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> HentaiVerse 0.86, Extra proficient

 
post Jan 12 2018, 12:46
Post #501
EsotericSatire



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QUOTE(treesloth @ Jan 10 2018, 08:20) *

anyone else notice that play done in hentaiverse.org does not sync with alt.hentaiverse.org?

I notice this in REs. I will play in hentaiverse.org, and drop things like tokens and equipment, but when I go to alt.hentaiverse.org, they aren't there.


o.O really?
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post Jan 12 2018, 14:45
Post #502
EsotericSatire



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Do the new Dæmon Duality perks actually work? number of turns to clear seems to be the same!??!

Do I need to do anything to activate the new perks?
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post Jan 12 2018, 14:55
Post #503
Scremaz



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QUOTE(EsotericSatire @ Jan 12 2018, 13:45) *

Do the new Dæmon Duality perks actually work? number of turns to clear seems to be the same!??!

Do I need to do anything to activate the new perks?

not that i know. could it be you've reached sort of a ceiling and those perks are overkill for your build?
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post Jan 12 2018, 15:30
Post #504
EsotericSatire



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QUOTE(Scremaz @ Jan 12 2018, 02:55) *

not that i know. could it be you've reached sort of a ceiling and those perks are overkill for your build?


Geh. Mages need more firepower due to lack of defense. Haven't even caught up to pre-nerf firepower of the mages of yore. That would blow if there was a limiter.
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post Jan 12 2018, 19:32
Post #505
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QUOTE(EsotericSatire @ Jan 12 2018, 00:46) *

o.O really?

Having two regular HV pages open at the same time doesn't sync up either. I was checking the item shop bot in one page and dumping worthless bindings in the other for some meager money but it didn't matter because some bindings showed up on the shop page even though I kept checking. Some moments later when I was on the item bot page and reclicked the mats I dumped, it said 0 bids when it didn't before. So it's not instantaneous.


QUOTE(EsotericSatire @ Jan 12 2018, 02:45) *

Do the new Dæmon Duality perks actually work? number of turns to clear seems to be the same!??!

Do I need to do anything to activate the new perks?

Yes, after you get a new perk, you need to leave the page and then go back to it. It becomes active after that. If you've already done that but it doesn't work then you got ripped off by an expensive hath perk. It happens.
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post Jan 13 2018, 11:37
Post #506
EsotericSatire



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QUOTE(Sesshomaru Moon @ Jan 12 2018, 07:32) *

Having two regular HV pages open at the same time doesn't sync up either. I was checking the item shop bot in one page and dumping worthless bindings in the other for some meager money but it didn't matter because some bindings showed up on the shop page even though I kept checking. Some moments later when I was on the item bot page and reclicked the mats I dumped, it said 0 bids when it didn't before. So it's not instantaneous.
Yes, after you get a new perk, you need to leave the page and then go back to it. It becomes active after that. If you've already done that but it doesn't work then you got ripped off by an expensive hath perk. It happens.



That could be the solution. I tried switching profiles on the alt server as well and now it appears my clear speed improved 2.5%. It could just be error but seems promising.

Does that mean we need to refresh profiles on both servers??? o.O I had already done it on the regular server.
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post Jan 13 2018, 11:43
Post #507
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I guess upgrades are made only on page refresh, yep.
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post Jan 13 2018, 16:12
Post #508
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What I think should be done. just throwing away some ideas.

