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

 
post Sep 21 2009, 03:06
Post #621
marcho



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problem with a straight reroll is that someone with a high credit base can reroll, say, a magnificent eth weapon until it turns into a magnificent eth weapon of the ungodly ownage. it also means that unless you're level 150+, theres no real reason to reroll an item with reasonably nice high levels showing up in the shop at a reasonable rate for reasonable prices. why reroll my exquisite sword of level 45 when even an epic roll would cap at 100 bleed and 18 dmg when i can pick up a weapon from the shop with twice the stats that will improve with me as a i level?

if your reroll is a level boost that say, adds ten levels to the item, and caps at your level, you can only roll it once every ten levels (which is why backwards progression of stats in that case would make me a sad panda... but it certainly could be implemented that way. sad panda). both improves the base roll range for the item, meanig you can keep an old friend with you, and naturally prevents hyper-rerolling for the weapon of untouchable ownage.


that or rerolls would have to be prohibitively expensive... and we know with temb prohibitively expensive means oh god the zeros, they go on forever.
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post Sep 21 2009, 03:22
Post #622
masquepiph



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This wouldn't work anyway. Some crude weapons have a single ridiculously high stat that offset all the other suckage, which means that if you could 'roll' enough times you have the potential to get all the stats ridiculously high and then it's not really a crude weapon anymore is it.


Suggestion for a ability tree: 2nd chance.

Each point put into the tree increases the chance of getting a 2nd wind some tiny amount (hopefully modified by your supportive proficiency since we don't have a luck prof, unless you want it to be modified by luck of the draw or something). Each further point also increases the chance of a 2nd wind being for MP over HP or something like that.
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post Sep 21 2009, 03:29
Post #623
marcho



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well, dnd well going with a straight reroll that in most cases would completely kill the single high stat.

i was going for, while you wouldn't go backwards, if you rolled lower the stat would just stay constant. so the chances of improving a ridiculously high stat would be... slim. and only available every 10 levels.

so yeah, if you rolled a lvl 1 crude every 10 levels until you were level 200, it might be... half decent? but why bother.
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post Sep 21 2009, 03:36
Post #624
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Any suffixes would stay the same and no procs would be gained, and the level will not change. It's more one of those things that you would use on a really crappy superior weapon more so than a crude, and the stat range would stay within the quality. Remember, there already are crude items that are better than, say, average items due to overlapping, all this would do is reroll the stats in a way where you have a chance to end up with something better, albeit only slightly. Basically, it's gambling with item stats, sometimes you'll win, sometimes you'll lose, and a jackpot is a pipe dream.
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post Sep 21 2009, 03:58
Post #625
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Another suggestion that I'm actually gonna post to tenb: ether theft should *actually* drain the mana from mobs. I ether-thefted a hamster for 2 turns, and each turn I drained its mana but its mana bar still increased. Give that it had 99MP (let's just say 100) and I was draining 5MP per turn, its bar should have stayed static (it should gain 5MP per turn, and I would drain 5MP per turn). This would actually make it tactical to try and get it to proc on mobs who's MP bars haven't gotten high enough to use a skill yet.

This post has been edited by DemonEyesBob: Sep 21 2009, 04:08
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post Sep 21 2009, 05:49
Post #626
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That's actually kinda odd bob, cause even with my 3-4 mana steal I was noticing them lose some mana, ableit very little.
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post Sep 21 2009, 18:41
Post #627
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How about a skill or spell that allows you to counter when you are hit (or possibly just if you block, parry, or dodge though I would prefer it to be whenever)? Of course that could be very overpowered if not done right. If done as a passive skill (which I'm sure tanks would appreciate), maybe you put it with overcharge boost as a pre-req and have 1 point at 2% per ability tier. That would require you spending 45 ability points to get 10% chance which seems fair to me.

