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HentaiVerse 0.74, This thread always had a description. |
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Feb 26 2013, 07:21
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10
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QUOTE(xmagus @ Feb 26 2013, 15:47) ![*](style_images/ambience/post_snapback.gif) You're expecting the Oscars to be anything other than a trashy scripted softcore pornfest featuring plastic bodies and politics so bitter I'm surprised there aren't any stabbings afterwards? I admire your faith in humanity - or at least the version that evolved in Hollywood. (IMG:[ invalid] style_emoticons/default/tongue.gif) Just saying that your use of the word porn made me realise that I have forgot my daily dosage of tentacle hentai (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Feb 26 2013, 07:33
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teddy.bear
Group: Members
Posts: 825
Joined: 20-December 09
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QUOTE(Lement @ Feb 26 2013, 07:21) ![*](style_images/ambience/post_snapback.gif) HP boost is a gauge, something to raise minimum SP drain level and something to avoid oneshotted. By the nature it works better with SoL - so for mages - but like other things, wanting a thing to be always good takes a bit strategy out of the game, no?
I really dont consider having spark go off contantly a viable long term strategy. Also unless you are a holy mage who can make use of the increased HP reservers via the boost to cure I really dont think it is of a benefit to a mage who would be spending even more mana casting cure 2 more often than before.
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Feb 26 2013, 07:40
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Lement
Group: Members
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Mages get hit less but for far more damage - I have found that spark+heal is far more viable strategy than spirit shield due how many attacks would dent the latter and still trigger spark.
More HP boost makes you spark less often, of course. And even if you aren't holy mage your cure is still boosted by prof still. Don't forget about regen II and HP pots though.
That said, nobody has ever lauded mage as long-term strategy build.
This post has been edited by Lement: Feb 26 2013, 07:41
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Feb 26 2013, 07:50
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teddy.bear
Group: Members
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Joined: 20-December 09
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QUOTE(Lement @ Feb 26 2013, 07:40) ![*](style_images/ambience/post_snapback.gif) Mages get hit less but for far more damage - I have found that spark+heal is far more viable strategy than spirit shield due how many attacks would dent the latter and still trigger spark.
More HP boost makes you spark less often, of course. And even if you aren't holy mage your cure is still boosted by prof still. Don't forget about regen II and HP pots though.
That said, nobody has ever lauded mage as long-term strategy build.
Yes I am aware of that, I have done magnificent IW before, and after round 160 most of the hard hitters are taking spirit with just normal attacks(prior to this patch). But the percentage of your HP regen 2 heals of your max HP goes down with increase HP boost, which would in turn mean you are casting cure more often, which means you are going to get hit more often. Admittedly I have not tried IW as a mage since the new patch so I dont know if that would still be true, but I believe it would be. I imagine there is a sweet spot for HP boost for mages, but as to where that is I do not know. This post has been edited by teddy.bear: Feb 26 2013, 07:53
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Feb 26 2013, 08:05
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10
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QUOTE(skillchip @ Feb 26 2013, 08:25) ![*](style_images/ambience/post_snapback.gif) 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
QUOTE(Bunker Buster @ Feb 26 2013, 08:37) ![*](style_images/ambience/post_snapback.gif) But obfuscation is part of the challenge! (IMG:[ invalid] style_emoticons/default/rolleyes.gif) QUOTE(skillchip @ Feb 26 2013, 11:55) ![*](style_images/ambience/post_snapback.gif) And there was much rejoicing! So much easier to test now!
I love reading HV threads. Especially the patch thread. (IMG:[ invalid] style_emoticons/default/laugh.gif) This post has been edited by varst: Feb 26 2013, 08:05
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Feb 26 2013, 09:37
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HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10
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QUOTE(skillchip @ Feb 26 2013, 12:18) ![*](style_images/ambience/post_snapback.gif) Oh and for those "complaining" about monsters not doing enough DPS now.
