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> HV Questions Thread, For questions about how it works

 
post Oct 23 2009, 02:43
Post #341
grumpymal



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QUOTE(dap00 @ Oct 22 2009, 20:30) *

I'm not sure, but I noticed since that patch, monsters get one last attack in before they die, where in the past the proc effect from Bleed or Poison would've killed them before they took an action. I would always re-cast on the 0 turn before the patch, but I may start doing it as early as the 1 turn to be safe, because nothing sucks worse than a monster getting a crit in on the ONE turn you decided to ignore your HP.

Since a monster doing a double attack on you occurs in the same turn (I'm assuming its still the same as pre-patch), your self spells should still be up. And the first action of a new turn is always yours/related to your self spells (another assumption). So I'm assuming (third one's a charm?) that it should matter whether you cast when you have 0 turns left or after its expired, other than losing that one turn.

I consider this an efficiency issue. Every turn you "lose" by recasting before expiration is a turn you waste from the total number of turns you could have had that spell up. For long arenas where endurance (not the stat) decides whether you can complete the challenge or not, it can make the difference. Those turns add up, after all.

This post has been edited by cmal: Oct 23 2009, 02:43
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post Oct 23 2009, 02:44
Post #342
Charkan



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This speed of action only has value to avoid double attack because the system makes it very difficult otherwise, to attack the monster twice.

The last time I performed a test to attack a monster twice took a scroll and skill haste together to have this effect, it was almost +50 speed of action. How can a person of low level have a chance to attack twice, almost never.

The system only makes the game easier when you're high level because with certain teams you can get high bonus Agi and do not need to use this skill and rare scroll together.

Currently it is easier to have two spells target the same turn than spend it all with a physical attack that can go wrong.

This post has been edited by Charkan: Oct 23 2009, 02:47
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post Oct 23 2009, 02:51
Post #343
dap00



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QUOTE(Cronauron @ Oct 22 2009, 16:35) *

From what I can tell recasting while you have a zero turn would be a slight waste. The effect carries through to the end of your next turn and consequently doesn't expire until after all of the monsters have gone.


Probably true, but I've been in too many situations where a monster crits me, uses magic, or a spirit attack just after my Shield fades. And then while I'm busy trying to heal, I get hit with another big attack, and the damage from that is either equal to or greater than the amount I just healed. So I'd rather toss up another Shield too early than have to use Cure two or three times in a row (and THEN use Shield on top of that) to get out of trouble. So in the end, it might actually cost you less MP to cast early. I guess it's more a question of how good a monster's timing is, but that same situation seems to happen to me daily in the final round of Arenas, so I wonder.
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post Oct 23 2009, 03:01
Post #344
grumpymal



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QUOTE(dap00 @ Oct 22 2009, 20:51) *

Probably true, but I've been in too many situations where a monster crits me, uses magic, or a spirit attack just after my Shield fades. And then while I'm busy trying to heal, I get hit with another big attack, and the damage from that is either equal to or greater than the amount I just healed. So I'd rather toss up another Shield too early than have to use Cure two or three times in a row (and THEN use Shield on top of that) to get out of trouble. So in the end, it might actually cost you less MP to cast early. I guess it's more a question of how good a monster's timing is, but that same situation seems to happen to me daily in the final round of Arenas, so I wonder.

Can't say I've had the same experience in recent memory, but then again I have Cure II and just cast that when my HP is past my critical level. And I'm also a pretty beefy plate tank, so it would have to be one of the very high difficulty levels for me to get hit for so much damage that I couldn't take a turn without Shield to cast a cure. Not that Shield does much in terms of damage reduction, anyway.

This post has been edited by cmal: Oct 23 2009, 03:02
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post Oct 23 2009, 12:02
Post #345
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Hi all, does anything else accept curative proficiency boost the power of cure and regen?
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post Oct 23 2009, 14:47
Post #346
Eutopia



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QUOTE(Lunatic2 @ Oct 23 2009, 12:02) *

Hi all, does anything else accept curative proficiency boost the power of cure and regen?

Holy rating helps a bit.
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post Oct 23 2009, 14:50
Post #347
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QUOTE(Lunatic2 @ Oct 23 2009, 17:02) *
Hi all, does anything else accept curative proficiency boost the power of cure and regen?

Cure is not affected by curative proficiency (IMG:[invalid] style_emoticons/default/dry.gif)
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post Oct 23 2009, 14:54
Post #348
Msgr. Radixius



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QUOTE(Jonavrek @ Oct 23 2009, 07:50) *

Cure is not affected by curative proficiency (IMG:[invalid] style_emoticons/default/dry.gif)


rofl
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post Oct 23 2009, 15:19
Post #349
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Q: Why am I so terrible at this game?
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post Oct 23 2009, 15:40
Post #350
Sayo Aisaka



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A: You're holding your sword the wrong way round.
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post Oct 23 2009, 15:53
Post #351
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Q: So, I'm not suppose to point it at myself and attack knowing full well it's either die by my own hand or by a monster?

Seriously though, I do suck at this.
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post Oct 23 2009, 19:14
Post #352
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If you get your Proficiency in a given Item up to, say, 65.00% chance to Domino Strike (to use a nice round number), will those Proficiencies go back down if you abandon them over a long period of time, or do you keep that Proficiency forever no matter how long you leave it alone??

It seems to me (though I'm not at all sure) that Proficiency is somehow tied to your overall Level as a character, and that, therefore, your Prof in a given Weapon/Armor would go back down over time as you increased in Levels but your Proficiency stayed the same.



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post Oct 23 2009, 19:22
Post #353
marcho



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It stays.

I switch weapon styles all the time and when I come back to one after 10 levels or more nothing has changed, except maybe the chance is a bit higher as I added points to primary stats that it is attached to.
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post Oct 24 2009, 06:43
Post #354
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A question about all those "Bonus Cred" Perks you can buy on the Perks Page.

Do they give you bonus Cred on ALL transactions, everywhere in e-hentai -for example: the Creds you might get per day for running H@H and/or for Adopt-a-Server -or is it strictly a bonus to Creds you get in Hentai Verse??
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post Oct 24 2009, 06:47
Post #355
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Only credits in HV and when you exchange GP to credits.

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post Oct 24 2009, 07:14
Post #356
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QUOTE(Eutopia @ Oct 23 2009, 23:47) *

Only credits in HV and when you exchange GP to credits.

This also includes "Dawn of a New Day" credits.
I don't believe that you get credits for H@H or adopt-a-server.
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post Oct 24 2009, 20:45
Post #357
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It's been a while since I last logged on and I noticed that my stats were different. I'm not to sure about the others, but I noticed that my attack accuracies were down. I use to have them both in the 80's and now they are at 77%. Did something get tweaked somewhere.


Wow I forgot all about this pic being my signature

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post Oct 24 2009, 20:49
Post #358
marcho



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Equipment stacks multiplicative instead off additively now.

Check here for more information on multiplicative stacking and accuracy. https://forums.e-hentai.org/index.php?showtopic=21824

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post Oct 24 2009, 20:51
Post #359
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Can anyone tell me what determines the amount of mana drained per turn with ether theft? Does it increase with Staff proficiency?

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post Oct 24 2009, 20:56
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As far as I can tell, proficiency does not have an effect. Ether Theft will drain mana based on the afflicted targets max mp.

I get 5 from regular mobs, 6 from some minibosses, and 7 from bosses. The higher the max mana of the target, the higher your theft per tick.
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