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> HV Questions Thread, For questions about how it works

 
post Sep 30 2011, 04:23
Post #3081
Randommember



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QUOTE(Iread @ Sep 30 2011, 02:09) *

Hey there,

Quite new to the Hverse, i have a question about monsterlab!

How do I upgrade my monster, i understand its with crystals but how and where?

When I hover above the stats it says for example "Upgrade with xx: stock: 5", so i have the crystals but when i click on it nothing happens??

Help?

It will also say how many you need to upgrade, and the relevant stat must be lit up in yellow.

It should say:
"Upgrade With: Crystal of xx Cost: 10 Stock: 5"

The minimum needed for the element defense is 10 for the first upgrade, and 50 for the stat upgrades.
So with just 5, you're only halfway there....
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post Sep 30 2011, 18:14
Post #3082
oumi11



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QUOTE(Randommember @ Sep 29 2011, 14:14) *

1. Auto-cast is on you when you enter a battle, and it stays on you until your mana drops below 10%. As soon as your mana goes above 25% it reappears again. There is no duration involved.

2. You pay only the upkeep, so the mana you get every turn is your mana regen minus your upkeep cost. Which means that for most, you will actually slowly lose mana every turn. Until you drop below 10%, where the auto-casted spells disappear and you don't have to pay upkeep anymore.
You can also cast those spells like normal, in which case the auto-cast is turned off and you get normal regen. A nice thing to do if you are low on mana and get channeling. The spell then re-appears as auto-cast the turn after it has run out, so you left with one turn without it, between the duration of the casted spell disappearing and the auto-cast re-appearing.

3. Easier to list the ones you can auto-cast I think. And those would be Protection, Haste, Shadow Veil, Spark of Life and Spirit Shield.
So you cannot put absorb, arcane focus, heartseeker or the elemental spike spells on auto-cast.

This is very helpful. Thank you!
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post Sep 30 2011, 21:14
Post #3083
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Is there any point to the Token of Healing now? The restoratives no longer cost credits, and the Token originally allowed free healing.
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post Sep 30 2011, 21:19
Post #3084
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QUOTE(DragonRanger @ Sep 30 2011, 19:14) *

Is there any point to the Token of Healing now? The restoratives no longer cost credits, and the Token originally allowed free healing.

The restoratives will use your Pots (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Sep 30 2011, 21:28
Post #3085
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QUOTE(Ichy @ Sep 30 2011, 15:19) *

The restoratives will use your Pots (IMG:[invalid] style_emoticons/default/tongue.gif)


Huh, so they do. I never noticed that.
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post Oct 1 2011, 16:10
Post #3086
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Does Spirit Shield help against all crits or just soul-specific crits? If the latter, doesn't that only make it useful against Bosses (and Amphibious Sperm Whale and Mutant Peacock)?
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post Oct 1 2011, 16:16
Post #3087
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Spirit Shield works against all kinds of attacks, crits or non-crits, soul or non-soul.
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post Oct 1 2011, 16:22
Post #3088
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Awesome! I got the impression from other posts in this thread that it only helped against soul-based magic attacks. Definitely looking forward to it in another... 44 levels. (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Oct 1 2011, 18:38
Post #3089
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QUOTE(aeridus @ Oct 1 2011, 16:22) *

Awesome! I got the impression from other posts in this thread that it only helped against soul-based magic attacks. Definitely looking forward to it in another... 44 levels. (IMG:[invalid] style_emoticons/default/biggrin.gif)

It mainly works against crits and spells/skills, for the simple reason that it is usually only these that do enough damage to trigger it.
But it activates and prevents all damage that is more than 25% of your total life.
As long as you have enough spirit points that is.



Does anyone know what the action speed modifier is for different actions?
If we simply suppose that a melee attack is 100 (x1.0, 100%) as the standard, then what does other actions cost?
Using items seems to be considerably less than a attack, and certain spells also seems to cost less time, like weaken and flame spikes.
Are these modifiers known?


And does anyone know if stamina cost for a round is drawn at the start or at the end? If you enter grindfest and immediately flee out, will you pay the stamina cost for that round, or do you only pay it when you beat the mobs and get the xp/credits?
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post Oct 2 2011, 01:11
Post #3090
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From my notes (may be outdated):
Normal attack = 1.0
Defend = 1.0
Magic Missile = 1.1
Tier 1 single target spell cast time = normal attack swing time.
Tier 1 AOE spell cast time is reduced by 0.1 per ability point (as fast as single target version when maxed).
Higher tiers are slower. Not sure how this affects Holy/Dark/Soul spell tiers.

This post has been edited by Ballistic9: Oct 2 2011, 01:12
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post Oct 2 2011, 01:24
Post #3091
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I wonder if spell cost and cast time are related.
Judging from their mana consumption alone, Condemn/Purge are Tier 2, Smite/Banish and Corruption/Pestilence are Tier 3, and Disintegrate/Ragnarok are Tier 4.
Soul Reaper/Harvest are somewhere inbetween Tier 2 and Tier 3 (Tier 2.5?), and Soul Fire/Burst are Tier 4-4.5.

