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> HentaiVerse 0.83, Now 10% less tedious!

 
post Jul 26 2015, 14:58
Post #101
n125



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More HP regen doesn't really matter to me; it ticks at the end of a turn (and not every turn), so I see it as just something to complement Cure. Losing roughly 3000 HP in exchange for that means that the number of hits I can tank in a turn is one or two less than before, which does matter to me because it will probably result in me being one-shot from full HP more often.
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post Jul 26 2015, 14:59
Post #102
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QUOTE(VriskaSerket @ Jul 26 2015, 18:14) *

item prices wasnt changed so we just got *1.33 increase in repair cost?
QUOTE
- Base scrap cost was reduced by around 30% for Exquisite and above.

Scrap amount got reduced by 30%, and now we need the additional item, Cell (for rare equipments), which is 30% of the required Scraps. So technically the repair cost (of rare equipments) are still the same. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jul 26 2015, 15:02
Post #103
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QUOTE(teddy.bear @ Jul 26 2015, 12:31) *
That's easy. A high grade metal is around 2000c in WTS and scrap is 95c so the 2500c doesn't make much loss its just in comparison to the 1000c its a 1300c loss. Its difficult to tell how salvaging works. It obviusly sets a price on low, mid and high grades, and gives at least 1 scrap, but a 400-500c Exq will give 1 scrap 600c will give 2 scrap same as a 800c I just salvaged. So I have no idea whether the amount of scrap returned is based on c value entirely, or uses it for a roll, or it could be that because the credit values of different qualities bleed into each other it has thrown off the calculation.

It would be nice to have bazaar value listed in salvaging screen as at least we can easily see the optimum salvages as it makes no sense to salvage an Avg over 180c as you will always lose credits due to rounding. Actually I havnt checked whether 250c gives 3 scrap.
It's all there in the wiki. We can determine exactly what will be salvaged (plus what the exact range of energy cells will be) just by looking at price and type of equip.

Yes, salvaging something that can be sold for 201 to 300 will always give 3 scrap.
QUOTE(teddy.bear @ Jul 26 2015, 12:31) *
It would be nice to have bazaar value listed in salvaging screen
Enough functionality exists already IMO, just check bazaar value when selling, don't sell whatever would be more profitable to salvage, and then salvage everything left over.
QUOTE(VriskaSerket @ Jul 26 2015, 12:44) *
2. correct me where i wrong:
drop rate for mats(especially repair ones) from salvage still less than directly buying them from item shop. so best option still to sell items and buy repair consumables. item prices wasnt changed so we just got *1.33 increase in repair cost?
It is always cheaper to salvage Average and lower common gear for scraps than to buy scraps. It is usually cheaper to salvage Average and lower rare gear for scraps and energy cells than it is to buy energy cells.

Rare tier superiors might occasionally be worth salvaging now that they can drop energy cells, but it depends on how much the bazaar value would be.

For everything else, it's probably exactly the same as before (sell all rare tier, salvage common-tier gear if graded mat + scrap is more than bazaar price). If they gave more scrap, we might have to think more about whether salvaging rare tier would be worth it, but they don't.
QUOTE(tetron @ Jul 26 2015, 12:59) *
Scrap amount got reduced by 30%, and now we need the additional item, Cell (for rare equipments), which is 30% of the required Scraps. So technically the repair cost (of rare equipments) are still the same. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
Except that the energy cell costs double what the scraps do. Net cost is not the same, it's gone up a little bit.

This post has been edited by Superlatanium: Jul 26 2015, 15:06
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post Jul 26 2015, 15:09
Post #104
VriskaSerket



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QUOTE(n125 @ Jul 26 2015, 12:58) *

More HP regen doesn't really matter to me; it ticks at the end of a turn (and not every turn), so I see it as just something to complement Cure. Losing roughly 3000 HP in exchange for that means that the number of hits I can tank in a turn is one or two less than before, which does matter to me because it will probably result in me being one-shot from full HP more often.

true. tested on pfudor and died at 500+ instead usual 800+.
can we have old mechanics for those perks?

This post has been edited by VriskaSerket: Jul 26 2015, 15:10
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post Jul 26 2015, 15:09
Post #105
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Patch day!

Love the feed all button, but it looks like it might be over-feeding... Have to check more closely tomorrow.
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post Jul 26 2015, 15:12
Post #106
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QUOTE(Tenboro @ Jul 26 2015, 07:46) *

I'll see if I can do something different for the "works until triggered" scrolls.


@tenboro Thank you sir, this is immensely important.

Perfect update once that's fixed (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jul 26 2015, 15:14
Post #107
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QUOTE(Tenboro @ Jul 26 2015, 13:46) *

The cap is at round 500 no matter what difficulty you're at.


Can you add that to the notes?
That and whatever the new formula or difficulty mods are.

This post has been edited by Crush85: Jul 26 2015, 15:23
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post Jul 26 2015, 15:19
Post #108
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QUOTE(Colman @ Jul 26 2015, 11:33) *


I do not understand it. Could someone explain it in detail?


