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> HentaiVerse 0.5.2, Gone with the Winded

 
post Apr 25 2011, 10:46
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Tenboro

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0.5.2

Stamina

- Stamina has now been added. This is primarily an anti-cheating mechanism, but is also used to add a "Rested" EXP bonus.

Stamina is displayed at the bottom of the left sidebar as a number from 1-99. The number ranges are as follows:
- 80-99: Great. You receive a 50% EXP/Credit Bonus and inflict 25% more damage.
- 20-79: Normal. You are not receiving any bonuses or penalties.
- 10-19: Poor. You receive a 50% EXP/Credit Penalty.
- < 10: Exhausted. You do not receive EXP or drops from monsters, and you cannot gain proficiencies.

The EXP bonus is applied separately from everything else, so regardless what other bonuses you have, you will get 50% more.

Stamina is restored at a base rate of 20 per day. Note that like the vital stats, stamina does NOT regenerate while in a battle.

It is consumed at the following rates:
- 0.050 per round cleared with Great status ("rested")
- 0.010 per round cleared with Normal status and below in Arena/Item World
- 0.020 per round cleared with Normal status and below in Grindfest

Failing or running out of time on a glorified captcha RiddleMaster puzzle will instantly consume 20 stamina. (See below.)

The RiddleMaster

Or; countering cheaters with something else than squiggly text.

When fighting in the Arena, Item World and Grindfest, you will now randomly be presented with a puzzle that you have to solve before a given time limit runs out.

If you solve a puzzle, you will receive the effect Blessing of the RiddleMaster, which increases your attack and spell damage for 20 turns.

If you fail it or run out of time, you will lose 20 stamina.

Right now, the only "puzzle" in the system is a randomly generated maze where you have to pick between four exits. Follow the path from the start (top left) to the correct exit, and enter the letter next to it in the box at the bottom to solve it.

Other puzzles will likely be added in the future.

- The old captchas, limits and credit caps were removed from the Grindfest.

Snowflake's Shrine

- A new item, the Energy Drink, was added. This item restores 20 points of stamina, up to the maximum of 99.999
-- The Energy Drink can only be obtained from Snowflake's Shrine, replacing the old "rare" consumable drops.

- The number of stat-ups you can get from Snowflake's Shrine was increased to 20.

- As these items are no longer obtainable through the Shrine, the drop rate for "rare" items (elixirs, high-level scrolls, gaia infusions, flower vases and so on) was doubled.

Interference

- The chance to outright fail a cast due to Interference has been removed entirely.

- The way Intelligence/Wisdom affects Interference has changed:
-- Intelligence/Wisdom no longer affects Interference directly. That is, these stats will no longer cause a small reduction in the final Interference value.
-- The magic damage penalty for Interference is now reduced by 1 for every 25 points of Intelligence/Wisdom. Essentially, at 250 Intelligence/Wisdom you will no longer get a damage penalty until you have 20 or more Interference.
-- Yes, this is implicitly a Light Armor buff.

Second Wind, Powerup Gems and Potions

- The random Second Wind effect has been removed.

- Health Gems now recover 100% of base health, up from 25%.

- Mana Gems now recover 50% of base Mana, up from 25%.

- The restoration effect from Health, Mana and Spirit Gems is now instant. Obviously, this means you can now use them at the same time as potions and other restoratives.

- Health Potions now have an instant health restoration effect in addition to the old over-time regeneration.

Magic

- Spark of Life will no longer turn your health bar silver unless you also have enough spirit for it to successfully trigger.

- Spark was changed from recovering 1hp/7%/14%/21%/28% to recovering 10/15/20/25/30%.

- Cloak of the Fallen has been changed as follows:
-- Full immunity to damage is only granted on the turn Spark triggers.
-- On following turns, it triples your natural physical and magical absorption stats instead.

