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HentaiVerse 0.85, Script-breaking day |
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Jun 24 2017, 15:45
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

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QUOTE(bensalenkkari @ Jun 24 2017, 15:29)  Have you guys tested slotting / resetting ability or abilities? Maybe the mitigation thing is similar to what was going on with potions - or maybe I misunderstood something, wouldn't be the first time.
Doesn't change a thing.
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Jun 24 2017, 16:06
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Dead-ed
Group: Members
Posts: 3,577
Joined: 4-March 14

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QUOTE(End Of All Hope @ Jun 24 2017, 07:09)  I can confirm it happened to me as well.
I did the math and the numbers are now correct, but before 0.85 the displayed values were higher. I "lost" around 3% crushing and 4% slashing and piercing mitigations as well. Never changed equipments since a couple of months. Rather, I have a couple of levels of forge more.
Prof factor included?
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Jun 24 2017, 16:47
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Doc69
Newcomer
  Group: Gold Star Club
Posts: 54
Joined: 23-April 11

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I did some calculations with my stats.
Armor piercing mitigation : 11,52% 13,64% 6,98% 11,58% 5,66%
Proficiency bonus : 356*0.05=17,8%
If we consider the armor mitigations multiplicative and the proficiency bonus multiplicative too, I get the new displayed value : 51,26 rounded to 51,3
But if we consider the armor mitigations multiplicative BUT the proficiency bonus addtive, I get the exact old displayed value : 58,44 rounded to 58,4
I tried for the 2 other mitigations : same result.
So the difference is the proficiency bonus for mitigations seems to be multiplicative now, but was additive before, at least concerning the displayed value.
This post has been edited by Doc69: Jun 24 2017, 16:49
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Jun 24 2017, 16:57
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friggo
Group: Gold Star Club
Posts: 2,134
Joined: 9-October 14

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QUOTE(Doc69 @ Jun 24 2017, 17:47)  So the difference is the proficiency bonus for mitigations seems to be multiplicative now, but was additive before, at least concerning the displayed value.
Thanks for doing the math. So in other words, the update accidentally nerfed heavy melee. Hoping it gets fixed soon (IMG:[ invalid] style_emoticons/default/sad.gif)
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Jun 24 2017, 17:06
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piyin
Group: Gold Star Club
Posts: 10,862
Joined: 4-February 09

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QUOTE(friggo @ Jun 24 2017, 16:57)  Thanks for doing the math. So in other words, the update accidentally nerfed heavy melee.Hoping it gets fixed soon (IMG:[ invalid] style_emoticons/default/sad.gif) At this point, im counting all the nerfed things that happened accidentaly... just hope they dont end up in the frist post as "Changes"... there are too many that will end up killing the good and ok points of the update (IMG:[ invalid] style_emoticons/default/sad.gif) . This post has been edited by piyin: Jun 24 2017, 17:35
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Jun 24 2017, 17:46
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Doc69
Newcomer
  Group: Gold Star Club
Posts: 54
Joined: 23-April 11

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QUOTE Thanks for doing the math. So in other words, the update accidentally nerfed heavy melee. Hoping it gets fixed soon IF it is/was just the displayed value it's not a big problem. Let's hope so ^^ This post has been edited by Doc69: Jun 24 2017, 18:17
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Jun 24 2017, 17:52
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tazmanian devil
Group: Catgirl Camarilla
Posts: 3,024
Joined: 24-October 12

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Hmm, on the lottery pages when I type in a number of tickets and press enter on the keyboard, it no longer submits those tickets to the drawing. I have to type in the number and then click "Purchase Tickets" with the mouse. (IMG:[ invalid] style_emoticons/default/unsure.gif)
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Jun 24 2017, 18:29
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Basara Nekki
Group: Gold Star Club
Posts: 7,731
Joined: 13-September 12

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QUOTE(Tenboro @ Jun 24 2017, 07:44)  Not an intentional change. The potency gain was based on the challenge health multiplier because.. reasons? Fixed it to be based on the EXP multiplier instead, which should make it about the same as before.
Many thanks Tenboro!!! (IMG:[ invalid] style_emoticons/default/biggrin.gif) QUOTE(Doc69 @ Jun 24 2017, 11:47)  I did some calculations with my stats.
Armor piercing mitigation : 11,52% 13,64% 6,98% 11,58% 5,66%
Proficiency bonus : 356*0.05=17,8%
If we consider the armor mitigations multiplicative and the proficiency bonus multiplicative too, I get the new displayed value : 51,26 rounded to 51,3
But if we consider the armor mitigations multiplicative BUT the proficiency bonus addtive, I get the exact old displayed value : 58,44 rounded to 58,4
I tried for the 2 other mitigations : same result.
So the difference is the proficiency bonus for mitigations seems to be multiplicative now, but was additive before, at least concerning the displayed value.
I also did the calculations and I came to the same conclusion. I hope the proficiency bonus is again additive. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) QUOTE(tazmanian devil @ Jun 24 2017, 12:52)  Hmm, on the lottery pages when I type in a number of tickets and press enter on the keyboard, it no longer submits those tickets to the drawing. I have to type in the number and then click "Purchase Tickets" with the mouse. (IMG:[ invalid] style_emoticons/default/unsure.gif) The same is true for the Item Shop Bot. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Another thing. In Monster Lab, before, when I hovered over "feed max" and "give happy pills", the current numbers of "hunger" and "morale", respectively, appeared (that if I'm not mistaken (IMG:[ invalid] style_emoticons/default/heh.gif) ). Now nothing appears. I do not know how to know exactly the current situation (I do not use scripts, and I do not intend to use it). Not that this is a problem, after all it is possible to be guided by the colors. And the current system avoids the waste of restoratives (which is very good). I'm just noticing one more change from the previous version. This post has been edited by Basara Nekki: Jun 24 2017, 18:31
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Jun 24 2017, 18:44
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hujkl
Group: Members
Posts: 266
Joined: 13-January 12

