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HentaiVerse 0.73, Keep Calm and Grind On |
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Jan 29 2013, 00:07
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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QUOTE(MikukoAya @ Jan 27 2013, 22:18)  When you are level 1, 3 AP would mean the world to you.
When you are level 900, 3 Ap would just be something to use as toilet paper...
When you are level 1 enemies are weak enough to beat unarmed. And it takes no time at all to reach level 200 This post has been edited by mrttao: Jan 29 2013, 00:07
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Jan 29 2013, 00:14
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MikukoAya
Group: Gold Star Club
Posts: 1,044
Joined: 25-May 11

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14 8 You gain 166 Credits! 14 7 You gain 796109 EXP! 14 6 Akuma Shogun dropped [Spirit Elixir] 14 5 You are Victorious! 14 4 Master Nemesis has been defeated.
That is IWBTH RE for me... Seriously, whoever was complaining about the crude... want to switch drops?
=_=
On another note... I got like 10 Sutr or w/e staves from a single Arena run.... Think the game is telling me something?
Anyways, I noticed one of my staves' ET duration got boosted to 4, but some of the rest are still at 2 and some are still at 3.
Not that I'm complaining mind you since I'm actually liking the 4 duration (it makes ET at least somewhat useable (not really but definitely a noticeable improvement)
==============
@Flint: I wouldn't be surprised if he did.
@mrttao: I was trying to point out perspective. Ok, maybe I'll use this as an example: If you have 100,000 USD, 20 Billion USD would look like a LOT to you. If you have over 9000 Centillion USD (Probably enough to buy the planet and the rights to everyone living in it), 20 Billion USD would be what falls out of your pockets unnoticed.
This post has been edited by MikukoAya: Jan 29 2013, 00:23
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Jan 29 2013, 00:27
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PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10

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QUOTE(Tenboro @ Jan 28 2013, 12:38)  Dunno. Probably not, I think that's too complex for the inline rewriting I'm using to retcon gear.
Could just add half of the Soul EDB to Holy and Dark and call it a day. Would definitely produce some unique weapons. QUOTE(MikukoAya @ Jan 28 2013, 18:14)  Anyways, I noticed one of my staves' ET duration got boosted to 4, but some of the rest are still at 2 and some are still at 3.
Not that I'm complaining mind you since I'm actually liking the 4 duration (it makes ET at least somewhat useable (not really but definitely a noticeable improvement)
You passed level 160. When you hit 160, some staves gain a turn of ET. Same thing happens at 260. Those were the numbers before this patch, and looks like they haven't changed. This post has been edited by PK678353: Jan 29 2013, 00:29
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Jan 29 2013, 00:53
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MikukoAya
Group: Gold Star Club
Posts: 1,044
Joined: 25-May 11

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QUOTE(PK678353 @ Jan 28 2013, 14:27)  Could just add half of the Soul EDB to Holy and Dark and call it a day. Would definitely produce some unique weapons. You passed level 160. When you hit 160, some staves gain a turn of ET. Same thing happens at 260. Those were the numbers before this patch, and looks like they haven't changed.
I really wish we had old ET now, lol. I wonder if tenboro would ever just make the 20 stamina part of the dawn. Or if he did in the past, why did he change. Why is it that I always die when I lag even with SoL... =_= This post has been edited by MikukoAya: Jan 29 2013, 04:20
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Jan 29 2013, 05:52
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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QUOTE(PK678353 @ Jan 29 2013, 00:27)  Could just add half of the Soul EDB to Holy and Dark and call it a day. Would definitely produce some unique weapons.
also do this to existing soul spells hybrid pride This post has been edited by Bunker Buster: Jan 29 2013, 05:52
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Jan 29 2013, 06:27
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MikukoAya
Group: Gold Star Club
Posts: 1,044
Joined: 25-May 11

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QUOTE(Bunker Buster @ Jan 28 2013, 19:52)  also do this to existing soul spells
hybrid pride
That would be amusing to have a black+white spell, lol. A 50% black+ 50% white spell set that procs the current soul set? XD Jeeze, even the RE is giving me Sutr staves now 0_o . This game must really be telling me something. Finally! 8 11 Aasta dropped [Superior Katalox Staff of the Demon-fiend] A black and white staff, rofl. This post has been edited by MikukoAya: Jan 29 2013, 17:25
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Jan 29 2013, 06:41
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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Hey guys, Just a heads up. QUOTE Message Forwarded From thomasishere
I usually see you posting around a lot, could you give me your honest opnion on the pricing of this [ur.l=http://177.133.252.123:8080/]Superior Arctic Estoc of Slaughter[/url]? I want to open up a shop but I don't know a fair price :S
I leveled it up to level two, by the way. We got a phisher here (IMG:[ invalid] style_emoticons/default/biggrin.gif) Added the dot to protect the stupid (IMG:[ invalid] style_emoticons/default/tongue.gif) This post has been edited by ChosenUno: Jan 29 2013, 06:42
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Jan 29 2013, 07:40
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midvalley
Group: Members
Posts: 772
Joined: 22-February 10