- The spell Spirit Shield has been fully revamped, and now works as follows:
-- Any attack that hits for more than 25% of max Health is reduced to 25% Health damage. The remainder is absorbed as damage to your Spirit.
-- The amount of Spirit damage depends on the power of the blow that was absorbed, and is 40% of base (reduceable to 20% with 5 AP) for blows that would otherwise take off 100% or more health, linearly reducing to 0 at exactly 25% damage.
-- The spell will obviously fail if you don't have sufficient Spirit.
-- Mana cost was cut in half, and duration was increased by 50%, making it the same as Spark of Life.
-- It can now be used with Innate Arcana.

Monster Lab

- The algorithm that creates the monster composition for new battles has received some alterations related to user-created monsters:
-- The limit for how high powerlevel monster you can fight has been modified. Above level 100, it now switches to an exponential function (level^1.2 - 151) instead. So, for example, at level 200 you can fight monsters up to PL 426.
-- The algorithm is now biased towards picking monsters that are closer to your PL cap.
-- Monsters will no longer enter active service until they have had at least one upgrade.

- The way powerlevel is calculated has been changed somewhat. Increasing Primary Stats now increases PL by 3 for the first point, 4 for the second point and so on, adding +1 to the increase for each point.
-- Existing monsters will be recalculated the next time they are upgraded in any way.

- Three new Hath Perks, the Crystarium series, were added. These work by increasing the number of crystals you get from all monster drops. (Which, incidentally, is why crystals had a low sale value in the first place.)
-- Each level increases the number of crystals received per drop to 2, 3 and 5, respectively.

- "Create Monster" is now properly greyed out when you don't have any free slots.

- Monsters now give an additional EXP bonus depending on their power level. The base EXP is increased by 1% for each PL, meaning that a PL 100 monster will give twice the normal EXP.

Equipment

- Changes to Oak Staff:
-- Increased Elemental and Divine proficiency bonus
-- Bonus damage for Holy was added

- Changes to Willow Staff:
-- Removed Divine proficiency bonus
-- Increased Forbidden proficiency bonus
-- Bonus damage for Dark was added

- Ethereal equipment below Fine should no longer be generated.

- Katana and Wakizashi can now drop in Ethereal variants.

- When using Dualwield, Bleed damage from equipped weapons now use the highest Bleed damage instead of averaging them.

- The equipment factors for Physical Attack Damage have been changed. It now has both a higher base value, and scales more significantly with level.
-- This change is retroactive for all existing equipment.

- The mitigation against Crushing attacks has been increased for Light Armor, where it is now superior to Heavy Armor.
-- This change is not retroactive.

- Due to popular demand, Phase no longer drops in Raccoon/Cheetah variants.
-- DEX/AGI bonus was removed. INT/WIS bonus was slightly buffed.
-- Attack accuracy bonus was removed. Spell accuracy bonus was buffed.

Battle UI Changes

- The battle turn indicator has been removed.

- The player's active status effect bar has been moved to the top of the screen. This can now display up to 24 status effects at a time, up from 8 on the old one.

- The Overcharge bar was moved to the left sidebar. It is however only visible during battles.

- "Unassigned EXP" and the Aura/Ability point counters no longer display during battles.

- The sidebar should no longer revert to "normal mode" between battles in Arena/GF/IW.

Misc

- Fixed a bug where the new mail icon would fail to appear if someone sent you mail while you were in a battle.

- A new training, "Assimilator", has been added. Each level of this training increases the rate of proficiency gain by 10%. (As in, you will gain proficiencies 10% more often.)

- The Montage was removed. No longer will it give you too little proficiency.

- Monsters now do more damage the more agitated they get. At 100% health they now do 50% less damage compared to before, while at near death, they do 50% more.
- Monsters will now become Agitated when they are below 20% health. Agitated monsters do 50% more damage than normal. (=150%)
-- While monsters are at above 80% health, they now do 25% less damage than before. (=75%)
-- While mostly to make long battles less about settling into a routine, this is also a buff to classes that focus on one monster at a time.
-- Visually, Agitated monsters are displayed with red text. A log entry is also created whenever a monster enters the Agitated state.
-- The agitation mechanism is only enabled when you reach level 100.

- Triggering a stun with a Shield Counter no longer consumes one counter chance.

