Welcome Guest ( Log In | Register )

295 Pages V « < 95 96 97 98 99 > »   
Closed TopicStart new topic
> HentaiVerse 0.76, Wall-EEEE

 
post May 22 2013, 18:49
Post #1921
Tenboro

Admin




Some more magic tweaks:

- Base damage for T1 spells increased from 3.0 to 4.0, and mana cost reduced from 7 to 6

- Base damage for T2 increased from 4.5 to 5.5

- Base damage for T3 increased from 6.0 to 7.0

(If you have any abilities that modify spell damage, unslot and reslot any ability to make it refresh.)
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 18:50
Post #1922
nwbell6



Active Poster
*******
Group: Members
Posts: 2,450
Joined: 13-December 09
Level 361 (Dovahkiin)


In experimenting with what melee set I plan to specialize in, I found a change that I haven't seen mentioned. Under 0.75, I would keep Fus Ro Dah in reserve and use it whenever my HP ran low. Using it would stun the field and give me a few turns to give my regeneration time to work. If any monster was already stunned, it would reset the time remaining so all the monsters would pop out of stun at exactly the same time. (In even older versions, the slow giants would have always popped out several turns after the faster avions.)

Under 0.76, any monster already stunned will not get a new stun. So, when I am using club, shield, or mace, any monster already stunned with a remaining time of zero turns will be unstunned after I use Fus Ro Dah.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 18:56
Post #1923
aod91



Newcomer
*
Group: Recruits
Posts: 12
Joined: 22-February 11
Level 170 (Destined)


Has anyone noticed that scilence is not on the magic list or the settings magic list?

This post has been edited by aod91: May 22 2013, 18:57
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:06
Post #1924
Death Grunty



デス★ランディ
********
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09
Level 369 (Dovahkiin)


@Tenboro
Suggestion: each kill and battle won should increase the monster's morale, no? (The amount would depend on whether it's a kill or battle won. Needless to say which should increase morale more.)

This would reward higher level and invested monsters and punish those low level masses that were created only to farm materials. So as far as I can see it would still work as intended.

Please consider it.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:06
Post #1925
eleeinos



Veteran Poster
********
Group: Gold Star Club
Posts: 3,720
Joined: 22-December 08
Level 500 (Ponyslayer)


QUOTE(aod91 @ May 22 2013, 19:56) *

Has anyone noticed that scilence is not on the magic list or the settings magic list?

Have you tried Silence? (IMG:[invalid] style_emoticons/default/unsure.gif)
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:06
Post #1926
calibur



Regular Poster
*****
Group: Members
Posts: 556
Joined: 27-April 09
Level 347 (Godslayer)


QUOTE(ahenayau @ May 22 2013, 08:19) *

i got shade & phase drop in IWBTH arenas run ( not clear bonus ) (IMG:[invalid] style_emoticons/default/laugh.gif)
so yup , they just get bad RNG (IMG:[invalid] style_emoticons/default/smile.gif)


It couldn't have been just bad RNG. I think Tenboro just corrected the tier multiplier. I've seen a bunch of T2/T3 in one arena today, compared to the 1 fine shade in the past 3 days.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:07
Post #1927
difso



Active Poster
*******
Group: Gold Star Club
Posts: 1,183
Joined: 10-January 13
Level 429 (Godslayer)


better drain bug?

DrainHP 1.1, 1.15, 1.2

Equally the same and it absorbs HP
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:11
Post #1928
eleeinos



Veteran Poster
********
Group: Gold Star Club
Posts: 3,720
Joined: 22-December 08
Level 500 (Ponyslayer)


QUOTE(Death Grunty @ May 22 2013, 20:06) *

@Tenboro
Suggestion: each kill and battle won should increase the monster's morale, no? (The amount would depend on whether it's a kill or battle won. Needless to say which should increase morale more.)

This would reward higher level and invested monsters and punish those low level masses that were created only to farm materials. So as far as I can see it would still work as intended.

Please consider it.

That's actually a good idea. The current morale system doesn't seem to work. ._.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:14
Post #1929
Lement



Lalalala la~ la la~!
********
Group: Members
Posts: 2,977
Joined: 28-February 12
Level 326 (Godslayer)


I doubt morale system will get significant changes before even just 15 days(first drain) is over.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:19
Post #1930
cavecricket48



Active Poster
*******
Group: Members
Posts: 1,950
Joined: 14-August 11
Level 264 (Godslayer)


QUOTE(Death Grunty @ May 22 2013, 13:06) *

@Tenboro
Suggestion: each kill and battle won should increase the monster's morale, no? (The amount would depend on whether it's a kill or battle won. Needless to say which should increase morale more.)

This would reward higher level and invested monsters and punish those low level masses that were created only to farm materials. So as far as I can see it would still work as intended.

Please consider it.


...You know, I keep wondering why feeding a monster doesn't increase morale at all...
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:21
Post #1931
marcho



蹂躙の爪牙
*******
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09
Level 340 (Godslayer)


Mm, I hope the system eventual encourages managing a small group of monsters without hassle, but ramps up in difficulty to mantain a large number.