End Game scenario
Old: 2x max choas
New: Monster: 10000/(1.5*100)=66.666 action units
1.5 times more attacks then un-chaosed monster 1.5 times more damage then un-chaosed monster 2.25 more damage overall
Will only do 1.5x damage to players with haste vs 2x in old patch (75%)
Will only do 1.25x damage to players with haste and x-attack (this got boosted) vs 1.81x in old patch (69%)
Personally, I think this needed to be done since some of those skill attacks were just beyond rediculous, even with Protection being as bugged as it was.
Thanks for elaborate what and why I am complaining (IMG:[ invalid] style_emoticons/default/laugh.gif) (the chaos vs. un-chaos ratio is fine, and I didn't complain about it) And no, skill damage was not remotely ridiculous, if you compare them to normal attack damage. Not to mention how monsters are reluctant to use skills. This post has been edited by HTTP/308: Feb 26 2013, 09:41
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Feb 26 2013, 09:42
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xmagus
Group: Members
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Joined: 16-July 12
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QUOTE(HTTP/308 @ Feb 26 2013, 17:37) ![*](style_images/ambience/post_snapback.gif) Thanks for elaborate what and why I am complaining (IMG:[ invalid] style_emoticons/default/laugh.gif) (the chaos vs. un-chaos ratio is fine, so I didn't complain) And no, skill damage was not remotely ridiculous, if you compare them to normal attack damage. Not to mention how monsters are reluctant to use skills. Hah, there is definitely a difference between level 434 and level 274, isn't there? I've had mobs crit skill me one after another, sparking twice within 5 turns. That 75% PMI doesn't seem to be all that much any more, post-patch.
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Feb 26 2013, 10:10
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HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10
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QUOTE(xmagus @ Feb 26 2013, 15:42) ![*](style_images/ambience/post_snapback.gif) Hah, there is definitely a difference between level 434 and level 274, isn't there?
No. I am not claiming or indicating that game is too easy "for me", so game should be harder. It's obvious that monsters' damage output is lowered. QUOTE I've had mobs crit skill me one after another, sparking twice within 5 turns. That 75% PMI doesn't seem to be all that much any more, post-patch.
It's your own problem. Probably you were using the most OP build and your build are nerfed most. If you mage, you are significantly buffed. This post has been edited by HTTP/308: Feb 26 2013, 12:42
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Feb 26 2013, 10:18
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danixxx
Group: Catgirl Camarilla
Posts: 7,340
Joined: 3-September 10
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Well, wait for the mage nerf in the next patch. Tenboro nerfed heavy and reduced monster damage to make shade more attractive but it would have been better to buff shade because people are just going to switch mage now .
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Feb 26 2013, 10:23
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xmagus
Group: Members
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Joined: 16-July 12
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QUOTE(HTTP/308 @ Feb 26 2013, 18:10) ![*](style_images/ambience/post_snapback.gif) No. I am claiming or indicating that game is too easy "for me", so game should be harder. It's obvious that monsters' damage output is lowered.
It's your own problem. Probably you were using the most OP build and your build are nerfed most. If you mage, you are significantly buffed.
1. If my being nerfed is my own problem, then your finding the game too 'easy' is YOUR own problem. If you get to complain and grumble about it to TenB, so do I. 2. Tell you what. Let's settle this like gentlemen, and leave the others out of it. If you lobby for monster damage output to be REDUCED by 50% just for me, I will promise, cross my heart, to lobby for monster damage output to be INCREASED by 50%, just for you. Sounds fair? That way, game mechanics don't change globally to suit just a couple of people.
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Feb 26 2013, 10:32
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10
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QUOTE(HTTP/308 @ Feb 26 2013, 19:10) ![*](style_images/ambience/post_snapback.gif) No. I am claiming or indicating that game is too easy "for me", so game should be harder.
If you mage, you are significantly buffed.
