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> HentaiVerse 0.76, Wall-EEEE

 
post Jun 2 2013, 17:40
Post #3021
MikukoAya



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QUOTE(ChosenUno @ Jun 2 2013, 08:35) *

Nope.

It's 0/2/4 AFAIK.



You need to be 400+ for that though, so for most people he is correct.
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post Jun 2 2013, 18:04
Post #3022
skillchip



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QUOTE(cirrux @ Jun 2 2013, 07:32) *

Joe could you be tenboro's test account? Maybe you have tested it as much as he did.


My job
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post Jun 2 2013, 18:17
Post #3023
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QUOTE(ChosenUno @ Jun 2 2013, 17:35) *

Nope.

It's 0/2/4 AFAIK.

2 rounds cooldown = have to use two spells in between each use, 1*, 2, 3, 4*. Interval is 3.
4 rounds cooldown = have to use four spells in between each use, 1*, 2, 3, 4, 5, 6*. Interval is 5.

Technically, 2 rounds is actually 3 round cooldown, since it doesn't count the previous round as part of the use restriction. What would be a 2 round interval would be a 1 round cooldown in this system.

QUOTE(skillchip @ Jun 2 2013, 17:39) *

Numbers last patch say no to cycling, numbers this patch don't really support it either

Yeah, since explosion damage seems to be based on damage now, tier 1 cycling is inferior to imperil->spamming best spell.

This post has been edited by Bunker Buster: Jun 2 2013, 18:20
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post Jun 2 2013, 18:27
Post #3024
skillchip



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QUOTE(Bunker Buster @ Jun 2 2013, 16:17) *

2 rounds cooldown = have to use two spells in between each use, 1*, 2, 3, 4*. Interval is 3.
4 rounds cooldown = have to use four spells in between each use, 1*, 2, 3, 4, 5, 6*. Interval is 5.

Technically, 2 rounds is actually 3 round cooldown, since it doesn't count the previous round as part of the use restriction. What would be a 2 round interval would be a 1 round cooldown in this system.
Yeah, since explosion damage seems to be based on damage now, tier 1 cycling is inferior to imperil->spamming best spell.


Notice the issue with 2/4 cooldown:
2 rounds cooldown = have to use two spells in between each use, 1, 2*, 3, 4, 5*, 6, 7, 8*, 9, 10, 11*
4 rounds cooldown = have to use four spells in between each use, 1*, 2, 3, 4, 5, 6*, 7, 8, 9, 10, 11*

Wasted T2 cooldown at turn 11, which you dont have when the spells cooldowns are 2/5 or 1/3

Also: in terms of pure single target damage, going from a 2/5 rotation to a 2/4 rotation, boosts your damage from 5.5x to 5.55x. <1%

And explosion is so subpar now because it has a factor around 0.73, which is nothing compared to even a T1 spell

This post has been edited by skillchip: Jun 2 2013, 18:28
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post Jun 2 2013, 18:29
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varst



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QUOTE(skillchip @ Jun 3 2013, 00:27) *

Notice the issue with 2/4 cooldown:
2 rounds cooldown = have to use two spells in between each use, 1, 2*, 3, 4, 5*, 6, 7, 8*, 9, 10, 11*
4 rounds cooldown = have to use four spells in between each use, 1*, 2, 3, 4, 5, 6*, 7, 8, 9, 10, 11*


How about 1/3 CD?
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post Jun 2 2013, 18:43
Post #3026
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1/3
It goes T3, T2, T1, T2, T3, T2, T1, T2, T3
Which when averaged out over time gives you a 6x multiplier vs the 5.55 best for pure
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post Jun 2 2013, 18:54
Post #3027
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Basically, leveling T3 to max ability isn't worth it. :V
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post Jun 2 2013, 18:56
Post #3028
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Unless you see 10 targets often.

I'm going to work on some graphs to show damage/rotation, cost/rotation, ect.

