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post Aug 10 2009, 03:09
Post #241
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QUOTE(hitokiri84 @ Aug 10 2009, 00:52) *

...
How about the system stop giving me equipment already and switch to elixirs? (IMG:[invalid] style_emoticons/default/dry.gif)


Good Idea, system: give me Hito's equipment... or at least some equipment... (IMG:[invalid] style_emoticons/default/dry.gif)
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post Aug 10 2009, 03:23
Post #242
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QUOTE(Tenboro @ Aug 10 2009, 02:11) *

It was never "double", but 4x of what you used to get.


This drop in exp is what I was refering too in regards to asking about it being reverted

QUOTE(TheBigR @ Aug 5 2009, 16:53) *

58 6 You gain 46 Credits!
58 5 You gain 2495.82 EXP! ,<--- I approve of this (IMG:[invalid] style_emoticons/default/biggrin.gif)
58 4 Manthra dropped [Fair Titanium Dagger of the Nimble]
58 3 You are Victorious!

0 4 Spawned Monster C: MID=12 (Manthra) LV=82 HP=5928 MP=188 SP=59 NA=82 Type=hostile
0 3 Spawned Monster B: MID=3 (Mantitcore) LV=83 HP=2331 MP=174 SP=41 NA=90 Type=hostile
0 2 Spawned Monster A: MID=9 (Cookie Monster) LV=83 HP=2283 MP=190 SP=46 NA=91 Type=hostile
0 1 Initializing random encounter ...
0 0 Battle Start!


QUOTE(TheBigR @ Aug 7 2009, 16:07) *

77 6 You gain 39 Credits!
77 5 You gain 2272.06 EXP!
77 4 You are Victorious!

0 4 Spawned Monster C: MID=14 (Blue Hedgehog) LV=85 HP=5442 MP=195 SP=58 NA=86 Type=hostile
0 3 Spawned Monster B: MID=12 (Manthra) LV=86 HP=6216 MP=197 SP=62 NA=81 Type=hostile
0 2 Spawned Monster A: MID=6 (Fire Fox) LV=83 HP=2406 MP=174 SP=46 NA=90 Type=hostile
0 1 Initializing random encounter ...
0 0 Battle Start!


How can I get less exp in the battle with 2 boss monsters??? Both battles were on heroic

This post has been edited by TheBigR: Aug 10 2009, 04:11
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post Aug 10 2009, 06:11
Post #243
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QUOTE(Tenboro @ Aug 9 2009, 13:11) *
I've tried putting in a small exponential factor that will only really kick in on higher levels, can you see how much of an effect that's having?

After playing through some arena, I've decided it's too damn strong. A mob of two monsters on normal is doing more damage to me than a mob of 3 or 4 on Hard was doing to me yesterday. I even lost a challenge, on normal, because I got hit for over 1100 damage by two regular monsters in one turn, which is unprecidented by far. Okay, experiment over. You can change it back now. (IMG:[invalid] style_emoticons/default/wink.gif)
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post Aug 10 2009, 06:14
Post #244
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I would settle for knocking the overpowered nature of the manthra down. I had a manthra in like my last 12 rounds of Longest Journey and had nothing left by the time I got the last round. I got a Dalek which is normally beatable with patience, but not when you are empty on items from getting repeatedly manthra raped.
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post Aug 10 2009, 06:26
Post #245
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I just noticed that I'm taking double the damage from weakened boss attacks from as I was taking yesterday. Manthra is hitting me for 200 damage on normal with weaken, and yesterday was about 80 max. Considering 5 point weaken is supposed to reduce damage by 75%, that means it would be 800 without weaken. It's not actually that much, so it means Weaken isn't reducing as much as it says. It's still more like 50%. So, monsters are doing double damage on normal, and Weaken isn't working as advertised.


Edit: It pretty much effectively forces you back to being magic heavy and only using elemental attacks to avoid huge damage. That's messed up considering there was an obvious effort by Tenboro to shift the game away from it's magic heavy requirements and more towards being balanced or melee heavy.

This post has been edited by hitokiri84: Aug 10 2009, 06:31
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post Aug 10 2009, 07:04
Post #246
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QUOTE(hitokiri84 @ Aug 10 2009, 06:26) *

I just noticed that I'm taking double the damage from weakened boss attacks from as I was taking yesterday. Manthra is hitting me for 200 damage on normal with weaken, and yesterday was about 80 max. Considering 5 point weaken is supposed to reduce damage by 75%, that means it would be 800 without weaken. It's not actually that much, so it means Weaken isn't reducing as much as it says. It's still more like 50%. So, monsters are doing double damage on normal, and Weaken isn't working as advertised.
Edit: It pretty much effectively forces you back to being magic heavy and only using elemental attacks to avoid huge damage. That's messed up considering there was an obvious effort by Tenboro to shift the game away from it's magic heavy requirements and more towards being balanced or melee heavy.


