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> HentaiVerse 0.80, rabble rabble repair rabble

 
post Jun 10 2014, 00:43
Post #421
AircraftofWW2



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QUOTE(Tenboro @ Jun 9 2014, 11:35) *

Quality now has some influence on durability, to the point where legendaries will always be in the upper range of what is possible. Affected existing gear has been rerolled, but if you currently have it equipped you may have to reequip it to see the new one.

That favors the rich, who are usually your main target for soaking excess funds. I could just as well argue crude weapons are durable pieces of simple iron while legendary has all these easily defaced runes and delicate magical wards boosting them to amazing levels. If people desire very durable items then they should be made of some special material, such as Mithril. In Middle Earth Mithril items survive centuries without rusting and it appears to take a lot to break them down.

For that matter, if you desire more ways to soak the rich, introduce something like Mithril bindings for the forge. That way lower durability for higher quality items is offset by the opportunity to as much as double durability if the rich really want to dig into their money piles. Us medium income types will probably just use them to harden our weapons.

This post has been edited by AircraftofWW2: Jun 10 2014, 00:58
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post Jun 10 2014, 00:45
Post #422
rwpikul



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QUOTE(darkx @ Jun 9 2014, 18:11) *

I just noticed my stuff all got repaired by themselves, did this happen with any one else?

It might have, it all depends on whether or not I believe the numbers showing in Equipment, (which shows them slightly damaged), on in the various parts of the Forge, (which doesn't and has higher durability).
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post Jun 10 2014, 01:15
Post #423
Seeinghentryutai



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What gonna happen to the low grade and mid grade materials?
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post Jun 10 2014, 01:58
Post #424
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QUOTE(darkx @ Jun 10 2014, 06:11) *

I just noticed my stuff all got repaired by themselves, did this happen with any one else?

We got a free repair yesterday with the durability reroll.

QUOTE(Tenboro @ Jun 9 2014, 16:35) *

Quality now has some influence on durability, to the point where legendaries will always be in the upper range of what is possible. Affected existing gear has been rerolled, but if you currently have it equipped you may have to reequip it to see the new one.

Looking into the potency thing. Derp. Should be fixed now.
Some theoretical item that sells for 5k and isn't guaranteed to be a low-grade at least. I know I did get a 22-scrap one when I was throwing random items at it, but 50 may or may not be actually possible.
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post Jun 10 2014, 02:07
Post #425
EsotericSatire



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Is anyone else having problems reforging gear?

I unequipped my cap, and unlocked it but it wasn't showing up on the reforge items screen.

Oh you have to unequip it from all your equipment profiles and unlock it before the item will appear. Tricksy.
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post Jun 10 2014, 02:12
Post #426
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bacause of bad network,I havent played for 2weeks
Ohhhh~~why change the game so much?
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post Jun 10 2014, 02:38
Post #427
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Tie infusions/enchantments to durability.

Since 100 durability is equivalent to 1000 rounds of 10 monsters per round, make it the equivalent of 15 minutes of play in that kind of environment, that way if infusions/enchantments are used in PFUDOR or normal, they last just as many rounds.

This post has been edited by skillchip: Jun 10 2014, 02:42
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post Jun 10 2014, 02:45
Post #428
holy_demon



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QUOTE(skillchip @ Jun 10 2014, 10:38) *

Tie infusions/enchantments to durability.

Since 100 durability is equivalent to 1000 rounds of 10 monsters per round, make it the equivalent of 15 minutes of play in that kind of environment, that way if infusions/enchantments are used in PFUDOR or normal, they last just as many rounds.


I'd like to know the mode where you can finish 1000 rounds in 15 minutes (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jun 10 2014, 02:58
Post #429
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Just need to find the right balance between monsters and time
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post Jun 10 2014, 03:12
Post #430
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QUOTE(holy_demon @ Jun 9 2014, 17:45) *

I'd like to know the mode where you can finish 1000 rounds in 15 minutes (IMG:[invalid] style_emoticons/default/rolleyes.gif)


I heard of a mode called "Retarded" which was 10 times easier than Easy. You gain nothing, you lost stamina, but your clear time is epic.
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post Jun 10 2014, 03:19
Post #431
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QUOTE(holy_demon @ Jun 9 2014, 21:45) *
I'd like to know the mode where you can finish 1000 rounds in 15 minutes (IMG:[invalid] style_emoticons/default/rolleyes.gif)

I think that what skillchip is trying to say is that infusions/enchantments should be based on game time unit, lets say "Turns" or "Rounds"... so instead of enchant a weapon for 15min it would enchant the weapon for x rounds/turns... and instead of stacking for 30,45,60mins it would stack by x*2, x*3, x*4 and so on...

