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> HentaiVerse 0.74, This thread always had a description.

 
post Feb 23 2013, 15:54
Post #81
FiniteA



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QUOTE(chamois @ Feb 23 2013, 21:50) *

- 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.

Is there a chance that mage will die at first turn ?

There you are:
Scenario: after casting Pestilence:
1 25 You have been defeated.
1 24 Suzuki Sora hits you for 2559 piercing damage.
1 23 Ryuuzaki Tsubasa hits you for 3424 crushing damage.
1 22 Yui Die Fee crits you for 2922 slashing damage.
1 21 You evade the attack from Deadly Moth.
1 20 Bottle Fairy crits you for 3468 piercing damage.
1 19 Faraoh hits you for 1799 crushing damage.
1 18 Haruko Haruhara crits you for 3387 piercing damage.
1 17 You parry the attack from Renamed Reptilian.
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post Feb 23 2013, 15:57
Post #82
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QUOTE(kjeron @ Feb 23 2013, 14:42) *

Something doesn't seem right with action speed and Magic Missile.
If I cast Magic Missile, Regen/Poison/Bleed proc up to 3 times in a row, while most every other action I've tried only results in them proccing once, if at all, I can cast cure/poison 3-4 times before procs occur.


That was actually a bug. Or rather, I was using Magic Missile to test the speed stuff, and forgot to turn it back to normal speed. Should be fixed now.
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post Feb 23 2013, 15:58
Post #83
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QUOTE("SoraNoAki")
I've got a question, what is the use of Agility now? Maybe I'm just ultra blind, but i couldn't find it.


Every 25 points you get 1 multiplicative point in your evade who got screwed hard.
And every 50 points you gain 1 multiplicative point in your crit rate.

....wait.
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post Feb 23 2013, 15:59
Post #84
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Can something similar to this:
QUOTE(Tenboro @ Feb 23 2013, 07:33) *

- 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.

Also be added to these:
QUOTE(Tenboro @ Feb 23 2013, 07:33) *

- 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.

So that they have a chance to proc in the first turn of a round when using any kind of speed boost?
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post Feb 23 2013, 16:00
Post #85
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I really don't like how the action speed changes affect potions. This really fucks you up when Spark of Life procs and your SP drops below 50% base. You use a potion and you get nothing back immediately, and depending on your next action, you might not get anything back on the turn right after either.

I just had a sequence where I used a mana potion and didn't start getting MP back until two turns later.

Oh, and it also makes it impossible even more improbable to stack ET:

20 9 The effect Ether Tap has expired.
20 8 Ether Tap restores 23 points of magic.
[...]
20 2 Magic Missile blasts Shijyou Mizuki for 6276 piercing damage.
20 1 You cast Magic Missile.
19 9 Ether Tap restores 23 points of magic.
19 8 Ether Tap restores 23 points of magic.

[...]
19 2 Magic Missile blasts Shijyou Mizuki for 7678 piercing damage.
19 1 You cast Magic Missile.

(Here I was trying to proc CM again so I could stack ET...)

As for the PMI/MMI changes, I'm noticing very little practical difference. It sure as hell isn't getting me to rely on Imperil any less. The damage does seem a tad higher, but it still takes me roughly the same number of casts to kill things as it did before the patch. I've only done about 50 IWBTH rounds so far this patch, but removing the proficiency damage modifier seems unnecessary now...

This post has been edited by n125: Feb 23 2013, 16:07
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post Feb 23 2013, 16:00
Post #86
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Was protection buffed or debuffed? I want to know if I should complain on commemorate.

This post has been edited by aloc1234: Feb 23 2013, 16:00
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post Feb 23 2013, 16:01
Post #87
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Argh, please stop buffing monsters!
Also I have some questions:
What does the agility stat do now? (Since action speed is out the window.)

Any other changes to Skills to be planned or already in effect? E.g. Overcharge usage reduction, AoE added.

Something unrelated but: When will items be buffed? E.g. Soul Stones and Bubble Gum
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post Feb 23 2013, 16:01
Post #88
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9 8 Cooldown expired for Rending Blow
9 7 Cooldown expired for Great Cleave
9 6 Regen II restores 1215 points of health.
9 5 Ouzai crits you for 1215 crushing damage.
9 4 You parry the attack from 72c.
9 3 You parry the attack from Neptulon.
9 2 You evade the attack from Cerenium.
9 1 Cooldown is still pending for Great Cleave.

