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Hentai Verse Suggestions / improvements thread., To make Tenbori's job easier :D |
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Sep 30 2009, 11:33
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Third_Reighn
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Joined: 3-September 08

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QUOTE(DemonEyesBob @ Sep 29 2009, 22:27)  I've found I can usually level once per day if I do the lower arenas on as high a passable-difficulty as possible and complete up to longest journey.
Edit: Be happy you have cure. I had to wait forever for that spell, and now you get it at level 40. Oh, and regen was changed to level 70 two days before I would've got it at level 90. My trip to Ascended was not fast nor smooth.
you can level once a day just from arenas? i do the first 5 challenges starting at battletoead with decending difficulty and arena 6-9/10 on normal. i earn 1000-1200 exp from that (1/10th of my needed) wich results in 10 days to level once. i can cakegrind to round ~30 but doing so only nets me 200-300exp. i can understand the large difference in exp boosts some have, but what higher levels can do in a day takes me roughly 7-9 days. if i had the upper tier abilities i could grind more and level faster. i dont need to level once a day, but once a week when some people pulled of 3lvls a day is kind of frustrating. thats why i would like some adjustment to even out the leveling time. dont forget, at 47 i need only 12xxx experiance to reach the next, compare that to the amount needed @ lvl120+. they level once a day, i once a week again, i dont know how much time others invest into HVgrinds so my pov might falter.
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Sep 30 2009, 11:45
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uth
Group: Gold Star Club
Posts: 1,849
Joined: 28-December 08

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well you can get fairly significant exp boosts from hath auras, and stars, adept learner, as well as toplists, and even posting a few times after dawn. I probably get about 700%-1000% exp bonus depending on how much I'm posting and if I made any toplists
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Oct 1 2009, 02:12
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XMike
Group: Gold Star Club
Posts: 929
Joined: 26-November 06

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Any chance of non-animated icons for defend and focus? Don't really see the point in them flashing if they always expire the following turn.
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Oct 1 2009, 03:55
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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Put the base Dodge rate of Shadow Veil back at 10%. That would make the spell good enough to be usable. With Interference nerfing people's proficiencies, it is not like tanks will be able to abuse the spell. I'm not sure if mages are currently using it, so I cannot really say how overpowered it would be for them...
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Oct 1 2009, 04:07
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gillian
Group: Gold Star Club
Posts: 228
Joined: 20-December 08

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QUOTE(Boggyb @ Sep 30 2009, 18:55)  Put the base Dodge rate of Shadow Veil back at 10%. That would make the spell good enough to be usable. With Interference nerfing people's proficiencies, it is not like tanks will be able to abuse the spell. I'm not sure if mages are currently using it, so I cannot really say how overpowered it would be for them...
I think mages can really dodge a lot if they are wearing all phase cloth (which typically have 10 or more evade on them) and Shadow Veil with high prof. Though maybe that's meant to be, as I don't think that's too OP
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Oct 1 2009, 09:00
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Dndestroy
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Joined: 30-March 09

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Well, a full set of 15% evade phase cloth would give 75% evasion alone, but that'll be a very hard thing to get (highest evasion I've seen was 17% in the bazaar :X), and if the evasion and block works like I believe it does you could pair it with a 25% shield and be unhittable. That said, the perfect set would probably be 20% evasion per piece phase cloth with high base stats, as if it makes you unhittable mitigation and absorbtion would be pointless.
Though Ten has probably already thought a bit ahead of that and didn't make chance to evade/parry/block similar to chance to hit from weapons, in that 100% from equipment probably won't translate to 100% evasion rate.
Edit: Either that or instead of being additive the values for evade/block/parry are multiplicative, so that unless one is 100% you'll always be hittable.
This post has been edited by Dndestroy: Oct 1 2009, 09:02
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Oct 1 2009, 13:53
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hen_Z
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Posts: 499
Joined: 31-August 09

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QUOTE Edit: Either that or instead of being additive the values for evade/block/parry are multiplicative, so that unless one is 100% you'll always be hittable. I always thought each one is checked after you fail previous one... It would be way too OP to be able to become unhittable. This post has been edited by hen_Z: Oct 1 2009, 13:59
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Oct 3 2009, 00:43
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foxhound
Group: Gold Star Club
Posts: 462
Joined: 20-October 06

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Some new names among the monsters would be nice. I hereby nominate:
Penis Engine Mechanic magic attack: Nutbladder Resonance. The penis engine mechanic hums a eery tune that resonates with your nutbladder at 120hz. The vibrations drain you of your energy thus making you lose HP.
possible spirit attack: Nutbladder Explosion. The mechanic tunes your nutbladder with some nitrous oxide, however the pipe-works is all wrong, resulting in an explosion. Man essence flying everywhere. Shockingly getting hit in your eye by your own man-essence deals a lot of damage to your spirit (and ego), more than the actual explosion did.
These are the ramblings of a tired fool, do not take them for truth or sanity for that matter.
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Oct 3 2009, 05:48
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XMike
Group: Gold Star Club
Posts: 929
Joined: 26-November 06

