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HentaiVerse 0.80, rabble rabble repair rabble |
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Jun 8 2014, 15:25
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kainord
Group: Gold Star Club
Posts: 2,198
Joined: 10-July 10

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I want to ask that the condition of an item is influencing the price that i can sold back on the equipment market?
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Jun 8 2014, 15:31
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noneya
Group: Gold Star Club
Posts: 1,965
Joined: 24-September 09

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Expect monster buffs but a great update none the less
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Jun 8 2014, 15:53
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Ebisan
Group: Members
Posts: 785
Joined: 1-December 12

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Tenboro, could it be possible to update the base value from item stats to its true base value (without adding forging or potencies effects) ?
That will make it easier to compare equipment now that forging has become easier.
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Jun 8 2014, 16:08
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Benny-boy
Group: Gold Star Club
Posts: 1,906
Joined: 27-December 10

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Durability is something I hate with all my soul. It's a shame, I am almost get lvl 300 (IMG:[ invalid] style_emoticons/default/wacko.gif)
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Jun 8 2014, 16:12
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PSPhreak
Group: Members
Posts: 2,590
Joined: 24-August 09

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whassup boss, i guessed right about the repair bill thing when i became active again. i kinda figured thats what the scraps were for i only have 2 questions regarding a former lottery piece i just bought. first, can i choose to bind it to me? second, is condition 265 right for this staff considering its a lottery piece? if i understand the update right this seems kinda low for a redwood staff, lottery piece or no. you increased durability for Peerless already so how about an increase for the higher end Legendary equips out there too? Lastly i made sure to close my WTS mats thread until i see where this all goes. i had some MGs in there and it looks like there might be increased demand for these at least until the mass panic attack passes. until then, fuck Pf play naked on normal!
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Jun 8 2014, 16:14
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piyin
Group: Gold Star Club
Posts: 10,819
Joined: 4-February 09

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QUOTE(Tenboro @ Jun 8 2014, 10:32)  0.80 - 2014-06-08
All equipment now has a condition and a durability. Condition degrades with use, while durability determines what the "maximum" condition of an item is and therefore how often it needs to be repaired.
Equipment degrades by a fixed value for every monster you kill. Difficulty and round/turn count does not have any effect. Being defeated in battle does not currently impact condition, but this may be changed in the future.
When an equipment piece degrades below 50% condition, it will make the equipment worse by reducing its effective stats until it is repaired. The stat reduction increases as the equipment piece gets more beat up.
A new section was added to the Forge where you can spend scrap materials together with a catalyst to fully restore an equipment piece to its maximum condition. Scrap can be salvaged from unwanted equipment or bought from the Item Store.
The amount of materials required to repair an item depends on its quality and percentage-wise degradation. Equipment with a high durability will therefore not only need less frequent repairs, but also need comparatively less materials over time to maintain. Repairing items will grant forge experience according to the number of materials used in the repair.
Every item class has a given range of possible durability values. Rare gear is generally more fragile than the corresponding common types, and will therefore be more expensive to maintain. The range of possible durability values is however narrower for rare gear than for common gear.
Random looted gear will start out at a random wear level between 50% and 100%, while gear from Snowflake's Shrine and the Lottery will always start at 100%. Existing equipment has been assigned a random durability within the range of the item class, and start out at 100% condition.
Question: will the equipments on the inventory also have their stats degraded if they are not being used? P.S. Skillchip... do you remember this? i cant remember were i post this before... do you remmeber? (the one you also help with). This post has been edited by piyin: Jun 8 2014, 16:24
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Jun 8 2014, 16:25
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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I'm just going to go ahead and say that this patch will ruin the economy; everyone will be so afraid of spending credits that nothing can get sold anymore
This post has been edited by holy_demon: Jun 8 2014, 17:24
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Jun 8 2014, 16:30
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Owyn
Group: Members
Posts: 692
Joined: 12-May 10

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QUOTE(holy_demon @ Jun 8 2014, 18:25)  I'm just going to go ahead and say that this patch will ruin the economy; everyone will be so afraid of spending credits so nothing can get sold anymore
Yeap, and now I'm especially afraid to waste more than enough repair mats \ monster food If I don't calculate right before every feeding\repair (IMG:[ invalid] style_emoticons/default/mad.gif) This post has been edited by Owyn: Jun 8 2014, 16:31
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Jun 8 2014, 16:38
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10

