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> HentaiVerse 0.83, Now 10% less tedious!

 
post Jan 6 2016, 16:42
Post #921
Dan31



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I would like to see a one-handed staff you can use with a shield for example. This combination would be treated as staff style (not 1H style).
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post Jan 8 2016, 06:05
Post #922
physics152



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+1^
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post Jan 8 2016, 06:22
Post #923
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How about to have an extra prize for item world once you reach level 10 for equipment. If you finish over nintendo, you will get an modulator/shade/phazon according to the type of equipment to upgrade. For weapons could be a high grade material or an high catalyst. I meant to improve the way to obtain this ones.
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post Jan 8 2016, 06:39
Post #924
Maximum_Joe



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QUOTE(kiko159 @ Jan 7 2016, 23:22) *

How about to have an extra prize for item world once you reach level 10 for equipment.

Because you can spam that easily with flimsy equipment.
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post Jan 8 2016, 07:36
Post #925
kiko159



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And if the material is soulbounded? I know that is not the case, but for the players. Something similar to the soul fragment. I meant an standard equipment have from 28 to 57 upgrades. How would you beable to upgrade the equipment in totally? I think would be a good idea.
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post Jan 8 2016, 16:04
Post #926
Maximum_Joe



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QUOTE(kiko159 @ Jan 8 2016, 00:36) *

How would you beable to upgrade the equipment in totally?

You do realize it's intentionally designed to be expensive, right?
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post Jan 9 2016, 18:22
Post #927
Void Domain



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QUOTE(Dan31 @ Jan 6 2016, 22:42) *

I would like to see a one-handed staff you can use with a shield for example. This combination would be treated as staff style (not 1H style).

Or just wand / relic as offhand so you have dagger/wand mage.
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post Jan 10 2016, 05:37
Post #928
purng



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QUOTE(Dan31 @ Jan 6 2016, 16:42) *

I would like to see a one-handed staff you can use with a shield for example. This combination would be treated as staff style (not 1H style).


This one

combine with This

This post has been edited by purng: Jan 10 2016, 05:38
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post Jan 10 2016, 06:32
Post #929
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I expect additional arena for next patch.

Also more balanced efficacy between weapons.

It seems that nobody use mana, health, sp drain weapons.

And almost all best melee weapons have armor piercing options.
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post Jan 10 2016, 07:47
Post #930
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QUOTE(WOYH @ Jan 10 2016, 04:32) *

I expect additional arena for next patch.

An additional arena with new Legendary monsters that are not Humanoid would add a little variety. Or just keep the existing arenas, but add new Legendary monsters to the last three arenas so the later rounds do not always include a schoolgirl.
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post Jan 10 2016, 08:04
Post #931
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I expect parry added to Katana for next patch.
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post Jan 12 2016, 20:25
Post #932
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Yes it's a game
a text game
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post Jan 12 2016, 22:43
Post #933
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sorry to ask here, but i wasn't able to find a proper answer. what does it happen if, when sitting at 1000 equipments inventory i recieve a bunch of MMs with other equipments?

also, i noted in 0.82 thread the suggestion of an user to ask for a second account, only for storage purposes. was it even considered?
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post Jan 13 2016, 01:52
Post #934
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QUOTE(Scremaz @ Jan 12 2016, 20:43) *

sorry to ask here, but i wasn't able to find a proper answer. what does it happen if, when sitting at 1000 equipments inventory i recieve a bunch of MMs with other equipments?

I believe you would be ok as long as you don't take the attachment. Mail gets pruned after a year, so you'd have plenty of time to sell/salvage equipment to get under the 1000 limit, assuming the sender was nice enough to not recall the message. However, for a more definitive answer you could try the Ask the Experts topic.
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post Jan 13 2016, 20:10
Post #935
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QUOTE(Tenboro @ Jul 26 2015, 15:09) *

Equipment/Drops

- Inserted a new level 7 trophy tier between the tier 6 and 7 trophies. Old tier 7 is now tier 8, old tier 8 is now tier 9.

- Difficulty now more significantly affects the tier bonus at higher arenas. The 101+ arenas get +1 tier at Nightmare and above, and the three highest arenas get an additional +1 tier (+2 total) at IWBTH and above.

