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HentaiVerse 0.74, This thread always had a description. |
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Feb 24 2013, 15:12
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aiwotorimodose
Group: Members
Posts: 7,011
Joined: 23-December 11
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QUOTE(Tenboro @ Feb 24 2013, 17:00) ![*](style_images/ambience/post_snapback.gif) - Haste (cast) was changed back to +50%, while Haste (scroll) was increased to +75%.
thanks, that meant a lot. (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Feb 24 2013, 15:15
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10
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Nah sigo8, what I'm asking is if IWing an equip with action speed bonus will further give swift strike. That's possibly different from stacking with other weapon's swift strike bonus.
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Feb 24 2013, 15:27
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aloc1234
Group: Members
Posts: 2,876
Joined: 20-January 12
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QUOTE(MikukoAya @ Feb 24 2013, 11:46) ![*](style_images/ambience/post_snapback.gif) +100% EXP gain and Power +50% Health/Magic/Spirit Points regeneration 10,000 Credits every dawn 1 Hath every dawn Double the monster slots in Monster Lab ...
100% exp isn't something? double monsters isn't something?
While we're on that topic, cof cof.
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Feb 24 2013, 15:32
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aiwotorimodose
Group: Members
Posts: 7,011
Joined: 23-December 11
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QUOTE(varst @ Feb 24 2013, 20:15) ![*](style_images/ambience/post_snapback.gif) Nah sigo8, what I'm asking is if IWing an equip with action speed bonus will further give swift strike. That's possibly different from stacking with other weapon's swift strike bonus.
I think they works differently with focus staff which cannot gain economizer.
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Feb 24 2013, 15:35
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Temchy
Group: Members
Posts: 719
Joined: 4-December 10
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QUOTE(Temchy @ Feb 24 2013, 02:21) ![*](style_images/ambience/post_snapback.gif) So, will protection will stay as it is? Right now, it's quite a hefty blow to heavy users (and I guess kevlar, too.) Assuming just 5 pieces with 10% mitigation each (and that's very low-balling) with the old protection it was 65.13% (1-0.9^10), now with the new one it'll be 55.71% (1-0.9^5*0.75) and will only get worse if you actually use decent equipment. If you think that furhter nerf to high PMI was needed, alright, I'm just mostly interested in hearing your opinion on this.
Any word on this, please? You said yourself, that the old way protection behaved was not intended, however it must have played a role when "balancing" the new protection.
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Feb 24 2013, 15:36
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Tenboro
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QUOTE(Temchy @ Feb 24 2013, 14:35) ![*](style_images/ambience/post_snapback.gif) You said yourself, that the old way protection behaved was not intended, however it must have played a role when "balancing" the new protection. I'm not changing anything *now*, but it alters some assumptions I had, which means I may change something later.
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Feb 24 2013, 15:36
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unknownxz.
Group: Members
Posts: 1,276
Joined: 1-January 13
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QUOTE(aiwotorimodose @ Feb 24 2013, 20:32) ![*](style_images/ambience/post_snapback.gif) I think they works differently with focus staff which cannot gain economizer.
eh.. ? focus staff cannot gain economizer ? really ? This post has been edited by unknownxz.: Feb 24 2013, 15:55
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Feb 24 2013, 15:40
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Tenboro
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QUOTE(varst @ Feb 24 2013, 14:15) ![*](style_images/ambience/post_snapback.gif) Nah sigo8, what I'm asking is if IWing an equip with action speed bonus will further give swift strike. That's possibly different from stacking with other weapon's swift strike bonus.
It does stack on the same equipment piece. And yes, it's different from focus staffs.
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Feb 24 2013, 15:51
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Byledalej
Group: Members
Posts: 271
Joined: 24-February 10
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QUOTE(Tenboro @ Feb 24 2013, 12:17) ![*](style_images/ambience/post_snapback.gif) Well, if people have a suggestion for a burden penalty past 75 that makes more sense than crit chance, I'm all ears.
Make it even past 30 - Spirit consumption percentage increase - that would allow to boost protection or pure equipment pmi for heavies without making them use too less of a spirit (comparing to light or mage). It would also boost future balance possibilities. Another point - it makes sense. Spirit is something like your mental capability - it is used more when you are burdened, exhausted.
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Feb 24 2013, 15:56
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wolfkin_1
Group: Members
Posts: 580
Joined: 4-February 09
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Not to be difficult or anything, but i was wondering if there is something in the works for a refund for the money and AP invested in the aura training and abilities removed in the last update, since i hadn't heard anything about it recently.
