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HentaiVerse 0.76, Wall-EEEE |
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May 19 2013, 23:17
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blue penguin
Group: Gold Star Club
Posts: 10,046
Joined: 24-March 12

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QUOTE(MSimm1 @ May 19 2013, 21:07)  Silly question (IMG:[ invalid] style_emoticons/default/ohmy.gif) In order to replenish Spirit, do you have to cast Drain, then Holy/Dark spell with Ripened Soul buff and have Spirit Theft augmented in the Ability tree? Right now it seems it's not working, at least I haven't been successful in draining anything but my health points by poking the monster with my stick (IMG:[ invalid] style_emoticons/default/sad.gif) Yup, you need the Drain, the special Holy or Dark spell and the analogous Drain enchancement all equiped (extra upgrades to Drain help a lot too). Ether theft works pretty well for me: first I cast Banish or Paradise to get a monster with Burining Soul and then cast Drain on it, this provokes 2 drains to be inflicted on the monster one sucking HP and the other sucking MP. With all the upgrades Drain is one of the best spells on the table, if you think a little in battle you can go forever (without potions) if battles feature less than 5 mobs. QUOTE(kjeron @ May 19 2013, 21:40)  Any chance of removing Drains ability to explode Breached Defenses? Counter-productive to new Ether Theft mechanic.
And yeah that's the current problem with Drain, it causes some Dark damage. The same does not happen the Rippened Soul I guess. EDIT: Slow typist I am, OK let's see to this one: QUOTE If I want Ether Theft, it goes in the purple ability tree box, right? What if I want both Ether theft and Spirit Theft? Where will Spirit Theft go in the ability tree, once the first purple is taken?
I screwed up and used all but one of my mastery points on a lot of green boxes, and not enough of the red, so I can't holy and dark mage. Is it true that you need nearly all red boxes unlocked to play holy/dark? You need more red boxes than green ones to play as mage, at least for now. I guess there will be some red abilities for melees in the future too. This post has been edited by blue penguin: May 19 2013, 23:21
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May 19 2013, 23:22
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Kogotoro
Lurker
Group: Recruits
Posts: 7
Joined: 5-December 11

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I do not know what it is, but it looks like a bug for me... situation following for example: we have 7 monsters and casting spell what can hit 5 targets it hit 5 target 4 die 1 hit but still alive and 2 targets wasnt hiten by spell second cast the same 1st tier spell on any of 3 alive mobs seems always hits only 1 mob that was hitten by first cast but survive and dont affect on other 2 mobs (IMG:[ invalid] style_emoticons/default/sleep.gif) ps: sorry for my english This post has been edited by Kogotoro: May 19 2013, 23:25
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May 19 2013, 23:26
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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May 19 2013, 23:27
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12

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When selecting a spell from the quickslot, we could see previously the spell being selected in the spell tab, but now there is no hint that the spell is selected, and thus there is a risk to cast a melee attack instead when misclicking or double-clicking an spell (yeah, i'm playing with mouse). Could you do something like put a frame on the selected quickslot spell ?
Also, could you make it clearer that a gem has been dropped? Like putting it in a reserved slot in the quickslot bar. Gems are often used right after they drop after all, so it's not a bad idea to make their use easier.
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May 19 2013, 23:28
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trikon000
Group: Gold Star Club
Posts: 1,127
Joined: 17-August 07

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Died on Normal with no gear or spells.
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May 19 2013, 23:45
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Noneyabusiness
Group: Members
Posts: 1,467
Joined: 2-February 08

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Solution for Mastery reset?
Instead of a complete reset, maybe just the ability to re-lock and unlock slots.
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May 20 2013, 00:04
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teenyman45
Group: Gold Star Club
Posts: 1,587
Joined: 12-July 10

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Spell targeting has gotten really awful. The AoE spells mainly seem to target only dead monsters. In my most recent hourly, when there were 2 monsters left from a 9 monster mob. ALL of my AoE spells would target just one live monster (who would usually resist or evade). This is a nerf on top of a nerf on top of a nerf.
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May 20 2013, 00:07
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arashai
Group: Members
Posts: 639
Joined: 11-March 10

