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> Hentai Verse Suggestions / improvements thread., To make Tenbori's job easier :D

 
post Sep 13 2009, 22:53
Post #561
NoNameNoBlame



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QUOTE(insomnia @ Sep 12 2009, 11:35) *
how about some different low level monsters

Forum Trolls. Bring them back.
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post Sep 13 2009, 23:14
Post #562
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QUOTE(foxhound @ Sep 13 2009, 16:47) *

I personally can't really see the use for that. After a while most things become quite expensive to train, up to the point that you'll need the time it takes for them to train (and more) to get enough funds to train the next level of something.


That's true for most of the droprate related ones, although ability boost cost doesn't skyrocket that fast and it takes 8 hrs to train, a bit long in my opinion.
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post Sep 13 2009, 23:19
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JonG829



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I'd love sorting options in the Bazaar. Like by cost, level, type, etc.
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post Sep 13 2009, 23:27
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Combat Tanks

lvl max 3

Exemple: +1% lvl 1 in Offhand Strike
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post Sep 13 2009, 23:29
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what about an unarmed proficiency? Ok, so it wont be that strong, but from the start it wont be too bad, not too far behind weapons, and the proficiency could give a damage multiplier at higher levels, or give a really good weapon proficiency proc to make up for the lack of damage.
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post Sep 14 2009, 00:09
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QUOTE(JonG829 @ Sep 13 2009, 17:19) *

I'd love sorting options in the Bazaar. Like by cost, level, type, etc.


could be in eq screen too and sortable by stats too e.g. sort by physical absorption, accuracy, attack multiplier

QUOTE(Charkan @ Sep 13 2009, 17:27) *

Combat Tanks

lvl max 3

Exemple: +1% lvl 1 in Offhand Strike

they sorta have those considering overcharge boost tanks raise limit by 2% (and every 2% is an additional 1% normal attack damage), they just have an annoying overcharge tank prereq :|

This post has been edited by XMike: Sep 14 2009, 00:12
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post Sep 14 2009, 18:56
Post #567
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QUOTE(foxhound @ Sep 13 2009, 17:14) *

That would be quite hard, wouldn't it? A lot of people have their most used proficiencys capped at their level (or close). Meaning the proficiency gain would either be wasted or useless.

For example:
A lvl 60 player has dual wield proficiency at 59, 2handed proficiency at 1. He dual wields weapons and the only reason he has 2handed proficiency was because he was playing around with it for a while.

He brings an artifact into the shrine and gets proficiency:
a ) he gets dual wielding proficiency, let's take 10 from your post: he only really gets 1 since it caps at 60, his level. Even if for shrine proficiency you'd be able to go above your level, you'd still not get proficiency for the coming 10 levels from normal grinding.
b ) he gets proficiency for 2handed weapons, it raises to 11. Completely useless to that player.



Hmm, i had no idea that proficiency is caped by lvl. (IMG:[invalid] style_emoticons/default/sad.gif)
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post Sep 14 2009, 22:41
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trading in artis for proficiency would suck, would you really want to give up the chance of 1 ability pt, lots of hath, or a stat pt for PROFICIENCY? D:

less suck would be being able to trade in health, mana, or spirit items for proficiency, you would specify how many you want to trade in and you'd be awarded proficiency based on how many items you trade in, health items would make sense for weapon, armor proficiencies, mana items for magical proficiencies, spirit items trade in for... no clue :P

This post has been edited by XMike: Sep 14 2009, 22:42
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post Sep 15 2009, 03:29
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QUOTE(XMike @ Sep 13 2009, 15:09) *

overcharge boost tanks raise limit by 2% (and every 2% is an additional 1% normal attack damage)

Is there anywhere Tenboro has explicitly said that?
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post Sep 15 2009, 03:59
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QUOTE(Boggyb @ Sep 14 2009, 21:29) *

Is there anywhere Tenboro has explicitly said that?

Yes.

Check through the HV update threads, I'm pretty sure it was in an early one of those.

You could also do a search for post by tenb that have the word 'overcharge' in them.

This post has been edited by DemonEyesBob: Sep 15 2009, 04:00
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post Sep 15 2009, 16:36
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So when the monsters can use negative proc to us. Like mantitcore using silence to us or cookie monster's cookie cutter can give bleeding wound. (IMG:[invalid] style_emoticons/default/laugh.gif) I believe it will be hell for us. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Sep 15 2009, 17:42
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Training > Aura Master - Raises the effectiveness of all activated basic auras by 10%. 10 levels of it to double the effectiveness, I figured, would make it somewhat useful.

1 - 10,000
2 - 16,600
3 - 36,000
4 - 73,000
5 - 132,000
6 - 241,000
7 - 590,000
8 - 921,000
9 - 1,335,000
10 - 3,940,000

Those are all completely random, but as you want this thing to be a credit sink, I wouldn't believe you to disapprove of something this grandiose...
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post Sep 16 2009, 01:18
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After the first one double each value and that would be a more realistic approach to how he would take it XD
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post Sep 16 2009, 01:22
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I basically did that and RNGd between the two values.
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post Sep 16 2009, 01:50
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No, I meant like doubling the values you gave, so instead of 16600 it would be 33200. It was meant to point out that he really likes to push things in terms of costing a lot (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Sep 16 2009, 02:05
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He can go hogwild. And I'll just sit here and pop a Jones.
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post Sep 16 2009, 07:43
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I think effects should be stackable, as in if I cut someone twice, they're going to bleed more... Makes sense, and I don't like seeing my procs wasted.
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post Sep 16 2009, 07:50
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I'd like it if Bleed worked a little like Poison and dropped evade and/or action speed for those few turns its active.
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post Sep 16 2009, 14:43
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A small box, or some other kind of way to compare your current equipment to the one you're look at, mainly for the Equipment shop, but I guess it'd be nice for the Equipment Screen aswell.

For example, you currently have a set of head armor with pretty low stats but a very low burden. You are looking to buy a new set, and start browsing the shop. When you hover over a piece of gear, you'll see the stats of the gear you're about to buy, compared to your current, either by bringing a second box or simply putting the values right next to each other. To further empazise what's good and bad, you could have the values for the new armor be red if they're worse and green if they're better.

There's other ways to do it of course, but what I'm saying is that I want some kind of feature in the game that gives us an easier time to compare our current equipment to any new one we're opting to purchase. I think it'd be a generally very appreciated feature, I know I'd be delighted (IMG:[invalid] style_emoticons/default/smile.gif)
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post Sep 16 2009, 14:45
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when hp =< 10% critical up
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