- Fixed some ability typos.


Note that eggs will stop dropping tonight at exactly 23:59:59 GMT. You'll then have until whenever I wake up to actually hand them in.
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post Apr 25 2011, 10:48
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Bunko



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So is no one going to say this about the latest HentaiVerse update ?
Stat tool looks broken.
I am using a custom font, 0s are appearing in my spell bar area. Powerup icon is hiding behind Spell icon 10.
Round counter on left side is on top of active spell effects.
Regen2 doesn't have a counter at all.

I now have to use 7 godly mana potions on an itemworld I used to need only 2. Probably because there's no such thing as the Second Wind anymore.


The number of stat-ups you can get from Snowflake's Shrine was increased to 20.
Could we have had this before I bought my last 200+ artifacts ?

Stamina has now been added
< 10: Exhausted. You do not receive EXP or drops from monsters, and you cannot gain proficiencies.

Omg ? Does Viagra drop now ?
A new item, the Energy Drink, was added. This item restores 20 points of stamina
oh ok.
I must be misunderstanding this. We are now punished for playing a lot by removing the exp we get.

When fighting in the Arena, Item World and Grindfest, you will now randomly be presented with a puzzle that you have to solve before a given time limit runs out
I didn't request this, now remove it.

The spell Spirit Shield has been fully revamped
Forgotten to ever use it anyway. First cast still pending.

So, for example, at level 200 you can fight monsters up to PL 426.
Groovy. I'm running into my own monsters all the time now (and Conquest101 (IMG:[invalid] style_emoticons/default/anime_cry.gif))

Increasing Primary Stats now increases PL by 3 for the first point, 4 for the second point and so on, adding +1 to the increase for each point.
-- Existing monsters will be recalculated the next time they are upgraded in any way.

Wish that happened before needing thousands of crystals to update END,STR,DEX,AGI
Actually, I misunderstood that. The talks were that monster levels would drop in the next update and the exact opposite happened.

Three new Hath Perks, the Crystarium series, were added. These work by increasing the number of crystals you get from all monster drops.
Ownage !

When using Dualwield, Bleed damage from equipped weapons now use the highest Bleed damage instead of averaging them.
Pleasing

- The equipment factors for Physical Attack Damage have been changed. It now has both a higher base value, and scales more significantly with level.
-- This change is retroactive for all existing equipment.

Sounds good.
By the way, send that scythe to me. I asked for it first. Thanks.

Fixed a bug where the new mail icon would fail to appear if someone sent you mail while you were in a battle
Cool, I never saw it in battles.

A new training, "Assimilator", has been added. Each level of this training increases the rate of proficiency gain by 10%
Nice !

The Montage was removed. No longer will it give you too little proficiency.

Can't bring myself to be too sad about this.

Monsters now do more damage the more agitated they get. At 100% health they now do 50% less damage compared to before, while at near death, they do 50% more.
Flying Spaghetti Monster will now slay all ?
I will go on a protest about in front of local post office.

Note that eggs will stop dropping tonight at exactly 23:59:59 GMT. You'll then have until whenever I wake up to actually hand them in.
Oh hell no.

This post has been edited by Bunko: Apr 25 2011, 19:34
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post Apr 25 2011, 10:51
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Koshinator



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No Second Winds?? O_o
But I like that powerup gems are instant now...

Cloak of the Fallen no longer gives full immunity to damage. Instead it triples your natural physical and magical absorption stats - not sure i like the sounds of that....

Looks like melee got a few buffs...

The Energy Drink can only be obtained from Snowflake's Shrine, replacing the old "rare" consumable drops. - does this mean that Gum and Vase and Spirit stones have ALL been replaced by Energy drinks???