1) 2H needs a large buff. Attack ("2H damage" ability providing +50 base damage instead of +30), parry (again, "2H parry") and domino strikes contributing to the overcharge.
2) DW would need a small buff aswell. Attack and again offhand contributing to the overcharge.
3) 1H would deserve a slight rework, with the shield having its own ADB to be used in the counterattacks, instead of using the player's general attack base damage. It would allow force shields to focus on block, while kites could probably provide a higher counterattack power.
4) Mages can now pretty much go near full Phase, while still having an excellent elemental proficiency. That sounds very, very wrong. Maybe it'd be good to lower the staffs proficiency bonus a bit (not too much) to shift it toward cotton.
5) Plate armor would need a buff in their mitigation stats. The difference with power armor is so little that it's pretty much useless to use plate armor. A buff in block chance for the shielding prefix would also be a good idea. If we combine such a change with a buff of 2H, this would make the 2H style much more decently playable, mostly as "Plate 2H".
6) "Fleet" shade seriously needs a buff. Negation aswell. I understand they need to be below Shadowdancer, but not by that much. Dunno, maybe Fleet could get a sliiiightly higher evade chance than shadowdancer, so it'd actually help in surviving but would remain inferior overall. While Negation could have a higher magical mitigation to come with the resist.
7) Likewise, "Arcanist" shade is just... useless. It'd need a bit more "magical" features to be decently useful. Something like a casting speed bonus, stronger Int and Wis PABs, maybe some supportive proficiency. Something...
8) A buff to many deprecating spells, because they are rather useless. I'm thinking about a higher cast speed for many of them. Allowing some to hit more than 3 monsters at once (Slow and Magnet for example).
9) The Vampire/Illithid/Banshee suffixes would really deserve the Vital Theft/Ether Theft/Spirit Theft procs to be applied to the monsters, instead of puncturing immediately. It'd be great if Ether Theft and Spirit Theft were able to stop the monster's natural MP/SP regen BTW. That would make these two procs very interesting to help a player survive by tanking less MP/SP attacks.

This post has been edited by decondelite: Jan 13 2018, 16:19
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post Jan 13 2018, 18:03
Post #509
Basara Nekki



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QUOTE(decondelite @ Jan 13 2018, 12:12) *

1) 2H needs a large buff. Attack ("2H damage" ability providing +50 base damage instead of +30), parry (again, "2H parry") and domino strikes contributing to the overcharge.


I remember that about 6 months ago I made a similar suggestion, but for 1H.

In the abilities part, simply increase the numbers and amount of upgrades of the ability in question. For example: 1H Damage.

Current:
Level 0 / Cost 2 AP / +20 ADB
Level 100 / Cost 3 AP / +30 ADB
Level 200 / Cost 5 AP / +40 ADB

Suggestion:
Level 0 / Cost 1 AP / +20 ADB
Level 50 / Cost 2 AP / +40 ADB
Level 100 / Cost 3 AP / +60 ADB
Level 150 / Cost 4 AP / +80 ADB
Level 200 / Cost 5 AP / +100 ADB
Level 250 / Cost 6 AP / +120 ADB
Level 300 / Cost 7 AP / +140 ADB
Level 350 / Cost 8 AP / +160 ADB
Level 400 / Cost 9 AP / +180 ADB
Level 450 / Cost 10 AP / +200 ADB

And this kind of change can be applied in a similar way in the other abilities. It does not necessarily have to be 10 levels of upgrade. I just did this to get simpler. (IMG:[invalid] style_emoticons/default/heh.gif)

And even if the amount of ability points needed increase, it is not currently a problem, thanks to the personas system. Most people only train Ability Boost up to 100 or a little more than that. So just do more training.
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post Jan 13 2018, 18:10
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QUOTE(Basara Nekki @ Jan 13 2018, 17:03) *

...

Jesus those ADB upgrades, do you want to slaughter everything just by looking at it? (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jan 13 2018, 19:19
Post #511
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QUOTE(gianfrix94 @ Jan 9 2018, 01:10) *

What about the stats and PXP? (IMG:[invalid] style_emoticons/default/mellow.gif)


I think soulfuse costs are means for low level players, so a superior or exquisite with 2 pabs is almost the same for them. Same for leg or mag with 3 pabs and stats do not make such a difference in those level.

Stas and pxp matter when you're high level. And at high level you're soulfusing either leg or peerless, so the soulfuse costs don't even matter.
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post Jan 13 2018, 19:41
Post #512
Basara Nekki



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QUOTE(gianfrix94 @ Jan 13 2018, 14:10) *

Jesus those ADB upgrades, do you want to slaughter everything just by looking at it? (IMG:[invalid] style_emoticons/default/tongue.gif)


Well, those numbers are random (without criterion). (IMG:[invalid] style_emoticons/default/heh.gif)

But surely the maximum limit would have to be at least +100, which would guarantee a considerable increase. If it is not at those levels, all melee styles will always be much slower than a mage. In my way of thinking, the simplest way to decrease this difference would be to increase by more than 50% the current ADB levels for all styles (1H, 2H, DW, Niten).

Parallel to this you can also increase the other abilities a bit like: 1H Block, 2H Parry, DW Crit.