This post has been edited by skillchip: Jun 2 2013, 18:56
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post Jun 2 2013, 19:20
Post #3029
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QUOTE(Super_Mew @ Jun 2 2013, 05:26) *

Why do people keep forgetting that this is Tenboro's game and not some company that charges you 14.99 a month?


I wasn't aware that League of Legends charged you 14.99 a month

I've asked this already, but did something occur with the tier 2/3 skill damages for 2-handers?

EDIT: Minimum Joe level 130? Da fuq?

This post has been edited by cavecricket48: Jun 2 2013, 20:08
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post Jun 2 2013, 20:33
Post #3030
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Will it ever be possible to pay for trainings in Hath? I like the new Hath Exchange II btw.
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post Jun 2 2013, 21:01
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I noticed that my spike shield doesn't activate with Scrolls of P (yes, I checked the text log for mob damage/effects since the status icon no longer comes up). Without getting into a protracted debate, does this mean our ability enhancements do not apply to spells cast via scrolls? Is the spike shield not activating another "working as intended" thing?

I appreciate rolling SS into protection, but not having it is annoying when using scrolls because SS is pretty handy when combined with elemental/infused weapons.
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post Jun 2 2013, 21:13
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QUOTE(flint @ Jun 1 2013, 11:11) *

Or implement The Witcher's poison system. Everytime you drink a pot you get poisoned a bit more.

This... actually sounds pretty awesome lol

But then again I've played through both The Witcher 1 and 2 (awesome games in their own rights), so I might be a little biased (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jun 2 2013, 21:49
Post #3033
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I have to say, I'm happy with how this patch has come out, with only one exception.

At the beginning, it was a little rough, but the hotfixes cleared most of those rough patches up nicely. Of course, since this patch changed the system, different optimizations came up and about, so you had to fiddle with how you played to find a nice happy medium for yourself. I think after a week, that medium was easily found and the system was working as intended.

My only complaint is that sometimes I feel I gain levels too quickly. I was going to try easy mode, just for the reduced xp, but then it was taken away. Boo. It's ok though, because my spells are tied to my level, and I need to get around to getting imperil anyway.
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post Jun 2 2013, 21:53
Post #3034
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I still wonder if prof gear was intended to unlock spells, or if its only level
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post Jun 2 2013, 22:00
Post #3035
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QUOTE(skillchip @ Jun 2 2013, 15:53) *

I still wonder if prof gear was intended to unlock spells, or if its only level


I would say level only, but originally I didn't get a Haste upgrade available until... About... 25 levels above me, despite the fact I had Haste available to cast.

The steady stream of hotfixes made that a thing of the past, so I suspect Tenboro lowered all the ability upgrade level requirements to the level of when you first get the spell itself. I guess I'll have to wait until level 200 to see if I'm right about this since that's when the first Spirit Shield upgrade opens up.
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post Jun 2 2013, 23:01
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Any chance we could get the cooldown of Absorb lowered to say 10 Turns?

Before, it hardly ever triggered, now it seems to trigger as soon as it's cast (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jun 3 2013, 00:42
Post #3037
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QUOTE(Handsome Phil @ May 30 2013, 08:16) *

My reaction to all those who quit HentaiVerse just because they had to finally take care of their monsters instead of just mindlessly create one after another:



My reaction to your post.

[imagebunk.com] (IMG:[imagebunk.com] http://imagebunk.com/thumb/t1049041_521371-493442257358183-1618471172-n.jpg)
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post Jun 3 2013, 01:33
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Great news, guys.

With this new damage formula, stacking EDB is king! Everything else is so subpar it doesn't matter (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 3 2013, 02:29
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QUOTE(ChosenUno @ Jun 2 2013, 23:33) *

Great news, guys.

With this new damage formula, stacking EDB is STILL king! Everything else is so subpar it doesn't matter (IMG:[invalid] style_emoticons/default/laugh.gif)


fixed that for you
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post Jun 3 2013, 03:29
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Nono, before you could at least swap in piece of higher quality gossamer when using edb staff, especially so for oaks. So they mattered before.

But you already knew that.

This post has been edited by Lement: Jun 3 2013, 03:29
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