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> HentaiVerse 0.74, This thread always had a description.

 
post Feb 23 2013, 18:49
Post #161
HyperHope



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So...
No matter what equipment I wear
I will have 20%miss chance after casting Shadow Veil?
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post Feb 23 2013, 18:49
Post #162
skillchip



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I see you took away burden reduction. No compensating buff?
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post Feb 23 2013, 18:52
Post #163
Ichy



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QUOTE(skillchip @ Feb 23 2013, 18:49) *

I see you took away burden reduction. No compensating buff?

there is a new -burden thing. You just need to get a full et dropped (IMG:[invalid] style_emoticons/default/duck.gif)

This post has been edited by Ichy: Feb 23 2013, 18:52
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post Feb 23 2013, 18:58
Post #164
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I have to admit the effect duration change being decoupled from the round counter is actually freaking awesome. All my buffs take 3-4 turns before ticking down when casting or using items and 2 turns when attacking. Find myself re-buffing a whole lot less. (IMG:[invalid] style_emoticons/default/smile.gif)

Everything else however, ouch.

The agility stat is so unsexy now. At least I'm getting a crap load of points to re-spend by taking them out of Agility. (IMG:[invalid] style_emoticons/default/sad.gif)
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post Feb 23 2013, 19:01
Post #165
Herp in your Derp



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QUOTE(Dragonice @ Feb 23 2013, 16:58) *

I have to admit the effect duration change being decoupled from the round counter is actually freaking awesome. All my buffs take 3-4 turns before ticking down when casting or using items and 2 turns when attacking. Find myself re-buffing a whole lot less. (IMG:[invalid] style_emoticons/default/smile.gif)

Everything else however, ouch.

The agility stat is so unsexy now. At least I'm getting a crap load of points to re-spend by taking them out of Agility. (IMG:[invalid] style_emoticons/default/sad.gif)


Going several turns being smacked hard before getting healed isn't awesome (IMG:[invalid] style_emoticons/default/cry.gif)
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post Feb 23 2013, 19:06
Post #166
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QUOTE(HTTP/308 @ Feb 23 2013, 17:06) *
With the action speed revamp, I think monsters' base speed should be differentiated by class.


Class-specific penalties and bonuses outside of base stats.. might very well happen.
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post Feb 23 2013, 19:13
Post #167
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QUOTE(Tenboro @ Feb 23 2013, 19:06) *

Class-specific penalties and bonuses outside of base stats.. might very well happen.

sounds cool. (IMG:[invalid] style_emoticons/default/happy.gif)
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post Feb 23 2013, 19:13
Post #168
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QUOTE(kerker @ Feb 24 2013, 00:49) *

So...
No matter what equipment I wear
I will have 20%miss chance after casting Shadow Veil?

Huh? I thought SV increases evade chance, not accuracy of... whatever you're talking about.

QUOTE(Herp in your Derp @ Feb 24 2013, 01:01) *

Going several turns being smacked hard before getting healed isn't awesome (IMG:[invalid] style_emoticons/default/cry.gif)

Yup. If I want to heal myself, I want to get healed immediately... Especially when 2-3 monsters suddenly crit me all at once & reduced my HP to almost zero.

This post has been edited by hujan86: Feb 23 2013, 19:16
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post Feb 23 2013, 19:15
Post #169
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Tenboro. I saw that you posted some code. Dispite that testing in thefield showed that each piece counted twice before this patch. If someone could find that post for me that would be great. Should be in missing a wiki data.
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post Feb 23 2013, 19:20
Post #170
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QUOTE(Tenboro @ Feb 23 2013, 17:06) *
Class-specific penalties and bonuses outside of base stats.. might very well happen.

Giants need a speed penalty! Allowing them to have high speed, strength and endurance makes them too powerful.

Humanoids should retroactively be given two fewer levels of Dex and an extra level of Str and End so they're a bit stronger.


