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> HentaiVerse 0.73, Keep Calm and Grind On

 
post Jan 22 2013, 04:31
Post #473
T_Starrk



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Shouldn't Oak get a destruction suffix now? It's seems a little unbalanced that 3 elements can get a destruction staff with counter-resist but the other 3 can't. Not that it matters to me, lol, just something I noticed.
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post Jan 22 2013, 06:01
Post #474
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After a nightly run of Arenas, along with the minor update made, I found the following, on IWBTH (and later BT:

2H still bites. Sure your skill will hit big now due to the minor update, but due to the higher mana consumption of the raised B/I overall, being able to whittle things down to where you can recover mana is a lot trickier. Due to the PA nerf, since you can get 2-3 elite mobs in any given round, you can't do enough damage fast enough with all of their parry and evade. Plus I am finding an awful lot of double and triple evades/parries where I didn't see that as much before.

Heavy is pretty well nerfed for the higher tier equipment. Tried for an Exquisite IW on BT and got beat up pretty bad with combo Shield and Slaughter Heavy and Level 10 Estoc....so I can imagine how much worse it would have been with all Slaughter, despite Slaughter's damage output. Tried featherweight shards and still it was very tedious. You now have to watch things a lot more closely to get through; which kind of negates some of the purpose of running a tank build in the first place. I would say now is the time to use and forge all that old Shield armor that still has Resist, but the B/I and other stats are too low for the recent gameplay to help as much as it sounds.

Light feels like cloth now...even with multiple PAB Mag and/or Legendary Protection Kevlar. I can't really see using Light anymore.

Energy Tap, even with a stack ability, still is inferior to the old ET. I find most of the time if I'm down to one creature and trying to restore mana, I very rarely get the stack unless I switch to my 50% ET Redwood, which is way inferior otherwise to my other Staves.

The Arcane staff melee was interesting against FSM (sounds crazy to melee FSM with staff but I am still trying raise prof and 1200 turns helps). The extra damage is nice, but I don't really see much of an overall benefit unless the new Redwoods have opened up some kind of "stick to the head" build that I can't imagine.

The complete loss of elemental Mit (unless you used your ability points towards all of the elemental spells) due to Aura nerf is still maddening. I guess now you will have to spend that AP on elemental spells just to get to the mitigation upgrade. Because of this patch, elemental resistances on the tree should not require the 5 AP spell before it to activate, as a balance. I could still see being forced to spend the 1 AP on the initial elemental spell, because it makes sense that you'd have to have some kind of that element's magic/knowledge to be able to mitigate it.

And yes, when I reset my AP tree I did get back the points - at least TB made good on that. Started putting it towards Fire mitigation.

- JC


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post Jan 22 2013, 06:02
Post #475
piyin



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mhhh.. indeed..... whatever.... so does the mitigation and burden issues are goin to be fixed? i mean (coz i havent been around for soo long) does Tenboro ever change some issues after the update has been studied and whined a lot? ever? (just answer yes/no).
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post Jan 22 2013, 06:21
Post #476
PK678353



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QUOTE(piyin @ Jan 22 2013, 00:02) *

mhhh.. indeed..... whatever.... so does the mitigation and burden issues are goin to be fixed? i mean (coz i havent been around for soo long) does Tenboro ever change some issues after the update has been studied and whined a lot? ever? (just answer yes/no).


There's point releases for bug fixes and minor rebalancing and 'Oops, didn't mean to nerf THAT' (Like the Rending Blow fix). However, I think the Burden and Mit changes are probably intentional. I wouldn't be surprised to see minor changes to them a few patches down the road (we're always bitchy after a nerf patch, he gives it a bit to see if we're just cranky we lost a toy or if he actually created a problem).

Read:
Oak of Destruction in 0.74 or a 0.73 point release.
B/I tweaked in 0.75. Perhaps a minor Kevlar buff (since it lost out to the Mit changes as badly as Heavy)
Mit formula changed to Log2(END + STR/WIS) in 0.76 (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by PK678353: Jan 22 2013, 06:34
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post Jan 22 2013, 06:21
Post #477
ChosenUno



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QUOTE(jcullinane @ Jan 22 2013, 11:01) *

After a nightly run of Arenas, along with the minor update made, I found the following, on IWBTH (and later BT:

2H still bites. Sure your skill will hit big now due to the minor update, but due to the higher mana consumption of the raised B/I overall, being able to whittle things down to where you can recover mana is a lot trickier. Due to the PA nerf, since you can get 2-3 elite mobs in any given round, you can't do enough damage fast enough with all of their parry and evade. Plus I am finding an awful lot of double and triple evades/parries where I didn't see that as much before.

