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> HentaiVerse 0.80, rabble rabble repair rabble

 
post Jun 10 2014, 05:32
Post #441
cavecricket48



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So what was the rationale for removing Scythes again? [Came back from superextended hiatus]
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post Jun 10 2014, 05:40
Post #442
Colman



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QUOTE(cavecricket48 @ Jun 10 2014, 11:32) *

So what was the rationale for removing Scythes again? [Came back from superextended hiatus]

Go back to sleep is what you should do (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jun 10 2014, 05:43
Post #443
cavecricket48



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QUOTE(Colman @ Jun 9 2014, 23:40) *

Go back to sleep is what you should do (IMG:[invalid] style_emoticons/default/tongue.gif)


3muchcaffeine5me
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post Jun 10 2014, 05:43
Post #444
Pickled_Cow



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QUOTE(cavecricket48 @ Jun 10 2014, 03:32) *

So what was the rationale for removing Scythes again? [Came back from superextended hiatus]


They were rolled into long swords so that long swords would no longer be useless.
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post Jun 10 2014, 05:45
Post #445
cavecricket48



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QUOTE(Pickled Cow @ Jun 9 2014, 23:43) *

They were rolled into long swords so that long swords would no longer be useless.


You know, that would explain why my old longsword stash is so derp compared to the new stuff coming in... Thx brah.
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post Jun 10 2014, 06:04
Post #446
holy_demon



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QUOTE(Colman @ Jun 10 2014, 12:55) *

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.

Then we should make infusion drops like crystal (ie. affected by crystarium and number of GF round) (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jun 10 2014, 06:14
Post #447
EsotericSatire



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Why do you want to nerf infusions? I'd prefer to leave them alone instead of nerf them. lol.
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post Jun 10 2014, 06:28
Post #448
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QUOTE(holy_demon @ Jun 9 2014, 19:16) *

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 monster. Hellfest grinding will thus use more infusion, and SG grinding will use less.


It would be great if this also applied to infusions used in battle. I'd actually use infusions on a regular basis then, instead of once or twice a year when I decide to see how much damage I can do to Konata. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jun 10 2014, 07:49
Post #449
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QUOTE(n125 @ Jun 10 2014, 12:28) *
It would be great if this also applied to infusions used in battle. I'd actually use infusions on a regular basis then, instead of once or twice a year when I decide to see how much damage I can do to Konata. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
All this infusion talks sure makes for a hot debate for itself. My turn to step in and speak my opinion.

First things first, the enchanted infusions as it is now favors those who have very high APM, which is generally capped to your Internet connection, so the odds would be stacked against Cats Lover and me who have a half a second page rendering speed.

IMO I prefer number of round-based infusions over the monster kill-based infusions because the latter makes for a bit a handful of a math work to do. Sure it means the infusion won't be as effective against a single rounds with less monsters than but since you would face more monsters per rounds as you go deeper the point is rendered moot really.

I really would prefer the infusion durations NOT to be nerfed like what Colman would suggest. Spending hundreds of infusions just to clear 100 rounds would simply burden the players even more, not to mention it's simply unrealistic to click the infusion button hundreds of times. Also, infusions is a decisive enchantment, but it is ultimately optional, so nerfing and inflating the infusions would simply make the players not to use them instead.

Personally I would very much like the featherweight shards to last around 100 rounds or so, elem infusions, 25 rounds on weapons, effective for 24 hours within infusion. Infusions in battle, 10 rounds should be good enough for the job, I mean, there's hardly any need for these infusions to walk your way through when you can choose when to use it, right?

This post has been edited by LostLogia4: Jun 10 2014, 07:55
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post Jun 10 2014, 08:13
Post #450
Colman



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IMO, infusion should be used on boss fight only. e.g. RoB, SG arena.
Even the longest SG arena have only got 724 monsters. So it only requires 8 infusion (or x2) per run using my suggestion (1 infusion per 100 kill).
Making the infusion so cheap to use would discourage the players to maxed out their ethereal weapon.

Using infusion on regular grind is strange, although the current HV allow the player to do so as the drop rate of infusions are rather high.

I also support the idea that infusion use round/kill base rather then time base. Because I can have a break in long fight after I use the infusions.

This post has been edited by Colman: Jun 10 2014, 08:16
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post Jun 10 2014, 08:28
Post #451
EsotericSatire



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QUOTE(Colman @ Jun 9 2014, 20:13) *

IMO, infusion should be used on boss fight only. e.g. RoB, SG arena.
Even the longest SG arena have only got 724 monsters. So it only requires 8 infusion (or x2) per run using my suggestion (1 infusion per 100 kill).
Making the infusion so cheap to use would discourage the players to maxed out their ethereal weapon.