I've made a suggestion like that before... and have seen some other people with similar suggestions on the specific thread too... (IMG:[invalid] style_emoticons/default/huh.gif)

imo, it's a much fairer system... (IMG:[invalid] style_emoticons/default/unsure.gif)



PS: Or maybe I'm totally wrong about chip's suggestion... and so, just reinforcing my one... (IMG:[invalid] style_emoticons/default/rolleyes.gif)

This post has been edited by e-Stark: Jun 10 2014, 03:26
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post Jun 10 2014, 03:32
Post #432
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not bad the update...though... it improved it and made it more complicated in the same time

i´m glad that i can now upgrade my gear a little without bindings even if it´s just 5 % but now i´m in desperate need of credits and (for) materials as i was never before...
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post Jun 10 2014, 04:04
Post #433
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QUOTE(skillchip @ Jun 9 2014, 14:58) *

Just need to find the right balance between monsters and time



For mages in battle we get 25 turns max. (IMG:[invalid] style_emoticons/default/sad.gif)
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post Jun 10 2014, 04:04
Post #434
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QUOTE(e-Stark @ Jun 10 2014, 01:19) *

I think that what skillchip is trying to say is that infusions/enchantments should be based on game time unit, lets say "Turns" or "Rounds"... so instead of enchant a weapon for 15min it would enchant the weapon for x rounds/turns... and instead of stacking for 30,45,60mins it would stack by x*2, x*3, x*4 and so on...

I've made a suggestion like that before... and have seen some other people with similar suggestions on the specific thread too... (IMG:[invalid] style_emoticons/default/huh.gif)

imo, it's a much fairer system... (IMG:[invalid] style_emoticons/default/unsure.gif)
PS: Or maybe I'm totally wrong about chip's suggestion... and so, just reinforcing my one... (IMG:[invalid] style_emoticons/default/rolleyes.gif)


Same, just trying it to the currently existing condition/durability since that exists now
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post Jun 10 2014, 04:16
Post #435
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QUOTE(e-Stark @ Jun 10 2014, 11:19) *

I think that what skillchip is trying to say is that infusions/enchantments should be based on game time unit, lets say "Turns" or "Rounds"... so instead of enchant a weapon for 15min it would enchant the weapon for x rounds/turns... and instead of stacking for 30,45,60mins it would stack by x*2, x*3, x*4 and so on...

I've made a suggestion like that before... and have seen some other people with similar suggestions on the specific thread too... (IMG:[invalid] style_emoticons/default/huh.gif)

imo, it's a much fairer system... (IMG:[invalid] style_emoticons/default/unsure.gif)
PS: Or maybe I'm totally wrong about chip's suggestion... and so, just reinforcing my one... (IMG:[invalid] style_emoticons/default/rolleyes.gif)


I'd prefer infusion to be based on the number of monster killed, exactly like repair. Each infusion would give you effect for, say, 1000 monster. Hellfest grinding will thus use more infusion, and SG grinding will use less.
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post Jun 10 2014, 04:22
Post #436
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QUOTE(holy_demon @ Jun 10 2014, 10:16) *

I'd prefer infusion to be based on the number of monster killed, exactly like repair. Each infusion would give you effect for, say, 1000 100 monster. Hellfest grinding will thus use more infusion, and SG grinding will use less.

This value seems more realistic. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jun 10 2014, 04:24
Post #437
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I've thought at least "turn base" (say, 3600 turn for infusions and 14400 turn for shards) is better than real time 15 min / 1 hour.
But now "the number of monster killed" base is affordable since the repair system exists, as skillchip and holy_demon said.
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post Jun 10 2014, 04:36
Post #438
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QUOTE(Seeinghentryutai @ Jun 9 2014, 16:15) *

What gonna happen to the low grade and mid grade materials?

Nothing.
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post Jun 10 2014, 04:47
Post #439
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QUOTE(Colman @ Jun 10 2014, 12:22) *

This value seems more realistic. (IMG:[invalid] style_emoticons/default/smile.gif)


Then you will have to use ~100 infusion for a single clear of GF (IMG:[invalid] style_emoticons/default/rolleyes.gif)

The amount of click required is unrealistic

This post has been edited by holy_demon: Jun 10 2014, 04:49
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post Jun 10 2014, 04:55
Post #440
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QUOTE(holy_demon @ Jun 10 2014, 10:47) *

Then you will have to use ~100 infusion for a single clear of GF (IMG:[invalid] style_emoticons/default/rolleyes.gif)

The amount of click required is unrealistic

Consider their current price, I think it is ok. And in long term, they will become 1k+ each (IMG:[invalid] style_emoticons/default/laugh.gif) .
However, it is strongly recommend to add a infusion x10 button.
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