At first there is no need to create new abilities. But if they are to be created, my suggestions would be: 1H Crit, 2H Crit, DW Parry.
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post Jan 13 2018, 19:47
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QUOTE(decondelite @ Jan 13 2018, 15:12) *

1) 2H needs a large buff. Attack ("2H damage" ability providing +50 base damage instead of +30), parry (again, "2H parry") and domino strikes contributing to the overcharge.
2) DW would need a small buff aswell. Attack and again offhand contributing to the overcharge.

+1. btw, these are suggested every now and then, so probably they could be worth implehementing for real (IMG:[invalid] style_emoticons/default/duck.gif)

QUOTE
4) Mages can now pretty much go near full Phase, while still having an excellent elemental proficiency. That sounds very, very wrong. Maybe it'd be good to lower the staffs proficiency bonus a bit (not too much) to shift it toward cotton.

+1 again. this could also make curse-weaver and/or earth-walker suffixes a bit more useful.

QUOTE
8) A buff to many deprecating spells, because they are rather useless. I'm thinking about a higher cast speed for many of them. Allowing some to hit more than 3 monsters at once (Slow and Magnet for example).

yep. Silence too. just don't buff imperil more than what it is already (IMG:[invalid] style_emoticons/default/duck.gif)

QUOTE
9) The Vampire/Illithid/Banshee suffixes would really deserve the Vital Theft/Ether Theft/Spirit Theft procs to be applied to the monsters, instead of puncturing immediately. It'd be great if Ether Theft and Spirit Theft were able to stop the monster's natural MP/SP regen BTW. That would make these two procs very interesting to help a player survive by tanking less MP/SP attacks.

this. make siphon procs great again.
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post Jan 13 2018, 19:53
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QUOTE(Visadio @ Jan 13 2018, 18:19) *

...

Wrong, you can see soulfused Magnificents even at high level.

QUOTE(Scremaz @ Jan 13 2018, 18:47) *

this. make siphon procs great again.

...Were they ever great?

This post has been edited by gianfrix94: Jan 13 2018, 19:55
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post Jan 13 2018, 21:19
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QUOTE(gianfrix94 @ Jan 13 2018, 18:53) *

Wrong, you can see soulfused Magnificents even at high level.


Is this supposed to be a counter argument?
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post Jan 13 2018, 21:29
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QUOTE(Visadio @ Jan 13 2018, 20:19) *

Is this supposed to be a counter argument?

Since you argument was:
QUOTE
And at high level you're soulfusing either leg or peerless, so the soulfuse costs don't even matter

Yes.
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post Jan 14 2018, 07:21
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QUOTE(Basara Nekki @ Jan 13 2018, 17:41) *

But surely the maximum limit would have to be at least +100, which would guarantee a considerable increase. If it is not at those levels, all melee styles will always be much slower than a mage. In my way of thinking, the simplest way to decrease this difference would be to increase by more than 50% the current ADB levels for all styles (1H, 2H, DW, Niten).

I my opinion melee styles should be slower than a mage. If you want clear speed you play mage, if you want survivability you play melee.
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post Jan 14 2018, 07:48
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QUOTE(decondelite @ Jan 13 2018, 15:12) *

2) DW would need a small buff aswell. Attack and again offhand contributing to the overcharge.

This is not gonna happen. We already got told that the extra OC gains are intended only for 1H


QUOTE(Tgbvfr @ Jan 14 2018, 06:21) *

I my opinion melee styles should be slower than a mage. If you want clear speed you play mage, if you want survivability you play melee.

Yeah but that's not a reason to continuously nerf melees (and buff mages) like the last 2 or 3 patches (IMG:[invalid] style_emoticons/default/duck.gif)
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post Jan 14 2018, 10:48
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QUOTE(Juggernaut Santa @ Jan 13 2018, 19:48) *

This is not gonna happen. We already got told that the extra OC gains are intended only for 1H
Yeah but that's not a reason to continuously nerf melees (and buff mages) like the last 2 or 3 patches (IMG:[invalid] style_emoticons/default/duck.gif)


Was melee nerfed in the last 2 patches?


Everyone was a mage, so then there were a load of mage nerfs. Then more people switched to melee but mostly 1H. Its hard to get the balance right.
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post Jan 14 2018, 13:13
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Centralizing styles makes the game easier to control.
Diversity, variety, fun? All jokes.
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