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> HentaiVerse 0.73, Keep Calm and Grind On

 
post Jan 20 2013, 18:27
Post #181
AbaDe



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for me :

physical mit : down by -0.4%
mag mit : down by -0.9%

Mana cost : went up by +2%
Supportive prof was much higher than currative (278.9 to 233.9) so that helped me
Elemental mit : got shot : all went down by -20.0%

playing on iwbth without those elemental mit is quite difficult again.
Time of the Estoc and specially my soul estoc will eventually be lost . need to shift to my mag hallowed scythe .

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post Jan 20 2013, 18:30
Post #182
T_Starrk



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QUOTE(pentiuminside @ Jan 20 2013, 07:14) *

I'm pretty sure that as of this patch it's worth MILLIONS. (IMG:[invalid] style_emoticons/default/tongue.gif)


I seriously doubt it's worth millions, maybe hundreds of thousands. People are still going to prefer ethereal/elemental. Although yes, the price of top of the line vanilla weapons will go up, just not as much as you're thinking.
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post Jan 20 2013, 18:31
Post #183
Mantra64



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Why does the PAB stats not change to base stats?

When pressing 'C' all stats gets reduced. But not the PAB stats. (IMG:[invalid] style_emoticons/default/blink.gif)

When using 'Hentaiverse Equipment Comparison' the PAB's disappear completely. (IMG:[invalid] style_emoticons/default/blink.gif)

This post has been edited by Mantra64: Jan 20 2013, 18:36
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post Jan 20 2013, 18:37
Post #184
Setebos



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I've done a quick check with various weapons for heavy Melee and I have to say the best I've found now is DW with axe and rapier. The rapier with as much parry as possible, of course. Survivabilty at IWBTH is fairly okay.

I shan't comment on the changes, but will say thank you to Ten for continuing to care about the game, players, and the site. Here's to the next patch. ^_~
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post Jan 20 2013, 18:40
Post #185
kramerica



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Definitely felt the nerf to my 2H mace to the face setup. The loss of the outer domino makes a huge effect both on offense and defense.

Got a slight boost to my curative spells since my supportive prof was a tad higher.

Since I've been told all of my vanilla gear was pretty much not worth the time to forge, I didn't feel like my other stats were altered much if any.

So if I jump on these tits I will get 3 ability points and credits spent on karma/refined aura? Wow I read that wrong.

This post has been edited by kramerica: Jan 20 2013, 19:47
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post Jan 20 2013, 18:41
Post #186
T_Starrk



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QUOTE(Setebos @ Jan 20 2013, 07:37) *

The rapier with as much parry accuracy as possible, of course.


I fixed it for you (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jan 20 2013, 18:48
Post #187
Setebos



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QUOTE(T_Starrk @ Jan 20 2013, 11:41) *

I fixed it for you (IMG:[invalid] style_emoticons/default/biggrin.gif)

'Tay, but I think you agree with me on DW, no?
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post Jan 20 2013, 18:52
Post #188
eleeinos



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Geez, Windows 8 must really be horrible... (IMG:[invalid] style_emoticons/default/laugh.gif)


QUOTE(Tenboro @ Jan 20 2013, 10:56) *
- Infusions no longer add an elemental strike when used in battle. It still adds resistance and magic damage as before.

Then how about disabling Infusion Slots for melee players? There's nothing more useless than in-battle infusions for a melee player right now. (IMG:[invalid] style_emoticons/default/tongue.gif)


QUOTE(Tenboro @ Jan 20 2013, 10:56) *
- Penetrated Armor: Now stacks up to three times, -33% physical mitigation per stack. (Changed from outright -100% phys mit.)

To be honest, I expected a much worse rape for Estocs. But still... :/


QUOTE(Tenboro @ Jan 20 2013, 10:56) *
- The outermost 0.2x damage strike for Two-Handed was removed.