Well why aren't you complaining that mage is too strong then and suggesting to nerf mage? That way, we still got to play with our weak monsters, and you got to play your harder game. This post has been edited by holy_demon: Feb 26 2013, 10:34
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Feb 26 2013, 10:38
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Teana Lanster
Group: Catgirl Camarilla
Posts: 1,334
Joined: 8-July 10
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QUOTE(xmagus @ Feb 26 2013, 16:23) ![*](style_images/ambience/post_snapback.gif) 2. Tell you what. Let's settle this like gentlemen, and leave the others out of it. If you lobby for monster damage output to be REDUCED by 50% just for me, I will promise, cross my heart, to lobby for monster damage output to be INCREASED by 50%, just for you. Sounds fair? That way, game mechanics don't change globally to suit just a couple of people.
I buy that point! It's great! If someone is feeling too easy, then give him a privilege that every monster gaining 100% life, speed, and attack. This post has been edited by andywong: Feb 26 2013, 10:39
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Feb 26 2013, 10:47
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Valkrey
Group: Gold Star Club
Posts: 576
Joined: 23-January 11
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Maybe create a new difficulty level that's harder than IWTBTH but doesn't provide any bonuses to drops, credit or exp? Just for those people who wants a challenge, without making other players need/want to reach that difficulty level to get better drops?
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Feb 26 2013, 10:47
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Teana Lanster
Group: Catgirl Camarilla
Posts: 1,334
Joined: 8-July 10
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QUOTE(Valkrey @ Feb 26 2013, 16:47) ![*](style_images/ambience/post_snapback.gif) Maybe create a new difficulty level that's harder than IWTBTH but doesn't provide any bonuses to drops, credit or exp? Just for those people who wants a challenge, without making other players need/want to reach that difficulty level to get better drops?
Just name it "I am 308" (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Feb 26 2013, 11:06
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teddy.bear
Group: Members
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The issue I have with the current monster setup is that there is not enough differentiation between the monster classes. And with the current action speed change there is no difference between monster speeds ie giants vs sprites. Though Tenboro has indicated that that is up for review. It would make more sense for monster crystal upgrades to upgrade a stat from a percentage of its base stat, like chaos upgrades do now. Currently the normal attacks for non melee monsters are far too much. Giants, undead, mechanoid, dragons should hit hard but slow, sprtes, celestials, avions weak but fast and the others somewhere inbetween. Prior this patch and currently all high PL monsters regardless of class hit hard AND fast. However the current patch has made mana consumption much better so where before I could not survive T&T on IWBTH wearing full power armor because I did not have enough MP to be able to cast cure enough, I can now. (The removal of heavy burden reduction has forced me to wear full power as I have a non-eth weapon). It does however require a bit of luck as I do not have enough mana to keep spark on. So while I do agree with HTTP/300 that the game has gotten somewhat easier, I think that is mostly due to the fact that monsters die much faster than they probably should be. Doing battletoad arenas is just silly fast with my crappy power armor, and I am down 10%crit rate because of burden. And IWBTH arenas is also considerably faster now, because monsters die much faster and dont have the chance to fire off their skills. Before with how long it took to kill monsters they would get off much more skill attacks. If monster stats where increase as a percentage of what they are now using crystals sprtes, celestials, avions would be class cannons. The would die quickly, hit weak physically but would fire off skill attacks very quickly to make up for this. Giants etc would hit slowly, but hit hard and would survive for much longer to make up for their slow attacks. This would make a decent balance between the monster classes of physical attacks vs magic attacks, instead of having all high PL monsters have high damage physical attacks like they do now. It would also be much fairer on mage as the magic class monsters would no longer be able to hit a players spirit shield with each basic physical attack.
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Feb 26 2013, 11:44
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aloc1234
Group: Members
Posts: 2,876
Joined: 20-January 12
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QUOTE(HTTP/308 @ Feb 26 2013, 09:37) ![*](style_images/ambience/post_snapback.gif) Thanks for elaborate what and why I am complaining (IMG:[ invalid] style_emoticons/default/laugh.gif) (the chaos vs. un-chaos ratio is fine, and I didn't complain about it) And no, skill damage was not remotely ridiculous, if you compare them to normal attack damage. Not to mention how monsters are reluctant to use skills. You do realize that regen 2 was comparatively nerfed, thus making us use more cure if we keep all other variables stable, right? In the long term, it may not look like it, but it's another factor that brings survivability down.