That pretty much said about weaken.

Is there anything that compensates for their magic boost? I just had a 1 on 1 with Green slime and it cost me 250HP in 4 rounds just because he had 0 miss and cast Jiggle on me twice.
At what level do you get barrier? And is it any helpfull?
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post Aug 10 2009, 07:26
Post #247
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QUOTE(Lunatic2 @ Aug 10 2009, 01:04) *

At what level do you get barrier? And is it any helpfull?

I don't have barrier yet. You won't get it for a while.

QUOTE(hitokiri84 @ Aug 10 2009, 00:26) *

I just noticed that I'm taking double the damage from weakened boss attacks from as I was taking yesterday. Manthra is hitting me for 200 damage on normal with weaken, and yesterday was about 80 max. Considering 5 point weaken is supposed to reduce damage by 75%, that means it would be 800 without weaken. It's not actually that much, so it means Weaken isn't reducing as much as it says. It's still more like 50%...

Weaken is definitely doing ~50% reduction.

Peacock hits me for: 146, 177, 162, 166, 162. Post weaken: 85, 82, 85, 92, 96.... (IMG:[invalid] style_emoticons/default/sad.gif)

This post has been edited by DemonEyesBob: Aug 10 2009, 07:37
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post Aug 10 2009, 08:40
Post #248
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QUOTE(hitokiri84 @ Aug 10 2009, 06:11) *

After playing through some arena, I've decided it's too damn strong. A mob of two monsters on normal is doing more damage to me than a mob of 3 or 4 on Hard was doing to me yesterday. I even lost a challenge, on normal, because I got hit for over 1100 damage by two regular monsters in one turn, which is unprecidented by far. Okay, experiment over. You can change it back now. (IMG:[invalid] style_emoticons/default/wink.gif)


Well as far as I can tell you're still winning the vast majority of the battles?

QUOTE(cptkleenex @ Aug 10 2009, 06:14) *

I would settle for knocking the overpowered nature of the manthra down. I had a manthra in like my last 12 rounds of Longest Journey and had nothing left by the time I got the last round. I got a Dalek which is normally beatable with patience, but not when you are empty on items from getting repeatedly manthra raped.


Longest Journey is supposed to be hard.

QUOTE(hitokiri84 @ Aug 10 2009, 06:26) *

I just noticed that I'm taking double the damage from weakened boss attacks from as I was taking yesterday. Manthra is hitting me for 200 damage on normal with weaken, and yesterday was about 80 max. Considering 5 point weaken is supposed to reduce damage by 75%, that means it would be 800 without weaken. It's not actually that much, so it means Weaken isn't reducing as much as it says. It's still more like 50%. So, monsters are doing double damage on normal, and Weaken isn't working as advertised.
Edit: It pretty much effectively forces you back to being magic heavy and only using elemental attacks to avoid huge damage. That's messed up considering there was an obvious effort by Tenboro to shift the game away from it's magic heavy requirements and more towards being balanced or melee heavy.


Weaken was always 50% per point since the patch, I pointed that out in a post pretty early in this thread but forgot to update the patch notes.
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post Aug 10 2009, 08:45
Post #249
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Oh goodie, there was another page.

QUOTE(hitokiri84 @ Aug 9 2009, 23:06) *

Okay, what exactly do I have to do to get Mana Elixir drops now? Before the update, they were somewhat easy to get from grindfest on any difficulty. Now, I've played hundreds of rounds on various difficulties and only gotten one.

- Well past 100 on Cake, and obviously nothing.
- About 80 rounds on Normal and no Elixirs, but somehow it managed to give me a Scroll of the Gods on round 6 or something.
- Played past round 50 three times on Hard and got only one
- Played to round 25 on Heroic and nothing

The healer gives one Mana Elixir a day at best, so how the heck am I supposed to restore my supply when I can't even get them playing past the cap on Hard? I think the new restrictions are a little too severe.

I've also played about a dozen hourlies on battletoads and it hasn't given me anything other than the worthless Lesser health potions and such.


Mana Elixirs are supposed to be scarce. Except for plugging the Round 300 on Easy loophole, loot quality and drop rate weren't touched in the patch, except to make room for equipment (which as some people have pointed out drops pretty rarely).
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post Aug 10 2009, 08:48
Post #250
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QUOTE(Tenboro @ Aug 10 2009, 02:40) *

Well as far as I can tell you're still winning the vast majority of the battles?

