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> HentaiVerse 0.2.1

 
post May 7 2009, 18:52
Post #61
Spectre



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QUOTE(Spectre @ May 7 2009, 10:52) *

I'll never get an artifact. Then again, I don't do grindfest or a lot of arena battle. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

I have no problems killing any group of enemies without legendaries on normal (4-5 monsters in a random battle can be rough, but more than doable), and I use very few cures or items. (IMG:[invalid] style_emoticons/default/mellow.gif)

If I am to ever die with multiple enemy encounters (this goes for arena as well) it will be in the first 2-3 rounds. If not then they have little chance of winning against me, but this is probably just my playing style talking.

Of course a damn hamster makes me eat my own words. CURSE YOU bunbun, resist killed me. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

This post has been edited by Spectre: May 7 2009, 18:52
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post May 7 2009, 18:57
Post #62
Dlaglacz



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I switched to easy, as I seemed to be losing about half of houry battles, nad I'm losing a bit less now.
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post May 7 2009, 20:44
Post #63
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QUOTE(Tenboro @ May 7 2009, 10:44) *

Maybe. I can't imagine it being used much, so I don't know if it's worth my time.

This is where everybody is supposed to chime in and tell him how good of an idea it would be to add a defend so I'm not the only one asking. Join me brothers (and sisters) and help me not look like a douche for asking!
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post May 7 2009, 21:02
Post #64
NoNameNoBlame



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Sure, why not. More options can only be good.
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post May 7 2009, 21:07
Post #65
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Actually I would use defend. A great spot for it would be when using a draught in the grindfest against a solo weak monster, to charge up before killing it and going on to the next round.
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post May 7 2009, 21:39
Post #66
AglowGolem



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Yeah it'd probably be very usefull for the arena too
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post May 7 2009, 22:58
Post #67
Spectre



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The moocow is crit crazy.
35 5 You gain 42 Credits!
35 4 You gain 690.53 EXP!
35 3 You are Victorious!
35 2 Zombie Cow has been defeated.
33 2 Zombie Cow crits you for 17 damage.
28 2 Zombie Cow crits you for 17 damage.
27 2 Zombie Cow crits you for 11 damage.
24 3 Zombie Cow crits you for 21 damage.
23 4 Zombie Cow crits you for 21 damage.
19 4 Blue Slime crits you for 5 damage.
17 3 Blue Slime crits you for 17 damage.
16 4 Zombie Cow crits you for 18 damage.
12 3 Zombie Cow crits you for 20 damage.
7 2 Zombie Cow crits you for 18 damage.
0 5 Spawned Monster D: MID=11 (Zombie Cow) LV=46 HP=1040 MP=100 SP=29 NA=92 Type=hostile
0 4 Spawned Monster C: MID=26 (Amphibious Sperm Whale) LV=46 HP=500 MP=86 SP=25 NA=93 Type=hostile
0 3 Spawned Monster B: MID=10 (Blue Slime) LV=46 HP=439 MP=95 SP=23 NA=95 Type=hostile
0 2 Spawned Monster A: MID=25 (Mutant Peacock) LV=46 HP=500 MP=86 SP=25 NA=93 Type=hostile
0 1 Initializing random encounter ...
0 0 Battle Start!

The Whale and peacock didn't crit me once.

Is my evade just so low or is its attack rating so high, or is criticals happening just that much? (IMG:[invalid] style_emoticons/default/mellow.gif)

This post has been edited by Spectre: May 7 2009, 22:59
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post May 7 2009, 23:16
Post #68
Sayo Aisaka



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QUOTE(cptkleenex @ May 7 2009, 19:44) *

This is where everybody is supposed to chime in and tell him how good of an idea it would be to add a defend so I'm not the only one asking. Join me brothers (and sisters) and help me not look like a douche for asking!

It's an OK idea, but we wouldn't want to make things too easy. Those hamsters are slippery little bastards, after all, so they should probably still have a non-zero chance of biting you in the nuts however good your defence is.
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post May 8 2009, 00:15
Post #69
Dlaglacz



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It all seems to be about attack lately... I'm getting 4 monsters on hourly battle on Easy, I have Shield and Shadow Veil on me, and they still damage me as fast as I can Cure.

So in I stopped using Shield and Shadow Veil, and just try to kill them faster than they kill me.
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post May 8 2009, 01:54
Post #70
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QUOTE(cptkleenex @ May 8 2009, 02:44) *

This is where everybody is supposed to chime in and tell him how good of an idea it would be to add a defend so I'm not the only one asking. Join me brothers (and sisters) and help me not look like a douche for asking!

QUOTE
Actually I would use defend. A great spot for it would be when using a draught in the grindfest against a solo weak monster, to charge up before killing it and going on to the next round.

A defend option isnt worth it. In the very rare occasions it has been useful in other games before enemies used uber attacks you were given warning so it could be used effectively. As for healing with 1 enemy that sounds like a good idea but if there is only 1 weak enemy left how is shield and a cure not going to work???

