my opponent. My opponent gains 1 initiative in that exchange, I gain 3 initiative. We do that again. My opponent is at 2 initiative, I am at 6.


Are you sure this is correct? To my understanding the Delta between the unarmed skills of the combatants works only for the maneuvers. Combat moves such as Charge give static benefits unaffected by the delta and thus there's no way you'd gain 3 IP for a single Charge move.
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Re: Question about what is best to work on

Postby TeckXKnight » Thu Mar 31, 2011 4:31 pm

ntagg wrote:Are you sure this is correct? To my understanding the Delta between the unarmed skills of the combatants works only for the maneuvers. Combat moves such as Charge give static benefits unaffected by the delta and thus there's no way you'd gain 3 IP for a single Charge move.

I'm getting 1 from my own charge and my Delta is 2, as my UA is 4x his, so I'm getting +2 init from his Charge too. So yes, I'm getting 3 initiative in that first exchange.

Edit: Hella misquoting in your post =)
Edit 2: I see where the confusion is, I didn't point the maneuvers out. In this case, it was Death or Glory -- sorry, I'm usually under the assumption that this is obvious.
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Re: Question about what is best to work on

Postby angrysully » Thu Mar 31, 2011 6:02 pm

TeckXKnight wrote:
ntagg wrote:Are you sure this is correct? To my understanding the Delta between the unarmed skills of the combatants works only for the maneuvers. Combat moves such as Charge give static benefits unaffected by the delta and thus there's no way you'd gain 3 IP for a single Charge move.

I'm getting 1 from my own charge and my Delta is 2, as my UA is 4x his, so I'm getting +2 init from his Charge too. So yes, I'm getting 3 initiative in that first exchange.

Edit: Hella misquoting in your post =)
Edit 2: I see where the confusion is, I didn't point the maneuvers out. In this case, it was Death or Glory -- sorry, I'm usually under the assumption that this is obvious.


You seem to know your shit, thanks for the info man.
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Re: Question about what is best to work on

Postby angrysully » Thu Mar 31, 2011 6:04 pm

TeckXKnight wrote:
Grable wrote:So why unarmed for combat, I see all the people that are killing/PvPing have more or less swords and melee combat?

I'm going to be blunt with you. It is 8 in the morning and I do not feel up to elaborating in full depth, so please read DataSlycer's guide.

The people you see with swords have only a small amount of melee skill, they're mostly unarmed. Unarmed increases your Delta for Combat Maneuvers and your Weight for unarmed attacks and defense. Delta is sqrt(Your UA/Their UA) and acts as a multiplier for Maneuvers. Maneuvers confer attack %, defense %, initiative, and attack speed. It is painfully obvious why they are Vital. Attacks like Punch are also free and good ways to break defense. And guess what? When your opponent only has 5% Defense or less, your 50 Melee is enough to Valor Strike him to death.

For Example: I have 100 UA, 25 MC. My opponent has 100 MC, 25 UA. My opponent uses Charge! on me, I use Charge! on my opponent. His maneuver is Block for 1.25x Melee Defense, while mine is Death or Glory for 1x Unarmed Defense and +1 Initiative*Delta every time he uses a move on me. My opponent gains 1 initiative in that exchange, I gain 3 initiative. We do that again. My opponent is at 2 initiative, I am at 6. I throw a punch and break ~50% of his defense, then use Flex. My opponent stings and breaks 66% of my defense. I turn Flex and Bloodlust on, he turns Jump on. Every time he jumps I gain 20% attack and every flex gives me 20% attack, I'm ready to swing again by the time he has regained ~24% attack. I break the last of his defense and deal a small amount of damage, giving me combat advantage. He continues to Jump, then switches to Charge! again to get enough initiative to Sting me. I switch to Oak Stance, let him swing and miss, continue flexing and punching to gain advantage and/or just valor strike to kill him.

God help you if that melee guy tried to use a combat maneuver besides Block, I'd just tear into his substantially weaker unarmed defense the second I saw how terrible his delta was.


Also forgot to ask, did it take long to get enough lp to get your UA to 100? Seems like it would take forever. I'm getting pretty good lp with my curiosities atm but shit
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Re: Question about what is best to work on

Postby burgingham » Thu Mar 31, 2011 6:06 pm

When you played since day 1 of the server you should be easily able to farm curiosities by now that net you 100-200k lp a day.
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Re: Question about what is best to work on

Postby angrysully » Thu Mar 31, 2011 6:33 pm

burgingham wrote:When you played since day 1 of the server you should be easily able to farm curiosities by now that net you 100-200k lp a day.


what are the best curiosities to farm in your opinion?
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Re: Question about what is best to work on

Postby burgingham » Thu Mar 31, 2011 7:01 pm

First of all you want a wide variety on curiosities when you have some int already. Usually foraged curiosities are the best. There are some that are just outstanding and should be used in any case, like flotsam, bluebell, edelweiß, or glimmermoss. Then it depends on wether you plan to actively play or will be offline for a while. Ant soldiers (or the other ants too) have a great LP/hour/attention ratio, but are used up rather quick. So in order for them to be effective you have to be online and change them all the time. For offline LP spider web or aurochs hair are nice, I personally also like enthroned frogs. They don't have the best LP/hour/attention ratio, but are nice for over night use. Fill the rest of your slots with boletes, toadstools, frog crowns etc and you are good to go.
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Re: Question about what is best to work on

Postby cloakblade » Fri Apr 01, 2011 9:51 am

burgingham wrote:First of all you want a wide variety on curiosities when you have some int already. Usually foraged curiosities are the best. There are some that are just outstanding and should be used in any case, like flotsam, bluebell, edelweiß, or glimmermoss. Then it depends on wether you plan to actively play or will be offline for a while. Ant soldiers (or the other ants too) have a great LP/hour/attention ratio, but are used up rather quick. So in order for them to be effective you have to be online and change them all the time. For offline LP spider web or aurochs hair are nice, I personally also like enthroned frogs. They don't have the best LP/hour/attention ratio, but are nice for over night use. Fill the rest of your slots with boletes, toadstools, frog crowns etc and you are good to go.


Don't forget you nightcap (tea) which will give you a hefty increase of overnight LP. It can also be timed with good LP items too like an empress or Flotsam.
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