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Feb 26 2013, 12:00
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10
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so when is shield armor going to lose its block bonus for non-1H players?
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Feb 26 2013, 12:12
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xmagus
Group: Members
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Joined: 16-July 12
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QUOTE(andywong @ Feb 26 2013, 18:47) ![*](style_images/ambience/post_snapback.gif) QUOTE(Valkrey @ Feb 26 2013, 18:47) ![*](style_images/ambience/post_snapback.gif) Maybe create a new difficulty level that's harder than IWTBTH but doesn't provide any bonuses to drops, credit or exp? Just for those people who wants a challenge, without making other players need/want to reach that difficulty level to get better drops?
Just name it "I am 308" (IMG:[ invalid] style_emoticons/default/laugh.gif) Indeed, I have a better idea. Rather than having it available where everyone can see it, make it a Hath Perk. "I Haz Hath" - 1,000 hath to unlock, monster stats all increase 50% from IWBTH, Equipment Tier Roll Bonus x6 "I Haz Hath, Too" - 2,000 hath to unlock, monster stats all increase 100% from IWBTH, Equipment Tier Roll Bonus x7 "Too Much Hath" - 5,000 hath to unlock, monster stats all increase 200% from IWBTH, Equipment Tier Roll Bonus x10. That way, HV can remain a credit sink without penalising mid-level players. @Bunker Buster - Shield armour always had its block bonus regardless of what fighting style you use. It's supposed to be the Shielding prefix that activates only for 1H. Otherwise, you will realistically make Power armour the only one heavies will use. Why? Because, as is obvious, the penalty for Plate is very high now. With the increase in buff duration, Power's high Interference is less of an issue. Right now, I can still use Shield armour, which has lower B/I and gives Block chance. Remove that Block chance, and Shield armour users will move to Shielding Power if 1H, or Mithril Power if 2H or DW. But nobody will move to Plate.
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Feb 26 2013, 12:15
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10
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QUOTE(HTTP/308 @ Feb 26 2013, 15:10) ![*](style_images/ambience/post_snapback.gif) No. I am claiming or indicating that game is too easy "for me", so game should be harder. It's obvious that monsters' damage output is lowered.
It's your own problem. Probably you were using the most OP build and your build are nerfed most. If you mage, you are significantly buffed.
You are the minority. In fact, you are the only person who complained that the game is too easy. Yeah... Though you do have a point in that it is "easier" for mages now. However, it's not like mages are blazing through grindfest now. In fact, I still barely get to 1000 rounds of grindfest normal these days, so... We don't get significantly buffed. Actually I feel this difficulty is "just right", since I spent barrels and barrels of cash and previously struggled with pretty much everything that's IWBTH. Now at least I have an easier time, which I think I deserve at least a little. Besides, this has the effect of lowering the cost of entry for maging, which is good, IMO. QUOTE(danixxx @ Feb 26 2013, 15:18) ![*](style_images/ambience/post_snapback.gif) Well, wait for the mage nerf in the next patch. Tenboro nerfed heavy and reduced monster damage to make shade more attractive but it would have been better to buff shade because people are just going to switch mage now .
I doubt it. Maging has way too many drawbacks for the masses. First and foremost is still cost. You probably spent >100M in your mage set. Most people haven't even spent 5% of what you spent, so...
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Feb 26 2013, 12:44
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HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10
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@ChosenUno Nope. I forgot a "not" in my wording (IMG:[ invalid] style_emoticons/default/laugh.gif) How many rounds you can get on normal is dominated by luck IMO. @danixxx I guess you would be right. I had lived in the imagination that mage will live eaiser with next patch (IMG:[ invalid] style_emoticons/default/dry.gif) This post has been edited by HTTP/308: Feb 26 2013, 12:52
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