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> HentaiVerse 0.74, This thread always had a description.

 
post Mar 3 2013, 05:40
Post #1021
ChosenUno



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QUOTE(DemonEyesBob @ Mar 3 2013, 09:41) *

I agree we definitely got a buff (or the monsters got debuffed, close enough), and I'm seriously grateful for it. The difference in damage taken is noticeable and very much appreciated! It just doesn't seem to have made up much for the insane resists. ChosenUno I can't get anywhere near IWBTH for arenas =P
I've kind of given up going higher than Hell for most rounds. At this point it's the loss of mp that's killing me. Between the slow cast speed of cure (I have to cast it 2-3 times in a row to get healed because I'm immediately hit for the amount I've healed right after) and the chance of mobs resisting, I lose a thousand mp in 10 rounds or so (often less).


ET moar! (IMG:[invalid] style_emoticons/default/dry.gif)
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post Mar 3 2013, 07:13
Post #1022
T_Starrk



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QUOTE(Mindflayer88 @ Mar 2 2013, 18:32) *

People who refuse to buy equipment because they find it most fun to find stuff themselves? I also wear two average phase armor pieces (yeah, I know phase is a bit different from other equipment types) and constantly hope to someday get something good for my main build instead of everything else.


I've probably gotten dozens of Fine+ Shade pieces in each slot since I've been playing (maybe even more but I don't have exact figures. And my drop trainings aren't great). So there's really no (sane) reason a level 300+ player should be using average.

This post has been edited by T_Starrk: Mar 3 2013, 07:16
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post Mar 3 2013, 07:49
Post #1023
Mindflayer88



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QUOTE(T_Starrk @ Mar 3 2013, 08:13) *

I've probably gotten dozens of Fine+ Shade pieces in each slot since I've been playing (maybe even more but I don't have exact figures. And my drop trainings aren't great). So there's really no (sane) reason a level 300+ player should be using average.

I know, it's unlikely but do you have a better explanation? Do you think those players just find the game too easy and wear crappy armor to raise the difficulty?
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post Mar 3 2013, 07:49
Post #1024
ChosenUno



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QUOTE(ChosenUno @ Mar 2 2013, 22:09) *

Hey Tenboro, you borked something.

Before riddle
(IMG:[i.imgur.com] http://i.imgur.com/yNOYbeG.png)

After riddle
(IMG:[imgur.com] http://imgur.com/2SMHmRV.png)

As you can see SP shield suddenly becomes part of my IA.
Buffs before Riddlemaster: Spark on IA, Absorb casted, Protection 103 turns, SV 117 turns, Haste 122 turns, Regen II 150 turns, Arcane Focus 506 turns.

Buffs after RM: SP shield on IA, Spark on IA, Absorb casted, Blessing 20 turns, Protection 103 turns, SV 117 turns, Haste 122 turns, Regen II 150 turns, Arcane Focus 506 turns.

So umm yeah if you can fix this it'll be great.

Problem is, it doesn't happen every time I complete a riddle.


Apparently this also happens when the server suddenly returns me to hentaiverse.org instead of hentaiverse.org/?s=Battle&ss=..
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post Mar 3 2013, 10:58
Post #1025
HTTP/308



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QUOTE(ChosenUno @ Mar 3 2013, 08:13) *

I have 2 of the 8 (IMG:[invalid] style_emoticons/default/tongue.gif)


If the stats was counting equipped ones, then I had 10 of the 8 (IMG:[invalid] style_emoticons/default/mellow.gif)

This post has been edited by HTTP/308: Mar 3 2013, 10:58
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post Mar 3 2013, 11:21
Post #1026
Hoheneim



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QUOTE(Tenboro @ Feb 28 2013, 16:09) *

I was playing with a system that where the return is increased with forge level up to a high number (say 80%) of bindings and materials returned upon salvaging, but at the same time remove the forge EXP for the actual returned components.


When the whole Forge leveling exploitation happened I just hoped you would reset everyone's Forge XP, return all the mats used to the inventory and change the mechanics so that salvaging a forged item would still grant you back all your mats, losing every single Forge XP you got for forging that item.

