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post Jun 7 2009, 06:50
Post #21
TheBigR



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I changed my mind


This post has been edited by TheBigR: Jun 7 2009, 07:41
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post Jun 7 2009, 08:00
Post #22
Sonic



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Blind seems to be broken.

9 2 Green Slime has been defeated.
9 1 You hit Green Slime for 182 physical damage.
8 2 Green Slime hits you for 20 damage.
8 1 You hit Green Slime for 207 physical damage.
7 2 Green Slime hits you for 23 damage.
7 1 You hit Green Slime for 191 physical damage.
6 2 Green Slime crits you for 40 damage.
6 1 You hit Green Slime for 162 physical damage.
5 3 You are healed for 370 Health Points.
5 2 You cast Cure.
5 1 You gain 0.02 points of curative magic proficiency.
4 4 Green Slime hits you for 28 damage.
4 3 Blind procs the effect Blinded on Green Slime.
4 2 You cast Blind.

Green Slime did not miss once since I cast it on it.
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post Jun 7 2009, 09:49
Post #23
Cyriel



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QUOTE(Sonic @ Jun 7 2009, 08:00) *

Blind seems to be broken.

9 2 Green Slime has been defeated.
9 1 You hit Green Slime for 182 physical damage.
8 2 Green Slime hits you for 20 damage.
8 1 You hit Green Slime for 207 physical damage.
7 2 Green Slime hits you for 23 damage.
7 1 You hit Green Slime for 191 physical damage.
6 2 Green Slime crits you for 40 damage.
6 1 You hit Green Slime for 162 physical damage.
5 3 You are healed for 370 Health Points.
5 2 You cast Cure.
5 1 You gain 0.02 points of curative magic proficiency.
4 4 Green Slime hits you for 28 damage.
4 3 Blind procs the effect Blinded on Green Slime.
4 2 You cast Blind.

Green Slime did not miss once since I cast it on it.

Depends

Does blind set the hit rating to 0% final or does it just cut off a large chunk ?
Because if it's the latter, you're the millionth or so victim of unluckiness
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post Jun 7 2009, 09:55
Post #24
Sonic



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QUOTE(Cyriel @ Jun 7 2009, 03:49) *

Depends

Does blind set the hit rating to 0% final or does it just cut off a large chunk ?
Because if it's the latter, you're the millionth or so victim of unluckiness

It takes off a good chunk, but it definitely seems less effective now. Just had a battle using blind, the monster beside it that was not blind was actually missing more than the blinded one.
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post Jun 7 2009, 10:41
Post #25
Tenboro

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QUOTE(Dlaglacz @ Jun 6 2009, 22:52) *

Now this one is much more useful than the weak Mind Raper.

@Tenboro: I didn't get any sort of death message when the Hedgehog finally killed the Cockatrice for me, nothing like "has been defeated", no line on this at all - is this normal? No negative sideeffects?


Probably missing a check, but there's no negative effects of it. The game only cares about the dead monsters at the end of the battle, not who killed them.

QUOTE(Cyriel @ Jun 7 2009, 09:49) *

Depends

Does blind set the hit rating to 0% final or does it just cut off a large chunk ?
Because if it's the latter, you're the millionth or so victim of unluckiness


Like most things, the effect of blind depends on your proficiency. I can't remember changing it, but it currently takes off base 25% attack/magic hit chance.
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post Jun 7 2009, 10:54
Post #26
cptkleenex




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Well it's time to adjust strategy again. I just took a beating in the Growing Storm arena challenge which is definitely a new experience for me. At one point I had to Cure myself 4 times in a row to keep up with the damage I was taking which absolutely destroyed my mana. Back to the drawing board and time to delay my next attempt and Endgame a bit longer.
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post Jun 7 2009, 10:57
Post #27
Upsilon



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Hmm.. doesn't feel like too much of a difference to me, then again I'm not exactly that high up there just yet. I like the new font though. (IMG:[invalid] style_emoticons/default/tongue.gif)

Edit: Alright I lied. I really really like the whole Magic Hit Chance upgrade. +_+ That's what was mostly killing me before. (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by Upsilon: Jun 7 2009, 11:04
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post Jun 7 2009, 11:04
Post #28
TheBigR



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Has weaken been tweaked again or does it just seem less effective because Im being hit more
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post Jun 7 2009, 11:06
Post #29
cptkleenex




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Side request, any chance the cost of Regen could be dropped at all? I mean at one point Regen lasted 20 turns, then it dropped to like 12, now it's 10. It seems as my Curative proficiency has gone up (now at 97.81) the effect of Regen has decreased but the cost to cast it remains the same (currently at 47MP).
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post Jun 7 2009, 11:29
Post #30
hitokiri84



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QUOTE(Sonic @ Jun 7 2009, 01:00) *

Blind seems to be broken.

9 2 Green Slime has been defeated.
9 1 You hit Green Slime for 182 physical damage.
8 2 Green Slime hits you for 20 damage.
8 1 You hit Green Slime for 207 physical damage.
7 2 Green Slime hits you for 23 damage.
7 1 You hit Green Slime for 191 physical damage.
6 2 Green Slime crits you for 40 damage.
6 1 You hit Green Slime for 162 physical damage.
5 3 You are healed for 370 Health Points.
5 2 You cast Cure.
5 1 You gain 0.02 points of curative magic proficiency.
4 4 Green Slime hits you for 28 damage.
4 3 Blind procs the effect Blinded on Green Slime.
4 2 You cast Blind.