Heavy is pretty well nerfed for the higher tier equipment. Tried for an Exquisite IW on BT and got beat up pretty bad with combo Shield and Slaughter Heavy and Level 10 Estoc....so I can imagine how much worse it would have been with all Slaughter, despite Slaughter's damage output. Tried featherweight shards and still it was very tedious. You now have to watch things a lot more closely to get through; which kind of negates some of the purpose of running a tank build in the first place. I would say now is the time to use and forge all that old Shield armor that still has Resist, but the B/I and other stats are too low for the recent gameplay to help as much as it sounds.

Light feels like cloth now...even with multiple PAB Mag and/or Legendary Protection Kevlar. I can't really see using Light anymore.

Energy Tap, even with a stack ability, still is inferior to the old ET. I find most of the time if I'm down to one creature and trying to restore mana, I very rarely get the stack unless I switch to my 50% ET Redwood, which is way inferior otherwise to my other Staves.

The Arcane staff melee was interesting against FSM (sounds crazy to melee FSM with staff but I am still trying raise prof and 1200 turns helps). The extra damage is nice, but I don't really see much of an overall benefit unless the new Redwoods have opened up some kind of "stick to the head" build that I can't imagine.

The complete loss of elemental Mit (unless you used your ability points towards all of the elemental spells) due to Aura nerf is still maddening. I guess now you will have to spend that AP on elemental spells just to get to the mitigation upgrade. Because of this patch, elemental resistances on the tree should not require the 5 AP spell before it to activate, as a balance. I could still see being forced to spend the 1 AP on the initial elemental spell, because it makes sense that you'd have to have some kind of that element's magic/knowledge to be able to mitigate it.

And yes, when I reset my AP tree I did get back the points - at least TB made good on that. Started putting it towards Fire mitigation.

- JC


At least now people won't complain about getting resistance potencies (IMG:[invalid] style_emoticons/default/laugh.gif)

And it seems like Tenboro is determined to make marathons as boring and as tedious as possible (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jan 22 2013, 06:48
Post #478
T_Starrk



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QUOTE(jcullinane @ Jan 21 2013, 19:01) *

Light feels like cloth now...even with multiple PAB Mag and/or Legendary Protection Kevlar. I can't really see using Light anymore.


Meh, I use full shade and I can still clear IWBTH Trio quite easily. Although now I use spirit shield when before I never had to. The fact is monsters lost a lot of mit too, and with the extra void strike and an infusion on top I'm killing faster than I could before.
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post Jan 22 2013, 06:50
Post #479
jcullinane



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QUOTE(T_Starrk @ Jan 21 2013, 23:48) *

Meh, I use full shade and I can still clear IWBTH Trio quite easily. Although now I use spirit shield when before I never had to. The fact is monsters lost a lot of mit too, and with the extra void strike and an infusion on top I'm killing faster than I could before.


Which Shade suffix are you using?
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post Jan 22 2013, 06:54
Post #480
T_Starrk



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QUOTE(jcullinane @ Jan 21 2013, 19:50) *

Which Shade suffix are you using?


in my signature
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post Jan 22 2013, 06:58
Post #481
prettynwpu



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What a new game HV is now!
Many things became very different
(IMG:[invalid] style_emoticons/default/huh.gif)
I think I must try the new patch for days...
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post Jan 22 2013, 08:01
Post #482
fernicar



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QUOTE(Tenboro @ Jan 20 2013, 05:56) *

-- If your Curative Proficiency was higher than your Supportive Proficiency, the highest of the two will be used to calculate the effective Supportive Proficiency.

This is not working or there is a bug, is always taking supportive prof, my curative prof was higher.
QUOTE
Jan 18 2013:
Supportive 120.61
Curative 132.98

Jan 20 2013:
Supportive 121.55

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post Jan 22 2013, 08:10
Post #483
xX0x0Xx



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QUOTE(fernicar @ Jan 22 2013, 09:01) *

This is not working or there is a bug, is always taking supportive prof, my curative prof was higher.

Check "Effective proficiency" in statistics on the right side. "Magic proficiency" will still display old %.
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post Jan 22 2013, 08:27
Post #484
Zero Angel



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QUOTE(ChosenUno @ Jan 22 2013, 09:01) *

How about just remove the prerequisite for ETing? That is to have to have CM on the monster.

I suggest that now CM no longer plays a role in the ETing of a monster. Instead, make staff's proc the same as everything else.

Now, I know that this may seem OP, but I don't think it is.

Mages has far more to lose if that ET attempt goes haywire. And up until now, people seem to agree that the risk far outweighs the reward.

If you let us ET without having to proc CM first, it'll open up the number of situations we can ET, there by making ET much more commonplace and then you don't have to go around fixing it anymore.