Is this supposed to happen?
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post Feb 23 2013, 16:02
Post #89
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QUOTE(sigo8 @ Feb 23 2013, 15:00) *

1-(1-.45)*(1-.25)=58.75%


??? i'm not quite understanding this.

assuming:
10% mitigation
25% protect

old formula: (equip mit x protection)
(10%) + (10% * 25%) = 12.5% mitigation


- Protection (normal) was changed to be a straight +25% physical/magical mitigation boost.

new formula???

10% + 25% = 35%???

can someone clarify?


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post Feb 23 2013, 16:03
Post #90
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QUOTE(n125 @ Feb 23 2013, 16:00) *


As for the PMI/MMI changes, I'm noticing very little practical difference. It sure as hell isn't getting me to rely on Imperil any less. The damage does seem a tad higher, but it still takes me roughly the same number of casts to kill things as it did before the patch.

QUOTE
(Changes for magic damage will follow in a future patch.)

(IMG:[invalid] style_emoticons/default/tongue.gif)
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post Feb 23 2013, 16:03
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QUOTE(Falbala456 @ Feb 23 2013, 14:58) *

Every 25 points you get 1 multiplicative point in your evade who got screwed hard.
And every 50 points you gain 1 multiplicative point in your crit rate.

....wait.

Thanks, I'd forgot it had those uses as well. ^^

QUOTE(aloc1234 @ Feb 23 2013, 15:00) *

Was protection buffed or debuffed? I want to know if I should complain on commemorate.


Buffed, since it now give a full 25% mitigation, instead of 25% of your amour mitigation.
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post Feb 23 2013, 16:03
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Sorry I misunderstood that.

This post has been edited by StonyCat: Feb 23 2013, 16:05
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post Feb 23 2013, 16:06
Post #93
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Misunderstood something, nevermind.

This post has been edited by aloc1234: Feb 23 2013, 16:10
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post Feb 23 2013, 16:07
Post #94
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QUOTE(Ichy @ Feb 23 2013, 06:03) *


Oh, it's for physical mitigation only. You know it's time to go to sleep when your reading comprehension goes to shit. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Feb 23 2013, 16:08
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It makes no difference if you're using PA anyway.
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post Feb 23 2013, 16:08
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QUOTE(Tenboro @ Feb 23 2013, 13:33) *


- Base Action Speed is now fixed at 100 time units. That is, it is no longer affected by Agility.

So what does Agility do now?

QUOTE

- Shield Armor was retired.

What about Shielding Runes? Do they still drop?

QUOTE

- Monsters now use the player mitigation forumula for physical mitigation.

Does this mean they still use the old formula for Magical Mitigation?

QUOTE

- You can now set a CoD on MoogleMails with Hath attachments.

Still only one type of item at a time though?

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post Feb 23 2013, 16:09
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QUOTE(SoraNoAki @ Feb 24 2013, 00:03) *

Buffed, since it now give a full 25% mitigation, instead of 25% of your amour mitigation.


The spell version of Protection basically applied your base mitigation TWICE. That is, if you had a base 70% PMI, you would get 70% + (70% of 30% = 21%) = 91% PMI. It's not that simple, but that's what it amounted to, more or less.

Now, however? Now, you're buggered.
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post Feb 23 2013, 16:12
Post #98
Tenboro

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QUOTE(n125 @ Feb 23 2013, 15:00) *
I really don't like how the action speed changes affect potions. This really fucks you up when Spark of Life procs and your SP drops below 50% base. You use a potion and you get nothing back immediately, and depending on your next action, you might not get anything back on the turn right after either.

I just had a sequence where I used a mana potion and didn't start getting MP back until two turns later.


Hmm. Fair point. I added an instant effect to mana/spirit like what the health potions has, equivalent to one tick.

QUOTE(xmagus @ Feb 23 2013, 15:09) *
The spell version of Protection basically applied your base mitigation TWICE. That is, if you had a base 70% PMI, you would get 70% + (70% of 30% = 21%) = 91% PMI. It's not that simple, but that's what it amounted to, more or less.


That's not how it worked. It added 1/4th of each equipment piece's mitigation, multiplicatively. So if you were wearing a chest with 10% mit, it would add an additional 2.5%. The new one will be more powerful in every situation.
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post Feb 23 2013, 16:19
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QUOTE(Lord_Obagon @ Feb 23 2013, 22:08) *

So what does Agility do now?

Agility (AGI):
- Every 3 points raises Action Speed by 1
- Every 25 points raises base Evade chance by 1%
- Every 50 points raises Attack Crit Rate by 1%

QUOTE(Lord_Obagon @ Feb 23 2013, 22:08) *

Still only one type of item at a time though?

Yes.
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post Feb 23 2013, 16:20
Post #100
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Oh please make the dagger AS bonus retroactive. Think of that guy who threw tons of time/materials into them.
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