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> HentaiVerse 0.70, Level ALL the things!

 
post Jul 29 2012, 10:47
Post #1
Tenboro

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Equipment Leveling Latent Potential

The way equipment levels work has been fundamentally altered. Equipment no longer uses a level to scale its stats - instead it will simply always scale to the level of the player.

This doesn't however mean that the Item World is being removed. Instead, the concept of latent potential has been added. All equipment now has a latent potential for additional bonus stats.

All equipment start at Potency Level 0, and can be leveled up to Level 10, unlocking a total of ten potencies. You gain Potency Levels through the Item World and the Forge as in the old system.

Unlike forge upgrades, potency unlocks will only add stats that the equipment piece does not already possess - sole exception being damage for weapons. However, these additional stats cannot be further upgraded in the forge.

Note that the 10th level of Potency for non-void weapons is always changing its damage type to void. While it won't turn a plain weapon into a true Ethereal (it still has burden/interference), this does turn old Ethereals into new Ethereals.

Except for the Level 10 weapon unlock, there are five levels to each Potency, so while you could potentially get one level of each, it is not possible to max every Potency for a given piece of gear.


Item World

- With the removal of equipment level, the number of rounds in the Item World now depends on the quality of the item, but is hard-capped to 200.

- The amount of potency the item gains depends both on the challenge level and the number of rounds that have been cleared.

- The time limit for re-entering equipment has been removed.
-- This obviously means the Spelunker training is now useless. It has been disabled for now, and will eventually be removed.


Salvaging and Forge Changes

- You can now salvage materials from higher-quality equipment pieces in the Forge. Only low/mid/high-grade base materials can be directly acquired this way.
-- Salvaging equipment below Fine will not yield anything. (In other words, cleaning out the equipment shop won't get you anywhere.)
-- Equipment in the Fine to Superior range has a chance to yield materials, with the chance being determined by the specific item's quality.
-- Exquisite and above will always yield materials.

- Salvaging an item with upgrades will also return some of the bindings used. The amount returned depends on the quality of the item, with low-quality items giving back as little as 25% while the highest-quality legendaries (>=1 quality) salvages as much as 75%.

- Forge EXP is now more closely tied to the level of the materials used for the upgrade. It now gives +0.2 per low-grade, +1 per mid-grade and +4 per high-grade, as well as +5 for a special item, giving an effective cap of 25 per upgrade.
-- It will also tell you how much EXP will be gained when you hover over an upgrade.
-- Forge level scaling was altered slightly due to this change.

- Added hotkeys s for salvage, e for enchant, and u for upgrade.


Equipment

- The quality requirement for considered equipment Legendary has been increased to correspond with the quality adjustments made by primary attributes.

- Since equipment level was a big factor in equipment value, and this is now gone, equipment values have been rescaled to depend significantly more on quality than before.
-- While the base value was increased a fair bit, this means that at higher levels, high-quality shop fooder will generally sell for more than before, while junk will generally sell for less.
-- It does however depend on level - as this conpensates for the missing level factor, lower level equipment should see little or no reduction in value even for junk items.

- Scaling for equipment physical mitigations and resist/parry was tweaked to have higher starting values but a smaller level scaling factor.

- Took another shot at prettifying the equipment popup.


Accuracy and Counter-Evade

Accuracy is back to being an additive stat for players. Attack and Spell accuracy above 100% will never "miss", and whatever accuracy you have above 100% is applied as Counter-Evade against the target.

In other words, a spell accuracy of 150% will never fail the "miss" roll, and reduces the target's effective Evade by 50%.

- Most sources of accuracy, including accuracy bonuses for equipment, were adjusted because of this.

- Voidseeker's Blessing and Suffused Aether enchantments add +50 to the corresponding accuracy stat.


Sword and Board

- A successful counter will now add a small amount of Overcharge.


Dual-Wield

- The accuracy from the offhand weapon is no longer added to your base accuracy; instead half the base weapon accuracy is added directly to your Offhand Strike chance. This allows this chance to be increased past 50%.

- Elemental Strike now works on offhand weapons. It is triggered on an offhand hit.
-- Using an infusion will add Elemental Strike to both the mainhand and offhand weapon.


Misc

- Monsters now get a higher rate of binding drops as their power level increases.

- The system now tracks which custom monsters are spawned in each round, and prevents a monster from appearing more often than once roughly every ten rounds.

- The daily dawn EXP was reduced to 5%, and now depends on the forum bonus.

- The daily dawn credits were significantly increased, by a factor of between 5 and 20.

- Similar to the spell, Scroll of Shielding and Scroll of Warding have been combined into Scroll of Protection. Note that old Warding scrolls also proc Protection, but they no longer drop and will eventually be removed.

- Seeing as the reason for disallowing it is gone, you can now send trophies through MoogleMail again.

Commence complaining about equipment prices... now!


0.70.1

- Fixed a bug where the combination of a negative avoidance stat (through the use of debuffs) and higher than 200% accuracy would be calculated as a potentially large positive effective evade. Watch those double negatives, kid.


0.70.2

- Added one additional innate potential for one-handed and two-handed weapons to prevent a situation where it could run out of upgrades to give you.


0.70.3

- Fixed a bug where certain innate potentials could go past Lvl 5.