Using infusion on regular grind is strange, although the current HV allow the player to do so as the drop rate of infusions are rather high.

I also support the idea that infusion use round/kill base rather then time base. Because I can have a break in long fight after I use the infusions.


Why not ask for a reasonable amount then lol. There are barely enough mjolnir infusions to keep me stocked as a mage. If everyone else had the same consumption rate then it would be crazy.

As a mage, influsions only last 25 turns in battle for me, so that's a max of 250 monsters, but probably more like 50-80.

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post Jun 10 2014, 08:33
Post #452
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QUOTE(Colman @ Jun 10 2014, 14:13) *
IMO, infusion should be used on boss fight only. e.g. RoB, SG arena.
Even the longest SG arena have only got 724 monsters. So it only requires 8 infusion (or x2) per run using my suggestion (1 infusion per 100 kill).
Making the infusion so cheap to use would discourage the players to maxed out their ethereal weapon.

Using infusion on regular grind is strange, although the current HV allow the player to do so as the drop rate of infusions are rather high.
So that's your justification? Well, if you say so, I would simply watch the infusions burn then. (IMG:[invalid] style_emoticons/default/tongue.gif)

QUOTE(Colman @ Jun 10 2014, 14:13) *
I also support the idea that infusion use round/kill base rather then time base. Because I can have a break in long fight after I use the infusions.
Welp, it's a lot fairer that way.

QUOTE(EsotericSatire @ Jun 10 2014, 14:28) *
Why not ask for a reasonable amount then lol. There are barely enough mjolnir infusions to keep me stocked as a mage. If everyone else had the same consumption rate then it would be crazy.

As a mage, influsions only last 25 turns in battle for me, so that's a max of 250 monsters, but probably more like 50-80.
I would like it to last for about as long as Arcane Focus, about duration Tier 1 or so should be enough to last a few rounds to give a decisive blow, problem with infusions as consumables as it is now is that mages can't get much of any use for them when they spend half their time debuffing the enemies.

This post has been edited by LostLogia4: Jun 10 2014, 08:37
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post Jun 10 2014, 09:35
Post #453
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Any chance of removing the special component as well from rare armor as well for the first 5 levels? like shade fragments and repurposed actuators?
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post Jun 10 2014, 11:05
Post #454
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QUOTE(piyin @ Jun 9 2014, 07:07) *

Question: Does the prices of the equipments dropped when down?

I've checked: for some items (Axes for sure) "to-the-Bazaar" selling price was reduced by half. Silent nerfdate. (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jun 10 2014, 11:19
Post #455
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QUOTE(Laboq @ Jun 10 2014, 19:05) *

I've checked: for some items (Axes for sure) "to-the-Bazaar" selling price was reduced by half. Silent nerfdate. (IMG:[invalid] style_emoticons/default/dry.gif)


I'm gonna miss that (IMG:[invalid] style_emoticons/default/cry.gif)
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post Jun 10 2014, 11:50
Post #456
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Monster Lab was also nerfed some time ago.

This post has been edited by kserox: Jun 10 2014, 11:50
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post Jun 10 2014, 11:53
Post #457
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QUOTE(kserox @ Jun 10 2014, 17:50) *
Monster Lab was also nerfed some time ago.
Whaddya meant by that...?
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post Jun 10 2014, 12:05
Post #458
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Materials income was heavily diminished. I think it was introduced even before patch, not sure.
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post Jun 10 2014, 12:21
Post #459
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QUOTE(Laboq @ Jun 10 2014, 16:05) *

I've checked: for some items (Axes for sure) "to-the-Bazaar" selling price was reduced by half. Silent nerfdate. (IMG:[invalid] style_emoticons/default/dry.gif)

QUOTE(kserox @ Jun 10 2014, 17:05) *

Materials income was heavily diminished. I think it was introduced even before patch, not sure.

Ninja nerf (IMG:[invalid] style_emoticons/default/blink.gif)
I wonder why he didn't mention it in patch notes (IMG:[invalid] style_emoticons/default/ph34r.gif)
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post Jun 10 2014, 12:24
Post #460
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QUOTE(revsex @ Jun 10 2014, 12:21) *

Ninja nerf (IMG:[invalid] style_emoticons/default/blink.gif)
I wonder why he didn't mention it in patch notes (IMG:[invalid] style_emoticons/default/ph34r.gif)

Because that'd be boring, treasure hunts are fun (IMG:[invalid] style_emoticons/default/biggrin.gif)
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