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> HentaiVerse 0.3.1, Playing catch-up

 
post Aug 15 2009, 20:03
Post #241
Cyriel



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QUOTE(EvolutionKing @ Aug 15 2009, 19:45) *

What, it's not real?
Since it wasn't posted here, I assumed it was real.


It was Here

This post has been edited by Cyriel: Aug 15 2009, 20:04
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post Aug 15 2009, 20:11
Post #242
grumpymal



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QUOTE(Tenboro @ Aug 14 2009, 04:16) *

CODE
            'patk'         => 'crsh',    // attack type of primary weapon
            'attack_dmg'    => 0,        // damage modifier
            'attack_acc'    => 0,        // bonus to hit chance
            'spell_dmg'        => 0,        // magic damage modifier
            'spell_acc'        => 0,        // magic hit chance modifier
            'spell_pbonus'     => array('melemental' => 0, 'mdivine' => 0, 'mforbidden' => 0, 'mdeprecating' => 0, 'msupportive' => 0, 'mcurative' => 0), // proficiency bonuses
            'spell_ebonus'     => array('fire' => 0, 'cold' => 0, 'elec' => 0, 'wind' => 0, 'holy' => 0, 'dark' => 0), // elemental damage bonuses
            'defense_abs'    => 0,        // absorbed damage on physical attacks
            'defense_mit'    => 0,        // mitigated damage on physical attacks
            'dissipate_abs'     => 0,        // absorbed damage on magical attacks
            'dissipate_mit'    => 0,        // mitigated damage on magical attacks
            'mitigations'    => array('none' => 0, 'phys' => 0, 'crsh' => 0, 'slsh' => 0, 'prcg' => 0, 'fire' => 0, 'cold' => 0, 'elec' => 0, 'wind' => 0, 'holy' => 0, 'dark' => 0),    // specific damage mitigations
            'evade'        => 0,        // additional evade chance
            'block'        => 0,        // additional block chance
            'parry'        => 0,        // additional parry chance
            'burden'        => 0,        // slows down action time
            'interference'    => 0,        // chance of failing to cast externally focused spells
            'primary_bonus' => array('pa_str' => 0, 'pa_dex' => 0, 'pa_agi' => 0, 'pa_end' => 0, 'pa_int' => 0, 'pa_wis' => 0),    // direct bonuses to primary stats
            'hitproc'        => array()    // can contain: 'bleed' 'stun' 'armorpenetration' pointing to => array('p' => procrate, 't' => ticks, 'd' => damage)



Question for you Tenboro about some of this info. What difference does having a mitigation array make with regards to a piece armor? I've noticed that, even though two pieces of equipment have the same name, their raw stats aren't the same. I'm guessing this is from whatever algo you're using to generate equipment, so I'm curious.
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post Aug 15 2009, 20:37
Post #243
Hairs Fan



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QUOTE(cptkleenex @ Aug 15 2009, 19:13) *

2. If you can't do anything without equipment then you really fucked up your attributes. Nobody else has working equipment and they are managing just fine.

Or maybe everyone else decided it was easier to cast offensive spells in order to kill mobs rather than hit them with their bare hands (in hope that weapons will balance the difference between "magus" and warriors once they are fully implemented) ?

This post has been edited by Hairs' Fan: Aug 15 2009, 20:39
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post Aug 15 2009, 20:37
Post #244
Cyriel



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I'd say materials, quality, item level and suffixes factor in, but if you have 2 identical lvl 13 crude iron greaves then yeah, that is odd.
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post Aug 15 2009, 20:47
Post #245
Tenboro

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QUOTE(cmal @ Aug 15 2009, 20:11) *

Question for you Tenboro about some of this info. What difference does having a mitigation array make with regards to a piece armor?


Well that means it has damagetype-specific mitigations.

QUOTE
I've noticed that, even though two pieces of equipment have the same name, their raw stats aren't the same. I'm guessing this is from whatever algo you're using to generate equipment, so I'm curious.


Yep. Snowflake was originally the code name for the loot generator, the chance that it ever creates two items that are exactly the same is very small. But two items that end up with the same name should have roughly comparable stats.

I was originally planning to have a Snowflake challenge, where the object was to find two completely identical items, but I discarded the idea as it would lead to hoarding. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Aug 15 2009, 21:17
Post #246
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QUOTE(Tenboro @ Aug 15 2009, 14:47) *

Well that means it has damagetype-specific mitigations.

So this is in addition to the piece's generic damage mitigation? Like, if I had two Average Iron Bucklers with comparable damage reduction stats, but one had an array, what would be the difference? Does it mean the one with an array has more "specific" abilities to defend against the damage types? Is it factored into how well it defends against damage in general?
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post Aug 15 2009, 21:36
Post #247
Dndestroy



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It's referring to crushing, piercing, and slashing mitigation.

Edit: And yes, I would believe that it would be on top of the item's normal mitigation...otherwise the "of Protection" suffix would seem kind of odd (my helm adds 23, 8, and 2 of crushing, slashing, and piercing, for example).