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well, protection lasts over 150turns while spirit shield lasts 30 ish. can we please average the two?
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May 20 2013, 00:36
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Freedomno1
Group: Members
Posts: 124
Joined: 25-January 10

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Well since this looks like it will be around for a while needs to reset lol On the bright side my monsters are getting stuff all over the place All my points reset so was contributing to the other monsters stuff haha
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May 20 2013, 00:37
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Demosthenes
Group: Gold Star Club
Posts: 166
Joined: 4-May 09

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First of all, thank you so very much for getting rid of the cooldowns on tier 1 offensive spells. But... QUOTE(lightshader @ May 19 2013, 11:18)  ... I don't have Full Cure, as I confirmed with Tenb that 200 in supportive prof is required. ... Incidentally, with CD on spells, what can we do to raise our proficiencies in our spells? We can no longer spam spells for mere 0.01-0.03 points in proficiencies.
QUOTE(akiba-kei @ May 19 2013, 13:31)  I cannot cast the spell Silence and i cannot assign it in my quickbar slot >:(
This is extremely troubling as a pure mage; it seems as though many core spells have a proficiency requirement that we simply cannot achieve. In the patch notes it said "Spells are now granted automatically when you reach the required level and/or magic proficiency" but it honestly feels like more of the useful spells have only proficiency requirements. And seeing a level 200+ player who still doesn't have silence is disheartening, since that means I won't be getting it back any time soon. I honestly don't see why the proficiency gain had to be nerfed so hard for spells, while armor and weapon proficiency gain have apparently been buffed. I also don't know why more people aren't bringing up the issue with the proficiency gain; I've only seen a handful of people bring it up and been generally ignored. The only things left that I have a problem are: 1) SoL reviving you with only 1 HP is pretty bad; I don't think it should be eating up 50% of your SP just to give you 1 measly hit point, 2) AoE spells being cast on dead targets and taking damage away from the monsters that are still alive. QUOTE(TheTornPrince @ May 19 2013, 12:15)  ... The other thing I don't understand is why this change was made. I don't see why the cost of primary stat upgrades had to be cut by 90%. ...
Really? I haven't noticed any drop in the crystal cost to upgrade primary stats and resistances to my monster. But then again, I only have a power level 41 monster, so perhaps the higher levels got discounts.
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May 20 2013, 00:41
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lightshader
Group: Gold Star Club
Posts: 1,350
Joined: 29-August 09

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QUOTE(Tenboro @ May 19 2013, 12:46)  Some tweaks to the mage stuff after crunching some real numbers:
- Cooldown on T1 spells was removed.
- Base cooldown on T2 reduced to 4 turns.
- Max ability reduction for T2 reduced to 2 turns.
- Max ability reduction for T3 reduced to 4 turns.
- Increased damage for T2 (+12.5%) and T3 (+20%).
Note that if you have slotted any abilities that affect any offensive spells, you have to reslot a random ability to make it rebuild your applied effects.
Looks more reasonable. I'm fine with the new CD on tier 2, although I can't say anything about T3 since I don't have them yet. The removal of CD on T1 spells now makes it possible for players to grind for elemental & dark/holy proficiencies, so that's an improvement as well considering that some spells require certain level of proficiency to unlock. Supportive spells have no CD either, so grinding is possible for that as well. However all deprecating spells have CD, so it's not possible to grind for prof unless players cycle through all of them constantly. Though I'd like to have something done about cure having CD, since once cast mages won't have any alternative HP recovery option to avoid death from large high-damage mobs while waiting for CD to expire. Given that Cure has similar CD as T2 spell why not make a T1 version, but heals much smaller amount like 10-20%? This post has been edited by lightshader: May 20 2013, 01:16
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May 20 2013, 00:42
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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QUOTE(Tenboro @ May 19 2013, 14:46)  Some tweaks to the mage stuff after crunching some real numbers:
- Cooldown on T1 spells was removed.
- Base cooldown on T2 reduced to 4 turns.
- Max ability reduction for T2 reduced to 2 turns.
- Max ability reduction for T3 reduced to 4 turns.
- Increased damage for T2 (+12.5%) and T3 (+20%).
Note that if you have slotted any abilities that affect any offensive spells, you have to reslot a random ability to make it rebuild your applied effects.
Good start, not sure its enough. You'll run the actual numbers I'm sure but just from what I can try and see by playing, magic still needs a bit more. Prior to the patch, I could cast T3 every turn. I'm moderately geared, moderately leveled. I could play ~nightmare difficulty. That seems about right. Simply introducing cooldowns cut my damage massively. T1/T2 spells dont pack the same punch. In addition to cooldowns, spell no longer hit all targets. More damage lost. Even past that, my magic base damage dropped significantly, my crit rate went down noticeably, and accuracy was lowered. Magic DPS was hit in 5 places at the same time. As is I can rarely clear an entire wave with a T3 on normal, and any monster that survives the initial cast or two its very dangerous. at 40% mit with cloth, I take 3x more damage than an 80% mit plate user. Its getting better, but I'm still having some pretty serious issues. I cant come close to clearing the way I did pre patch, and I dont think I was particularly overpowered before the patch. I dont have access to the numbers, but I could only barely clear trio on heroic. Were other mages doing significantly better aside from the near perfectly geared 350+ crowd?
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May 20 2013, 00:52
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Demosthenes
Group: Gold Star Club
Posts: 166
Joined: 4-May 09

