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HentaiVerse 0.74, This thread always had a description. |
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Feb 25 2013, 21:54
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MikukoAya
Group: Gold Star Club
Posts: 1,044
Joined: 25-May 11
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I've always renewed my buffs on "0" >.>
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Feb 25 2013, 22:39
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noneya
Group: Gold Star Club
Posts: 1,965
Joined: 24-September 09
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I don't know how to feel about this update.
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Feb 25 2013, 23:17
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Arith Undine
Group: Catgirl Camarilla
Posts: 815
Joined: 24-August 11
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Good buff to my little caster..
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Feb 25 2013, 23:27
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09
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QUOTE(ChosenUno @ Feb 25 2013, 16:24) Really? I can barely understand wtf I wrote 3 months ago (IMG:[ invalid] style_emoticons/default/biggrin.gif) Sometimes I don't remember what I have posted a day ago. Mostly happens on Sunday (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Feb 25 2013, 23:50
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723
Group: Members
Posts: 2,621
Joined: 4-July 10
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Now buffs can last for about double turns,but R2 is becoming unreliable。 Try R2 heal HP on every player's turn,but the heal point based on the action speed.
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Feb 26 2013, 00:08
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MikukoAya
Group: Gold Star Club
Posts: 1,044
Joined: 25-May 11
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QUOTE(723 @ Feb 25 2013, 13:50) Now buffs can last for about double turns,but R2 is becoming unreliable。 Try R2 heal HP on every player's turn,but the heal point based on the action speed.
Seems to be the most popular opinion on how Regen/Regen II should work. Regen would still be weaker overall though compared to before this patch... The problem is that the speed of actions have been changed. MP/SP potions would work fine if they were tweaked that way. However, with HP potions and regen I/II, the change in action speed makes heal over time weaker. (though I should note that it really isn't the fault of regen, it is the action speed change-monsters effectively take more actions than before between time periods thus you take more damage and regen can't keep up as well. To make regen work more similarly to before, you'd need to make regen heal more but have a shorter duration) From personal experience, the patch made easy/normal difficulty easier, but as you go up, it gets harder. So IWBTH is harder than it was pre-patch. Normal is easier than it was pre-patch. Hard is like the base line where the difficulty didn't change much. I was thinking, maybe make agility affect buff/debuff durations? This post has been edited by MikukoAya: Feb 26 2013, 01:09
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Feb 26 2013, 01:23
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DYasha
Group: Members
Posts: 1,562
Joined: 2-August 10
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Is it me, or is using Focus a recipe for instant death (for mages)? Now, the monsters ALWAYS hits you if you use Focus, and the gain is less than the cost of Cure, which you will have to use (if not Cure II) to recover from the massive damage done. Focus should either be tweaked (like doubling the mana received) or done away with. Or the speed of the action should be lightning quick so it's not so devastating for mages to use.
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Feb 26 2013, 01:24
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MikukoAya
Group: Gold Star Club
Posts: 1,044
Joined: 25-May 11
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QUOTE(DYasha @ Feb 25 2013, 15:23) Is it me, or is using Focus a recipe for instant death (for mages)? Now, the monsters ALWAYS hits you if you use Focus, and the gain is less than the cost of Cure, which you will have to use (if not Cure II) to recover from the massive damage done. Focus should either be tweaked (like doubling the mana received) or done away with. Or the speed of the action should be lightning quick so it's not so devastating for mages to use.
Focus is better for melees, honestly. Generally as a mage, don't focus unless there is only one monster left and sleep the monster. Monster is sleeping=you can spam focus. Of course, you can always do something else like concussive strike or w/e to stun it. Or you can slow/magnet it, weaken+silence it, etc. The idea is that you take what is best as an option. With the new ET system though, it might be easier to just keep ET going and save your OC for defense (HP recovery and defense boost for 10 OC), for spirit mode (25% mp cost), or only focus when needed. Old ET gave better mp recovery, new ET is better overall if you can maintain it-made easier with this patch. (I still like old ET better but with this patch, it is easier to use). This post has been edited by MikukoAya: Feb 26 2013, 01:44
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Feb 26 2013, 02:20
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T_Starrk
Group: Members
Posts: 4,653
Joined: 20-March 12
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QUOTE(Lement @ Feb 24 2013, 21:19) I'm surprised at the lack of complaints from lights
Yeah, agility is my highest stat and I put a lot of effort into finding gears with high rolls and forging it. I'm kinda bummed now that's been made a secondary stat basically. Tenboro should give agility something else so it's a little more equal with the other stats.
