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HentaiVerse 0.76, Wall-EEEE |
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Jul 7 2013, 14:39
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10
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QUOTE(Tenboro @ Jul 7 2013, 17:08) What formula is it I haven't shared, exactly?
You know skillchip and varst will tear you a new one for asking that (IMG:[ invalid] style_emoticons/default/laugh.gif) My biggest interest is still forge formula, which AFAIK you have not disclosed anywhere (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Jul 7 2013, 14:51
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Tenboro
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QUOTE(ChosenUno @ Jul 7 2013, 14:39) You know skillchip and varst will tear you a new one for asking that (IMG:[ invalid] style_emoticons/default/laugh.gif) I'll rephrase. Which combat formula is it that is currently unknown?
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Jul 7 2013, 15:11
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dlhmmr
Group: Catgirl Camarilla
Posts: 2,576
Joined: 20-March 09
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Tenboro, I can't see any reason why you put a cool down on spells. because of this cool down I can not play in the arena at any level higher than normal and I'm unable to play past RLT. because I've beaten then on higher levels, the drops are garbage. Having the cool down on spell has crippled my game play. I stopped contributing because of changes that hurt me as a player. There is no justification for the cool downs.
Tenboro, All I want is to be able to play & no player should loose an hourly on normal, no matter how many monsters come up.
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Jul 7 2013, 15:29
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buktore
Group: Members
Posts: 4,352
Joined: 9-September 09
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... Well, nevermind. (IMG:[ invalid] style_emoticons/default/ph34r.gif) This post has been edited by buktore: Jul 7 2013, 18:34
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Jul 7 2013, 16:13
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tsusai
Newcomer
Group: Members
Posts: 54
Joined: 16-September 11
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QUOTE(register1997 @ Jul 5 2013, 13:09) what you guys expect in 0.77? (not wish)
shield armor come back that's enough
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Jul 7 2013, 16:19
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11
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QUOTE(Tenboro @ Jul 7 2013, 04:51) Which combat formula is it that is currently unknown?
- Channeling chance - ET's mana gains formula - Max proficiency benefits (both for spells and weapons/armor) - Drain's damage / gains / base duration- Various base action speeds - Damage multipliers for skills - http://ehwiki.org/wiki/Spell_Damage- The base and per-round increase of monster strength for IW and GF (no longer 50% and 1% respectively) - Player level vs. monster's PL (it definitely changed for higher level players) - Chance to proc status effects from offensive spells (assumed to be based on tiers since all spells are now T1-T3) - Spirit Shield's SP usage - Cure and Regen formulas - Base chance for Confuse and Sleep to break (assumed to be old numbers) - Base reductions on Fire/Cold/Wind/Elec from Imperil (assumed to be 10%) This post has been edited by Maximum_Joe: Jul 7 2013, 18:08
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Jul 7 2013, 16:51
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goatboy
Newcomer
Group: Members
Posts: 39
Joined: 18-November 06
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I was thinking about something that might be interesting. At the end of the arenas how about a little quiz of five questions or so. If you get them all right you get a special bonus like improved weapons or double credits and exp or maybe a second drop phase. the questions could be anything (well, nothing too self-serving like who is the greatest person in the world) and posted in a thread on the forum before they are approved.
This post has been edited by goatboy: Jul 7 2013, 16:53
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Jul 7 2013, 17:28
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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QUOTE(Tenboro @ Jul 7 2013, 10:08) What formula is it I haven't shared, exactly? The ancient rating formulas, which were replaced because they were stupid and convoluted?
You don't even need to know the underlying math to compute the base to see that when something outright states that it should increase the damage x by y%, from x to x * (1 + y / 100), but instead increases the damage to x * (1 + y / 100)^2, it is not correct. And you get indignant at me for suggesting that, considering how much math people throw at the game, someone should have noticed it was wrong, to the point where you're still taking about it two years later?
At that point in time, I believe the Mathemagicians were just getting started. My example: the spell protection giving double the players mitigation instead of 25% of each piece. I saw that something was funny, I looked into it, and I posted about it multiple places... The formulas I can think off the top of my head: Equipment Quality weighting, ie, how the quality/pxp0 numbers are derived Value of x in equipment generation Quality_Bonus/Quality_Boost Forge Formula: Is Attack/Magic damage only supposed to give ~67.05% instead of 100 now? At least other stats get 36% down from 40%, though it takes 10 more upgrades. Monster Skill Damage Formulas for monster hunger/morale restoration and decreases in drain
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Jul 7 2013, 17:53
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piyin
Group: Gold Star Club
Posts: 10,747
Joined: 4-February 09
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QUOTE(Maximum_Joe @ Jul 7 2013, 17:19) - Channeling chance - ET's mana gains formula - Max proficiency benefits (both for spells and weapons/armor) - Drain's damage / gains / base duration - Various base action speeds - Damage multipliers for skills - http://ehwiki.org/wiki/Spell_Damage- The base and per-round increase of monster strength for IW and GF (no longer 50% and 1% respectively) - Player level vs. monster's PL (it definitely changed for higher level players) - Chance to proc status effects from offensive spells (assumed to be based on tiers since all spells are now T1-T3) - Spirit Shield's SP usage - Cure and Regen formulas - Base chance for Confuse and Sleep to break (assumed to be old numbers) - Base reductions on Fire/Cold/Wind/Elec from Imperil (assumed to be 10%) add to those: Absortion formulas (i know those are useless anyway, but i think we need to know how useless they are) This post has been edited by piyin: Jul 7 2013, 17:53
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Jul 7 2013, 18:26
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07
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QUOTE(Tenboro @ Jul 7 2013, 05:08) But you didn't hesitate to jump in. You're always the one who brings it up, in every discussion ever, regardless of its relevancy, and regardless of how inaccurate a statement it is in the first place.