This post has been edited by Boggyb: Sep 21 2009, 18:42
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post Sep 21 2009, 19:10
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Well, some skills in general, some stuff that uses skill points instead of magic, just for some variance? I'm a mage, so it'd make little difference to me, but would be interesting (IMG:[invalid] style_emoticons/default/happy.gif)
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post Sep 22 2009, 01:09
Post #629
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I guess I'm one of the few people that still uses Legacy hourly battles. As I said before, it's convenient to not have to open up a new window in order to fight. Plus, you can fight during Montages, and your HP and MP isn't directly related to the realtime HV stats (in other words, if you get taken down in HV and then move into Legacy, you start at "full" strength). The last one is more important to me, because the main thing I disliked about hourly battles in HV was that damage or MP use there stayed with me, and since I'd usually go right to grindfest afterwards, I'd rather have everything restored free of charge first.

So would it be possible to either have HP and MP restored after hourly battles in HV, OR add an option that allows you to grind in them, either to a preset number of rounds (as in Arena), or until you flee?


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post Sep 22 2009, 02:06
Post #630
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An Auto-All button for the battle inventory would be handy, thereby allowing every item currently in the battle inventory to be set to auto-restock.

Certainly would save me a quite a few clicks. (IMG:[invalid] style_emoticons/default/smile.gif)

Also it's been said before but numbers next to the monsters would be very helpful.
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post Sep 22 2009, 02:39
Post #631
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QUOTE(Dndestroy @ Sep 20 2009, 23:49) *

That's actually kinda odd bob, cause even with my 3-4 mana steal I was noticing them lose some mana, ableit very little.

And with the only draining 1mp from a tentacle monster after it used it all up using horrible rape, it's got me confused. But I saw the stats - it had 100MP, and since they regen 5% per turn, it should get 5MP back each turn. But my staff was draining 5MP from it for several turns and its mana gauge was still going up.
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post Sep 22 2009, 03:51
Post #632
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Have dead monsters be cleared from the battlefield. I think we are all civilized enough to stop our battles and roll dead foes and comerades into the ditch on the side of the road we are on.

I'm not sure if that would convey any advantage with how the multi-strike works for 2H weapons, so maybe it is not a great idea, but it would be nice visually to have them disappear when dead.
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post Sep 22 2009, 04:23
Post #633
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item screen slot to drag to to fill battle inventory with all of a certain type would be handy (it's location would be below the last item slot, lets say you want to carry all godly mana draughts, you just drag a single godly mana draught to that slot and bam all your item slots are godly mana draughts, at least as many as possible if you dont have that many)

another handy button would be a toggler for all items to auto (so you could set autorefill on all the godly mana draughts you just got with a single click)
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post Sep 22 2009, 09:49
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Any chance of us gaining partial exp even from losing a battle?
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post Sep 22 2009, 10:08
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QUOTE(a leech @ Sep 22 2009, 13:49) *

Any chance of us gaining partial exp even from losing a battle?
Better yet, when fleeing, you would get rewards for monsters you defeated before hightailing. This way tactical withdrawal will be more appealing then fight till the last drop of health.
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post Sep 22 2009, 10:30
Post #636
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How about if the "Flee" button actually makes all monsters flee, and leave their EXP, Credits and item drops behind?
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post Sep 22 2009, 11:03
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QUOTE(Tenboro @ Sep 22 2009, 01:30) *

How about if the "Flee" button actually makes all monsters flee, and leave their EXP, Credits and item drops behind?


I know you're being sarcastic, but that will be VERY NICE.
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post Sep 22 2009, 13:49
Post #638
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@Tenboro: Thanks to Hitokiri, that we know there is positive procs for monsters but how about the negative procs for us? It will be more RPG-like if we have it. (IMG:[invalid] style_emoticons/default/laugh.gif)

And how about the other skills? You will implement it soon or later, right?
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post Sep 22 2009, 14:00
Post #639
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Well, we can only hope for 0.4.0 soonish...though I guess he was slightly off about the "off chance of someone hitting 200 before it's released" part the last time it was brought up XD. Mah, all things in good time.
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post Sep 22 2009, 14:16
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It would be nice to see a leader board.
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