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HentaiVerse 0.82, Reading material |
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Jun 7 2015, 13:18
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tbarim
Group: Members
Posts: 119
Joined: 15-March 15

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QUOTE(Void Domain @ Jun 7 2015, 06:09)  Just need 193 more pages to surpass the 0.76 patch thread (IMG:[ invalid] style_emoticons/default/laugh.gif) That's a good thing, right?
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Jun 7 2015, 13:59
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WOYH
Group: Members
Posts: 253
Joined: 15-June 13

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Hath perk, Skip turn: skip 1 turn to do double melee damage.
: You need strong defense to survive two attacks from enemies. Reduces server's burden because user will only send 1 packet per attack. (which is equal to two turn when it's on)
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Jun 7 2015, 15:08
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m118w11
Group: Gold Star Club
Posts: 1,323
Joined: 7-March 11

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QUOTE(WOYH @ Jun 7 2015, 13:59)  Hath perk, Skip turn: skip 1 turn to do double melee damage.
: You need strong defense to survive two attacks from enemies. Reduces server's burden because user will only send 1 packet per attack. (which is equal to two turn when it's on)
That would be awesome, but it may break the game balance (although so would living near the server), maybe something like 2 turns but halve the tps cap for people with bad ping.
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Jun 7 2015, 15:29
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WOYH
Group: Members
Posts: 253
Joined: 15-June 13

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QUOTE(m118w11 @ Jun 7 2015, 15:08)  That would be awesome, but it may break the game balance (although so would living near the server), maybe something like 2 turns but halve the tps cap for people with bad ping.
It's different from people living near the server because you 'll be defenseless for 1 turn. If you receive fatal blow for the 1st turn and SOL revives you(like ring of blood or PGF), you will be dead because you can not do anything for next turn. But it will be awesome if you are strong enough to never receive fatal blow.
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Jun 7 2015, 16:50
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cmos
Group: Gold Star Club
Posts: 1,214
Joined: 17-March 10

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QUOTE(MSimm1 @ Jun 5 2015, 00:59)  Mach Speed - increases both physical attack and magic spell casting speed by 25 to 50 percent, cumulative with Haste
This, but maybe the numbers are a bit too high. Even better if there are two separate cheaper ones, one for melee and one for magic. Speed is crucial for some play styles, but it's very hard to raise it to a decent level without top tier gear. Hath perk that increases overcharge gain from normal attacks (not 1h counters). Hath perk that significantly increases the damage of elemental explosions. Hath perk that increases the effectiveness of status effects from offensive spells. Hath perk or training that increases the size of the inventory. Hath perk allowing simple downloading of multiple galleries as archives. Hath perk(s) allowing additional buy\sell slots on hath and gp exchange. Though honestly I believe the game would benefit more from introducing new interesting features that aren't just credit sinks instead of adjusting values on the existing ones.
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Jun 7 2015, 17:09
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nta-008
Group: Catgirl Camarilla
Posts: 1,546
Joined: 2-September 11

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Jun 7 2015, 18:44
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garm0
Group: Members
Posts: 1,871
Joined: 1-January 10

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new hath Perk:
Free Restoration: the restoratives buttons do not consume draughts and potions.
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Jun 7 2015, 18:46
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chjj30
Group: Catgirl Camarilla
Posts: 10,914
Joined: 5-January 14

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QUOTE(garm0 @ Jun 8 2015, 00:44)  new hath Perk:
Free Restoration: the restoratives buttons do not consume draughts and potions.
Because you have old Potions in store.
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Jun 7 2015, 19:23
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garm0
Group: Members
Posts: 1,871
Joined: 1-January 10

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I have sold (bazaared) all my heroic potions (and greater...) potions the day the 0.82 patch went live.
Why? Because there was no point holding on to an old system, it took me a day to get used to the new system and I like it, I just want a mana draught shortcut in my toolbar and then I will be really happy.
No, what I want is a new hath perk: free restoration after fights. Because most of the time the draught benefits (whenever) I get from arena is consumed by the restoration. There is no need to put that perk at 100 Hath, it could be a 20 Hath perk and it is not game breaking in any way. You can play without it, I just suggest it.
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Jun 7 2015, 20:11
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kserox
Group: Catgirl Camarilla
Posts: 727
Joined: 26-December 10