In regards to healing with items an idea would be to ask for instant 100, 200, 500, 1000 hp cure potions instead of the incremental healing we get now

This post has been edited by TheBigR: May 8 2009, 01:57
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post May 8 2009, 02:28
Post #71
Spectre



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QUOTE(TheBigR @ May 7 2009, 19:54) *

In regards to healing with items an idea would be to ask for instant 100, 200, 500, 1000 hp cure potions instead of the incremental healing we get now

I support this idea with a minor reservation. I believe the reason why hp/mp/sp potions work as they do now (x% over 5 turns) is because kru wanted us to use them strategically, and as they are they are great if you use them early on. However whenever I feel like I need to use a potion, its usually a "I need it now or I'll probably die in the next turn or two" issue. These potions are essentially a regen effect rather than a cure effect, in which cures are usually immediate satisfaction. A regen effect is great to minimizing the damage done to you over the time when it is active, but it doesn't help (or is wasted) in an emergency situation.

another thought: How is exp gained from monsters supposed to be calculated? I don't see how 3 regular monsters would give almost 1000 exp for me (0.5x multiplier from the arena), and then another arena match later with 4 monsters (3 regular monsters and a boss monster) only gives me about 500 exp (0.6x multiplier from the arena). Unless of course using your spirit attack reduces exp gained, but I doubt that.

This post has been edited by Spectre: May 8 2009, 02:46
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post May 8 2009, 04:53
Post #72
Alpha 7



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QUOTE(Dlaglacz @ May 7 2009, 17:15) *

It all seems to be about attack lately... I'm getting 4 monsters on hourly battle on Easy, I have Shield and Shadow Veil on me, and they still damage me as fast as I can Cure.

So in I stopped using Shield and Shadow Veil, and just try to kill them faster than they kill me.


I don't have those spells so I just hit them with the right magic and usually wipe out the mob in 3-5 turns but, even that doesn't work as today I am defeated in the third turn after too many hits coming too fast.

3 7 You have been defeated.
3 6 Rabid Hamster hits you for 26 damage.
3 5 Mutant Peacock hits you for 33 damage.
3 4 Effect Searing Skin on Mutant Peacock has expired.
3 3 Searing Skin hits Mutant Peacock for 5 damage.
3 2 Rabid Hamster resists your spell.
3 1 You cast Lightning.
2 9 Rabid Hamster hits you for 32 damage.
2 8 You dodge the attack from Mutant Peacock.
2 7 Searing Skin hits Mutant Peacock for 5 damage.
2 6 Tentacle Monster has been defeated.
2 5 Inferno hits Tentacle Monster for 134 fire damage.
2 4 Inferno procs the effect Searing Skin on Rabid Hamster.
2 3 Inferno hits Rabid Hamster for 1 fire damage.
2 2 Inferno hits Mutant Peacock for 44 fire damage.
2 1 You cast Inferno.
1 16 Horrible Rape hits you for 46 dark damage.
1 15 Tentacle Monster uses Horrible Rape
1 14 Rabid Hamster hits you for 30 damage.
1 13 Mutant Peacock hits you for 23 damage.
1 12 Searing Skin hits Mutant Peacock for 5 damage.
1 11 Tentacle Monster hits you for 31 damage.
1 10 Rabid Bite hits you for 40 dark damage.
1 9 Rabid Hamster uses Rabid Bite
1 8 Mutant Peacock hits you for 25 damage.
1 7 Searing Skin hits Mutant Peacock for 5 damage.
1 6 Inferno hits Tentacle Monster for 183 fire damage.
1 5 Inferno procs the effect Searing Skin on Rabid Hamster.
1 4 Inferno blasts Rabid Hamster for 1 fire damage.
1 3 Inferno procs the effect Searing Skin on Mutant Peacock.
1 2 Inferno hits Mutant Peacock for 41 fire damage.
1 1 You cast Inferno.
0 4 Spawned Monster C: MID=2 (Tentacle Monster) LV=21 HP=222 MP=54 SP=12 NA=98 Type=hostile
0 3 Spawned Monster B: MID=8 (Rabid Hamster) LV=23 HP=242 MP=58 SP=13 NA=98 Type=hostile
0 2 Spawned Monster A: MID=25 (Mutant Peacock) LV=21 HP=250 MP=43 SP=11 NA=97 Type=hostile
0 1 Initializing random encounter ...
0 0 Battle Start!

Yes, the game has seriously gone out of balance - 1 turn and I am suddenly 70.9 % dead - that's ridiculous especially for someone who was easily defeating groups like this one. I usually lose 0-1 Random Encounters a day @ Normal. Today, I have already suffered 3-5 days worth of loses in just three hours of Random Encounters @ Normal setting.
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post May 8 2009, 06:13
Post #73
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I've been keeping a battle journal today and it seems that they're really unpredictable now. With a few of them I've lost miserably (I'm still on the easy setting) and a couple were really fun. Sometimes 3 monsters showed up and other times I got 4 (which I don't like). I got to do Grindfest several times, which was great and I got a lot of items, but I've also had to use up a lot of items, too. Like, a lot.