No more loophole, while leaving intact the initial, intended incentive to use the Forge.

This post has been edited by Hoheneim: Mar 3 2013, 11:31
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post Mar 3 2013, 13:03
Post #1027
HTTP/308



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Crazy thoughts about forge, since forge exp is uncapped
lv.60 Change Armor prefix
lv.70 Change Weapon element/Etherealize Staff
lv.80 Add Armor prefix
lv.90 Add Weapon element
lv.99 Change Staff element/Etherealize Weapon
(plus restriction: modified equips can't MM)

QUOTE(Hoheneim @ Mar 3 2013, 17:21) *

No more loophole, while leaving intact the initial, intended incentive to use the Forge.

I think most(all?) people crunch forge exp in order to forge their equips higher, which is obviously the intended incentive to use Forge.
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post Mar 3 2013, 13:16
Post #1028
ChosenUno



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QUOTE(HTTP/308 @ Mar 3 2013, 18:03) *

Crazy thoughts about forge, since forge exp is uncapped
lv.60 Change Armor prefix
lv.70 Change Weapon element/Etherealize Staff
lv.80 Add Armor prefix
lv.90 Add Weapon element
lv.99 Change Staff element/Etherealize Weapon
(plus restriction: modified equips can't MM)
I think most(all?) people crunch forge exp in order to forge their equips higher, which is obviously the intended incentive to use Forge.


Level 99 will take as much time as it takes to gather haths for all the damage perks (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Mar 3 2013, 13:42
Post #1029
Hoheneim



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QUOTE(HTTP/308 @ Mar 3 2013, 12:03) *

I think most(all?) people crunch forge exp in order to forge their equips higher, which is obviously the intended incentive to use Forge.


Higher level forging is a goal, not an incentive. Nevertheless, what I wrote earlier doesn't hinder Forge grinding in the least, it just lets you "switch" equips while you keep grinding away, without generating "free XP" in the process, as it happened in the beginning. I'd say you missed my point entirely.
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post Mar 3 2013, 14:29
Post #1030
HTTP/308



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QUOTE(ChosenUno @ Mar 3 2013, 19:16) *

Level 99 will take as much time as it takes to gather haths for all the damage perks (IMG:[invalid] style_emoticons/default/biggrin.gif)

Probably longer, as it's impossible to convert $/c/H into mats/forge exp at a very high rate (IMG:[invalid] style_emoticons/default/biggrin.gif)
However it's achievable and difficult, a potential motivation to play HV.
IMO a somewhat better motivation than praying to RNG.


QUOTE(Hoheneim @ Mar 3 2013, 19:42) *

Higher level forging is a goal, not an incentive. Nevertheless, what I wrote earlier doesn't hinder Forge grinding in the least, it just lets you "switch" equips while you keep grinding away,

So your previous statement about "intact the initial, intended incentive to use the Forge" is false.
QUOTE(Hoheneim @ Mar 3 2013, 19:42) *

without generating "free XP" in the process, as it happened in the beginning.

Where is the "free XP"? Salvaging only returns some bindings.
Practically, it's about only up to 50% saving of junk bindings, which is minor fraction comparing to 3-5 MG mats (maybe +1rare) cost.
QUOTE(Hoheneim @ Mar 3 2013, 19:42) *

I'd say you missed my point entirely.

Your point: because currently people don't grind forge exp in the way you preferred, their exp should be cleared.

This post has been edited by HTTP/308: Mar 3 2013, 14:30
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post Mar 3 2013, 15:16
Post #1031
ChosenUno



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QUOTE(HTTP/308 @ Mar 3 2013, 19:29) *

Probably longer, as it's impossible to convert $/c/H into mats/forge exp at a very high rate (IMG:[invalid] style_emoticons/default/biggrin.gif)
However it's achievable and difficult, a potential motivation to play HV.
IMO a somewhat better motivation than praying to RNG.


It'll be my grandchildren who will benefit from this! (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Mar 3 2013, 15:22
Post #1032
Mindflayer88



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QUOTE
2 mins ago: HV will be down briefly for an update.


QUOTE
Snowflake and the moogles are playing pretty purple pony princesses. Check back later.


That was sooner than expected.
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