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Damn, been dying alot more this week, and finally realized there was a patch when I saw Refined Aura training disabled. Guess I'll have to dial back down to Hell mode.
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Jan 29 2013, 15:41
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TheTornPrince
Group: Gold Star Club
Posts: 1,053
Joined: 26-June 11

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How about replacing monster Soul resistance with Void resistance, but make the percentage mitigation equal to (VoidResistancePoints*0.0002)*MonsterLevel Most monsters would have almost no Void mitigation, and even the highest level monster would only have 15%, so it would have very little impact on gameplay. CODE Monster Level Void Resistance Points Void Mitigation 142 9 0.26% 199 12 0.48% 262 15 0.79% 324 17 1.10% 399 20 1.60% 480 23 2.21% 567 26 2.94% 759 32 4.86% 864 35 6.05% 975 38 7.41% 1085 40 8.68% 1208 43 10.39% 1500 50 15.00% To melee players all monsters currently seem the same, with Giants being the only noticeable type due to their high Endurance. This would make high level monsters stronger against melee players, which would add a bit of differentiation between the monsters. Alternatively you could just make it 0.2% mitigation per Void resistance point. In that case all monsters would be slightly more resistant to Void, but it would only scale up to 10% mitigation with 50 points. This post has been edited by TheTornPrince: Jan 29 2013, 21:24
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Jan 29 2013, 16:12
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(TheTornPrince @ Jan 29 2013, 20:41)  How about replacing monster Soul resistance with Void resistance, but make the percentage mitigation equal to (VoidResistancePoints*0.0002%)*MonsterLevel Most monsters would have almost no Void mitigation, and even the highest level monster would only have 15%, so it would have very little impact on gameplay. CODE Monster Level Void Resistance Points Void Mitigation 142 9 0.26% 199 12 0.48% 262 15 0.79% 324 17 1.10% 399 20 1.60% 480 23 2.21% 567 26 2.94% 759 32 4.86% 864 35 6.05% 975 38 7.41% 1085 40 8.68% 1208 43 10.39% 1500 50 15.00% To melee players all monsters currently seem the same, with Giants being the only noticeable type due to their high Endurance. This would make high level monsters stronger against melee players, which would add a bit of differentiation between the monsters. Alternatively you could just make it 0.2% mitigation per Void resistance point. In that case all monsters would be slightly more resistant to Void, but it would only scale up to 10% mitigation with 50 points. Why should monsters get void resistance when you can't upgrade every other type of mitigation?
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Jan 29 2013, 16:31
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chamois
Group: Members
Posts: 400
Joined: 12-November 10

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I don't really care as long as monsters don't have proc resistance.
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Jan 29 2013, 16:36
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xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12

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QUOTE(ChosenUno @ Jan 30 2013, 00:12)  Why should monsters get void resistance when you can't upgrade every other type of mitigation?
Not to mention that I thought Void was the 1 damage type that NEITHER player NOR mobster has ANY resistance towards, which is what made it good? I'm fine if Monster PL remains as is, and anything related to Soul is simply taken away. Obviously, equips with Astral or Soul EDB/prof needs to be considered differently.
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Jan 29 2013, 17:08
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Ichizon
Group: Members
Posts: 750
Joined: 9-December 09

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QUOTE(Tenboro @ Jan 20 2013, 09:56)  - Ability points from the Aura Slot upgrades can now be reset.
Does this mean that I have to reset to get those points back? I seem to be missing 3 points. I have a sort of OCD thing of not having used reset once. Is it not possible to get an optional "free reset" for the next X days when you change abilities slightly? Not a huge deal, but I'd be grateful if it would be possible. Also, regarding auto-casting: - Can we melee people get Heartseeker as an auto-cast? X-Magic is already a passive ability. - Can Spark of Life be deactivated when we don't have enough spirit points for it to trigger? Or, if possible, a system to disable and re-enable selected auto-casts on demand during battle. Latter may be a bit overpowered, so perhaps pay 5-10% of its normal round cost to have them on standby, or make the action of doing so use a turn.
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Jan 29 2013, 17:35
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MikukoAya
Group: Gold Star Club
Posts: 1,044
Joined: 25-May 11