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Feb 26 2013, 02:25
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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Tenboro: Make my life easy, post the ranges for equipment as you add/adjust things, like you used to back in the 0.5.0 notes
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Feb 26 2013, 02:55
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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And it seems to lead to things like the Rating fiasco and Protection Depression, granted those didn't need hard numbers or ranges, but they were a pretty big deal.
It would be nice if we could just be fed the quality formulas, like how it is determined on a piece of equipment, and how monsters, difficulty, ect determine what you can get as a drop, but that is asking a lot.
This post has been edited by skillchip: Feb 26 2013, 02:57
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Feb 26 2013, 03:00
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tentacle-man61
Group: Members
Posts: 9,540
Joined: 24-March 10
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QUOTE(Tenboro @ Feb 23 2013, 07:33) 0.74.0 - 2013-02-23
Action Speed Revamp
- Base Action Speed is now fixed at 100 time units. That is, it is no longer affected by Agility. This change affects both players and monsters, and means that you should no longer see a large speed disparity at higher levels. -- Note that Action Speed is still affected by certain effects (like Haste/Slow) and the weapon Swift Strike potency.
- Base Time Units/Action is now calculated as minmax(20, 10000 / action speed, 500) - action speed includes applied effects, but action-specific speed modifiers like Swift Strike could potentially reduce it further.
- Monster initiative (how many time units until first attack) is now random between 0.01 and 1.00 its attack speed, compared to a fixed 0.5 before.
- 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.
- Monster agility now instead grants a small (/100) bonus to evade.
Does this mean we have to worry less about mobs all striking us 2-3 times before we can act?
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Feb 26 2013, 03:06
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MikukoAya
Group: Gold Star Club
Posts: 1,044
Joined: 25-May 11
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QUOTE(tentacle-man61 @ Feb 25 2013, 17:00) Does this mean we have to worry less about mobs all striking us 2-3 times before we can act?
I think that was the intent... I don't think it quite worked out that way though....
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Feb 26 2013, 03:19
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Mindflayer88
Group: Members
Posts: 335
Joined: 9-June 08
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QUOTE(skillchip @ Feb 26 2013, 03:55) It would be nice if we could just be fed the quality formulas, like how it is determined on a piece of equipment, and how monsters, difficulty, ect determine what you can get as a drop, but that is asking a lot.
I would kill for this.
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Feb 26 2013, 03:31
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10
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QUOTE(skillchip @ Feb 26 2013, 02:55) And it seems to lead to things like the Rating fiasco and Protection Depression, granted those didn't need hard numbers or ranges, but they were a pretty big deal.
It would be nice if we could just be fed the quality formulas, like how it is determined on a piece of equipment, and how monsters, difficulty, ect determine what you can get as a drop, but that is asking a lot.
If this game was particularly well-designed, the fact that a lack of transparency leads to long-unaddressed design issues would be taken to account for. Then again, this is little more than a pet project, supposedly... This post has been edited by Bunker Buster: Feb 26 2013, 03:32
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Feb 26 2013, 03:39
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YukaThunder
Group: Members
Posts: 129
Joined: 29-December 10
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Ah, I knew something was odd for the last couple of days! (Should really check on the forums more often. (IMG:[ invalid] style_emoticons/default/tongue.gif)) Anyways, is there a reason to keep Agility up anymore? Looking from the wiki all it does now is raise Crit chance, yet again, I really don't know how outdated the wiki may be, so there's probably some stuff I'm missing. This post has been edited by YukaThunder: Feb 26 2013, 03:40
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Feb 26 2013, 04:07
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pervdiz
Group: Members
Posts: 444
Joined: 27-October 09
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It also raises Evade, and the proc chance for DW
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Feb 26 2013, 04:28
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Pickled_Cow
Group: Gold Star Club
Posts: 6,351
Joined: 22-November 06
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Question: When is the last time someone has seen an estoc or mace drop or shrined? I've haven't seen either of those in the longest time.
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Feb 26 2013, 04:44
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Mindflayer88
Group: Members
Posts: 335
Joined: 9-June 08
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Nope. All I get for drops is crude, fair, average or fine cotton or leather, I think.
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