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QUOTE(Basara Nekki @ Jun 24 2017, 17:29)  In Monster Lab, before, when I hovered over "feed max" and "give happy pills", the current numbers of "hunger" and "morale", respectively, appeared (that if I'm not mistaken (IMG:[ invalid] style_emoticons/default/heh.gif) ). Now nothing appears. I do not know how to know exactly the current situation (I do not use scripts, and I do not intend to use it). If we're not even allowed to know how much HP we have in battle, what chance does monster hunger/morale have? Smh.
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Jun 24 2017, 19:56
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Mantra64
Group: Catgirl Camarilla
Posts: 5,600
Joined: 23-March 12

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I'm beginning to really not like the newest changes. (IMG:[ invalid] style_emoticons/default/sad.gif) I think that I will just do REs and check my monsters for some time. So have fun with HV 0.85
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Jun 24 2017, 20:54
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Tenrag
Group: Gold Star Club
Posts: 696
Joined: 22-January 11

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Is it just me or the Cloak of the Fallen is now only 1 turn? I died 2 times doing IW in the last hour.
I play without any scripts now and just hold the number on the keyboard until the monster is dead. 1 turn is way to little time to take the finger off the key.
If it is intentional and won't be changed then is there some working popup user-script that will block further actions after spark is triggered?
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Jun 24 2017, 21:02
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BlueWaterSplash
Group: Members
Posts: 3,419
Joined: 15-March 11

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Maybe it only matters to low level players, but like the previous person in this thread I also used my exact HP to determine when to heal. I didn't always heal at the same amount, it depended on the situation. But generally at low levels I think the Cure spell heals more of your health bar and you don't want to waste.
The game has gotten so much easier for low level players that it doesn't matter though. Full recovery outside of battle prevents me from having to scrounge, and the monsters are so weak now that I can beat most of the arenas on PFUDOR if I want to. At low difficulties the game might be harder, especially for Ring of Blood challenges, but I haven't tried.
There is no variation on encountered monster levels for me anymore, they are all equal to my player level exactly.
Is there a bug with the character stats gained from leveling up? I seem to be gaining over double the stats I used to. My stats from before weren't changed, so this only affects new levels gained. Maybe I'm just leveling up more and not noticing it with the new layout.
This post has been edited by BlueWaterSplash: Jun 24 2017, 21:23
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Jun 24 2017, 21:24
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conundrum
Newcomer
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QUOTE(victorpofa @ Jun 23 2017, 17:24)  Bug: My under level 300 monster is now eating Edibles instead of chow.
Checked and it is still chow until level 300 on the Wiki.
So, monsters below PL300 need edibles now, too? Out of curiosity, is your monster PL250 or higher? I have a theory as to what happened here. QUOTE(Tenboro @ Jun 22 2017, 06:19)  - The drain rate bonus for powerlevel was rescaled to start from PL 250 and increase linearly up to the cap at PL 2250. It now caps at x6 (i.e., the morale bar takes six times longer to drain) up from the old x4. Chaos upgrades no longer affect monster morale drain rate. I would imagine that changing the drain rate system had a side effect of reducing the level at which monsters switch to edibles. It's likely that monsters currently start eating edibles at PL250 instead of PL300, although I'm not sure whether this is intentional or a bug. ---- QUOTE(Tenboro @ Jun 23 2017, 18:40)  #vbh>div{text-align:left !important}
Place in Stylish or whatever. FTFY.
No offense, but we really shouldn't have to use a browser addon to fix a flaw in the game's UI. By default, it should either show your actual HP (in which case being centre-aligned becomes a non-issue), allow the player to select whether they want left- or centre-alignment on the settings page (defaulting to left for accounts made before the patch, and centre for ones made after it, so as not to hinder people used to the old system), or both. I have yet to see anyone that has anything positive to say about this UI nerf, so telling us to use an addon to fix it honestly seems like you're telling us that you're leaving it there just to spite us for not liking it. Not sure if that's the intent or not, but it certainly feels like it. This post has been edited by conundrum: Jun 24 2017, 21:25
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Jun 24 2017, 21:54
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Tenboro