0.70.4

- Fixed a bug where unlocked innate potentials would count as upgrades when the system calculated if an upgrade should require a special item (phazon, etc) or not.

0.70.5

- Due to a widely exploited bug in how salvaged bindings were calculated, required forge exp per level and forge exp given for upgrades have both been increased by a factor of ten, effectively resetting it.
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post Jul 29 2012, 10:47
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FLCLocust



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post Jul 29 2012, 10:53
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ChosenUno



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Nice patch!
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post Jul 29 2012, 10:55
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hentai_fusion



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WTF
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post Jul 29 2012, 10:56
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ExTe



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Good thing i worked out my dual wield prof much these 2 updates.

everything seems nice. well to ITEM WORLD NOW!

Thanks Tenboro

Edit : Also i love the return of 2nd decimal place in the stats of equips!! <3

This post has been edited by ExTe: Jul 29 2012, 10:58
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post Jul 29 2012, 10:56
Post #6
hzqr



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skillchip is going to have an aneurysm

QUOTE(Tenboro @ Jul 29 2012, 08:47) *
Accuracy is back to being an additive stat for players.

QUOTE
183.2 % hit chance

Not bad

QUOTE(Tenboro @ Jul 29 2012, 08:47) *
The system now tracks which custom monsters are spawned in each round, and prevents a monster from appearing more often than once roughly every ten rounds.

Everyone is being punished for E1la being overpowered. Again.
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post Jul 29 2012, 10:57
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Ichy



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I wonder how awesome my Dawn Credits will be (IMG:[invalid] style_emoticons/default/happy.gif)

Overall very nice patch!
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post Jul 29 2012, 10:58
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T_Starrk



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149% hit chance, yay (IMG:[invalid] style_emoticons/default/smile.gif)

Oh yeah, fucking awesome patch for dual wield (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by T_Starrk: Jul 29 2012, 11:00
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post Jul 29 2012, 10:59
Post #9
ExTe



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- The daily dawn EXP was reduced to 5%, and now depends on the forum bonus.

I hope this could be further explained. (IMG:[invalid] style_emoticons/default/huh.gif)
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post Jul 29 2012, 11:00
Post #10
gebaka



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So all of a sudden, I now have 142% magic hit chance. (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jul 29 2012, 11:00
Post #11
ChosenUno



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QUOTE(ExTe @ Jul 29 2012, 15:59) *

- The daily dawn EXP was reduced to 5%, and now depends on the forum bonus.

I hope this could be further explained. (IMG:[invalid] style_emoticons/default/huh.gif)


Probably 5% base, up to 10% with forum's 100% bonus?

No counter-parry? (IMG:[invalid] style_emoticons/default/sad.gif)

So wait, if you have 200% hit chance, you'll never get evaded?

This post has been edited by ChosenUno: Jul 29 2012, 11:01
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post Jul 29 2012, 11:01
Post #12
Everyone`s favorite



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QUOTE
Dual-Wield

- The accuracy from the offhand weapon is no longer added to your base accuracy; instead half the base weapon accuracy is added directly to your Offhand Strike chance. This allows this chance to be increased past 50%.

- Elemental Strike now works on offhand weapons. It is triggered on an offhand hit.
-- Using an infusion will add Elemental Strike to both the mainhand and offhand weapon.

I love you.
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post Jul 29 2012, 11:02
Post #13
imnotgay



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GOD! this is awesome!
mr.tenboro, i love you~
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post Jul 29 2012, 11:03
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MidNightPass



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Need a big update on stats calculator (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jul 29 2012, 11:04
Post #15
Colman



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QUOTE(Tenboro @ Jul 29 2012, 16:47) *

Equipment Leveling Latent Potential

The way equipment levels work has been fundamentally altered. Equipment no longer uses a level to scale its stats - instead it will simply always scale to the level of the player.

This doesn't however mean that the Item World is being removed. Instead, the concept of latent potential has been added. All equipment now has a latent potential for additional bonus stats.

All equipment start at Potency Level 0, and can be leveled up to Level 10, unlocking a total of ten potencies. You gain Potency Levels through the Item World and the Forge as in the old system.

Unlike forge upgrades, potency unlocks will only add stats that the equipment piece does not already possess - sole exception being damage for weapons. However, these additional stats cannot be further upgraded in the forge.


Does it means every piece of equipment could have 6 PAB now?
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post Jul 29 2012, 11:06
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HeNtAiBaBeScOoL



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Wow:

4041.5 Base Damage
154.2% Hit Chance

Magic: 100.3% Hit Chance...


HOW CAN THIS BE FAIR?!?!?!?!
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post Jul 29 2012, 11:06
Post #17
deadman80



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<3 Tenboro

I approve this patch. ^^
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post Jul 29 2012, 11:06
Post #18
watisthis



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Good thing I got every dawn of the day reward with 10% exp
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post Jul 29 2012, 11:07
Post #19
K.A.



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Oh I love Disgaea.
The change of dualwield sounds good too.
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post Jul 29 2012, 11:10
Post #20
HeNtAiBaBeScOoL



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Awe, the Weapons I had that were higher levels than me now are permanently stuck on the level nerfed values... -__-
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