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> HentaiVerse 0.83, Now 10% less tedious!

 
post Aug 3 2015, 12:04
Post #361
tetron



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QUOTE(Mud attheBaseofLotus @ Aug 3 2015, 14:55) *

Last Elixir should restore also 1 stamina, its price is increased & make it more useful.

Not happening. That'll be OP. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Aug 3 2015, 12:40
Post #362
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QUOTE(Mud attheBaseofLotus @ Aug 3 2015, 11:25) *

Last Elixir should restore also 1 stamina, its price is increased & make it more useful.


That is an interesting suggestion, however, as the 10bro post says, first the price of artifacts will increase by ~4k ea, then people will bitch about getting crystals. So they are removed, increasing the price of artifacts by ~10k, then people will bitch about getting hath...
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post Aug 3 2015, 15:00
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QUOTE(m118w11 @ Aug 3 2015, 10:40) *

That is an interesting suggestion, however, as the 10bro post says, first the price of artifacts will increase by ~4k ea, then people will bitch about getting crystals. So they are removed, increasing the price of artifacts by ~10k, then people will bitch about getting hath...

after several of that "than..." artifacts will drop nothing. and next step will be adding elixirs into drop table.)
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post Aug 3 2015, 15:21
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QUOTE(m118w11 @ Aug 3 2015, 20:40) *

That is an interesting suggestion, however, as the 10bro post says, first the price of artifacts will increase by ~4k ea, then people will bitch about getting crystals. So they are removed, increasing the price of artifacts by ~10k, then people will bitch about getting hath...


Nah, that's naive reasoning. The bulk of artifact value comes mainly from Energy Drink (approximalely 75%-85% from my 0.82 data). If supply of Energy Drink was high enough, its price, along with artifact's price will start going down instead.

IF anything, artifact price rose in 0.83 because Energy Drink rate seems to be silently nerfed (probably to force people to buy that overpriced perk).

Quite frankly, I'd rather have artifact with 50% chance for Energy Drink. Watch as artifact will eventually go down to 10k (IMG:[invalid] style_emoticons/default/rolleyes.gif) People are whining about the wrong thing. Instead of bitching about removing item XXX from the drop table, they should just lobby to increase Energy Drink's rate.

This post has been edited by holy_demon: Aug 3 2015, 15:37
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post Aug 3 2015, 17:52
Post #365
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Can regen(,draughts and anything like these) be changed to recover hp(mp/sp) by user turn, not hard turn(I just call it this)? As a light armor user, this is the most desirable thing...I even don't expect getting piercing mitigation. Change in VV is very...painful.

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post Aug 3 2015, 20:05
Post #366
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QUOTE(aided @ Aug 3 2015, 15:52) *
Can regen(,draughts and anything like these) be changed to recover hp(mp/sp) by user turn, not hard turn(I just call it this)? As a light armor user, this is the most desirable thing...I even don't expect getting piercing mitigation. Change in VV is very...painful.
Mmm... this is one of the bigger reasons why higher Attack Speed isn't that helpful after all, right? Fixing it would require quite a good amount of number tweaking though.

In 0.81 and before, some players wanted VV to affect base health, in large part due to limited items - Cure was the spell to cast when one got low-ish on HP, which didn't happen infrequently. So, more potent regen = fewer Cures. But now, since MP is unlimited, smart players generally only use Fullcure - when health is really low, because MP/SP conservation is no longer important. So, the important thing is to just keep HP above 15%? 20%? or so.

With turning VV from +25% HP tank to +10% base HP, players benefit when in a situation where, starting from 100% HP, net Regen heals enough to keep HP above ~20%, when otherwise with HP tank, health would have fallen below 20%. And, players are gimped when health starts at 100% and falls to below ~20% before the new Regen has had the chance to regenerate more than the (25% HP Tank) that was lost. For any level and style above 200, the break even point is (origbase * .25 HP lost from HP tank) / (origbase * .18 regen potency * (1.1 - 1 perk potency)) = ~13.889 turns of full 1.0 action time = ~21+ player turns (after accounting for Haste and bonus attack speed).

A player needs to stay below 100% HP and above ~20% HP for 21-something turns for the change to pay off. Unfortunately, large amounts of damage taken is often concentrated in just a few turns. 21 turns past dipping below 100%, it's much more likely to have either gotten back up to 100%, or that one has taken enough damage to force a Fullcure before then. (And even then, the player must have otherwise taken enough damage past the 21-turn mark to force a Fullcure, pre-0.83, for the change to be a positive one, rather than just breaking even.) Spirit Shield SP usage has gone up as well. Oh well.
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post Aug 3 2015, 20:56
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huh, I guess it's time to pick this game up again
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post Aug 3 2015, 21:46
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tetron



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QUOTE(Superlatanium @ Aug 3 2015, 23:35) *

-snip-

Umm...A question: Nowadays, do you play mostly melee or mage?
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post Aug 3 2015, 22:37
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QUOTE(tetron @ Aug 3 2015, 19:46) *
Umm...A question: Nowadays, do you play mostly melee or mage?
Alternate between both, but the formula is independent of the playstyle:
the break even point is (origbase * .25 HP lost from HP tank) / (origbase * .18 regen potency * (1.1 - 1 perk potency)) = ~13.889 turns of full 1.0 action time = ~21+ player turns (after accounting for Haste and bonus attack speed)
Melee, almost always 1h, takes very little damage usually, so the perk change doesn't affect them that much... except in late PF-fest, when heals become more frequent and their efficiency is important.