Edit 2: This from above shows it's more than just physical
'mitigations' => array('none' => 0, 'phys' => 0, 'crsh' => 0, 'slsh' => 0, 'prcg' => 0, 'fire' => 0, 'cold' => 0, 'elec' => 0, 'wind' => 0, 'holy' => 0, 'dark' => 0), // specific damage mitigations

but either way there wouldn't be a need for specific mitigations if they didn't stack with the normal mitigations, otherwise you'd have redundancy.

This post has been edited by Dndestroy: Aug 15 2009, 21:43
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post Aug 15 2009, 22:15
Post #248
grumpymal



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I was thinking along those same lines, but that doesn't mean that's how it really works. I was mostly curious as to why some equipment would have additional mitigation qualities compared to their brethren and how much of a difference it'll make once equipment stats really come into effect. And I have seen the pieces of armor that defend against elements (Fire-Eater and Thunder-Child, for example).
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post Aug 15 2009, 22:25
Post #249
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QUOTE(Hairs' Fan @ Aug 15 2009, 13:37) *

Or maybe everyone else decided it was easier to cast offensive spells in order to kill mobs rather than hit them with their bare hands (in hope that weapons will balance the difference between "magus" and warriors once they are fully implemented) ?

FYI, plural is 'magi'
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post Aug 15 2009, 22:32
Post #250
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QUOTE(Hairs' Fan @ Aug 15 2009, 11:37) *

Or maybe everyone else decided it was easier to cast offensive spells in order to kill mobs rather than hit them with their bare hands (in hope that weapons will balance the difference between "magus" and warriors once they are fully implemented) ?

They didn't. I did not have an attack spell other than magic missile for at least 15 levels. I had them for a short while, but after the update I got rid of them again though I do have Condemn to spam Divine proficiency.

This post has been edited by Boggyb: Aug 15 2009, 22:36
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post Aug 15 2009, 22:37
Post #251
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Tenboro: Can you update us on % of Weaken and Shield?
It seems to me that there were some changes and i would like to know the numbers.

Thanks.
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post Aug 16 2009, 05:45
Post #252
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How exactly are you supposed to sell items?

Also, the scrolling arrows for the Item screen don't seem to work.
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post Aug 16 2009, 05:54
Post #253
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QUOTE(Skotavus @ Aug 16 2009, 11:45) *

How exactly are you supposed to sell items?

While in the Item Shop click an item in your inventory then click accept.


QUOTE(Skotavus @ Aug 16 2009, 11:45) *

Also, the scrolling arrows for the Item screen don't seem to work.

Click the arrows. At least try ffs (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Aug 16 2009, 06:20
Post #254
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When I'm in IE, the shop doesn't really show up well. Scrolling doesn't work, and the items appear below the main screen
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post Aug 16 2009, 06:29
Post #255
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A while back the issues with IE was addressed. If memory serves Tenboro pretty much said he didnt overly care about IE issues as any thinking person would steer clear of that crap..... Alright the last part is just my opinion but there have always been issues with IE and I believe the decision to pretty much ignore them had been handed down from above, at least until some free time was available. Things may have changed though as like I said this was a while ago.

No matter the version Ive never had an issue with Firefox. Take the hint (IMG:[invalid] style_emoticons/default/wink.gif)

This post has been edited by TheBigR: Aug 16 2009, 06:30
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post Aug 16 2009, 06:36
Post #256
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Actually, in terms of IE being crap I think Ten actually did say just that. That said, if its IE8 it shouldn't have as much problems as IE7 does, though it's just better to run it in firefox. I should know, I downloaded firefox specifically for this site (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Aug 16 2009, 06:52
Post #257
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Between IE, FF, and Opera, IE page loads the fastest in HV, and FF is the slowest by far, for me at least. So basically I use IE to complete battles or grindfest faster and switch to one of the other browsers for the shop.
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post Aug 16 2009, 07:24
Post #258
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QUOTE(hitokiri84 @ Aug 16 2009, 12:52) *

Between IE, FF, and Opera, IE page loads the fastest in HV, and FF is the slowest by far, for me at least. So basically I use IE to complete battles or grindfest faster and switch to one of the other browsers for the shop.

I remember someone, possibly you, saying something similar to this a while ago. I tried out numerous browsers to see for myself and in Linux FF came up best

This post has been edited by TheBigR: Aug 16 2009, 07:24
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post Aug 16 2009, 07:30
Post #259
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And I am still sticking with my [en.wikipedia.org] SeaMonkey (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Aug 16 2009, 07:37
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Well, I just upgraded to IE8 (finally) and it loads several seconds faster than FF on windows though as I'm typing this I notice that there's a lag in the words showing up (IMG:[invalid] style_emoticons/default/sleep.gif). But yea, the pages load faster on IE8, now to figure out what's causing the type lag.

Edit: Meh, stupid compatibility crap ><

This post has been edited by Dndestroy: Aug 16 2009, 07:43
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