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the targetting check should probably be disabled for self supportive spells for the r hotkey (repeat last spell) if you type r then wait it'll cast on yourself if the last spell was a supportive or curative spell, but if you type r then a number real fast it attempts to cast the supportive/curative spell on an enemy
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Oct 3 2009, 06:55
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Dndestroy
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Joined: 30-March 09

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QUOTE(hen_Z @ Oct 1 2009, 13:53)  I always thought each one is checked after you fail previous one... It would be way too OP to be able to become unhittable.
That's one version of it being multiplicative. In essence, your final chance to be hit is variable b when magic and c when physical. A being being block percentage , B being evasion percentage , and C being parry percentage: 100-(100xA)=a a-(axB)=b b-(bxC)=c I could have wrote it t be one formula, but then it would be something along the lines of a billion parenthesis and several numerals. a, b, and c are numbers taken out as a percentage, so either just add a % behind them or divide them by 100, I just put it that way because it's easier for me to see. Basically, let's say your block, parry, and evasion are all 20% so it would be 100-(100x.2)=80 80-(80x.2)=64 64-(64x.2)=51.2 Meaning for magic attacks instead of it being 60% chance to hit you it would be closer to 64%, and melee would be closer to 51.2% instead of 40%. In such as system, you would have to get 100% in one of them to be unhittable. There's also another possibility that I mentioned before, and that's diminishing returns, such as what WoW has, in that you'll be shown one number, but you'll actually get less than that.
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Oct 3 2009, 07:05
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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block and evade do not add together, they roll separately in sequence. from what i can gather from the battle buddy, evade rolls first. as I increase my evade, my overall block percentage decreases.
it is possible to get 100% evade with end game phase gear and shadow veil, assuming shadow veil is additive to equipment evade.
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Oct 3 2009, 07:51
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Dndestroy
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Joined: 30-March 09

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Yea, I don't know the actual order the would stack if they do, and we can't really confirm anything due to general RNG, at least until someone hits 100% total, then it could be confirmed either way. That said, if you don't mind dealing with decimals just change all the 100s to 1s. The answer will be the same in the end, just that it'll be a proper decimal value instead of the value times 100.
Edit: Also, since Shadow Veil was something before equipment came out I'm fairly sure it's more like the base attribute dodge (and possibly resistance as well) but I can't say anything for sure. When in doubt though, just trust your instincts I say.
Edit 2 : For shits and giggles I edited the formula a bit to simplify it and make it one formula...it's been like 3 years since I've done this crap so I'm a bit rusty : / ((1-A)-B(1-A))-C((1-A)-B(1-A)) Where A is (probably) evade, B is Block, and C is Parry, for physical attacks, and simply ((1-A)-B(1-A)) for magical attacks.
Edit 3: And for even more shits and giggles I plugged it into the hit formula so it would include evade and resistance. Not sure if it's right but it should be close enough: (1 - (( 1 - C )(( 1 - B )(( 1 - A )( MH - E ))))) for physical hit (1 - (( 1 - B )(( 1 - A )( MH - R ))) for magic This would be the monster's chance to hit you, not your chance to dodge. MH is monster hit (use your highest modified hit for this, so if phys is 89 and magic 97, use 89 and 99 respectively) E is your evade from stats, R is resistance from stats, A is evasion from equipment, B is block, and C is parry. The resulting number will be a decimal so just multiply by 100 and add a % sign if you wanna see the value.
Edit: Simplifying the equations now~ done with magic. And now done with physical's revamp. There are some parts of the hit equation not in there, but they're extraneous due to monsters not having equipment, so the number would come out the same.
This post has been edited by Dndestroy: Oct 3 2009, 18:43
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Oct 3 2009, 20:49
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Sayo Aisaka
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Joined: 27-September 08

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Do you have a brackets fetish or something? Try this. Monster's physical hit chance = (MP - (D + SV + SS))(1 - E)(1 - B)(1 - P) Monster's magical hit chance = (MM - R)(1 - E)(1 - B) where MP = Monster's base physical hit chance (unknown, so assume it's about the same as yours) MM = Monster's base magical hit chance (ditto) D = Dodge chance (confusingly, this is what it calls "Evade Chance" on the attribute screen) SV = Extra dodge chance from Shadow Veil, if active SS = Extra dodge chance from Scroll of Shadows, if active (currently 0.25) R = Resist chance E = Evade chance (from equipment) B = Block chance P = Parry chance All numbers expressed as decimals. Let's not make this any more confusing than it is already. The effects of Shadow Veil and/or Scroll of Shadows are guesswork, but from what Tenboro said here, I think they add a certain amount to what I've called "Dodge chance". That would be consistent with only affecting physical attacks, anyway. Anything else? Oh, yes. If any of the terms comes out negative, congratulations. You've broken the laws of probablilty. ;) It should mean you're unhittable, but if the program doesn't catch it, who knows? We should probably put this stuff somewhere...
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Oct 3 2009, 21:22
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marcho
Group: Gold Star Club
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Joined: 25-February 09