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QUOTE(Ichizon @ Jan 29 2013, 07:08)  Does this mean that I have to reset to get those points back? I seem to be missing 3 points. I have a sort of OCD thing of not having used reset once. Is it not possible to get an optional "free reset" for the next X days when you change abilities slightly? Not a huge deal, but I'd be grateful if it would be possible.
Also, regarding auto-casting: - Can we melee people get Heartseeker as an auto-cast? X-Magic is already a passive ability. - Can Spark of Life be deactivated when we don't have enough spirit points for it to trigger? Or, if possible, a system to disable and re-enable selected auto-casts on demand during battle. Latter may be a bit overpowered, so perhaps pay 5-10% of its normal round cost to have them on standby, or make the action of doing so use a turn.
You melee people get X-Attack at level 90. Magic users don't get X-Magic until level 200 This post has been edited by MikukoAya: Jan 29 2013, 17:36
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Jan 29 2013, 17:53
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Ichizon
Group: Members
Posts: 750
Joined: 9-December 09

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QUOTE(MikukoAya @ Jan 29 2013, 16:35)  You melee people get X-Attack at level 90. Magic users don't get X-Magic until level 200
Oh, yeah, that's true. ;p Got it so long ago that I forgot there even was an X-Attack ability. Anyway, that would just be a minor argument for it, and I'd still like to see Heartseeker as an auto-cast ability. It is a self-buff, like other auto-casts, so I don't really see why not. Edit: Looking at the tree, Arcane Focus seems to be the caster-equivalent. Should also allow for auto-casting that one, in my humble opinion. This post has been edited by Ichizon: Jan 29 2013, 18:04
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Jan 29 2013, 20:09
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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while we're at it we should allow auto-casting for regen and regen 2
and have an auto-drinky bird that plays the game for us
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Jan 29 2013, 20:14
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Arxdewn
Group: Members
Posts: 711
Joined: 19-November 12

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See, this is why I have to keep posting why void resistance doesn't make sense. People keep suggesting it every day. Every day. Without any thought at all, or ability to do math.
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Jan 29 2013, 20:35
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tentacle-man61
Group: Members
Posts: 9,540
Joined: 24-March 10

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QUOTE(Tenboro @ Jan 20 2013, 03:56)  Magic Changes
- Curative Magic Proficiency has been removed. Curative spells are now instead affected by Supportive Magic Proficiency. -- If your Curative Proficiency was higher than your Supportive Proficiency, the highest of the two will be used to calculate the effective Supportive Proficiency.
So does that mean that our Supportive Proficiency's level should increase if our Curative was higher, or does the system just calculate the power and duration of spells based on whichever was higher? Basically, will my curing power/durations not increase further until my Supportive surpasses what my Curative was? QUOTE(Tenboro @ Jan 20 2013, 03:56)  Weapon Procs and Fighting Style Changes
- Bleeding Wound: It is now stackable, and starts out at 0.4x the previous damage for the first stack, going up to 2.0x damage for five stacks.
- Overwhelming Strikes: The parry bonus was removed, the base duration was increased by 1, and it now stacks. The stacking effect gives 20% counter-parry for the first stack increasing to 100% counter-parry for five stacks.
- Penetrated Armor: Now stacks up to three times, -33% physical mitigation per stack. (Changed from outright -100% phys mit.)
Aww, you should make the durations stack too! That would be boss as heck! This post has been edited by tentacle-man61: Jan 29 2013, 20:38
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Jan 29 2013, 20:43
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Ichizon
Group: Members
Posts: 750
Joined: 9-December 09

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QUOTE(Bunker Buster @ Jan 29 2013, 19:09)  while we're at it we should allow auto-casting for regen and regen 2
and have an auto-drinky bird that plays the game for us
Your sarcasm is impeccable. Might as well abolish the whole auto-cast system as it plays the game for us. And while we're at it, get rid of any multi target ability or spell, as it removes most of the strategy and gameplay. Oh, and ban that Firefox/Chrome addon, why not? In all seriousness, you can auto-cast other buffs, but it consistently costs mana as opposed to manually casting them as needed or when you're Channeling. Heartseeker and Arcane Focus are the same kind of spells. Stuff you just cast to keep active once in a while. QUOTE(tentacle-man61 @ Jan 29 2013, 19:35)  So does that mean that our Supportive Proficiency's level should increase if our Curative was higher, or does the system just calculate the power and duration of spells based on whichever was higher?
The latter. If your curative proficiency was 200 and your supportive proficiency is 100, your curative proficiency stays at 200 until supportive passes it. I didn't get any levels to supportive, at least.
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Jan 29 2013, 20:54
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Gakre
Group: Members
Posts: 442
Joined: 15-November 10

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QUOTE(Ichizon @ Jan 29 2013, 19:43)  The latter. If your curative proficiency was 200 and your supportive proficiency is 100, your curative proficiency stays at 200 until supportive passes it. I didn't get any levels to supportive, at least.
It's possibly the effective supportive proficiency who've been given your past curative proficiency value, if your curative proficiency was higher than your supportive. Just scroll down your statistics frame on the right side of your character screen to check it. I can't confirm that as my supportive value was some 30 points higher than my curative value from recently training up my deprecating and supportive proficiencies.
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