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HentaiVerse 0.76, Wall-EEEE |
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May 22 2013, 18:49
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Tenboro

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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.)
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May 22 2013, 18:50
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nwbell6
Group: Members
Posts: 2,450
Joined: 13-December 09

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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.
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May 22 2013, 18:56
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aod91
Newcomer
 Group: Recruits
Posts: 12
Joined: 22-February 11

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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
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May 22 2013, 19:06
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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@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.
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May 22 2013, 19:06
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eleeinos
Group: Gold Star Club
Posts: 3,720
Joined: 22-December 08

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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)
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May 22 2013, 19:06
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calibur
Group: Members
Posts: 556
Joined: 27-April 09

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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.
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May 22 2013, 19:07
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difso
Group: Gold Star Club
Posts: 1,183
Joined: 10-January 13

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better drain bug?
DrainHP 1.1, 1.15, 1.2
Equally the same and it absorbs HP
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May 22 2013, 19:11
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eleeinos
Group: Gold Star Club
Posts: 3,720
Joined: 22-December 08

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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. ._.
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May 22 2013, 19:14
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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I doubt morale system will get significant changes before even just 15 days(first drain) is over.
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May 22 2013, 19:19
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cavecricket48
Group: Members
Posts: 1,950
Joined: 14-August 11

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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...
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May 22 2013, 19:21
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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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.
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May 22 2013, 19:24
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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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
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May 22 2013, 19:27
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Cronauron
Group: Members
Posts: 3,406
Joined: 29-November 06

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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.
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May 22 2013, 19:35
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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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.
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May 22 2013, 19:37
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wypower2
Group: Members
Posts: 435
Joined: 20-February 08

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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.
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May 22 2013, 19:37
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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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
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May 22 2013, 19:49
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L_D
Group: Gold Star Club
Posts: 188
Joined: 27-December 09

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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
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May 22 2013, 19:56
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kjeron
Group: Members
Posts: 112
Joined: 6-September 11

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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).
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