QUOTE(Randommember @ Oct 1 2011, 18:38) *
If you enter grindfest and immediately flee out, will you pay the stamina cost for that round, or do you only pay it when you beat the mobs and get the xp/credits?

The latter, IIRC.
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post Oct 2 2011, 10:02
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Two questions here:

1. I have read through the explanation about Monster Lab on Wiki and found out the chances of getting gift from monsters is :
QUOTE
Gift chance (%) = Hours elapsed since last check * Battles won since last gift


That means if I check every single hour, then my chance of getting a gift is always 1%?
And if my monsters didn't get a battle won, the chance is always 0% (X hours * 0 battles won ==> 0 %) ?

So just to confirm whether the "hour elapsed" here means hour elapsed since my last gift or really since my last click on my monster status, and whether the battle won chance bonus is ( 1 + battle won since last gift).


2. What does curative proficiency do right now, except increase the duration for Regen spells (which I don't have now, thinking whether its useless). I have checked the Wiki for a long time hoping to find anything about this, but can't find anything stating the curative proficiency has effect on the amount of HP restored using Cure spells.


Thank in advance.

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post Oct 2 2011, 10:22
Post #3093
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QUOTE(Jasphere @ Oct 2 2011, 10:02) *

Two questions here:

1. I have read through the explanation about Monster Lab on Wiki and found out the chances of getting gift from monsters is :
That means if I check every single hour, then my chance of getting a gift is always 1%?
And if my monsters didn't get a battle won, the chance is always 0% (X hours * 0 battles won ==> 0 %) ?

So just to confirm whether the "hour elapsed" here means hour elapsed since my last gift or really since my last click on my monster status, and whether the battle won chance bonus is ( 1 + battle won since last gift).
2. What does curative proficiency do right now, except increase the duration for Regen spells (which I don't have now, thinking whether its useless). I have checked the Wiki for a long time hoping to find anything about this, but can't find anything stating the curative proficiency has effect on the amount of HP restored using Cure spells.
Thank in advance.

1. You have a minimum chance of getting a gift that is around 1%, provided there has elapsed an hour since your last check, or something like that, even if your monster hasn't won any battles.
And the hour elapsed is based on different things, just like the formula said. Time elapsed since last check and time elapsed since last you got a gift. So if your monster wins a battle, it increases your chance of getting a gift until you actually get a gift, so checking often doesn't hurt you. Checking every hour means that the chance of getting something is very small though, even with a few battles won, and the chance increases with every hour since your last check.
If your monster won a battle, if it hasn't, then there is no bonus based on time, just the minimum.

2. Increases regen duration as well as amount healed ever tick by the regen spell. And also increases the amount of health healed by the cure spells. But there are no formulas for how curative proficiency affects the health.
But then again, there are no known formulas that I are aware of for the damage of various offensive spells either.

This post has been edited by Randommember: Oct 2 2011, 10:23
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post Oct 3 2011, 13:08
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I picked up a Flower Vase, what does it do?
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post Oct 3 2011, 18:15
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I already fought twice with my lvl 80 Personlickheit. What's going on ? I thought i can only fight with monsters with equal and 5 less level.
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post Oct 3 2011, 18:23
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QUOTE(pocky00 @ Oct 3 2011, 03:08) *

I picked up a Flower Vase, what does it do?

http://ehwiki.org/wiki/item#Special_Items

QUOTE(JJ_Zalem @ Oct 3 2011, 08:15) *

I already fought twice with my lvl 80 Personlickheit. What's going on ? I thought i can only fight with monsters with equal and 5 less level.

Power Level or regular level?

This post has been edited by Maximum_Joe: Oct 3 2011, 18:24
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post Oct 3 2011, 18:41
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QUOTE(Maximum_Joe @ Oct 3 2011, 18:23) *

[/url]
Power Level or regular level?

80 Powerlevel
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post Oct 3 2011, 19:01
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QUOTE(Tenboro @ Apr 25 2011, 10:46)
-- The limit for how high powerlevel monster you can fight has been modified. Above level 100, it now switches to an exponential function (level^1.2 - 151) instead.
-- The algorithm is now biased towards picking monsters that are closer to your PL cap.

In your case you can fight monsters up to PL (106^1.2-151)=118.
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post Oct 3 2011, 19:04
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Mkay. so 118 is the strongest one i can fight. What about bellow my level ? 80 vs 106 is rather unballanced.
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post Oct 3 2011, 19:29
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You are confusing powerlevels and battle levels.
Powerlevel is determined by the monster's base stats (the ones you can see and upgrade in the Monster Lab).
Each monster's base stat is scaled to the level the monster spawns with.
There is little difference between a PL 80 monster and a PL106 monster.
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