Mage, if on GF or on high difficulty, is always taking a good deal of damage, so they're most negatively impacted by the change, especially since their style gives no bonus HP, so the removal of one of their very few sources of it makes it even more likely they'll have to Fullcure (before the 21-turn break even point is reached). They also have a whole lot more Spirit Shield - SP consumption, made even more difficult by less bonus HP.
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post Aug 3 2015, 22:46
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QUOTE(Superlatanium @ Aug 4 2015, 02:07) *

Alternate between both, but the formula is independent of the playstyle:
the break even point is (origbase * .25 HP lost from HP tank) / (origbase * .18 regen potency * (1.1 - 1 perk potency)) = ~13.889 turns of full 1.0 action time = ~21+ player turns (after accounting for Haste and bonus attack speed)
Melee, almost always 1h, takes very little damage usually, so the perk change doesn't affect them that much... except in late PF-fest, when heals become more frequent and their efficiency is important.

Mage, if on GF or on high difficulty, is always taking a good deal of damage, so they're most negatively impacted by the change, especially since their style gives no bonus HP, so the removal of one of their very few sources of it makes it even more likely they'll have to Fullcure (before the 21-turn break even point is reached). They also have a whole lot more Spirit Shield - SP consumption, made even more difficult by less bonus HP.

Man, it's like I asked for your name and you gave me your family history! (IMG:[invalid] style_emoticons/default/heh.gif)
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post Aug 3 2015, 22:52
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I had assumed you were thinking about something related to the topic/thread. Guess not.
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post Aug 3 2015, 23:13
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QUOTE(Superlatanium @ Aug 4 2015, 02:22) *

I had assumed you were thinking about something related to the topic/thread. Guess not.

Nope. I simply didn't want to do the same argument again. It was already concluded in the Ask the Experts thread some times ago, remember? (IMG:[invalid] style_emoticons/default/heh.gif)
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post Aug 4 2015, 05:07
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Interesting Change (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Aug 4 2015, 07:25
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Still waiting for the rare pepes
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post Aug 4 2015, 07:50
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QUOTE(holy_demon @ Aug 3 2015, 21:21) *

Nah, that's naive reasoning. The bulk of artifact value comes mainly from Energy Drink (approximalely 75%-85% from my 0.82 data). If supply of Energy Drink was high enough, its price, along with artifact's price will start going down instead.

IF anything, artifact price rose in 0.83 because Energy Drink rate seems to be silently nerfed (probably to force people to buy that overpriced perk).

Quite frankly, I'd rather have artifact with 50% chance for Energy Drink. Watch as artifact will eventually go down to 10k (IMG:[invalid] style_emoticons/default/rolleyes.gif) People are whining about the wrong thing. Instead of bitching about removing item XXX from the drop table, they should just lobby to increase Energy Drink's rate.

If energy drink chance increase or last elixir could recover stamina, I guess Ed price, along with the artifact price, will drop below 8k each.
It is because if everyone could maintain their stamina, why they need to buy ed?

edit: typo

This post has been edited by Colman: Aug 4 2015, 10:22
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post Aug 4 2015, 09:56
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I say less last elixirs and more crystals, as crystals are far more useful.
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post Aug 4 2015, 12:15
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QUOTE(holy_demon @ Aug 3 2015, 21:21) *

Nah, that's naive reasoning. The bulk of artifact value comes mainly from Energy Drink (approximalely 75%-85% from my 0.82 data). If supply of Energy Drink was high enough, its price, along with artifact's price will start going down instead.

IF anything, artifact price rose in 0.83 because Energy Drink rate seems to be silently nerfed (probably to force people to buy that overpriced perk).

Quite frankly, I'd rather have artifact with 50% chance for Energy Drink. Watch as artifact will eventually go down to 10k (IMG:[invalid] style_emoticons/default/rolleyes.gif) People are whining about the wrong thing. Instead of bitching about removing item XXX from the drop table, they should just lobby to increase Energy Drink's rate.

When whine, always whine for buff not nerf (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Aug 4 2015, 12:45
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QUOTE(Void Domain @ Aug 4 2015, 18:15) *

When whine, always whine for buff not nerf (IMG:[invalid] style_emoticons/default/biggrin.gif)

Try telling that to the fighting game community (IMG:[invalid] style_emoticons/default/duck.gif)
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post Aug 4 2015, 12:46
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Hmm, is there a reason why the bazaar item levels are all over the place ie 200-450 or sub 100? Can't seem to find anything at my level anymore. ( I've been away from the game for more than several months. )
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post Aug 4 2015, 12:49
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QUOTE(Jaft2010 @ Aug 4 2015, 18:46) *

Hmm, is there a reason why the bazaar item levels are all over the place ie 200-450 or sub 100? Can't seem to find anything at my level anymore. ( I've been away from the game for more than several months. )

Don't bother with the bazaar
Go check the WTS section instead

bazaar is only good for emergency salvage
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