This post has been edited by Koshinator: Apr 25 2011, 11:03
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post Apr 25 2011, 10:52
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ootoro



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I want that scythe...
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post Apr 25 2011, 10:59
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BabyAnon



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QUOTE
- The old captchas, limits and credit caps were removed from the Grindfest.


omg <3
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post Apr 25 2011, 11:01
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Ichy



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Hath Perk Crystarium I Activated!
Hath Perk Crystarium II Activated!
Hath Perk Crystarium III Activated!
(IMG:[invalid] style_emoticons/default/cool.gif)

No more Second Wind? This will do terrible things for melees in marathon Arenas.
Everything else I must test before I can complain about (IMG:[invalid] style_emoticons/default/tongue.gif)

/edit: I hope you cant accidentally click away the new anti cheat mechanism!

This post has been edited by Ichy: Apr 25 2011, 11:02
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post Apr 25 2011, 11:02
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xxxxlone



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It is great to avoid cheating,
but no morer Second Wind?lol
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post Apr 25 2011, 11:02
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The Montage was removed. No longer will it give you too little proficiency. lol
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post Apr 25 2011, 11:06
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Mephi-Dross



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- Monsters now do more damage the more agitated they get. At 100% health they now do 50% less damage compared to before, while at near death, they do 50% more.


Noticed :/

1 3 N3k0s hits you for 67 piercing damage.
16 2 N3k0s hits you for 160 piercing damage.

Makes it a bit harder to survive if you don't onehit them (IMG:[invalid] style_emoticons/default/sad.gif)
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post Apr 25 2011, 11:09
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Koshinator



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Hmm... An agitated FSM doesn't sound too pleasant....
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post Apr 25 2011, 11:09
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Tenboro

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QUOTE(Ichy @ Apr 25 2011, 11:01) *

/edit: I hope you cant accidentally click away the new anti cheat mechanism!


It won't let you do anything until you answer it.
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post Apr 25 2011, 11:13
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I really wish Second Wind would be returned back.

I'm a melee type and it's quite difficult to depend on potions all the time
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post Apr 25 2011, 11:16
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BabyAnon



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QUOTE(RaLz- @ Apr 25 2011, 12:13) *

I really wish Second Wind would be returned back.

I'm a melee type and it's quite difficult to depend on potions all the time


I'm also the melee type and I think the new powerup gems more than make up for the lack of second wind. I mean, it didn't really help too much in the first place. :\
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post Apr 25 2011, 11:16
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New Monster Lab encounter formula + agitation = very angry Conquest


I nearly died about 5 times running through Growing Storm. At one point, I would have, if I didn't get lucky and avoid 3 hits in a row with 200 HP left. This is a rather big hit to me :/ Granted, I was playing on hard, but I'm absolutely terrified of running the boss arenas on normal atm.


edit: also, I think my stamina isn't moving at all while I was running the arena.

nevermind, it just doesn't show until a whole point is reduced.

This post has been edited by dkplee: Apr 25 2011, 11:23
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post Apr 25 2011, 11:18
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Ichy



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QUOTE(Tenboro @ Apr 25 2011, 11:09) *

It won't let you do anything until you answer it.

Thats good to hear.

But after doing a IW I already have a complaint!
This maze shows up way to often. 6 times during one Item World run? Thats too much (IMG:[invalid] style_emoticons/default/faint.gif)

---

but the new hath perk is great (IMG:[invalid] style_emoticons/default/smile.gif)
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post Apr 25 2011, 11:19
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Oh these puzzles seem to bring some couple of troubles for my mind...
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post Apr 25 2011, 11:21
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Ichy



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Nice my monster finally starts killing (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Apr 25 2011, 11:22
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The maze didn't show up for me even after 40 rounds. I wonder what it looks like.
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post Apr 25 2011, 11:23
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Lol.. looks like Stat has to be updated - battle screens are looking rather odd with it enabled
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post Apr 25 2011, 11:26
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"- When using Dualwield, Bleed damage from equipped weapons now use the highest Bleed damage instead of averaging them."

Is the highest bleed over time taken e.g 50 bleed damage over 2 turns trumps 60 bleed damage over one turn?

or is highest bleed damage and time taken e.g for the above example it would become 60 bleed damage over 2 turns?


Looks like us non mage's got some advantages(mage takes all monsters down to 10% health with one spell oooohh SHI--),
as well as advantages those who use light Armour...
this makes me happy
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