Green Slime did not miss once since I cast it on it.

works fine for me

35 5 Apathetic Canuck has been defeated.
35 4 Flare procs the effect Searing Skin on Apathetic Canuck.
35 3 Flare hits Apathetic Canuck for 937 fire damage.
35 2 You cast Flare.
35 1 You gain 0.01 points of elemental magic proficiency.
34 5 You dodge the attack from Apathetic Canuck.
34 4 Apathetic Canuck resists your spell.
34 3 You cast Flare.
34 2 You gain 0.01 points of elemental magic proficiency.
34 1 Effect Shield on yourself has expired.
33 2 You dodge the attack from Apathetic Canuck.
33 1 You unleash Ryu Tsui Sen on Apathetic Canuck for 3309 unspecified damage.
32 2 You dodge the attack from Apathetic Canuck.
32 1 You hit Apathetic Canuck for 147 physical damage.
31 2 You dodge the attack from Apathetic Canuck.
31 1 You hit Apathetic Canuck for 174 physical damage.
30 6 You dodge the attack from Apathetic Canuck.
30 5 Blind procs the effect Blinded on Apathetic Canuck.
30 4 You cast Blind.
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post Jun 7 2009, 13:09
Post #31
TheBigR



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QUOTE(cptkleenex @ Jun 7 2009, 16:54) *

Well it's time to adjust strategy again. I just took a beating in the Growing Storm arena challenge which is definitely a new experience for me. At one point I had to Cure myself 4 times in a row to keep up with the damage I was taking which absolutely destroyed my mana. Back to the drawing board and time to delay my next attempt and Endgame a bit longer.

Im having the exact same issue. All of a sudden every fight my mp is raped from constant curing. Not only does my shield last less time but added to this Im less than happy with this new version. The hit/miss rate was fine the way it was. Why change it???
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post Jun 7 2009, 13:34
Post #32
Dlaglacz



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QUOTE(TheBigR @ Jun 7 2009, 13:09) *

Im having the exact same issue. All of a sudden every fight my mp is raped from constant curing. Not only does my shield last less time but added to this Im less than happy with this new version. The hit/miss rate was fine the way it was. Why change it???


Business as usual. With every change some strategies become less viable, some become better. Time to adjust.
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post Jun 7 2009, 18:56
Post #33
pbVeteran



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Imagine that the weapons will modify hit chances
Like two handed ones have greater damage and -% hit maybe thats why

Heh just fabricating XD

And I like increased % to hit with magic
Now it is who have bigger firepower
Bring it on Manthra XD
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post Jun 7 2009, 21:04
Post #34
hitokiri84



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Everyone is complaining about their buffs and debuffs lasting two less turns now, but I haven't had any problems with it since my magic attacks have gone from resist resist resist to hit hit hit. The normal monsters never even get a chance to have the debuffs expire.
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post Jun 7 2009, 21:12
Post #35
cptkleenex




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QUOTE(hitokiri84 @ Jun 7 2009, 14:04) *

Everyone is complaining about their buffs and debuffs lasting two less turns now, but I haven't had any problems with it since my magic attacks have gone from resist resist resist to hit hit hit. The normal monsters never even get a chance to have the debuffs expire.

You're used to it as it is though. Like I said, Regen used to last 20 turns for me but now it lasts half as long. With the need to keep that cast in higher arena battles to stay afloat that really changes the landscape of battle. And also the fact that you also get hit more, the need to cure your ass off against larger mobs makes it a losing effort more often than not. Far as I can tell the need for Shadow Veil finally made itself apparent.
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post Jun 7 2009, 21:28
Post #36
hitokiri84



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Maybe you could jack your agility up really high so they never hit you. It would be like a permanent shadow veil. The only drawback is you would have to play 200 turns per round due to all the rest of the attributes being crap.
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post Jun 10 2009, 03:12
Post #37
roflcopt0rz



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I like the hit boosts. I really noticed that my attacks are missing less often, and I don't mind that I'm dodging less often because I always assume I get hit anyway.

However, I think you should make DEX and AGI boost hit a little more. DEX/10 and AGI/20 makes it feel like hit never goes up and makes DEX pretty useless, since AGI at least boosts speed and DEX boosting crit doesn't feel like it does anything since chance to crit is pretty small anyway.
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post Jun 10 2009, 07:18
Post #38
bladejtr



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QUOTE(hitokiri84 @ Jun 7 2009, 15:04) *

Everyone is complaining about their buffs and debuffs lasting two less turns now, but I haven't had any problems with it since my magic attacks have gone from resist resist resist to hit hit hit. The normal monsters never even get a chance to have the debuffs expire.

My sleep still lasts 8 turns, unless I hit em, and now it also has a 50% chance of lasting longer when I do hit them than it used to.
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post Jun 11 2009, 13:31
Post #39
Sonic



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Just a minor information bug. I had poisoned a monster than blasted them with a fireball. They thus had both searing skin and poison applied to them at once. They were almost dead and I took the opportunity to heal myself expecting the Scary Ghost to die next turn. Well, he did die by poison, but apparently searing skin felt left out or something:

11 9 You gain 36 Credits!
11 8 You gain 1353.19 EXP!
11 7 You are Victorious!
11 6 Scary Ghost has succumbed to its wounds.
11 5 Effect Searing Skin on Scary Ghost has expired.
11 4 Stop kicking the dead horse.
11 3 Spreading Poison hits Scary Ghost for 16 damage.
11 2 You are healed for 299 Health Points.
11 1 You cast Cure.
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post Jun 11 2009, 15:04
Post #40
Tenboro

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QUOTE(Sonic @ Jun 11 2009, 13:31) *

Just a minor information bug. I had poisoned a monster than blasted them with a fireball. They thus had both searing skin and poison applied to them at once. They were almost dead and I took the opportunity to heal myself expecting the Scary Ghost to die next turn. Well, he did die by poison, but apparently searing skin felt left out or something:


Thanks, noted.
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