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> HentaiVerse 0.76, Wall-EEEE

 
post May 28 2013, 22:28
Post #2641
Dan31



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QUOTE(DarkDespair5 @ May 28 2013, 22:20) *

In times of dire need.....have a happy pill!

Say no to drugs.
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post May 28 2013, 22:32
Post #2642
Laboq



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QUOTE(DarkDespair5 @ May 28 2013, 22:20) *
have a happy pill!

And this bitch will bring you some lg shit. Let them die! (IMG:[invalid] style_emoticons/default/mad.gif)
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post May 28 2013, 22:37
Post #2643
Lement



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[danbooru.donmai.us] Eirin is sad at your rejection.

So, delete and recreate the monsters according to your own image? Chilling....
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post May 28 2013, 23:29
Post #2644
MikukoAya



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QUOTE(Lement @ May 28 2013, 13:37) *

[danbooru.donmai.us] Eirin is sad at your rejection.

So, delete and recreate the monsters according to your own image? Chilling....



Delete, recreate, and turn them into stew?
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post May 28 2013, 23:49
Post #2645
cavecricket48



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QUOTE(Thot @ May 28 2013, 14:56) *

As if.


As if you actually had a mother!
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post May 29 2013, 00:26
Post #2646
Blacksheep_Eldric



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QUOTE(skillchip @ May 28 2013, 01:06) *

Below graphs show the relative damage of Dark vs Electric as monsters get resistance upgrades.

Current
(IMG:[i41.tinypic.com] http://i41.tinypic.com/f9pe7k.png)


Having a hard time figuring out the parameters legend in the graph "Current System".

So the relative damage of Dark over Electric is like this? Base Dark spell > IFactored Dark spell (with Maxed Forbidden Proficiency) > Factored Dark spell after casting Imperil on target (with Maxed Forbidden Proficiency)

Thanks in advance.

edit: I originally meant the parameters for the data in the legend, but I forgot to type the rest in. lol

This post has been edited by Blacksheep_Eldric: May 29 2013, 01:09
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post May 29 2013, 00:38
Post #2647
blue penguin



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The y axis (damage) represents "damage of a dark spell" divided by "damage of equivalent electric spell". This way 1.2 means that dark does more damage than electric in the case without imperil, whilst 0.8 means that dark does less damage when the monster is imperiled. (it's also normalised to monster resistances).

did it help?
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post May 29 2013, 00:48
Post #2648
Blacksheep_Eldric



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QUOTE(blue penguin @ May 29 2013, 00:38) *


did it help?


That bit I already know as per his conclusion. What I had trouble with was the Key/Legend, needed further explanation.
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post May 29 2013, 01:00
Post #2649
blue penguin



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Hmm... now that you mention it I think I didn't get the full meaning of the legend as well. Imperil is obvious, cycle I believe is the specific MMI reducion from procs (assume that all targets are suffering from breached defense and turbulent air). But I'm clueless about that "Max Prof" label.

As for the x axis the idea is: at x = 20 the monster have 20% specific MMI to both dark and electric, at x = 30 it have 30% specific MMI to dark and electric. That's what I understood at least.
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post May 29 2013, 01:23
Post #2650
buktore



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Reading back quite a few pages; remind me so much of 0.6.3, when this happened ...

QUOTE(Tenboro @ Dec 24 2011, 15:40) *

- Overcharge no longer directly boosts physical damage.


... This reply of Tiap captured and summed up what happened very well (IMG:[invalid] style_emoticons/default/laugh.gif) :—


QUOTE((Cheater) Tiap @ Dec 26 2011, 05:47) *

Delicious drama, you must eat it~

What HV feels like right now:

Attached Image



Now it's like the same thing happen again, but this time with all the combatants switching their roles. I wonder how this will going to end this time around ... (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post May 29 2013, 01:25
Post #2651
ChosenUno



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QUOTE(Ichy @ May 29 2013, 01:00) *



QUOTE(cavecricket48 @ May 29 2013, 01:05) *

But... but... the code doe... I dunno if we can use drills to penetrate dat code doe...