- Toplist Tickets were renamed to Coupons to avoid confusion with the Golden Lottery Ticket. Gold Coupons and below were bumped up one tier. (So, Gold is now the newly added Tier 7.)

- When you buy equipment from the equipment shop, it will now be made untradeable. This is to prevent people from bot-buying equipment for resale.

- Equipment below average is now melted down much faster by the equipment shop, which indirectly allows other gear to live slightly longer.

- Minor quality chance increases for some difficulty/battletype combos. Rare tier (phase/shade/power) drop ratio for Legendary and Peerless was also increased.

PS: - Corrected ADB range for power armor. (As the only armor that previously dropped with Slaughter, the conversion to the new loot engine didn't properly account for a slot modifier that weapons do not have. That is, it was based on helmets, not the body.)
Monster Lab Changes

- A "Feed All Monsters" button was added. This will consume the stated amount of monster food to fully replenish the hunger bars of all your monsters.
-- It won't do anything to restore monster morale; it is still up to you to decide whether to use happy pills or crystal upgrades to keep it up.

- The monster gift checks have been rewritten and moved from the monster stat page to the front page of the monster lab. In other words, all gift-eligible monsters will be lining up to give you stuff as soon as you visit, rather than you having to check each monster individually.

- Significantly increased the minimum monster powerlevel cutoff for high-level players. Previously, the minimum powerlevel could not be higher than min(max_pl/4, 100) to ensure there were always monsters available; as there are now plenty of high-PL monsters available, this was increased to min(max_pl/2, 500). In other words, higher-PL monsters will now see more action against higher-level players.

- The hard level limitation for renaming a monster was removed. You can now rename monsters for free up to 250 as before; in addition you can rename higher-level monsters at a cost, starting at 10 chaos tokens and increasing by 5 tokens every 100 levels.

- Monsters will soon start to deactivate after 90 days of not being fed, and the minimum powerlevel to be exempt from being disabled will be increased from 500 to 1000.
More Repair Tweaks

- A "Repair All" button was added to the repair screen. This will fully repair all equipment in the currently selected tab.

- 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.
-- The required number of Energy Cells for repair will always be 1/3rd the amount of scrap. The number that can be salvaged from advanced gear is (linearly) random between 10% and 100% of the salvaged scrap, but always at least one.

- Base scrap cost was reduced by around 30% for Exquisite and above.

The two cost changes amplify the cost difference between using basic and advanced armor by making basic armor cheaper to use. Advanced armor will not cost more to repair than before when you factor in weapons and additional salvage. Worst case, if you buy all your repair material and salvage nothing at all, it will increase the cost for running all advanced gear by ~8%. (Relative cost in pct for full repair with 5 advanced armor and 1 weapon is (5 * (0.7 * (100 + 0.33 * 200)) + 70) / 6 = 108.5)
Soul Fusing

- You can now soulfuse equipped items.

- Soulfused equipment pieces now gain twice the normal amount of potency exp in the Item World and when applying upgrades.

- The cost for soul fragments at the item store was reduced to 10,000 C. (This is still not intended as the primary way to acquire them.)

- Soulfuse costs have been tweaked as such:
-- Base cost now depends on the equipment's quality tier. Peerless cost 100, Legendary/Magnificent 50, Exquisite/Superior/Fine 25, and Average and below 10. (These are now "final", in the sense that the old base cost of 100 was only reapplied to Peerless gear.)
-- The cost for fusing items above your level is now +2% for every level, and the limit for how much higher the equipment piece can be was increased to 100.
-- There is no longer an additional cost for fusing items below your level.

The old rule for lower-level gear created a bad incentive to stop leveling until a player could fuse all their gear (despite the meager increase in cost), so the rules have instead been better focused on the primary goal of soul fusing, namely enforcing gear progression.
The Lottery

- Lottery secondary prizes were rescaled again so they all cap at 500,000 tickets total.

- Lottery prizes are now always Peerless.

- There is now a hard cap in the lottery of 20,000 tickets per person. For reference, the single largest entry so far was 600,001 tickets.
-- Note that if you use a Golden Lottery Ticket after first entering 20,000 tickets, the 100 free tickets will be lost. To prevent this, don't enter more than 19,900 tickets if you wish to use one.