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I overslept a 10 pages of butthurt? Aww. (IMG:[ invalid] style_emoticons/default/unsure.gif) QUOTE Every item class has a given range of possible durability values. Rare gear is generally more fragile than the corresponding common types, and will therefore be more expensive to maintain. The range of possible durability values is however narrower for rare gear than for common gear. Yup, that one hit me pretty good. CODE My brestplate
Legendary Kevlar Breastplate of Protection Condition: 344 / 344 (100%)
in comparison with current prize in the armor lottery:
Legendary Onyx Leather Breastplate of Protection Condition: 868 / 868 (100%) (IMG: https://forums.e-hentai.org/uploads/post-329682-1368899761.jpg)
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Jun 8 2014, 16:41
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malkatmp
Group: Gold Star Club
Posts: 4,102
Joined: 30-April 12

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QUOTE(Owyn @ Jun 8 2014, 16:30)  Yeap, and now I'm especially afraid to waste more than enough repair mats \ monster food If I don't calculate right before every feeding\repair (IMG:[ invalid] style_emoticons/default/mad.gif) imo, i'd rather pay Credits for a repair cost + supply my own scraps than buying catalysts which is only sold in the item shop then move over to the forge to repair them. it's seems like an extra step & there'll be less "waste/calculation". in other words, it's much easier to just click yes for full repair, then to min-mix the condition to the right #catalysts. This post has been edited by malkatmp: Jun 8 2014, 17:12
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Jun 8 2014, 16:44
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Gear Repair: ewwww micro management.
Also /r/ a +100000 button at Bazaar. It just takes too long to buy large Quantities of Crystals if you have to click +100 a trillion of times.
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Jun 8 2014, 16:45
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firecat666
Group: Gold Star Club
Posts: 149
Joined: 13-December 10

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This is cool and all, but when are we going to get an auction house system?
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Jun 8 2014, 16:47
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10

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QUOTE(Ichy @ Jun 8 2014, 18:44)  Gear Repair: ewwww micro management.
Also /r/ a +100000 button at Bazaar. It just takes too long to buy large Quantities of Crystals if you have to click +100 a trillion of times.
Make a macro, maybe? (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Jun 8 2014, 16:49
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Evil Scorpio @ Jun 8 2014, 16:47)  Make a macro, maybe? (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Still takes time if you have 80 infinite funds to waste.
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Jun 8 2014, 16:50
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quazkov
Group: Members
Posts: 994
Joined: 27-August 12

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At least item stats weren't changed that much.
I wish there was a weapon/armor condition stat counter in battle so you could keep track of it in action. The left side of the screen below Stamina is empty space.
This post has been edited by quazkov: Jun 8 2014, 16:55
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Jun 8 2014, 16:54
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11

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I am still wondering why not use credits for repairing and upgrading directly? (IMG:[ invalid] style_emoticons/default/smile.gif) Current system work the same in recycling the credits but much more tedious...(It also requires more coding bussiness (IMG:[ invalid] style_emoticons/default/wink.gif) ) This post has been edited by gc00018: Jun 8 2014, 16:54
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Jun 8 2014, 16:55
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T_Starrk
Group: Members
Posts: 4,653
Joined: 20-March 12

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Should increase condition rolls for one-handed weapons since you have to use two weapons or a shield with them. Feels like this punishes DW and OH more than TH and mage.
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Jun 8 2014, 16:56
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Owyn
Group: Members
Posts: 692
Joined: 12-May 10

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QUOTE(Ichy @ Jun 8 2014, 18:44)  Gear Repair: ewwww micro management.
Also /r/ a +100000 button at Bazaar. It just takes too long to buy large Quantities of Crystals if you have to click +100 a trillion of times.
shops.set_selected_count(9999)a userscript can be made for that, sadly you can't buy over 10k items, exact limit is 9999 (IMG:[ i.imgur.com] http://i.imgur.com/8eQYdBN.png) This post has been edited by Owyn: Jun 8 2014, 16:58
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Jun 8 2014, 17:00
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Owyn
Group: Members
Posts: 692
Joined: 12-May 10

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QUOTE(gc00018 @ Jun 8 2014, 18:54)  I am still wondering why not use credits for repairing and upgrading directly? (IMG:[ invalid] style_emoticons/default/smile.gif) Current system work the same in recycling the credits but much more tedious...(It also requires more coding bussiness (IMG:[ invalid] style_emoticons/default/wink.gif) ) only purpose is to make players use salvage, else credits could do the same (and with better results) without use of that made-only-for-repair item-only-from-item-shop
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Jun 8 2014, 17:01
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Tenboro

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QUOTE(varst @ Jun 8 2014, 15:05)  Then I start going through the IWs, noting the number of monsters I've killed. Each time I escaped when it reaches the final round (which shouldn't impact the condition since I didn't kill those monsters). And yet after 3 runs of 31, 30 and 31 monsters, the condition drops to 223/225.
So there's something we're missing here, as it's more than 1/100 per monster killed. Well, the problem is you're fleeing. To be specific, what it does is when a battle is over is deduct condition for every monster in the battle. It doesn't actually matter if you win, lose or flee.
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