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HentaiVerse 0.77, Free* Fluffle Puff DLC Included |
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Sep 15 2013, 13:36
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Tenboro

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QUOTE(Anomtai @ Sep 15 2013, 10:55)  Wait, I just thought of something on the technical side. What happens to September 14th's lottery page if Dreamophobia savages or otherwise destroys his new staff? Or any lottery page that tries to reference a no longer existent item? It'll just show a note that the item is no longer available.
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Sep 15 2013, 13:44
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nobody_xxx
Group: Gold Star Club
Posts: 13,753
Joined: 7-December 10

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QUOTE(n125 @ Sep 15 2013, 14:55)  One day let's have a special lottery where Eila 501st is raffled off. (IMG:[ invalid] style_emoticons/default/laugh.gif) The new difficulty requires a little more attention, and it makes me actually have to carry one spirit potion now, but I don't find it much more difficult than IWBTH. The +10% resist bonus that monsters get on it is the biggest thing, but I guess you have to justify counter-resist somehow. Mage gameplay doesn't seem any different to me, despite the changes to Imperil, specific mitigation, and proficiency, so I don't really understand why some are saying that mages have been outright nerfed. Though, I don't see why specific mitigations cannot go below 0 now. I love the changes to the resist mechanic. Going straight to 50% damage after the first roll seems a little harsh, though. I don't like how expensive the new hath perks are, mostly because by this point, I'm pretty tired of collecting hath and am disappointed that I'll have to drop another 10~20 million credits on extra perks. I like resist on phase, but attack accuracy seems silly; I prefer the Dexterity PAB. And speaking of PABs, I really hope that when the PAB potencies are removed from weapons, our weapon potency levels are recalculated. I'll be pretty unhappy if my weapon ends up having fewer potencies than its potency level indicates, because I think grinding potencies in the Item World is the least fun activity in this game. Also, it seems like it's going to be harder to obtain a certain level of Economizer now, or of any specific staff potency. Overall, I like the patch. this patch for mages (IMG:[ invalid] style_emoticons/default/biggrin.gif) heavy is suffering again at the new difficulty (IMG:[ invalid] style_emoticons/default/cry.gif) 10x cast silence to schoolgirls , only 2-3 times hit most 7-8 get resisted (IMG:[ invalid] style_emoticons/default/dry.gif) weaken more better than silence but still eat SP (IMG:[ invalid] style_emoticons/default/sad.gif) This post has been edited by nobody_xxx: Sep 15 2013, 13:55
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Sep 15 2013, 14:27
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VriskaSerket
Group: Catgirl Camarilla
Posts: 4,118
Joined: 27-December 08

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@Tenboro, add please "go back to current lottery" button near "yesterday's results" button.
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Sep 15 2013, 15:27
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(moonflow @ Sep 14 2013, 22:26)  Okay, where and when was I able to read that? I didn't no that there was a warning. Thanks in advance for the answer.
http://ehwiki.org/wiki/To_Be_Added#HentaiVerse
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Sep 15 2013, 15:35
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Musashi92
Group: Gold Star Club
Posts: 10,681
Joined: 25-July 12

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QUOTE(VriskaSerket @ Sep 15 2013, 04:27)  @Tenboro, add please "go back to current lottery" button near "yesterday's results" button.
Yeah you have too just get out of it and go back into the lottery to see the current one again. Just a button that says "return back to today" would be nice (IMG:[ invalid] style_emoticons/default/happy.gif)
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Sep 15 2013, 16:30
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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HV 1.0 preview On a more serious note, does the removal of Fine make Exquisite and above more common?
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Sep 15 2013, 16:39
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erwtsnert
Group: Gold Star Club
Posts: 1,768
Joined: 19-November 11

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QUOTE(qw3rty67 @ Sep 15 2013, 16:30)  HV 1.0 preview On a more serious note, does the removal of Fine make Exquisite and above more common? I'd guess no, since it's still the quality modifier that count. The amount of Exquisite+ to everything below exquisite equipment ratio will stay the same if you don't play the new difficulty. You'll just a superior or average instead of a fine.
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Sep 15 2013, 17:14
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Musashi92
Group: Gold Star Club
Posts: 10,681
Joined: 25-July 12

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QUOTE(qw3rty67 @ Sep 15 2013, 06:30)  HV 1.0 preview On a more serious note, does the removal of Fine make Exquisite and above more common? Thats about like this [ orteil.dashnet.org] CLICK THE DAMN COOKIE!Oh and Anomtai after about a week of playing that damn game for no reason, i found out something! I hate you (IMG:[ invalid] style_emoticons/default/laugh.gif) @qw3rty67 no i think it just makes Superior dirt common.
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Sep 15 2013, 17:16
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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Do Peerless gears got 20% (or higher) bonus like Legendary gears?
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Sep 15 2013, 17:23
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erwtsnert
Group: Gold Star Club
Posts: 1,768
Joined: 19-November 11