I think you got this one backwards. Domino Strike was supposed to be improved to being able to hit ALL monsters at once, just like mages do with spells, not hit less than before.. (IMG:[invalid] style_emoticons/default/huh.gif) Playing melee is already insanely slower than mage, why did you feel the need to make it even slower? (IMG:[invalid] style_emoticons/default/tongue.gif)


QUOTE(Tenboro @ Jan 20 2013, 10:56) *
- Elemental mitigation bonuses from auras were removed.

..................Why? (IMG:[invalid] style_emoticons/default/blink.gif)


QUOTE(Tenboro @ Jan 20 2013, 10:56) *
- The training Karma Amplification was disabled and will eventually be removed.
- Aura Slots were removed. There are no longer any arbitrary limitations to how many auras can be active.

Those are nice. Also love the triple elemental strike effect, but no need to quote all those lines.


QUOTE(flint @ Jan 20 2013, 14:01) *
Broken Glasses now cost 1k instead of 2,5k. That right?

Bought 12 for 12,000C, offered them for 2H Weapons, got 11 Longswords, sold them for 2,367C. Explains enough? (IMG:[invalid] style_emoticons/default/tongue.gif)
I'm so glad I sold all my schoolgirl trophies back when they cost 500C each. (IMG:[invalid] style_emoticons/default/happy.gif)
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post Jan 20 2013, 18:56
Post #189
Jeanne d'Arc



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QUOTE(T_Starrk @ Jan 20 2013, 17:41) *

I fixed it for you (IMG:[invalid] style_emoticons/default/biggrin.gif)


cookie? (IMG:[invalid] style_emoticons/default/wink.gif)
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post Jan 20 2013, 18:56
Post #190
jcullinane



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QUOTE
- A new (default) tab was added to the Forge menu that only shows the currently equipped items.

Good.
QUOTE
- The duration of all equipment enchantments was reduced from 4 hours to 1 hour.

Bites.
QUOTE
- Stats gained through potency unlocks can no longer be upgraded. (As was the original intention.)

Not surprising.
QUOTE
- Burden and Interference now have a higher base, but no longer scale with equipment level.
- Burden/Interference reductions were removed from the special player titles.

Bites.
QUOTE
- Curative Magic Proficiency has been removed. Curative spells are now instead affected by Supportive Magic Proficiency.

Bites without some sort of compromise for players that were grinding curative first, but didn't effect me except for all the wasted time maxing it out.
QUOTE
- Sleeping targets can no longer evade, parry or resist attacks. (Previously they could still parry for no particular reason.)

See below.
QUOTE
- Penetrated Armor: Now stacks up to three times, -33% physical mitigation per stack. (Changed from outright -100% phys mit.)

Not promising.
QUOTE
- Stunned: Stunned targets can no longer evade. (They can however still resist and parry.)

Ok, so you somehow see the wisdom in sleeping creatures not being able to parry, but you still somehow justify stunned creatures being able to parry? Why you are fighting this eventuality when Mace is effectively super-nerfed now anyway (even if you did this right) is just ridiculous.
QUOTE
- Ether Theft: Replaced with the new self-proc Ether Tap.

This sucks big time. I'm getting back way less mana than I used to.
QUOTE
- The outermost 0.2x damage strike for Two-Handed was removed.

Bites.
QUOTE
- The forumla for primary stat contributions to Physical Mitigation and Magical Mitigation has changed, and is now 100 * (1 - (1200 / (1200 + STAT1 + STAT2 / 2)))), where STAT1 is end, and STAT2 is str for phys and wis for mag. Hard capped to 80, were you ever to get that high.

Bites.
QUOTE
- Elemental mitigation bonuses from auras were removed.

BS. You'd better give auras something else nice to do to replace that since this is a super nerf.
QUOTE
- Aura Slots were removed. There are no longer any arbitrary limitations to how many auras can be active.

As others have noted, this is refund material.
Overall? Standard TB update...mostly nerfs with a couple bones thrown in just to claim that there is balance.

