WARNING: The information in this post was last updated on Nov 1, 2009, and some of it may now be out of date. Read at your own risk.
The wiki (see below) is the most reliable source of information about the HentaiVerse at the moment, and will probably continue to be, since there are several players actively updating it.-- This has been a mod edit by Sayo. Everything from here on is marcho's work.
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In this thread I'm going to try to collect the gameplay mechanics, general information, and play tips that I and various other players have gathered through the handed down wisdom of Tenboro, experimentation and blind chance. If you have tips or information to contribute, or have a modification for any posted information, feel free to post it here and after it is verified I'll add it in to the main post. I'll probably see what I can do about getting the
HV wiki updated once we have a reasonable amount of information to add.
If you are interested in helping to gather data on various aspects of HV play, send me a PM. I need players of all levels.
If you have questions about any of the mechanics, please post them in the
HV Questions Thread.
Gameplay MechanicsFirst, basic equations on HP, MP, shield, barrier etc. are found in the
Primary Attributes sticky.
In addition to the listed features in the primary attribute sticky:
-- Base Evade is now increased by 1 for every 25 points of Agility
-- Base Parry is now increased by 1 for every 25 points of Dexterity
-- Base Resist is now increased by 1 for every 25 points of Wisdom
-- Effective Interference is reduced by 1% for every 25 points in Wisdom or Intelligence
-- These stats are all applied after the final equipment stats are calculated.
Time units taken for an action: The time units taken for a basic action (single target elemental spell, melee attack) can be calculated by subtracting your action speed less your burden over 20 from 300. So, 300 - (Aspd) + (Burden - 20).
example: You have 120 Aspd and 60 burden. 300 - 120 + (60-20) -> 300 - 120 + 40 = 220 units. If your burden had been 20 or less, the action would have taken 180 units. In this case, burden made you roughly 20% slower. The longer your actions take, the more likely it is the enemy will get in the occasional (or in severe cases not so occasional) double strike.
Duration counters are reduced by one tick only when the target is applied to makes an action. If an enemy has a bleed proc in effect on itself and makes two actions, even if you only make one action that turn it will be hit with bleed twice in that time frame. This applies to procs on yourself as well, they will only tick down when you make an action, disregarding and movements by enemy creatures.
Proficiencies for weapons and armors increase related equipment stats by 0.1% per point and decrease burden by 0.25% per point. 100 proficiency in 1 handed weapons will increase the stats of 1 handers by 10% and decrease the burden and interference by 25%
Equipment terms:
All percentage based stats follow multiplicative stacking. This means you get diminishing returns from each additional piece. For example, If you have a 10% hit bonus from a piece of equipment, using a weapon with a 10% bonus will increase your weapon accuracy by 9%, not 10% (more on equipment accuracy and character accuracy later in the thread). This is because the weapon grants +10% only on the remaining 90% not effected by the equipment. Your total would be 19%. If you had an additional +10% from another single piece of armor, this would add an effective 8.1% (10% of the remaining 81%). This works the same way for all percentages on equipment in the HV, each piece will have diminishing returns.
Bonuses from auras are now added at full value, not using multiplicative stacking.Your total chance to avoid damage is calculated in a similar fashion. you stack each individual avoid type multiplicatively the same way you stack separate pieces of equipment.
20% miss + 25% evade will give 40% avoidance overall
20% miss + 25% evade + 33% block will give 60% avoidance overall
20% miss + 25% evade + 50% parry will give 70% physical avoidance and 40% magical avoidance overall.
Attack Damage Multiplier - Multiplies your base physical damage by the percentage given.
Attack Accuracy Bonus - Gives an equipment accuracy bonus at the percentage given (physical).
Magic Damage Multiplier - Multiplies your base magical damage by the percentage given.
Magic Accuracy Bonus - Gives an equipment accuracy bonus at the percentage given (magic).
Physical Absorb - Reduces physical damage taken by a the number given.
Physical Mitigation - Reduces physical damage taken by the percentage given.
Magical Absorb - Reduces magical damage taken by a the number given.
Magical Mitigation - Reduces magical damage taken by the percentage given.
Evade - Grants a chance to evade any attack at the percentage given.
Block - Grants a chance to block any attack at the percentage given.
Parry - Grants a chance to block physical only attacks at the percentage given.
Elemental/Slahing/Crushing/Piercing Mitigation - Reduces damage taken from the associated type by the percentage given.
Resist - Grants a chance to block magical only attacks at the percentage given
Elemental ratings will now give half their value in percent damage reduction against the associated element.
Every point of interference will reduce offensive spell damage by 1%.
Interference above 20 will cause your spells to fail at a percentage related to (still testing, it was modified semi-recently) the amount of interference above 20. Interference above 25 also reduces all magic proficiencies by 0.75% per point. Interference of 80 will reduce all your magic proficiencies by 60%.