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QUOTE(marcho @ May 19 2013, 17:42)  ... Were other mages doing significantly better aside from the near perfectly geared 350+ crowd?
No, I've been having issues playing efficiently ever since the patch hit, even on normal difficulty. I used to play all the arena rounds and RoB rounds on normal and did BT for the random encounters. But now, I can barely survive the BT for random encounters (with SoL nerfed and cd on weaken and no silence) and actually end up dying more often than not. Playing on normal through the arena takes forever and a half now, and requires way more buff management, since many of the buffs/debuffs seem to have gotten nerfed durations (not a big issue), healing, and attacking physically.
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May 20 2013, 00:55
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akiba-kei
Group: Members
Posts: 450
Joined: 2-May 11

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I just know the new Hentaiverse sucks like hell, It's a waste of time already playing this game, but now is worse.
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May 20 2013, 00:58
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letmegitdat
Group: Members
Posts: 279
Joined: 5-January 09

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Thanks to free resets, I've finally mustered up the courage to try maging again. what i've noticed +with new cool downs maging has a pulse! +I can finally use my moj kit again, i did not have the spare abp for lightning spells AND max oc/spirit tanks...(hell I can rainbow cast now (IMG:[ invalid] style_emoticons/default/biggrin.gif)) -new aoe range when you only have weaken stragglers left... like monster 1 and 0... (IMG:[ invalid] style_emoticons/default/sleep.gif) -no indicator of # of targets of selected spell, its kinda hard to remember the range of every spell... -cloak of fallen ends the turn it procs... (with maxed better spark+slotted) ------------------------- in 0.75: holy = less mana/damage, +curative spells, breached defence dark = more mana/damage, slightly better monster-immunity profile?, blunted attack in 0.76?: holy =mana/=???damage (they are same tier now), +curative spells, breached defence, soul fire dark =mana/=???damage (they are same tier now), slightly better monster-immunity profile?, blunted attack, ripen soul is this correct? ------------------- also how does faster cast/attack work with cooldowns? example 2 turn cooldown and faster cast speed of say 5% i'm guessing the spell would be available on the 3rd turn? after .95 ticks you get a turn (spell not ready) after 1.9 ticks you get a turn (spell not ready) after 2.85 ticks you get a turn (spell is ready)
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May 20 2013, 01:03
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piyin
Group: Gold Star Club
Posts: 10,856
Joined: 4-February 09

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still mad i applied APs in magnet and drain and i can use them.. also the protetion spell looks thatlost the fire spikes that until 10 hrs ago activathe when i cast protection.. whats the matter?
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May 20 2013, 01:15
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blue penguin
Group: Gold Star Club
Posts: 10,046
Joined: 24-March 12

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QUOTE(piyin @ May 20 2013, 00:03)  still mad i applied APs in magnet and drain and i can use them.. also the protetion spell looks thatlost the fire spikes that until 10 hrs ago activathe when i cast protection.. whats the matter?
Yup, the spikes appear to be broken for me as well. Tried to reequip them in the ability tree but still nothing happens.
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