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QUOTE(Colman @ Sep 15 2013, 17:16)  Do Peerless gears got 20% (or higher) bonus like Legendary gears?
QUOTE This is similar to Legendary as far as max stats go, but they are guaranteed to always have all stats maxed, as well as to have a prefix and all possible attribute bonuses. So yep, 20%, but for every stat instead of just a few.
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Sep 15 2013, 17:49
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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Nope. 1.25*. IRC.
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Sep 15 2013, 18:50
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MikukoAya
Group: Gold Star Club
Posts: 1,044
Joined: 25-May 11

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QUOTE(Evil Scorpio @ Sep 15 2013, 01:48)  I hates you D: Tenby, could we have scythes instead of longswords XD
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Sep 15 2013, 18:59
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Drksrpnt
Group: Gold Star Club
Posts: 3,550
Joined: 27-December 10

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QUOTE(Tenboro @ Sep 15 2013, 07:36)  It'll just show a note that the item is no longer available.
If he decides to forge it with bindings and such, or level it, will it show that as well?
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Sep 15 2013, 19:53
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Asariborn
Group: Catgirl Camarilla
Posts: 2,596
Joined: 31-October 09

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Well resist thingy is still there. But now even more annoying. It is perfectly possible for any mob to resist 5 non-offensive spells (e.g. Imperil) and then progressively resist more of offensive spell. (IMG:[ invalid] style_emoticons/default/wacko.gif) Anyway... 0.77 didn't rectified two problems with Absorb and Drain/Faster Drain 1. Pre-0.76 Absorb was good addition to mage arsenal at higher difficulty. Post 0.76 Absorb is rubbish. Maxed-out it cool-downs for ages (20 turns), very expensive, returns ~50% of invested Mana which makes it completely useless supportive spell. And worst thing is that Absorb is triggered virtually every 3-5 turns on levels from Nintendo upwards compounded with high cost, long cool-down and miserable mana return it drains mana tank at frantic pace. Instead helping, it hampers player even further. Options: slash mana cost by 50% or raise by 50% mana return when triggered - in both cases drastic reduction in cool-down time is required. 2. Drain & Faster Drain. Cool-down is killing FD. 5 turns would be OK, but 15 when maxed, that is just joke. Drain it would be interesting addition if allowed to cast on 3 mobs at once when maxed. Oh and BTW: bring back POISON for goodnesses sake!
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Sep 15 2013, 20:19
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DYasha
Group: Members
Posts: 1,562
Joined: 2-August 10

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QUOTE(n125 @ Sep 15 2013, 09:55)  One day let's have a special lottery where Eila 501st is raffled off. (IMG:[ invalid] style_emoticons/default/laugh.gif) The new difficulty requires a little more attention, and it makes me actually have to carry one spirit potion now, but I don't find it much more difficult than IWBTH. The +10% resist bonus that monsters get on it is the biggest thing, but I guess you have to justify counter-resist somehow. Mage gameplay doesn't seem any different to me, despite the changes to Imperil, specific mitigation, and proficiency, so I don't really understand why some are saying that mages have been outright nerfed. Though, I don't see why specific mitigations cannot go below 0 now. I love the changes to the resist mechanic. Going straight to 50% damage after the first roll seems a little harsh, though. I don't like how expensive the new hath perks are, mostly because by this point, I'm pretty tired of collecting hath and am disappointed that I'll have to drop another 10~20 million credits on extra perks. I like resist on phase, but attack accuracy seems silly; I prefer the Dexterity PAB. And speaking of PABs, I really hope that when the PAB potencies are removed from weapons, our weapon potency levels are recalculated. I'll be pretty unhappy if my weapon ends up having fewer potencies than its potency level indicates, because I think grinding potencies in the Item World is the least fun activity in this game. Also, it seems like it's going to be harder to obtain a certain level of Economizer now, or of any specific staff potency. Overall, I like the patch. If you play long enough as elemental mage, then you will see that it is a little tougher with certain enemies. Some enemies can take twice as many attacks to kill, even on Normal.
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Sep 15 2013, 20:43
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dragon695
Group: Members
Posts: 276
Joined: 5-March 12

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QUOTE(Tenboro @ Sep 14 2013, 07:11)  Potency tweaks
- Two new 1H/2H weapon potencies were added: Fatality (+attack crit damage) and Overpower (+counter-parry).
- Three new staff potencies were added: Spellweaver (+cast speed), Annihilator (+spell crit damage) and Penetration (+counter-resist).
- The primary attribute potencies were retired. Note that they will eventually be removed.
Can we please reconsider the primary attribute potencies. I know there will be those who scream that this is a good thing, but quite frankly you can't always rely on getting all PABs, so sometimes getting that extra PAB through IW was a good thing. Also, I think the potencies we got in exchange for weapons aren't nearly as good and shields now get less. Also, +1 on those who are annoyed by the loss of DEX PAB for Shade. Can we just go back to 0.75 PABs, please. Leather is shit now. This post has been edited by dragon695: Sep 15 2013, 20:44
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