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> HentaiVerse 0.82, Reading material

 
post Jun 7 2015, 12:03
Post #2041
Nyvil



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http://hentaiverse.org/pages/showequip.php...;key=a749672f7c

Receive a Leg from RE...

So the frequency for PFUDOR RE to drop Leg is one every 1~2 week?

This post has been edited by Nyvil: Jun 7 2015, 12:58
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post Jun 7 2015, 13:09
Post #2042
Void Domain



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Just need 193 more pages to surpass the 0.76 patch thread (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 7 2015, 13:18
Post #2043
tbarim



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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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post Jun 7 2015, 13:59
Post #2044
WOYH



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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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post Jun 7 2015, 15:06
Post #2045
Panty&Stocking with Garterbelt



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new peerless waki slaughter
old peerless waki slaughter
Attack Accuracy
old peerless 24.96
new peerless 24.95
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post Jun 7 2015, 15:08
Post #2046
m118w11



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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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post Jun 7 2015, 15:29
Post #2047
WOYH



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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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post Jun 7 2015, 16:50
Post #2048
cmos



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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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post Jun 7 2015, 17:09
Post #2049
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Range error

Peerless Ruby Cotton Shoes of the Earth-walker

Old
[alt.hentaiverse.org] http://alt.hentaiverse.org/pages/showequip...;key=7e40f41a8c

New
[alt.hentaiverse.org] http://alt.hentaiverse.org/pages/showequip...;key=b0977457c5
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post Jun 7 2015, 18:44
Post #2050
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new hath Perk:

Free Restoration: the restoratives buttons do not consume draughts and potions.
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post Jun 7 2015, 18:46
Post #2051
chjj30



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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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post Jun 7 2015, 19:23
Post #2052
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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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post Jun 7 2015, 20:11
Post #2053
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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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post Jun 7 2015, 20:30
Post #2054
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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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post Jun 7 2015, 21:42
Post #2055
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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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post Jun 7 2015, 21:48
Post #2056
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suggest upgrade AOE Imperil and Weaken by new patch (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jun 8 2015, 02:05
Post #2057
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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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post Jun 8 2015, 02:57
Post #2058
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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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post Jun 8 2015, 04:03
Post #2059
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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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post Jun 8 2015, 04:19
Post #2060
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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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