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Feb 24 2013, 16:02
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10
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QUOTE(Tenboro @ Feb 24 2013, 21:40) ![*](style_images/ambience/post_snapback.gif) It does stack on the same equipment piece.
Thank you, so we may have dagger/waki that can give an action speed bonus of 20%? Nice.
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Feb 24 2013, 16:08
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Tenboro
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QUOTE(varst @ Feb 24 2013, 15:02) ![*](style_images/ambience/post_snapback.gif) Thank you, so we may have dagger/waki that can give an action speed bonus of 20%? Nice.
Yup.
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Feb 24 2013, 16:14
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xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12
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QUOTE(wolfkin_1 @ Feb 24 2013, 23:56) ![*](style_images/ambience/post_snapback.gif) Not to be difficult or anything, but i was wondering if there is something in the works for a refund for the money and AP invested in the aura training and abilities removed in the last update, since i hadn't heard anything about it recently.
Ssh! Every time you ask, he pushes the refund date back a week and puts you on the Do Not Refund list! QUOTE(Tenboro @ Feb 25 2013, 00:08) ![*](style_images/ambience/post_snapback.gif) QUOTE(varst @ Feb 25 2013, 00:02) ![*](style_images/ambience/post_snapback.gif) Thank you, so we may have dagger/waki that can give an action speed bonus of 20%? Nice.
Yup. Awesome! About time Niten got a buff.
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Feb 24 2013, 16:15
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HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10
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Please raise monsters' damage. Monsters with full token upgrade are about as fast as than before, but do 25% less damage. It's too much.
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Feb 24 2013, 16:31
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Colman
Group: Gold Star Club
Posts: 7,326
Joined: 15-November 10
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Cure heal so much that make cure 2/3 meaningless. How about reduce cure's efficiency together with its mp cost?
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Feb 24 2013, 16:39
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xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12
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QUOTE(Colman @ Feb 25 2013, 00:31) ![*](style_images/ambience/post_snapback.gif) Cure heal so much that make cure 2/3 meaningless. How about reduce cure's efficiency together with its mp cost?
Speak for yourself. I've had Cure (+ Regen II!) heal for less than 25% my max HP before (monsters plowed into me after healing). As for monster damage, anything with an elemental attack is going straight through most level 200-300 melee types currently. If you want to increase monster damage, I want SS to absorb anything more than 15% damage (you can keep the current formula, maybe kill 30% base SP if absorb more than 100% damage).
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Feb 24 2013, 16:45
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HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10
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QUOTE(xmagus @ Feb 24 2013, 22:39) ![*](style_images/ambience/post_snapback.gif) If you want to increase monster damage, I want SS to absorb anything more than 15% damage (you can keep the current formula, maybe kill 30% base SP if absorb more than 100% damage).
I'm afraid that optimal SS absorb threshold varies for player/setup. With lower threshold, you might unnecessarily consumes SP.
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Feb 24 2013, 16:46
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Colman
Group: Gold Star Club
Posts: 7,326
Joined: 15-November 10
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QUOTE(xmagus @ Feb 24 2013, 22:39) ![*](style_images/ambience/post_snapback.gif) Speak for yourself. I've had Cure (+ Regen II!) heal for less than 25% my max HP before (monsters plowed into me after healing).
As for monster damage, anything with an elemental attack is going straight through most level 200-300 melee types currently.
If you want to increase monster damage, I want SS to absorb anything more than 15% damage (you can keep the current formula, maybe kill 30% base SP if absorb more than 100% damage).
I fount that my cure can heal me to full hp even with white aura and ~20% hp from armor.
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Feb 24 2013, 17:14
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Temchy
Group: Members
Posts: 719
Joined: 4-December 10
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QUOTE(Tenboro @ Feb 24 2013, 14:36) ![*](style_images/ambience/post_snapback.gif) I'm not changing anything *now*, but it alters some assumptions I had, which means I may change something later.
Thanks, that's all I wanted to know. QUOTE(HTTP/308 @ Feb 24 2013, 15:45) ![*](style_images/ambience/post_snapback.gif) I'm afraid that optimal SS absorb threshold varies for player/setup.
Well, your "monsters do too little damage" varies, too. I for example take way more damage than before the patch (particularly due to the protection change, but still.)
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