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> HentaiVerse 0.74, This thread always had a description.

 
post Feb 23 2013, 15:10
Post #41
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- Effect duration as well as heal- and damage-over-time ticks have been partially decoupled from the round counter, and now tick every 100 time units, independent of speed-affecting effects and actual action time.

But IA still consumes fix amount of MP every round.
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post Feb 23 2013, 15:11
Post #42
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monster heath chaos has disappeared?
no return chaos?
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post Feb 23 2013, 15:12
Post #43
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QUOTE(hdw123 @ Feb 23 2013, 15:11) *

monster heath chaos has disappeared?
no return chaos?

look closer. It is still here.
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post Feb 23 2013, 15:13
Post #44
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Legendary Mithril Plate Gauntlets of Warding

Not bad...
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post Feb 23 2013, 15:15
Post #45
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QUOTE(Ichy @ Feb 23 2013, 21:12) *

look closer. It is still here.

thanks
i looked it
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post Feb 23 2013, 15:15
Post #46
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Was the innate attack speed bonus to daggers/wakis retroactive? Also, is it a visible bonus or just automatically applied?
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post Feb 23 2013, 15:15
Post #47
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QUOTE(sigo8 @ Feb 23 2013, 21:03) *

Edit: kind of sucks doesn't it.


It definitely sucks.
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post Feb 23 2013, 15:16
Post #48
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Weapons that do Soul damage (old ethereals) will now have the Void damage type instead. Implicitly, they also gain the Void Strike ability.

My soul weapon shows soul damage still.
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post Feb 23 2013, 15:18
Post #49
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QUOTE(Cronauron @ Feb 23 2013, 21:15) *

Was the innate attack speed bonus to daggers/wakis retroactive? Also, is it a visible bonus or just automatically applied?


Visible bonus
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post Feb 23 2013, 15:22
Post #50
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17 9 The effect Ether Tap has expired.
17 8 Ether Tap restores 17 points of magic.
17 7 Regen II restores 1017 points of health.
17 6 Ether Tap restores 17 points of magic.
17 5 Regen II restores 1017 points of health.
17 4 You evade the attack from Ouzai Warrior.
17 3 Ouzai Warrior hits you for 2085 crushing damage.
17 2 Magic Missile blasts Ouzai Warrior for 4786 piercing damage.
17 1 You cast Magic Missile.

The whole thing is kind of weird. Regen and potions don't do anything in the round they are activated but then we get this kind of thing?
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post Feb 23 2013, 15:22
Post #51
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Is it me or does the monsters hit harder instead of the contrary ?

QUOTE("HTTP/308")
Visible bonus


Cool, so no bonuses for all the waki I have :/.

This post has been edited by Falbala456: Feb 23 2013, 15:23
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post Feb 23 2013, 15:23
Post #52
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Hmm... when I've got Fine Amber thingy I knew it that something is not right. (IMG:[invalid] style_emoticons/default/laugh.gif)

Need to evaluate things. Few quick observations.

a. Sad that few low level Arenas perished. Even less credits for newbies.
b. Shield Armor, me personally, never used, but from melee guys reaction I guessing it is not a popular move.
c. Certainly Swiftness Chaos Upgrade is last thing this game needs. Like getting 10 or 20 straight rounds of resist/evade wasn't enough. (IMG:[invalid] style_emoticons/default/sad.gif) [Give us MagNet All spell, please]

Out of curiosity:

1. Is Arcanist type of armor still ON or was retired as well?
2. Any chance for Arenas with more turns than 100?
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post Feb 23 2013, 15:24
Post #53
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QUOTE(Tenboro @ Feb 23 2013, 20:33) *

- Effect duration as well as heal- and damage-over-time ticks have been partially decoupled from the round counter, and now tick every 100 time units, independent of speed-affecting effects and actual action time


However Regen's mana cost seems accelerated?

This post has been edited by HTTP/308: Feb 23 2013, 15:26
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post Feb 23 2013, 15:25
Post #54
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niten Ichiryu's skill cooldown 10=>13?
or I misunstand something

This post has been edited by moriihidari: Feb 23 2013, 15:25
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post Feb 23 2013, 15:30
Post #55
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QUOTE(moriihidari @ Feb 23 2013, 05:25) *

niten Ichiryu's skill cooldown 10=>13?
or I misunstand something

QUOTE

- Effect duration as well as heal- and damage-over-time ticks have been partially decoupled from the round counter, and now tick every 100 time units, independent of speed-affecting effects and actual action time.

This just get worse and worse.
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post Feb 23 2013, 15:32
Post #56
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OK. Apparently, TenB does not like newbies, or middle-class players.

I just did an IWBTH Arena, 25 rounds. No problems usually, I used to be able to do it previously on IWBTH without expending all my mana. However, with this patch, no way in hell. I burned EVERYTHING and sparked all my SP dry 4x over.

Protection now suxxor, Haste now suxxor, Heavy armours are point-blank useless. Even with 63.5% base PMI, everything is hitting me like a ten-tonne truck.

Might as well mage using Light armour.
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post Feb 23 2013, 15:34
Post #57
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QUOTE(sigo8 @ Feb 23 2013, 21:30) *

This just get worse and worse.

thanks,just know how this works.

but Mr.Tenb please let some skill half cooldown....
now niten only can use skill 1 time per 2 round

what the hell lol
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post Feb 23 2013, 15:36
Post #58
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QUOTE
- Effect duration as well as heal- and damage-over-time ticks have been partially decoupled from the round counter, and now tick every 100 time units, independent of speed-affecting effects and actual action time.


Does this affect IA buffs? If not, IA costs more than casting the spell manually (for melee).
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post Feb 23 2013, 15:38
Post #59
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QUOTE(xmagus @ Feb 23 2013, 16:32) *

newbies, or middle-class players.

IWBTH

(IMG:[invalid] style_emoticons/default/sleep.gif)

Ed: Oh right, and you forgot the patch's subtitle!

This post has been edited by flint: Feb 23 2013, 15:41
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post Feb 23 2013, 15:38
Post #60
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QUOTE(xmagus @ Feb 23 2013, 20:32) *

OK. Apparently, TenB does not like newbies, or middle-class players.

I just did an IWBTH Arena, 25 rounds. No problems usually, I used to be able to do it previously on IWBTH without expending all my mana. However, with this patch, no way in hell. I burned EVERYTHING and sparked all my SP dry 4x over.

Protection now suxxor, Haste now suxxor, Heavy armours are point-blank useless. Even with 63.5% base PMI, everything is hitting me like a ten-tonne truck.

Might as well mage using Light armour.


You need at least 70% PMI for IWBTH arenas. That was before this patch.
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