Taken together, the last two changes should prevent people from losing the farm on "all-in" bets for single items, while providing more potential worth-while gear to let the lottery still function as an efficient GP sink. The changes would have been introduced earlier if it wasn't for the potential for bypassing the limit with dupe accounts and proxy entries, and since all lottery prizes are now locked to the winner account, there is no longer any way to cheat past the limit.
Consumables

- All basic scrolls now last 100 turns. All infusions now last 50 turns. Value and drop rate for scrolls and infusions was adjusted accordingly.

- The cooldown timer for scrolls and infusions has been re-added.

- The Flower Vase and Bubble-Gum now last 50 turns.
Bug Fixes

- Corrected an issue where award cookies would not be initially updated on the forums when donating. (It would appear whenever the next forum profile update happened to trigger.)

- Corrected an issue related to custom badges where the default catgirl donation badge would not be applied upon reaching the catgirl tier. (For existing catgirls without a custom badge, this will update the next time something triggers a forum profile update.)

- Forge upgrade materials are no longer displayed for upgrade stats that are at max level.

- Corrected an issue where Better Drain did absolutely nothing. It should now add the intended +10%/+15%/+20% effect to Drain.

- Fixed a bug where selecting an item in the item shop and then selecting the same item in your inventory (or vice versa) would confuse the selector and cause a "half-selected" state.

- Various typo and readout fixes.
Hath Perks

- Added "Enigma Energizer": Doubles the bonus from the riddlemaster, and increases duration to 50 turns.

- Added "Yakety Sax": Monsters will never catch you when fleeing.

- Added "Soul Catcher": Get a free soul fragment every dawn event. (Note that it won't tell you that you got one, it's just silently added to your inventory.)

- Added "That's Good Eatin'": Increases monster food recovery amount by 20%.

- Added "Extra Strength Formula": Happy Pills now fully restore a monster's morale.

- Added "Coupon Clipper": 10% discount on all purchases at the Item Shop.

- Added "Long Gone Before Daylight": The first energy drink used in a day gives twice the normal amount of stamina.

- Added "Dark Descent": Halve the required number of amnesia shards for reseting an item's potential.

- Added "Crystarium IV" and "Crystarium V", which do what you would expect.

- Vigorous Vitality, Effluent Ether and Suffusive Spirit now increase the corresponding base vital by 10% instead of increasing the maximum vital by 25%. This makes them more useful since they now affect regeneration instead of just providing a bigger tank. It also increases the potential for HP/MP tank, so the effective max values will in many cases increase.

- Repair Bear Mk.4 now additionally cuts defeat durability loss by half.
Misc

- You now need just a single forum post in the last 30 days to get the full forum exp bonus.

- People with donation stars now get the base dawn credits in addition to the donation credits. (Only adds on average 300 credits per day, but it simplified the logic somewhat, and every little bit helps I guess?)

- The crystal bonus for being deep into a grindfest now depends on the difficulty level. The maximum combined bonus factor for difficulty and late grindfest bonus is now 5. (This was necessary to make room for Crystarium IV and V, and is the only undisputable nerf in this patch!)

- The previously retired potions were removed from the game.

Note: If you never touched your abilities since the last patch was released, you will have to reassign them. (I'm planning to make some changes to avoid having these forced unassignments in the future.)
2015-10-31 Micro-Update

- Crude, Fair and Average gear are no longer assigned a level at drop time. They can therefore be equipped by all level players. Like legacy gear, they will be assigned a level the first time they are equipped.

- The equipment shop langoliers are now more clever. What equipment that gets nommed now depends both on the quality and the bound level. This should prevent the equipment shop being flooded with 400+ superior gear.

Nice!!!!
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post Jan 13 2016, 23:00
Post #936
Dan31



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QUOTE(A007 @ Jan 13 2016, 19:10) *

Nice!!!!

Was it really worth it to quote the entire post just to put a generic "nice"? =_=;
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post Jan 14 2016, 05:46
Post #937
Yagdrasil



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Those lurkers...
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post Jan 15 2016, 02:09
Post #938
mozilla browser



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QUOTE(Dan31 @ Jan 14 2016, 05:00) *

Was it really worth it to quote the entire post just to put a generic "nice"? =_=;


I fully expect a response to this... in another 5 months or so =_=;
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post Jan 15 2016, 07:37
Post #939
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Any info about new updates?)
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post Jan 15 2016, 13:19
Post #940
Xsoul



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ya
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