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I'll add something to the info thread once I can confirm it.
I've been testing evade/block/dodge for a good while now gathering data.
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Oct 3 2009, 21:26
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Dndestroy
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As mentioned before it's been like 3 years since I last built an equation, also, yours is wrong, though very close, it would be 1 - ( MP - ( D + SV + SS )) (1 - E )( 1 - B )(1 - P) and 1 - ( MM - R )( 1 - E )( 1 - B ) respectively.
This post has been edited by Dndestroy: Oct 3 2009, 21:28
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Oct 3 2009, 21:57
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gillian
Group: Gold Star Club
Posts: 228
Joined: 20-December 08

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Just had an interesting idea for weapon procs: a "mini" domino-strike on some (non 2h) weapons like sword chucks. It'd only hit one additional target, adjacent to your original.
They have nil accuracy bonus and you flail em around anyways. Maybe it can hit two monsters at once. This "mini" domino proc could replace bleeding on sword chucks for balance.
$0.02, or 0.015 euros.
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Oct 3 2009, 22:20
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Sayo Aisaka
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If there was ever a weapon that gave you a chance of hitting yourself, it's sword chucks... QUOTE(Dndestroy @ Oct 3 2009, 20:26)  As mentioned before it's been like 3 years since I last built an equation, also, yours is wrong, though very close, it would be 1 - ( MP - ( D + SV + SS )) (1 - E )( 1 - B )(1 - P) and 1 - ( MM - R )( 1 - E )( 1 - B ) respectively.
Those would be the monster's chance NOT to hit you.
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Oct 3 2009, 22:33
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Dndestroy
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Ah, yea, I see where I made a mistake...(1 - ((1 - (hit_base - evade) / 100) * (1 - hit_equip / 100))) * 100 is the formula ten gave for chance to hit, I omitted most of the equipment hit parts but forgot that the to 1-'s at the beginning were also a part of it.
To simplify his equation a bit, it goes from (1 - ((1 - (hit_base - evade))(1 - hit_equip))) to (hit_base - evade) when hit from equipment is 0 ><
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Oct 3 2009, 22:35
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marcho
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I'd actually been thinking additional 1h weapon procs would be nice. Maybe even some additional 2h weapons as well. Perhaps a set of procs that could be randomly associated with a weapon type instead of just one?
Currently, swords, axes, daggers, wakizashis and sword chucks all have bleeding.
possible additional procs to throw into the mix...
Curse -> Reduced attack speed, damage and accuracy
Resonance -> single strike, no duration. deals x soul damage on striking
Drain -> steal x hp per tick
Mana burn -> the traditional effect. destroy x mana per tick, which is also dealt in damage to the target. lower that bleed.
Whirlwind -> Sword-chucks only. single strike. Each successive strike on the same target receives x bonus damage, cumulative effect (up to a maximum).
For spellswords (to make this an actually viable character type, which it currently is not), maybe a few new affixes to replace the battlecaster affix. same previous bonuses of battlecaster plus the chance to cast a specified spell on striking for free at a % chance. spell damage as if you casted it yourself with your stats, but cannot fail due to interference.
ex. of the Lich x% chance to cast Freeze on striking
could also add this to staffs as well.
Just giving some vague thoughts, not saying this is exactly the way it should be. But yes i'd like to see ssome new procs and maybe some new 2 hand weapons.
This post has been edited by marcho: Oct 3 2009, 22:36
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Oct 4 2009, 02:10
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XMike
Group: Gold Star Club
Posts: 929
Joined: 26-November 06

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QUOTE(marcho @ Oct 3 2009, 16:35)  I'd actually been thinking additional 1h weapon procs would be nice. Maybe even some additional 2h weapons as well. Perhaps a set of procs that could be randomly associated with a weapon type instead of just one?
Currently, swords, axes, daggers, wakizashis and sword chucks all have bleeding.
possible additional procs to throw into the mix...
Curse -> Reduced attack speed, damage and accuracy
Resonance -> single strike, no duration. deals x soul damage on striking
Drain -> steal x hp per tick
Mana burn -> the traditional effect. destroy x mana per tick, which is also dealt in damage to the target. lower that bleed.
Whirlwind -> Sword-chucks only. single strike. Each successive strike on the same target receives x bonus damage, cumulative effect (up to a maximum).
For spellswords (to make this an actually viable character type, which it currently is not), maybe a few new affixes to replace the battlecaster affix. same previous bonuses of battlecaster plus the chance to cast a specified spell on striking for free at a % chance. spell damage as if you casted it yourself with your stats, but cannot fail due to interference.
ex. of the Lich x% chance to cast Freeze on striking
could also add this to staffs as well. Just giving some vague thoughts, not saying this is exactly the way it should be. But yes i'd like to see ssome new procs and maybe some new 2 hand weapons.
more procs = less chance of getting a weapon with proc AND stats you want though D:
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