The weird thing is, there were times when I thought for certain I was going to win and I had some decent HP left, but then when I went to finish it off, I'd get smoked and my HP would suddenly disappear leaving me going WTF? And then there were a couple times when I faced 4 monsters and I thought I was going to die just by looking at them but I ended up winning. (IMG:[invalid] style_emoticons/default/huh.gif)

I guess it's just all over the place and there's not a lot of consistency.

It's true there's some strategy involved now but it's a bit stressful for a game. I don't think it's quite back to the same fun level like it used to be. It could still be improved a bit so we could win more often. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

And that's my opinion. La la.
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post May 8 2009, 06:33
Post #74
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@Tenb: I would consider this a bug (IMG:[invalid] style_emoticons/default/wink.gif)

I can't confirm this, but according to cmptrwz:

Confuse:

QUOTE
Rabid Hamster hits Rabid Hamster for 118 damage
That, however, appears to cancel confuse when it happens
Also, "Rabid Hamster dodges the attack from Rabid Hamster."


Also, I think confuse should last a certain number of turns, but not be removed on a hit :\

This post has been edited by DemonEyesBob: May 8 2009, 06:37
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post May 8 2009, 06:48
Post #75
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QUOTE(DemonEyesBob @ May 8 2009, 12:33) *

QUOTE

QUOTE
Rabid Hamster hits Rabid Hamster for 118 damage
That, however, appears to cancel confuse when it happens
Also, "Rabid Hamster dodges the attack from Rabid Hamster."

Confuse:
Also, I think confuse should last a certain number of turns, but not be removed on a hit :\


Thats how confuse has worked in pretty much every game Ive played with it as a status ailment. Physical attacks have always canceled it regardless of the source. Lasting a set number of turns sounds good but a way to counter this doesnt hurt. (Unless we are talking about ff7 and you get cloud confused while he has mastered double cut materia and he kills you badly. Oh how this has happened to me too many times)

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post May 8 2009, 07:31
Post #76
Spectre



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QUOTE(TheBigR @ May 8 2009, 00:48) *

(Unless we are talking about ff7 and you get cloud confused while he has mastered double cut materia and he kills you badly. Oh how this has happened to me too many times)

Ribbon ftw.

For the sake of winning/losing, if I lose its about 60% me being ballsy and taking a risk, and the rest some extra hard critical hit or most often one too many resists.

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post May 8 2009, 07:57
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whats with the new monsterS?? i encountered an amphibious sperm whale.
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post May 8 2009, 07:58
Post #78
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QUOTE(TheBigR @ May 8 2009, 00:48) *

Confuse:
Also, I think confuse should last a certain number of turns, but not be removed on a hit :\
Thats how confuse has worked in pretty much every game Ive played with it as a status ailment. Physical attacks have always canceled it regardless of the source. Lasting a set number of turns sounds good but a way to counter this doesnt hurt. (Unless we are talking about ff7 and you get cloud confused while he has mastered double cut materia and he kills you badly. Oh how this has happened to me too many times)

What about a middle ground? Confuse lasts a set number of turns with a chance of attacks canceling it out?
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post May 8 2009, 09:56
Post #79
Tenboro

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QUOTE(Alpha 7 @ May 8 2009, 04:53) *

I don't have those spells so I just hit them with the right magic and usually wipe out the mob in 3-5 turns but, even that doesn't work as today I am defeated in the third turn after too many hits coming too fast.

Yes, the game has seriously gone out of balance - 1 turn and I am suddenly 70.9 % dead - that's ridiculous especially for someone who was easily defeating groups like this one. I usually lose 0-1 Random Encounters a day @ Normal. Today, I have already suffered 3-5 days worth of loses in just three hours of Random Encounters @ Normal setting.


That's not one turn, it's two. Inferno takes a long time to cast. I looked at your battle logs, and you didn't use a single tactical spell or normal attack. The full nuke approach to battle isn't going to work at length, and this is completely intentional.

QUOTE(DemonEyesBob @ May 8 2009, 06:33) *

Also, I think confuse should last a certain number of turns, but not be removed on a hit :\


I think confuse makes sense the way it is.
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post May 8 2009, 11:53
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QUOTE(Tenboro @ May 8 2009, 02:56) *

That's not one turn, it's two. Inferno takes a long time to cast. I looked at your battle logs, and you didn't use a single tactical spell or normal attack. The full nuke approach to battle isn't going to work at length, and this is completely intentional.


Physical attacks don't do enough damage, and there is no good tactical spell at this level and the fact that they are at the end of a chain of magic that takes 8 AP to buy one of them makes them undesirible. As for the battle logs, that's true, however, before this change this tactic was over 90% succesful for Random Encounters @ Normal now, it's luck of the draw @ Easy. It seems your efforts to rein in the high-level players is having too much impact on the lower-level players.
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