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HentaiVerse 0.77, Free* Fluffle Puff DLC Included |
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Sep 16 2013, 06:58
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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QUOTE(Cronauron @ Sep 16 2013, 09:28)  Stunned targets can't parry. Just use Fus Ro Dah.
QUOTE(buktore @ Sep 16 2013, 08:30)  something more to it apart from the "How the fuck do I get rid of enemy parry" roadblock...
Although I think I can see what Tenb trying to do when he came up with this scheme and it does work pretty well. However, as history has show us, it's an extremely dangerous move to directly tinkering with how stun work— it's too easily ended up exploding in your face! (IMG:[ invalid] style_emoticons/default/heh.gif) @T_Starrk I'm considering it right now, in fact! (IMG:[ invalid] style_emoticons/default/ph34r.gif) If only someone could leveling my mace for free— so damn lazy... (IMG:[ invalid] style_emoticons/default/sleep.gif)
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Sep 16 2013, 07:44
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erwtsnert
Group: Gold Star Club
Posts: 1,768
Joined: 19-November 11

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QUOTE(Cronauron @ Sep 16 2013, 04:28)  Stunned targets can't parry. Just use Fus Ro Dah.
But that would remove the Godslayer bonus (IMG:[ invalid] style_emoticons/default/mellow.gif)
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Sep 16 2013, 09:02
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Frostbite
Group: Members
Posts: 7,123
Joined: 3-July 08

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Mostly, I'm quite satisfied with new update to 0.77. Especially the stunned target can't parry really helped me a lot especially in new difficulties. Just feel I'm luckier in this new update. Since playing one week already got two legendaries and many useful exquisites (IMG:[ invalid] style_emoticons/default/tongue.gif) And new difficulty adds a new sparks into the boring battle (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Thanks Mr.Tenbie ! This post has been edited by Frostbite: Sep 16 2013, 09:02
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Sep 16 2013, 09:36
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danixxx
Group: Catgirl Camarilla
Posts: 7,340
Joined: 3-September 10

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QUOTE - Max specific mitigation reduction from Imperil was reduced to 40 percentage points for elemental and 25 percentage points for holy/dark. It's still 50/30 for me unless the new scan is bugged.
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Sep 16 2013, 10:02
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VriskaSerket
Group: Catgirl Camarilla
Posts: 4,118
Joined: 27-December 08

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QUOTE(Tenboro @ Sep 14 2013, 11:11)  - The "Fine" equipment quality was retired. Equipment quality ranges were adjusted for this.
Averagefest instead Superiorfest... (IMG:[ invalid] style_emoticons/default/cry.gif)
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Sep 16 2013, 10:31
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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Hm...upon reading some rumors, I decide to have a check and the result's affirmative.
Tenboro, is that intentional to have out-of-battle HP/MP/SP regeneration happen during battles?
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Sep 16 2013, 10:37
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Frostbite
Group: Members
Posts: 7,123
Joined: 3-July 08

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QUOTE(varst @ Sep 15 2013, 21:31)  Hm...upon reading some rumors, I decide to have a check and the result's affirmative.
Tenboro, is that intentional to have out-of-battle HP/MP/SP regeneration happen during battles?
Before patch there's no HP/MP/SP regen though ^^; I've confirmed it. Yes it is.
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Sep 16 2013, 10:39
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Frostbite
Group: Members
Posts: 7,123
Joined: 3-July 08

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QUOTE(T_Starrk @ Sep 15 2013, 16:43)  Or switch to club + shield
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Sep 16 2013, 10:43
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Frostbite @ Sep 16 2013, 16:37)  I've confirmed it. Yes it is.
You confirm with Tenboro, or you confirm there's such a change?
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Sep 16 2013, 11:03
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T_Starrk
Group: Members
Posts: 4,653
Joined: 20-March 12

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After playing for a few days I have to say without a doubt my favorite change is the base stats showing up when you mouse over the stats on equipment pop-ups. For someone like me who never uses scripts it's just so fucking convenient.
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Sep 16 2013, 11:38
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Frostbite
Group: Members
Posts: 7,123
Joined: 3-July 08

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QUOTE(varst @ Sep 15 2013, 21:43)  You confirm with Tenboro, or you confirm there's such a change?
I confirm there is such a change. I think logically it's sound, since if we are dead the consequence is harsher ( i.e : all HP/MP/SP is fully depleted )
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Sep 16 2013, 11:56
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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>partial resists
Best patch ever
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Sep 16 2013, 12:29
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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I like the idea behind partial resists, but I'm no longer sure I like the way they have been are implemented.
When I first read the patch notes, I was pretty tired, so my understanding was that the resist rolls functioned as a chain, where the next resist roll would only happen if the previous resist roll was successful.
But now when I reread the patch notes, the impression I get is that each monster has three individual chances at resisting your spell and significantly decreasing your damage. Without knowing any greater details, I now have the thought that my damage is being reduced by at least 50% more often than it was fully mitigated under the previous system.
I'm not really sure which model is correct, if either is.
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Sep 16 2013, 12:40
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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if it's 3 separate rolls and not consecutive rolls, due to 3 rolls being 90% instead of 87.5%, monsters overall have about 2% more benefit from resist, but as a result, monsters no longer block debuffs from offensive spells, which is the most important part.
if it's 3 consecutive rolls made only on successes, then monsters actually have less protection from resists due to the BASE protection being half of resist %. but considering the benefit of debuffs/explosions landing properly, I consider a less than 2% loss in base damage a good tradeoff.
This post has been edited by Bunker Buster: Sep 16 2013, 12:44
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Sep 16 2013, 12:43
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(n125 @ Sep 16 2013, 18:29)  I'm not really sure which model is correct, if either is.
You're dealing at most ~10% less damage if you only consider resist, but your spells land 30% more often so there's a better chance to have spell procs.
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Sep 16 2013, 14:02
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kserox
Group: Catgirl Camarilla
Posts: 727
Joined: 26-December 10

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QUOTE(varst @ Sep 16 2013, 12:43)  You're dealing at most ~10% less damage if you only consider resist, but your spells land 30% more often so there's a better chance to have spell procs.
So it's buff for mages and nerf for LA?
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Sep 16 2013, 14:17
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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Buff for LA, if the separate model is correct. Otherwise, nerf for LA.
As for trading 2% of your damage for spell procs, I'm not sure it is a good trade for non-holy mages and lower level mages who don't have high spell proc rate, and can't be bothered to map it out right now - however, it is certainly buff for counter-resist and prof.
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Sep 16 2013, 14:54
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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Say you have 50% resist and 0 evade/block— can any mathmagician around here enlighten me on whether my math is correct? ... (IMG:[ invalid] style_emoticons/default/huh.gif) Old Resist : 50% - full dmg 50% - no dmg New Resist : 12.5% - full dmg 12.5% - 1/10 dmg 37.5% - 1/4 dmg 37.5% - 1/2 dmg
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