You really shouldn't have said anything, Hito.

QUOTE(Tenboro @ Aug 10 2009, 02:40) *

Weaken was always 50% per point since the patch, I pointed that out in a post pretty early in this thread but forgot to update the patch notes.

Something tells me you did not mean 50% per point.
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post Aug 10 2009, 09:06
Post #251
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QUOTE(Tenboro @ Aug 10 2009, 01:40) *

Well as far as I can tell you're still winning the vast majority of the battles?

That's not really what I'm getting at. Double damage versus enemies on normal translates to half the probability that I'll ever beat one of the real legendaries. They were already impossible, and now they will be even stronger. Besides, if I've spent the time to get to this high of a level, why shouldn't I be able to dominate normal enemies? I'm getting blasted now by enemies that have weaken cast on them in just a few turns. Even having 220% overcharge and a regen that restores 185 points per turn is barely enough to get me by normal mobs without having to spam cure? That does not make sense. Then there's the fact that I still have decently high elemental ratings despite not having any ability point on the level two elementals, and my Endurance stat is 172 (Barrier Rating 342), 19 points above my level, yet I'm being blasted by regular monster magic attacks.

QUOTE(Tenboro @ Aug 10 2009, 01:45) *

Oh goodie, there was another page.
Mana Elixirs are supposed to be scarce. Except for plugging the Round 300 on Easy loophole, loot quality and drop rate weren't touched in the patch, except to make room for equipment (which as some people have pointed out drops pretty rarely).
Yeah, you state there is a level cap to prevent farming easy difficulties, but "Hard" is not an easy difficulty but is still apparently capped. Any way you can make that cap only apply to the lower difficulties? I can get past that cap on Hard if I use lesser mana items, yet it's pointless since it never gives me elixirs. I think I deserve what ever rewards I can get on Hard and up without any cap. Some people might even argue to not cap normal, but that would probably still be a bit too easy. Also, getting to higher rounds on Heroic grindfest is all but impossible now with this extra damage you've added. About 8 godlies only got me to round 25.

This post has been edited by hitokiri84: Aug 10 2009, 09:48
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post Aug 10 2009, 09:56
Post #252
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QUOTE(hitokiri84 @ Aug 10 2009, 09:06) *

That's not really what I'm getting at. Double damage versus enemies on normal translates to half the probability that I'll ever beat one of the real legendaries. They were already impossible, and now they will be even stronger. Besides, if I've spent the time to get to this high of a level, why shouldn't I be able to dominate normal enemies? I'm getting blasted now by enemies that have weaken cast on them in just a few turns. Even having 220% overcharge and a regen that restores 185 points per turn is barely enough to get me by normal mobs without having to spam cure? That does not make sense.


It doesn't quite work as that. The scaling function for monster primary stats (which is really all they have) has two parts. Primarily there is a part that scales their base attributes from their base level to the active level - in the case of the monsters, they are always base lvl 10. Furthermore there is a part that gives them a fixed additional number of points to all primary attributes depending on their level.

Using Konata as an example, she has a base STR of 16. At lvl 150, the scaling function increases that to 150/10 * 16 = 240, plus the fixed part, which used to be (150 - 10) * 0.2 = 28, for a total of 268.

Compare to the Fire Fox, which has a base STR of 8. At 150, that would have been 150 / 10 * 8 = 120, plus the same fixed part of 28, for a total of 148.

With the modified scaling function, the fixed additional bonus scales as (150 ^ 1.07 - 10) * 0.2 = 40.6, which all lvl 150 mobs will get. So Konana increases from 268 to 280 (a 4.5% increase), while the Fire Fox increases from 148 to 160 (an 8% increase).

As for the actual "real" legendaries, there will be some changes to them in the next patch.

QUOTE(hitokiri84 @ Aug 10 2009, 09:06) *

Yeah, you state there is a level cap to prevent farming easy difficulties, but "Hard" is not an easy difficulty but is still apparently capped. Any way you can make that cap only apply to the lower difficulties? I can get past that cap on Hard if I use lesser mana items, yet it's pointless since it never gives me elixirs. I think I deserve what ever rewards I can get on Hard and up without any cap. Some people might even argue to not cap normal, but that would probably still be a bit too easy. Also, getting to higher rounds on Heroic grindfest is all but impossible now with this extra damage you've added. About 8 godlies only got me to round 25.


