Chef Archive

Thread: BE flameout

JediBohemian
Sun Mar 21, 2004 10:34 am
#1


Anyone else trying to use multisaccharide pentamate to boost the duration on flameout? My non-BE flameout is 99% damage prevention for 3 attacks. When i added multisccharide tetramate, it went up to 140% damage prevention for 4 attacks. However, i only got the extra 1 attack duration after throwing ALL of my experimentation points into flavor. =P

Message Edited by JediBohemian on 03-21-2004 12:53 PM



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fatgit
Sun Mar 21, 2004 10:46 am
#2

Wierd, I get 5 uses using just a medium fillnig additive, giving a 75% reduction, filling of 50.
bigjeff5
Sun Mar 21, 2004 11:12 am
#3

He means attacks, not uses. And from what I've heard the duration bonus isn't all that great. It might only be effective on minute timers too, everthing I've heard of boosts things from 1-3 minutes, depending on which one you use. Be great if these things lasted for say a minute instead of 3 attacks, then a 2 minute boost would be huge.

*shrugs*

They are also pretty hard to make, resources wise. (as hard as the BE stuff gets anyway, hehe)



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rgrocott
Sun Mar 21, 2004 2:34 pm
#4


For the record, my non-BE Flameout lasts for 4 attacks. Using what I believe was a heavy Flavour additive (can't remember the actual stat on it), I was able to get up to 6 attacks. Which, in my opinion, is much, much better. Of course, you need to be in a situation where you expect to get hit more often than not, since I hear (from other posts in the forum) that the duration is per attack 'on' you, not per attack 'that hits' you. No sense using it if you only expect to get tagged once every ten attacks.


It's worth noting that you might achieve the same gain with a medium flavour additive. I will pay more attention next time, and see if I can get more clarity on that.


And yes, the Flavour supplements are much harder to come by - or at least that's what I've found. Of course, that makes them more expensive, too





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Ochid
Sun Mar 21, 2004 3:05 pm
#5

I noticed that experimentation goes by percentage. So say you have a flameout that is for 3 attacks. You experiment to bring the flavor from 20% lets say to 50%. Just for the record, the flameouts stock attacks at 0% flavor is only good for 3 attacks. If you brought the amount from 20% to 50% then instead of having (3 attacks + 20% = 3.6) and assuming that the game rolls down reguarding of decimal places and only rolls up once the number before the decimal goes up then at 50% you would get 4 uses.


I noticed on items that already have a large amount of uses and items with timers (Varsarian Brandy for one), experimentation in the flavor does great benefits.


What I am trying to figure out is why does Filling not apply to this percentile rule?



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fatgit
Sun Mar 21, 2004 5:17 pm
#6

Sorry, I meant attacks - 5 attacks without using a duration enhancement
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