1 Handed weapons have a chance to proc Overwhelming Strikes on hit, which lasts ~3-4 turns and grants the player +15% damage, +10% chance to parry, and +50% accuracy. The chance for proccing this effect is calculated from One-Handed Proficiency, Endurance and Strength.
2 Handed weapons have a chance to proc Domino Strikes on hit, which will splash damage to nearby enemies. When DS procs it will hit at least one adjacent or one off enemy, and up to a maximum of two enemies in either direction. Enemies further than one off will not be effected. Splash damage targets have an unreduced chance to be hit with standard weapon procs like bleeding wounds. The chance for proccing this effect is calculated from Two-Handed Proficiency, Strength and Dexterity.
ex:
C <- out of reach
B <- one off - 50% damage if hit
A <- adjacent - 75% damage if hit
0 <- target
A
B
C
Dual Wielding has a chance to proc Offhand Stike, which will grant you an extra attack. Standard strike damage type is that of your mainhand weapon, offhand damage is that off your offhand. If you have an axe in your mainhand and a rapier in your offhand, you will do slashing damage on normal strikes, and piercing damage on offhand strikes. Offhand strikes now have an unreduced chance to proc the effect of your offhand weapon. Offhand Weapon damage is reduced by 50% - 1% per 10 points, capping at 250 (25% damage reuction). Your offhand weapon also gets a 50% boost to its parry chance that is always active. The chance for proccing this effect is calculated from Dual Wielding Proficiency, Agility and Dexterity.
Staffs have a chance to proc Coalesced Mana on the targeted enemy. CM will last 2-3 turns, and will rebate 50% of the mana cost of the first offensive spell cast on that target during the duration of the proc. A successful cast will terminate the proc, regardless of the listed remaining duration. As a note, the mana is
rebated, not subtracted from the cost, so if you do not have enough mana to cost the spell at full cost, it will not cast.
Penetrated Armor reduces the enemy shield and barrier ratings by 500
Stun disables all enemy actions for its duration.
Combat bleed damage is calculated by taking your listed bleeding damage and multiplying it by half your relevant weapon proficiency as a percentage. BASEBLEED x (1+(WEAPON PROF/100)/2)= BLEED TOTAL DMG
ex: 123 base bleed, 72 prof 123 x 1.36 gives 167.28
Bleed is 168 in combat, any decimals are rounded up to the next whole number.
Ether Theft drains mana from the afflicted mob and gives it to you. The mana gives per tick is a small percentage of the targets max mp.
Dealing with equipment accuracy: What the equipment bonus does is really an additional percentage increase, not a start additive increase. A 50% hit chance bonus from equipment will cut your chance to miss by 50%. So say without equipment we had a 20% chance to miss (80% hit rate). With a 50% equipment bonus, this is reduced to a 10% chance to miss (90% hit rate). The full equation is Combat Effective Hit Chance = Attacker's Attack Hit Chance + (Equipment Hit Bonus / 100) * (100 - Attacker's Attack Hit Chance).
Individual equipment bonuses no longer stack. You cannot have 100% equip acc anymore, two 50s will yield a 75.
Spell mechanics we currently know:
Shadow Veil
-- The base evade boost is 5%
-- Every ten points of proficiency increases the bonus by 1%, for a 25% evade chance with 200 proficiency.
Haste
-- The base action speed increase is 20
-- Every ten points of proficiency increases the bonus by 4, for +100 action speed with 200 proficiency.
Absorb
-- On a successful trigger, the absorbed MP is random between 5% and 10% of your current base max MP.
-- It will absorb more MP the more points you put in it. The bonus returned MP is 12.5% per additional point. (So with 5 points you'd absorb between 7.5% and 15%).
-- The chance of triggering Absorb on taking an enemy spell also depends on the number of points, starting at 15% for 1 point and increasing to 75% for 5 points.
-- The scroll version of Absorb will trigger 100% of the time and gives a 50% bonus to absorbed MP.
Shield
-- The base physical absorb of shield is 3
-- The base multiplication factor is 1
-- Every ten points of proficiency increases the multiplication factor by 1
Barrier
-- The base magical absorb of barrier is 7
-- The base multiplication factor is 1
-- Every ten points of proficiency increases the multiplication factor by 1
absorb = base x multiplication factor
ex. A player with 30 points of supportive proficiency will have a shield absorb of 12 and barrier or 28.
The basic description of all spells gained up to 100 and the associated elemental proces can be found on the
spell page of the HV wiki. The level 150 and 200 tiers are not listed there. Level 200 is a dark elemental spell set, Disintegrate (Single Elem) and Ragnarok (AOE Elem).
General Information and TriviaIf you are KO'ed the same round that the final enemy is killed, you still lose.