OR, make it so that you have to have CM procced when ETing, but ETing doesn't consume the CM proc, or allow CM proc stacking.

What do you guys think, fellow mages?


ET not consuming CM might work.

Another idea I had is:
Make Magic Missile proc the new Ether Tap.
Arcane Blow procs the old Ether Theft.

Since Magic Missile is usually used to kill the survivors anyway, it would be the perfect alternative for a weaker Ether Theft. If you actually go to the trouble of whacking your target with a staff, then you will be rewarded with the stronger Ether Theft.
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post Jan 22 2013, 08:39
Post #485
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I can't recal the last time I saw so many pony figurines for sale at the bazaar.
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post Jan 22 2013, 08:54
Post #486
fernicar



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QUOTE(xX0x0Xx @ Jan 22 2013, 03:10) *

Check "Effective proficiency" in statistics on the right side. "Magic proficiency" will still display old %.

Still a bug, we can not increase the Supportive from "Effective proficiency" (old high curative). Every gain from supportive/curative skill works on the original Supportive displayed at "Magic proficiency" only.

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post Jan 22 2013, 09:09
Post #487
desert storm



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QUOTE(fernicar @ Jan 22 2013, 08:54) *

Still a bug, we can not increase the Supportive from "Effective proficiency" (old high curative). Every gain from supportive/curative skill works on the original Supportive displayed at "Magic proficiency" only.



I'm too lazy to find my post from a few pages back, but nobody took notice of my post about this. The bandaid fix applied only makes you "effective supportive" proficiency the higher of the two old profs.
When you level supportive it will only level from the old supportive level, i.e. not the higher of the two or the "effective supportive" prof in stats. Those who had curative a lot higher than supportive will notice they're leveling their old supportive. So there are going to be massive grindfests for it to catch up without noticing any difference to their regen.
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post Jan 22 2013, 09:29
Post #488
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QUOTE(T_Starrk @ Jan 21 2013, 23:48) *

Meh, I use full shade and I can still clear IWBTH Trio quite easily. Although now I use spirit shield when before I never had to. The fact is monsters lost a lot of mit too, and with the extra void strike and an infusion on top I'm killing faster than I could before.


It actually seems easier than before, despite 501st showing up and the recent http monster frenzy (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jan 22 2013, 10:24
Post #489
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QUOTE(fernicar @ Jan 22 2013, 09:54) *

Still a bug, we can not increase the Supportive from "Effective proficiency" (old high curative). Every gain from supportive/curative skill works on the original Supportive displayed at "Magic proficiency" only.

In my understanding % from old curative that we use now if it was higher than current supportive is only temporarily till we level up our "real" supportive.
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post Jan 22 2013, 10:34
Post #490
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QUOTE
- Ability points from the Aura Slot upgrades can now be reset.


You telling me this now. I reset the ability tree yesterday to change setup a bit. So yet again, click, click, click, click, click.... [1 hour passed] .... click, click, click, click.... [ 2 hours] .... click, click, click.... (IMG:[invalid] style_emoticons/default/laugh.gif)

I should finish clicking by this time next month (IMG:[invalid] style_emoticons/default/tongue.gif)

Need defo Reg3 with next patch. Reg2 is simply pathetic.

BREAKING NEWS:

ET is still horse manure.

-------

piyin opinion about this update is spot on. (IMG:[invalid] style_emoticons/default/biggrin.gif)


----------------

BREAKING NEWS 2:

Reset on Focused Aura points doesn't work. Just reset the tree and FA are selected. Lame (IMG:[invalid] style_emoticons/default/sad.gif)

This post has been edited by aizenteppa: Jan 22 2013, 10:43
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post Jan 22 2013, 11:01
Post #491
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QUOTE(aizenteppa @ Jan 22 2013, 18:34) *

BREAKING NEWS 2:

Reset on Focused Aura points doesn't work. Just reset the tree and FA are selected. Lame (IMG:[invalid] style_emoticons/default/sad.gif)

Focused Aura cannot be reset; it's the 3 Aura Slot abilities (which were removed), which was supposed to have been returned to our pool of Ability Points when reset.

After all, Focused Aura increased the maximum power of each Aura - but Auras as they are right now are kinda useless.
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post Jan 22 2013, 11:08
Post #492
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I reset my Abibility Tree 4 times yesterday, 3 to attempt to retrieve the Aura Slot points, which I still
haven't gotten back, and one because I selected the wrong darn spell..... darn it to heck (IMG:[invalid] style_emoticons/default/ohmy.gif)

First two was a vanilla reset, set it up exactly like before the reset .... no extra ability points

I tried de-selecting 3 of the Auras and reset the Ability Tree..... didn't work, same result as before

I already have everything I want, spell wise, so they would only go in Overcharge Boost, so it's not a great loss
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