The 50 round limit is capped across all levels, but at round 50 on Hard the chance of a restorative drop being an elixir is about 5%, which IMO is fair - if you can get that high.
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post Aug 10 2009, 10:17
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QUOTE(Tenboro @ Aug 10 2009, 02:56) *
Using Konata as an example, she has a base STR of 16. At lvl 150, the scaling function increases that to 150/10 * 16 = 240, plus the fixed part, which used to be (150 - 10) * 0.2 = 28, for a total of 268.

Compare to the Fire Fox, which has a base STR of 8. At 150, that would have been 150 / 10 * 8 = 120, plus the same fixed part of 28, for a total of 148.

With the modified scaling function, the fixed additional bonus scales as (150 ^ 1.07 - 10) * 0.2 = 40.6, which all lvl 150 mobs will get. So Konana increases from 268 to 280 (a 4.5% increase), while the Fire Fox increases from 148 to 160 (an 8% increase).

So the legendaries have increasingly higher stats relative to your level. Great. I guess having strength and endurace attributes 20 points above my own level counts for nothing, because I'm taking more damage now than before all the aura bonuses were added and I only had +5.

And as for drops, I think you really need to add a Luck skill or ability that can be invested in and appropriated towards a drop of chioce, be it regular items, equipment, or artifacts.

This post has been edited by hitokiri84: Aug 10 2009, 10:21
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post Aug 10 2009, 10:24
Post #254
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QUOTE(hitokiri84 @ Aug 10 2009, 10:17) *

So the legendaries have increasingly higher stats relative to your level. Great. I guess having strength and endurace attributes 20 points above my own level counts for nothing, because I'm taking more damage now than before all the aura bonuses were added and I only had +5.


Yes, but they don't have auras/items/debuffs/buffs or a wide array of elemental magic. Or equipment, when that is added.

QUOTE(hitokiri84 @ Aug 10 2009, 10:17) *

And as for drops, I think you really need to add a Luck skill or ability that can be invested in and appropriated towards a drop of chioce, be it regular items, equipment, or artifacts.


That is something I've been considering, yes.
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post Aug 10 2009, 10:30
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This is all well and good but what about my query
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post Aug 10 2009, 10:39
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QUOTE(Tenboro @ Aug 10 2009, 03:56) *

The 50 round limit is capped across all levels, but at round 50 on Hard the chance of a restorative drop being an elixir is about 5%, which IMO is fair - if you can get that high.

...
...
It would probably take me several godly potions of both types to get to level 50 on easy...
Does the rate of getting any drop at all change after you hit level 50?

QUOTE(Tenboro @ Aug 10 2009, 04:24) *

That is something I've been considering, yes.

That would be very, very much appreciated.

This post has been edited by DemonEyesBob: Aug 10 2009, 10:49
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post Aug 10 2009, 10:44
Post #257
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QUOTE(Tenboro @ Aug 10 2009, 03:24) *

Yes, but they don't have auras/items/debuffs/buffs or a wide array of elemental magic. Or equipment, when that is added.

As long as you don't further pump up enemies to counter equipment stats, I'll manage.

QUOTE(Tenboro @ Aug 10 2009, 02:56) *
The 50 round limit is capped across all levels, but at round 50 on Hard the chance of a restorative drop being an elixir is about 5%, which IMO is fair - if you can get that high.

Is that 5% for each enemy?

This post has been edited by hitokiri84: Aug 10 2009, 11:15
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post Aug 10 2009, 12:47
Post #258
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QUOTE(hitokiri84 @ Aug 10 2009, 10:44) *

Is that 5% for each enemy?


5% of all restorative drops.
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post Aug 10 2009, 15:44
Post #259
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41 5 You gain 24 Credits!
41 4 You gain 966.6 EXP!
41 3 You are Victorious!
...
0 3 Spawned Monster B: MID=14 (Blue Hedgehog) LV=72 HP=3156 MP=169 SP=50 NA=88 Type=hostile
0 2 Spawned Monster A: MID=4 (Cockatrice) LV=71 HP=1320 MP=132 SP=32 NA=92 Type=hostile
0 1 Initializing random encounter ...
0 0 Battle Start!

Exp. boss x2 or x4?

It seems x2...
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post Aug 10 2009, 16:50
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QUOTE(Tenboro @ Aug 10 2009, 05:47) *

5% of all restorative drops.

...

Which is what exactly? How are the drops calculated? Or more specifically, how many different rolls are there to determine if something drops, what type it is, quality, etc.?

I know enough about statistics to know that means it's actually far less than a 5% chance.
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