- JC

This post has been edited by jcullinane: Jan 20 2013, 18:59
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post Jan 20 2013, 18:57
Post #191
T_Starrk



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QUOTE(Setebos @ Jan 20 2013, 07:48) *

'Tay, but I think you agree with me on DW, no?


Oh yes (IMG:[invalid] style_emoticons/default/smile.gif) . All in all a good patch for DW really, well, more like a bad patch for two-hand (IMG:[invalid] style_emoticons/default/laugh.gif) . I have to try out my axe to see how much better the bleed buff makes it though. Only bad thing is that the PA nerf pretty much eliminates most of the usefulness frenzied blows had against regular mobs (but I only use frenzied for Fsm/schoogirls/trio so that doesn't matter much to me).
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post Jan 20 2013, 18:58
Post #192
letmegitdat



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So I learned that overcharge can restore HP/MP yesterday... and actually started prodding with my staff for overcharge...

Arcane blow...is this intended to be a buff or a nerf??? I can't effectively charge OC now that I do so much damage with attacks...

----------------------------
had 30?ish curative. 7 support prof.... (IMG:[invalid] style_emoticons/default/cry.gif)

Good thing only 4 of my 5 equips were priestess... (IMG:[invalid] style_emoticons/default/faint.gif)




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post Jan 20 2013, 19:01
Post #193
chamois



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Elemental strike from level 10 potency is now completely useless because it can be easily replaced with a cheap infusion.
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post Jan 20 2013, 19:03
Post #194
T_Starrk



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QUOTE(chamois @ Jan 20 2013, 08:01) *

Elemental strike from level 10 potency is now completely useless because it can be easily replaced with a cheap infusion.


Agreed. Should of made it so that all weapons can only get one infusion on them. This way ethereal and elemental still mean something.

Well, ethereal's no burden/interference means more now with the featherweight nerf though. Plus 1 hour time limit on infusions makes them useless at the end of really long runs.

This post has been edited by T_Starrk: Jan 20 2013, 19:06
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post Jan 20 2013, 19:05
Post #195
Setebos



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QUOTE(chamois @ Jan 20 2013, 12:01) *

Elemental strike from level 10 potency is now completely useless because it can be easily replaced with a cheap infusion.

C'est la vie, mon ami...
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post Jan 20 2013, 19:08
Post #196
chamois



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QUOTE(T_Starrk @ Jan 20 2013, 19:03) *

Agreed. Should of made it so that all weapons can only get one infusion on them. This way ethereal and elemental still mean something.

Well, ethereal's no burden/interference means more now with the featherweight nerf though. Plus 1 hour time limit on infusions makes them useless at the end of really long runs.


You can stack infusion to increase the time duration.
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post Jan 20 2013, 19:10
Post #197
T_Starrk



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QUOTE(chamois @ Jan 20 2013, 08:08) *

You can stack infusion to increase the time duration.


Oh yeah. Fuck. Infusions are awesome now.
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post Jan 20 2013, 19:10
Post #198
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QUOTE(chamois @ Jan 20 2013, 12:01) *

Elemental strike from level 10 potency is now completely useless because it can be easily replaced with a cheap infusion.


Infusion prices might increase after a few months when we all run out of them and they now share loot drop table with shards. Won't be anything drastic though.
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post Jan 20 2013, 19:12
Post #199
Evil Scorpio



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QUOTE(chamois @ Jan 20 2013, 21:01) *

Elemental strike from level 10 potency is now completely useless because it can be easily replaced with a cheap infusion.

No, it's not, because if you apply an infusion to Ethereal weapon with elemental strike - you'll get two elemental strikes at once.
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post Jan 20 2013, 19:13
Post #200
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QUOTE(Evil Scorpio @ Jan 20 2013, 12:12) *

No, it's not, because if you apply an infusion to Ethereal weapon with elemental strike - you'll get two elemental strikes at once.


Or you can just use two infusions (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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