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QUOTE(garm0 @ Jun 7 2015, 22:23)  No, what I want is a new hath perk: free restoration after fights. Because most of the time the draught benefits (whenever) I get from arena is consumed by the restoration. There is no need to put that perk at 100 Hath, it could be a 20 Hath perk and it is not game breaking in any way. You can play without it, I just suggest it.
So it's some kind of after-fight-Healer's-service. Sounds quite nice. Maybe it is possible to add some kind of classic temple service as well? Before-arena-blessing-buff, after-arena-blessing-buff, stuff like that. Or maybe hath perk, that'll make Blessing of Rdlmaster last longer? (IMG:[ invalid] style_emoticons/default/sad.gif) 20 turns is literally nothing, at least for all melee guys. This post has been edited by kserox: Jun 7 2015, 20:11
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Jun 7 2015, 20:30
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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QUOTE(WOYH @ Jun 6 2015, 23:21)  bleed perks Screw that. It should be fixed FOR FREE. Bleed needs an additional % monster health damage bonus (affected by stance?), capped by the lower of weapon damage or health, and the lower damaging proc overwriting the higher on refresh needs to be fixed. Proc chance and effect need to be upgradable through the forge, for all weapons. Nerf everything until the first few forge levels match the current rates if you have to, but raise the minimum proc chance since too low a % is already worthless in practice, particularly for bleed. A crude example: Monster has 20k life. Player has 1000 damage and 20% bleed. Five stacks is 400 damage. 1% of 20k is 200. The player will deal an additional 200 damage. 200 with stance. Monster has 70k life. The rest remain equal. 1% of 70k is 700. The player will deal an additional 400 damage. 700 with stance. If you really want to be cool, proc duration and effect should be affected by monster type, for all weapons. Granted mechanoids already have slashing mit in bleed's case, mages should tap more mana from sprites and giants should have reduced stun duration. It wouldn't make sense to modify rapiers since penetrated armor is as it says, so consider it a buff. Unless you want to be cruel and make piercing mit affect its proc chance (IMG:[ invalid] style_emoticons/default/cool.gif)
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Jun 7 2015, 21:42
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MSimm1
Group: Members
Posts: 45,262
Joined: 26-December 09

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QUOTE(cmos @ Jun 7 2015, 09:50)  This, but maybe the numbers are a bit too high. Even better if there are two separate cheaper ones, one for melee and one for magic. Speed is crucial for some play styles, but it's very hard to raise it to a decent level without top tier gear. Hath perk that increases overcharge gain from normal attacks (not 1h counters). Hath perk that significantly increases the damage of elemental explosions. Hath perk that increases the effectiveness of status effects from offensive spells. Hath perk or training that increases the size of the inventory. Hath perk allowing simple downloading of multiple galleries as archives. Hath perk(s) allowing additional buy\sell slots on hath and gp exchange.
Though honestly I believe the game would benefit more from introducing new interesting features that aren't just credit sinks instead of adjusting values on the existing ones.
It could be easily split in two with Mach Speed for melee, Mahou or Rune Speed for mages and the percent increases, Hath required were just averages taken from the existing Hath Perk list for examples I agree, the attack/casting speed bonus leaves a lot to be desired They could also be made into abilities to supplement accuracy
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Jun 8 2015, 02:05
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Unsibscribed
Newcomer
  Group: Members
Posts: 79
Joined: 29-February 12

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QUOTE(generaldoom @ Jun 7 2015, 21:48)  suggest upgrade AOE Imperil and Weaken by new patch (IMG:[ invalid] style_emoticons/default/tongue.gif) All deprecating spells are weak now.
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Jun 8 2015, 02:57
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Superlatanium
Group: Gold Star Club
Posts: 7,617
Joined: 27-November 13