In a word, lower difficulty is better than higher ones.

This post has been edited by gc00018: Jul 26 2015, 15:19
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post Jul 26 2015, 15:22
Post #109
Ebisan



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The feed all button was the signal.

The soulfusing improvement looks nice for people who want to level up their equipments themselves. ^^
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post Jul 26 2015, 15:22
Post #110
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QUOTE(Superlatanium @ Jul 26 2015, 13:02) *

Except that the energy cell costs double what the scraps do. Net cost is not the same, it's gone up a little bit.

*1.17 if my math ok.

for example:
old: 30 scraps *100c = 3000c
new: 30*0.7scraps *100c+ 30*0.7/3*200c = 3500c
3500/3000 = 1.1(6)
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post Jul 26 2015, 15:27
Post #111
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QUOTE(VriskaSerket @ Jul 26 2015, 20:09) *

true. tested on pfudor and died at 500+ instead usual 800+.
can we have old mechanics for those perks?

how much crystals drop in rounds 500 PFU now (IMG:[invalid] style_emoticons/default/huh.gif)
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post Jul 26 2015, 15:29
Post #112
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QUOTE(Tenboro @ Jul 26 2015, 10:09) *

- Advanced weapons and shields (Phase/Shade/Power Armor and Force Shields) now require Energy Cells in addition to scrap materials to repair. Energy Cells can be salvaged from other advanced equipment, as well as bought in the item shop at 200C each.
So it wasn't enough for upgrade to be nearly impossible for casual player due to the need of fragments (that need having a monster, since those don't even drop)?Now even repairs must have an extra item cost?

This post has been edited by uareader: Jul 26 2015, 15:30
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post Jul 26 2015, 15:33
Post #113
teddy.bear



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QUOTE(Superlatanium @ Jul 26 2015, 15:02) *

Yes, salvaging something that can be sold for 201 to 300 will always give 3 scrap.Enough functionality exists already IMO, just check bazaar value when selling, don't sell whatever would be more profitable to salvage, and then salvage everything left over.It is always cheaper to salvage Average and lower common gear for scraps than to buy scraps. It is usually cheaper to salvage Average and lower rare gear for scraps and energy cells than it is to buy energy cells.


Don't know why I never read this
"For equipment of Superior quality or higher, you get one graded material (see below), and a quantity of scrap equal to roundup(sale_value / 500)."

Anyway (sale_value / 500) guarantees that salvaging sup+ rares will never be cheaper than item shop
Superior Shade Leggings of Negation 1140c
Salvaged Low-Grade Leather
Salvaged 3x Scrap Leather
Salvaged 2x Energy Cell

Best you could get is 1001c sup rare 300c worth of scrap, 600c worth of energy cells and worthless low grade. A 1499c sup rare leaves 600c worse off at best 999c at worst.

This post has been edited by teddy.bear: Jul 26 2015, 15:33
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post Jul 26 2015, 15:38
Post #114
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happy days!
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post Jul 26 2015, 15:38
Post #115
Tenboro

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QUOTE(VriskaSerket @ Jul 26 2015, 15:22) *

*1.17 if my math ok.


It's not. Weapons never need energy cells.
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post Jul 26 2015, 15:40
Post #116
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QUOTE(VriskaSerket @ Jul 26 2015, 13:22) *

*1.17 if my math ok.

for example:
old: 30 scraps *100c = 3000c
new: 30*0.7scraps *100c+ 30*0.7/3*200c = 3500c
3500/3000 = 1.1(6)
You are right. In percent, costs for rare tier gear have gone up by:

.7 (100 + 1/3 * 200) = 116.666666667

But also remember that costs for weapons have gone down to 70% of what they were before. But rare tier gear also has to be repaired more often.
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post Jul 26 2015, 15:48
Post #117
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I like everything from this patch.

Well Done Tenboro.
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post Jul 26 2015, 15:49
Post #118
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QUOTE(Superlatanium @ Jul 26 2015, 18:32) *

Except that the energy cell costs double what the scraps do. Net cost is not the same, it's gone up a little bit.

Nope. Increase is for Armor and Force Shield only, everything else has has a decrease in repair cost. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

But since we mostly use 1 specific set, we usually have to repair more armor pieces (which is usually rare tier) than anything else. So yes, the usual cost of everyday repair has gone up a bit. (IMG:[invalid] style_emoticons/default/duck.gif)

This post has been edited by tetron: Jul 26 2015, 15:51
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post Jul 26 2015, 15:57
Post #119
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Checked out the results of the 2% increment on soul fragments required and something seems to be off.

I have a legendary which is 63 levels above my current level. Therefore should take 50 (base) + 32 additional soul fragments starting at 1 and incrementing by 2% per level (so 1.02, 1.0404, etc.). Final (32nd) should cost 1.8475 according to Excel and total is 44.2270 fragments. So number required should be 94 or 95 depending on rounding but panel says 112 fragments required.

Please explain.
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post Jul 26 2015, 15:59
Post #120
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Nice quality of life updates.
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