I just did 750 rounds, which is a considerable increase over the 540 I was doing yesterday, so in terms of gameplay this patch looks good. For Eila it's a another disaster.
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post Feb 23 2013, 19:22
Post #171
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QUOTE(Herp in your Derp @ Feb 23 2013, 19:01) *

Going several turns being smacked hard before getting healed isn't awesome (IMG:[invalid] style_emoticons/default/cry.gif)


Well as a mace user with a high leveled Swift Strike proficiency, most of my enemies are stunned to death unless I'm on Hell or Harder. (IMG:[invalid] style_emoticons/default/smile.gif)

But I agree, though I'm buffing a whole lot less I'm having to cure like crazy on IWBTH arenas and random encounters. I'm just learning how expensive curing can be, I'm really not used to using it.
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post Feb 23 2013, 19:23
Post #172
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https://forums.e-hentai.org/index.php?s=&am...t&p=1864476

So yeah, big change when some peoples chest armor gave the same boost as the new spell

This post has been edited by skillchip: Feb 23 2013, 19:26
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post Feb 23 2013, 19:23
Post #173
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Owch. I just now realized just how big a blow this was to players with high agility. My agility in light armor is INSANE, being over three hundred with all the bonuses, which means that nerf bat hit a home run.

This post has been edited by Overl0rd111: Feb 23 2013, 19:25
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post Feb 23 2013, 19:24
Post #174
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QUOTE(TheTornPrince @ Feb 23 2013, 19:20) *

Giants need a speed penalty! Allowing them to have high speed, strength and endurance makes them too powerful.

Humanoids should retroactively be given two fewer levels of Dex and an extra level of Str and End so they're a bit stronger.
I just did 750 rounds, which is a considerable increase over the 540 I was doing yesterday, so in terms of gameplay this patch looks good. For Eila it's a another disaster.

Only 540? damn it :/ wait, WHAT? how the hell are you able to do this many rounds? o_o Seriously, are we talking about normal difficulty here?
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post Feb 23 2013, 19:25
Post #175
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QUOTE(Dragonice @ Feb 23 2013, 18:58) *

I have to admit the effect duration change being decoupled from the round counter is actually freaking awesome. All my buffs take 3-4 turns before ticking down when casting or using items and 2 turns when attacking. Find myself re-buffing a whole lot less. (IMG:[invalid] style_emoticons/default/smile.gif)

Everything else however, ouch.

The agility stat is so unsexy now. At least I'm getting a crap load of points to re-spend by taking them out of Agility. (IMG:[invalid] style_emoticons/default/sad.gif)


from my understanding decoupled duration is a double edged sword...

prot, shadow viel, arcane focus etc last longer (because duration doesn't decrease every turn)

hp,mp,sp regens took a big hit (because they no longer trigger every turn)

example (numbers vary)
before:
3 turns @ 300HP per turn = 900HP Total
now:
3 turns @ 300HP per 1.5 turns = 600HP (on turn 5 you get another 300HP)

add the fact that monsters get more turns(damage) in now...

This post has been edited by letmegitdat: Feb 23 2013, 19:40
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post Feb 23 2013, 19:27
Post #176
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Maybe change regen to give hp over the number of ticks you used
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post Feb 23 2013, 19:31
Post #177
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Hmmm... New timings are going to take some getting used to, but I like decoupling durations from personal speed. Can't wait to get some new prefixed armors.
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post Feb 23 2013, 19:36
Post #178
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Reinforced Shade with pierce mitigation
Shielding Plate
Shielding Power

these would be so funny (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Feb 23 2013, 19:38
Post #179
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QUOTE(skillchip @ Feb 24 2013, 01:23) *

https://forums.e-hentai.org/index.php?s=&am...t&p=1864476

So yeah, big change when some peoples chest armor gave the same boost as the new spell


Yep, I can recall that Protection was >10% bonus for mage. Impossible if it was +1/4 mit.

This post has been edited by HTTP/308: Feb 23 2013, 19:38
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post Feb 23 2013, 19:41
Post #180
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The new change to protection made me easier to survive using mage. That's the only good thing from this patch. All other bad things from this patch made me completely abandoned melee. Now that i have enough credits, if the next patch nerf mage, i think i'll quit. (IMG:[invalid] style_emoticons/default/sad.gif)

This post has been edited by chamois: Feb 23 2013, 19:41
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