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QUOTE(qw3rty67 @ Jun 7 2015, 18:30)  Screw that. It should be fixed FOR FREE. I think so too. We can hope for something in 0.83. QUOTE(Unsibscribed @ Jun 8 2015, 00:05)  All deprecating spells are weak now. I don't think so. Since I don't have prof gear for mage, I have to rely on Imperil to kill the monsters in a reasonable amount of time, when I'm on high difficulty. It's absolutely essential. Even if I did have prof gear, it would probably be more turn-efficient to use Imperil (it's just more tedious). Sleep is useful for someone who isn't well geared who's intent on finishing high-difficulty GF. Without it, as 1h, curing every 4 or 5 turns past round 500 is not uncommon for me. But sleep cuts damage taken by more than a third, which really helps to let Regen do the work more without spending more turns on Cure. Of course, the better solution would be to get better gear so Sleep isn't necessary, but not everyone has/is willing to spend that much. Weaken in addition to Sleep could be good if Sleep damage reduction isn't enough, so that up to 6 of the 7-9 monsters are dealing little to no damage. (Though, it's probably more profitable per time to play Hellfest than to use Sleep/Weaken on higher difficulty) Confuse is not very good. Sleep lasts longer, costs less, and Confuse can knock other monsters (and itself) out of Confuse and Sleep. MagNet is amazing for increasing damage done to schoolgirls by mage. A single successful Resist roll will mercilessly cut your damage in half. Drain used to be occasionally useful in Grindfest for proccing Spirit Theft, but that's not needed anymore. But it's still used in SG arenas by mage for restoring lots of MP without the need for potions. I don't think Slow nor Blind are worth using. So... most of the deprecating spells do have their place.
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Jun 8 2015, 04:03
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generaldoom
Group: Members
Posts: 114
Joined: 15-January 15

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i need good gear (IMG:[ invalid] style_emoticons/default/laugh.gif) QUOTE(Superlatanium @ Jun 7 2015, 16:57)  I think so too. We can hope for something in 0.83.I don't think so. Since I don't have prof gear for mage, I have to rely on Imperil to kill the monsters in a reasonable amount of time, when I'm on high difficulty. It's absolutely essential.
Even if I did have prof gear, it would probably be more turn-efficient to use Imperil (it's just more tedious).
Sleep is useful for someone who isn't well geared who's intent on finishing high-difficulty GF. Without it, as 1h, curing every 4 or 5 turns past round 500 is not uncommon for me. But sleep cuts damage taken by more than a third, which really helps to let Regen do the work more without spending more turns on Cure. Of course, the better solution would be to get better gear so Sleep isn't necessary, but not everyone has/is willing to spend that much.
Weaken in addition to Sleep could be good if Sleep damage reduction isn't enough, so that up to 6 of the 7-9 monsters are dealing little to no damage. (Though, it's probably more profitable per time to play Hellfest than to use Sleep/Weaken on higher difficulty)
Confuse is not very good. Sleep lasts longer, costs less, and Confuse can knock other monsters (and itself) out of Confuse and Sleep.
MagNet is amazing for increasing damage done to schoolgirls by mage. A single successful Resist roll will mercilessly cut your damage in half.
Drain used to be occasionally useful in Grindfest for proccing Spirit Theft, but that's not needed anymore. But it's still used in SG arenas by mage for restoring lots of MP without the need for potions.
I don't think Slow nor Blind are worth using.
So... most of the deprecating spells do have their place.
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Jun 8 2015, 04:19
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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QUOTE(garm0 @ Jun 8 2015, 03:23)  I have sold (bazaared) all my heroic potions (and greater...) potions the day the 0.82 patch went live.
Why? Because there was no point holding on to an old system, it took me a day to get used to the new system and I like it, I just want a mana draught shortcut in my toolbar and then I will be really happy.
No, what I want is a new hath perk: free restoration after fights. Because most of the time the draught benefits (whenever) I get from arena is consumed by the restoration. There is no need to put that perk at 100 Hath, it could be a 20 Hath perk and it is not game breaking in any way. You can play without it, I just suggest it.
Yeah if it would save 2 clicks for "recover all", it would certainly be useful if it's sub-100hath +1 to idea This post has been edited by holy_demon: Jun 8 2015, 04:20
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