GIGA DOLRILRU BURAEKHURRRRRRRRRRRR!!!!!!!!!!!!!!!!!!!!!!!

QUOTE(blue penguin @ May 29 2013, 06:00) *

Hmm... now that you mention it I think I didn't get the full meaning of the legend as well. Imperil is obvious, cycle I believe is the specific MMI reducion from procs (assume that all targets are suffering from breached defense and turbulent air). But I'm clueless about that "Max Prof" label.

As for the x axis the idea is: at x = 20 the monster have 20% specific MMI to both dark and electric, at x = 30 it have 30% specific MMI to dark and electric. That's what I understood at least.


Max prof means prof factor = 1, meaning full -resist and -specific mitigations. (probably)

This post has been edited by ChosenUno: May 29 2013, 01:25
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post May 29 2013, 02:16
Post #2652
kingwolf



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QUOTE(DarkDespair5 @ May 28 2013, 15:20) *

In times of dire need.....have a happy pill!


Oh shit, thnaks. And now I must decide which one to save... Ooh, idea! People, which of my four monsters should I give a Happy Pill to?

-Kingwolf
-Metal Gear RIZ
-Aroused Hornet
-A Really Big Guy
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post May 29 2013, 02:30
Post #2653
cavecricket48



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The hornet. It's horny.
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post May 29 2013, 02:39
Post #2654
skillchip



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QUOTE(Blacksheep_Eldric @ May 28 2013, 22:26) *

Having a hard time figuring out the parameters legend in the graph "Current System".

So the relative damage of Dark over Electric is like this? Base Dark spell > IFactored Dark spell (with Maxed Forbidden Proficiency) > Factored Dark spell after casting Imperil on target (with Maxed Forbidden Proficiency)

Thanks in advance.

edit: I originally meant the parameters for the data in the legend, but I forgot to type the rest in. lol


What chosen said, Max Prof means a -25 specific mit from just prof
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post May 29 2013, 03:21
Post #2655
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I was thinking about the magic pill idea and came up with a nice idea to mess with peoples heads for the next update.

Have generic toys for your monsters that freezes the monster's morale for twenty-four hours and have monster class specific toys for monsters that actually regenerate a monster's morale for twenty four hours?

Make it even more fun by making it a chance that the monster could be poisoned which would drain both moral and hunger for twenty-four hours. Or maybe a toy that decreases a monster's level for twenty four hours but they don't lose morale?
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post May 29 2013, 03:30
Post #2656
Ebisan



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Oh, magic prof gain works well.

Thanks for the fix (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post May 29 2013, 04:01
Post #2657
MikukoAya



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QUOTE(goatboy @ May 28 2013, 18:21) *

I was thinking about the magic pill idea and came up with a nice idea to mess with peoples heads for the next update.

Have generic toys for your monsters that freezes the monster's morale for twenty-four hours and have monster class specific toys for monsters that actually regenerate a monster's morale for twenty four hours?

Make it even more fun by making it a chance that the monster could be poisoned which would drain both moral and hunger for twenty-four hours. Or maybe a toy that decreases a monster's level for twenty four hours but they don't lose morale?


I would be so amused...
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post May 29 2013, 04:02
Post #2658
Pickled_Cow



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Just cleared TTT for the first time.
(IMG:[i480.photobucket.com] http://i480.photobucket.com/albums/rr163/anomtai/firstT3victory.png)
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post May 29 2013, 04:14
Post #2659
skillchip



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QUOTE(Anomtai @ May 29 2013, 02:02) *

Just cleared TTT for the first time.
(IMG:[i480.photobucket.com] http://i480.photobucket.com/albums/rr163/anomtai/firstT3victory.png)


Nice Tier Bonus <.<
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post May 29 2013, 05:19
Post #2660
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QUOTE(Dan31 @ May 28 2013, 22:28) *

Say no to drugs.

I do think "Happy Pills" is a rather silly/creepy name for such precious items.
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