Go ahead, quote me where I say you blamed mages even one time other than just now.
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Jul 7 2013, 20:29
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nobody_xxx
Group: Gold Star Club
Posts: 13,753
Joined: 7-December 10
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QUOTE(eqwer @ Jul 7 2013, 14:32) pets whine when they are not green, screaming in all battles when they are red, kill owner/master when they dead i'd like less crd, but more heroic+ potion, pill and artifacts
(IMG:[ invalid] style_emoticons/default/huh.gif) why you need more potion (IMG:[ invalid] style_emoticons/default/blink.gif) i prefer to get less of them but increase drop rate/amount of credits (IMG:[ invalid] style_emoticons/default/happy.gif)
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Jul 7 2013, 21:08
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PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10
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QUOTE(dlhmmr @ Jul 7 2013, 08:11) Tenboro, I can't see any reason why you put a cool down on spells. because of this cool down I can not play in the arena at any level higher than normal and I'm unable to play past RLT. because I've beaten then on higher levels, the drops are garbage. Having the cool down on spell has crippled my game play. I stopped contributing because of changes that hurt me as a player. There is no justification for the cool downs.
Tenboro, All I want is to be able to play & no player should loose an hourly on normal, no matter how many monsters come up.
Go to Ask the Experts, post what you're doing and the equipment and abilities you have equipped. Cool down isn't exactly nice, but the only way I can think to lose a Normal hourly at our level would be to walk in naked and without APs equipped.
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Jul 7 2013, 22:43
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DYasha
Group: Members
Posts: 1,562
Joined: 2-August 10
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QUOTE(gc00018 @ Jul 6 2013, 09:19) Equipment drop rates is as same as old days.
The difference is x25 gone,thus less better equipment dropped which make us feel all the equipment drop rates lower.
Really!?! Are you *bleeping kidding me!?! When I started playing, the drop rate was considerably higher, and I got the same level of drops on Normal as I do now on IWBTH. Once in a blue moon, I might get a mag. leather piece of crap on IWBTH, but that's it. The rate and quality have been severely nerfed from my perspective. I'm lucky to get 1 equipment drop doing a 25 round Arena now. Before, it would have been 3 on average.
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Jul 7 2013, 23:25
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MikukoAya
Group: Gold Star Club
Posts: 1,043
Joined: 25-May 11
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0_o It feels like people are getting angrier instead of calmer...
I'm just waiting for the next patch, personally. Hopefully it will be a nice patch...
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Jul 7 2013, 23:45
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buktore
Group: Members
Posts: 4,352
Joined: 9-September 09
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Jul 8 2013, 00:28
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piyin
Group: Gold Star Club
Posts: 10,747
Joined: 4-February 09
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QUOTE(MikukoAya @ Jul 8 2013, 00:25) 0_o It feels like people are getting angrier instead of calmer...
I'm just waiting for the next patch, personally. Hopefully it will be a nice patch...
yeah................. yeah..... so high right now but gonna agree with this one... for now QUOTE(buktore @ Jul 8 2013, 00:45) ohhhhh.... soooooo deep.... but i dont understand.... the troll bait is 0.77 or the troll itself?
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Jul 8 2013, 01:59
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treesloth
Group: Catgirl Camarilla
Posts: 3,524
Joined: 6-January 13
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Just looked up some formulas... Base magic damage = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + (staff_prof * 0.5) + (equip_Magic_Damage_Bonus) My staff prof sucks... so wow, I have been missing out on so much damage...... (IMG:[ invalid] style_emoticons/default/dry.gif) Physical Mitigation = 1 - (1 - equip_bonus) * (900/(900 + END + (AGI/2))) Magical Mitigation = 1 - (1 - equip_bonus) * (900/(900 + END + (WIS/2))) I'm surprised PMI depends on AGI, I would have thought DEX.
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Jul 8 2013, 07:27
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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Drop rate changes are questionable, since we never did completely figure it out before this patch, and we still aren't 100% sure currently
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Jul 8 2013, 07:29
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FiniteA
Group: Members
Posts: 2,419
Joined: 3-November 11
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Please remove cotton and gossamer from cloth armor and leave only phase (IMG:[ invalid] style_emoticons/default/biggrin.gif) This post has been edited by FiniteA: Jul 8 2013, 07:29
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