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QUOTE(Doc69 @ Jun 24 2017, 16:47)  So the difference is the proficiency bonus for mitigations seems to be multiplicative now, but was additive before, at least concerning the displayed value.
I had a peek at the old code for this. Because the mitigation abilities were something of a hack in the first place, these were not recognized as multiplicative stats when they were previously calculated. This was indeed fixed by accident due to a minor change in the order of operations, and is now calculated correctly. As for people continually bitching about vital bars, it is 99% CSS, so you can easily make them into whatever you want. I like the centered bars, and I don't have the time or inclination to make alternatives for all the ways other people want them to look like. That is why things like Stylish exist.
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Jun 24 2017, 22:05
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Dead-ed
Group: Members
Posts: 3,577
Joined: 4-March 14

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QUOTE(Tenboro @ Jun 24 2017, 13:54)  ~Fixed heavy prof calculation, so it's supposed to be worse now.~
Check melee damage too, it's pretty additive. Just checked, it's indeed additive in wiki. /ashamed This post has been edited by Dead-ed: Jun 24 2017, 22:19
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Jun 24 2017, 22:16
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Tenboro

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QUOTE(Dead-ed @ Jun 24 2017, 22:05)  Check melee damage too, it's pretty additive.
Only affected specific mitigations. It would have affected the *proof potencies as well, but no one ever keeps them anyway.
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Jun 24 2017, 22:23
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

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QUOTE(Tenboro @ Jun 24 2017, 21:54)  As for people continually bitching about vital bars, it is 99% CSS, so you can easily make them into whatever you want. I like the centered bars, and I don't have the time or inclination to make alternatives for all the ways other people want them to look like. That is why things like Stylish exist.
Wise words. Are you coming later to my home to teach me writing CSS? I'm waiting for you (IMG:[ invalid] style_emoticons/default/duck.gif) Jokes apart, now I have to wait for someone to write something like that (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Jun 24 2017, 23:17
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09

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QUOTE(Tenboro @ Jun 24 2017, 21:54)  As for people continually bitching about vital bars, it is 99% CSS, so you can easily make them into whatever you want. I like the centered bars, and I don't have the time or inclination to make alternatives for all the ways other people want them to look like. That is why things like Stylish exist.
I don't think the main issue is centered vs aligned (well, not for me at least). OC is represented by the number of divs inside another div. How can we know if the OC is 200, 210 or 224? Same is true for HP bar, which lacks the precise number. Unless you put the number in an attribute (data-value maybe) CSS or even scripts won't help much. This post has been edited by Sapo84: Jun 24 2017, 23:18
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Jun 24 2017, 23:39
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conundrum
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Thanks for fixing the Ether Tap thing, it makes a significant difference for mages. QUOTE(Tenboro @ Jun 24 2017, 16:24)  As for people continually bitching about vital bars, it is 99% CSS, so you can easily make them into whatever you want. I like the centered bars, and I don't have the time or inclination to make alternatives for all the ways other people want them to look like. That is why things like Stylish exist.
Considering that the HP bar's alignment actually reduces its functionality, instead of being purely an aesthetic issue, we shouldn't need to use an addon to change it; the option should be built into the game itself. You've shown that you have the code for both centre and left alignment available, so IMO, they should both already be in place, with an option to choose which is active. If you can't be bothered to code the option yourself, I would suggest getting one of the scripters to throw one together, then merging it into the settings page's actual code. Alternatively, as I said before, the entire thing could be solved by simply adding a numerical HP display. The main issue people have with the centre-aligned bar is that it makes it difficult to judge your actual HP (it effectively makes it look like you're missing twice as much as you actually are, unless you make an effort to actually focus on just one side of the bar instead of just taking a quick glance), so showing the actual number removes its primary downside. This would make the alignment issue purely aesthetic, at which point it's fine for it to be relegated to an addon instead of core functionality. Hmm... considering that replacing the overcharge number with pips significantly harms melee builds as well, I think an ideal solution, if you don't want to change the HP bar's alignment, would be to display your HP number on one side of the bar, and your OC on the other. This gives players exact values for reference, while still preserving the current aesthetics (and in fact improves the aesthetics, by making the HP/OC bar more consistent with the MP/SP one), handily solving both issues without any significant restructuring. (And, to be fair, should've been done in the first place, considering you were switching the bars to less exact graphics.) tl;dr: It's fine to get players to use an addon for purely aesthetic changes, but not to view crucial information that they need to be able to actually play the game. Either the core interface should be modified to more clearly present this information without needing an addon, or the presentation of information should be decoupled from the aesthetics by presenting the numeric values separately (like you did with MP and SP).
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Jun 24 2017, 23:42
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(Tenboro @ Jun 24 2017, 15:54)  I like the centered bars
Please do remember that it's immensely imprinted on us to read things from left to right.
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