You can start one new grindfest every hour and one new grindfest battle every three minutes, averaged over 100 hours. You can do as many grindfest as you like in one hour, you are not limited to 1 per hour, its the average over 100 hours that matters. Basically, as a rule of thumb, you can do about 24 grindfests a day.
The base item drop rate is 5%. This is improved by 2% per rank of Scavenger, to a maximum of 10% base drop rate with a 100% bonus from 50 ranks of Scavenger.
How item drops are calculated: First there is a roll to see if you get anything at all. This is always true for arenas. For monsters it's around 5% for most, but this increases by a certain factor for boss monsters and legendaries, depending on their stats. Then there's a roll to determine if you get an item, "special" or a piece of equipment. The vast majority of the time this will land on an item, again unless there is a boss monster or higher involved. Then there is a third roll to determine what type of item you get, namely if it's a consumable or an artifact. Again the odds are heavily in favor of a consumable. At this point, a final two rolls are made, one for the type of consumable and one for the quality of the item. There's about a 90% chance to get a restorative of some kind (
60% health, 25% mana, 5% spirit this has changed. Mana is higher now, spirit lower). It then looks up the item in a quality table to determine if it's a crude, lesser, average etc item, by using the quality roll combined with a quality bonus determined from the round counter, the difficulty level, the monster stats, monster hp bonus and monster spirit power. Then it returns a final array of items that can be picked, and in the case of restoratives, it's 50/50 between a draught and a potion.
Running an infusion will also change all your melee attacks to use the corresponding element for the duration of the buff. Gaia will change your attacks to Soul damage.
The highest knows single stat bonus on a piece of equipment is 26 (STR), on a magnificent sword chucks or the ox. Sword-Chucks, yo.
The cockatrice is the weakest enemy creature in the verse.
After level 100, skill and aura points are still gained, but new ability trees currently only appear at level 150 and 200.
HentaiVerse references!
Manthra and Mithra - Final Fantasy
Blue Hedgehog - Sonic
Manbearpig - South Park
Konata - Lucky Star
White Bunneh / Holy Hand Grenade of Antioch - Killer rabbit from Monty Python and the Holy Grail
Verdandi, Urd, Skuld, Yggdrasil - Ah Megami-sama / Norse mythology
Dalek - Doctor Who
Asahina Mikuru, Asakura Ryouko, Nagato Yuki - Suzumiya Haruhi no Yuutsu
Zombie Cow and Wirts Leg - Diablo II
Bubble Gum - They Live -> Duke Nukem
Flower Vase - Dollhouse
Staff and member tie-ins
White Bunneh - Katya
Apathetic Canuck - Grahf(?)
Blue Hedgehog - Sonic (ex-mod)
Blue Slime - Kenshin-the-wanderer
-- Bouip - his slime girl
Forum Troll - Radixius (not really)
Giant Panda - RSW (Ebil☆Panda)
Rabid Hamster - bladejtr
Scary Ghost - Spectre
Zombie Cow - Cowpies
TipsElemental Infusions are the best revenue generator for low to mid level players within the confines of the HentaiVerse. They sell for 200c each and are relatively common, even in cake grinds. Note, relatively common, not common. TenborOwned.
Remember that "0" is a turn for duration based spells and procs. You can recast and reproc effects on 0 to get the most out of their duration. On a related note, unless you are very confident in your magic acc, try
not to let your deprecating spell counters on legendary mobs reach zero, you will often have to reattempt casts failed to to resistance.
Investing in scavenger and luck of the draw will be more usefull to lower level players than quartermaster. The best equipment will almost always be available from the bazaar rather than from equipment you can find until you reach at least level 100. Increasing scavenger will increase the number of items you find, in turn increasing your available credits to buy gear, as well as increasing the amount of gear you find over the same time period anyways. Even if gear is not a higher percentage of your drops, there will be more total drops and thus more equipment even at the same equip % drop rate.
Specialty weapons such as scythes, sword-chucks, wakizashi and katana are generally not worth the price in the shop. They are far more affordable weapons that will have the same or better stats. Very occasionally you might find a truly great specialty weapon... so I won't say you should never buy them. Use your own judgment. Most of the time though, you should pass these up.
Kill high damage fragile targets such as tentacle monsters and green slimes first.
Completing an arena fully restores mana and hp. make sure to burn all your mana to raise proficiencies before completing the arena if possible. You can get a decent chunk of proficiency and then a free refill.
more soon, I'm still collecting a lot of data.
Quote of the moment:"Well, don't just stand there. Lets get going.
I've made up my mind. I'm going to overthrow the king of Hell."
Shishio Makoto - Rurouni Kenshin
special thanksto hitokiri84 and gillian for their data contributions
to Sayo Aisaka for the bleeding damage formula
to Tenboro for the HentaiVerse.
This post has been edited by Sayo Aisaka: Jun 26 2010, 20:50