I'd be fine having only 3 or so mobs if it was fun instead of painful. I'm trying to keep 10 monsters alive and I'm having trouble managing even my single highest. Mostly in the form of morale, I cant get any pills and I dont have the crystals to upgrade a single stat on my primary creature.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:22
Post #1932
Honeycat



Extra Hissy
************
Group: Catgirl Camarilla
Posts: 61,596
Joined: 25-February 07
Level 500 (Godslayer)


QUOTE(Panuru @ May 21 2013, 20:39) *

Oh good, now I can keep bugging Tens about when I get to assemble the chainsaw (IMG:[invalid] style_emoticons/default/biggrin.gif)


Say what? (IMG:[s18.postimg.org] http://s18.postimg.org/tgp1fts85/gaywtf.gif)

User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:24
Post #1933
hitokiri84



Legendary Poster
***********
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07
Level 496 (Godslayer)


QUOTE(Tenboro @ May 22 2013, 11:49) *

Some more magic tweaks:

- Base damage for T1 spells increased from 3.0 to 4.0, and mana cost reduced from 7 to 6

- Base damage for T2 increased from 4.5 to 5.5

- Base damage for T3 increased from 6.0 to 7.0

(If you have any abilities that modify spell damage, unslot and reslot any ability to make it refresh.)

Yay. (IMG:[invalid] style_emoticons/default/smile.gif)

Aside from those nasty T2/T3 cooldowns, I'm starting to enjoy this patch.

My only complaint is that Regen speed is way too slow now. I only get it every 2-3 turns since you're forced to use T1/melee during T2/T3 cooldowns.

This post has been edited by hitokiri84: May 22 2013, 19:25
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:27
Post #1934
Cronauron



Avatar of Apathy
********
Group: Members
Posts: 3,406
Joined: 29-November 06
Level 500 (Ponyslayer)


Has spell proficiency gain been changed? I spammed T1 electric spells for at least 3 full mana bars and didn't get a single fraction of Elemental Prof gain. I have maxed Assimilator. Cloth, staff and supportive went up as usual.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:35
Post #1935
Maximum_Joe



Legendary Poster
***********
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11
Level 500 (Dovahkiin)


QUOTE(Cronauron @ May 22 2013, 09:27) *

Has spell proficiency gain been changed?

It seems to scale more aggressively. The closer you are to your cap the less you gain.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:37
Post #1936
wypower2



Casual Poster
****
Group: Members
Posts: 435
Joined: 20-February 08
Level 275 (Godslayer)


QUOTE(Tenboro @ May 23 2013, 00:49) *

Some more magic tweaks:

- Base damage for T1 spells increased from 3.0 to 4.0, and mana cost reduced from 7 to 6

- Base damage for T2 increased from 4.5 to 5.5

- Base damage for T3 increased from 6.0 to 7.0

(If you have any abilities that modify spell damage, unslot and reslot any ability to make it refresh.)

And the most annoying setting other than cooldown --- the target detection is still untouched.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:37
Post #1937
marcho



蹂躙の爪牙
*******
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09
Level 340 (Godslayer)


Damage to cooldown ratio is getting better. I think 1 turn could be shaved off the T3 cd but its getting a lot more playable.

Given that large spells have cooldowns now, they might also get an innate counter-resist bonus. I just had an entire mob set resist my primary T3 spell. Pre patch that would have wasted mana and 1 turn. Now it still wasted mana but also kills my damage over a 7 turn timespan. The damage from my T3 at the start of a round helps me stay alive, not getting that damage in and not getting to try to cast it again can really hurt.

edit: also, yes it would be nice if aoe range detection did not include dead monsters... please? :3

This post has been edited by marcho: May 22 2013, 19:38
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:49
Post #1938
L_D



Casual Poster
***
Group: Gold Star Club
Posts: 188
Joined: 27-December 09
Level 500 (Dovahkiin)


increasing the deprecating proficiency gain should be nice because getting 0.01-0.03 points each 10-15 cast is rather painful if you add the cooldown too and i have just 37.92 wich mean that i gain point at a faster rate since i'm lvl 197

and is it normal that dead monters seems to "absorb"/been targeted by frenzied blows? I mean if for example i kill monster A & B and i use frenzied blows on monster C i tend to only kill C, D & E but if i target E it will kill C,D,E,F,G.

This post has been edited by L_D: May 22 2013, 20:07
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 19:56
Post #1939
kjeron



Casual Poster
***
Group: Members
Posts: 112
Joined: 6-September 11
Level 332 (Godslayer)


I noticed magic proficiency gains are much slower than before as well.
Weapon and Armor still raise at a decent rate, and Supportive is still highest and fastest of all, but that's due to Innate Arcanna and not manual casting.
There was a change in the patch notes, but not what the intended affect was meant to be(faster/slower or same).
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post May 22 2013, 20:17
Post #1940
aod91



Newcomer
*
Group: Recruits
Posts: 12
Joined: 22-February 11
Level 170 (Destined)


QUOTE(eleeinos @ May 22 2013, 18:06) *

Have you tried Silence? (IMG:[invalid] style_emoticons/default/unsure.gif)

Funnily enough, that is not appearing either (IMG:[invalid] style_emoticons/default/dry.gif)
User is offlineProfile CardPM
Go to the top of the page
+Quote Post


295 Pages V « < 95 96 97 98 99 > » 
Closed TopicStart new topic
2 User(s) are reading this topic (2 Guests and 0 Anonymous Users)
0 Members:

 


Lo-Fi Version Time is now: 13th May 2025 - 16:50