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> HentaiVerse 0.3.7

 
post Oct 4 2009, 23:07
Post #121
Awing01



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I must say each update is quite amusing. I am always entertained by these changes. More like I could care less, but still its entertaining to read everyone's comments (IMG:[invalid] style_emoticons/default/smile.gif)

Time go check out my character and see what got pwned stat wise this time...
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post Oct 4 2009, 23:17
Post #122
Honeycat



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I haven't done my arenas yet but during my random battles I have to constantly cure myself even more than I did before, even when I use potions and my Regen. I've always used draughts and potions but now I have to use more of them, but, whatever.

This isn't really a complaint, just an observance and so far I've been able to play on the same setting during my hourly and get by. But what is rather bothersome is when I have to babysit my HP during the entire battle and constantly stare at it to see what it's doing. Kinda takes whatever fun there was left in it right out of it.

Oh, well. BFD to all of it.
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post Oct 4 2009, 23:22
Post #123
Dlaglacz



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Off-topic, but since it was asked here and not in Vigilante:

QUOTE(Lunatic2 @ Oct 4 2009, 19:42) *

Ehm, can someone look at this guy? He's been uploading shitloads of duplicates without checking and proper titles and hasn't been banned yet.

https://e-hentai.org/uploader/sissors

How does that work Btw? How many galleries do you have to get expunged the same day before getting banned?


First, even serial dupers sometimes upload something beneficial to the galleries - this one has one confirmed better gallery (on which you voted dupe, apparently without checking) and about 12 galleries for which no one yet found dupes and there may be none. It looks to me like Japanese uploader with his own collection, not checking for dupes, but maybe he'll learn or we'll take care of them.

Second, when you vote to expunge something, give a link? Or something other than "dupe" text in reason field? At least if your vote is the first one.
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post Oct 4 2009, 23:27
Post #124
grumpymal



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QUOTE(Sayo Aisaka @ Oct 4 2009, 15:58) *

I only realised something had changed when I went to my Equipment screen and saw the new Resist stat. (I hope I didn't waste my credits buying those new bits of equipment btw.)

Oh god, yeah. I hope resist stats are grandfathered into the existing equipment, which I'm optimistic about.

I did a bunch of the middle arenas using the same play style as yesterday on various difficulties (Normal, Hard, Heroic). Regen is hosed, especially for a tank like me with gimped Curative prof. It can't keep up with the increased damage from the reduced mit and without that half-Cure initial burst, I'm needing to use a second turn to cast Cure. That's an extra turn where I take damage, can't attack, and I use more mana. The challenge isn't bad, still very doable, but I'm chugging my mana faster than before. Sure, Regen is still point-for-point more valuable than Cure, but it just can't keep up anymore. Before I only needed to use Cure with Regen if I was really getting hammered, but now its practically a must. I can live with the lower restore for a longer span of time, that's fine, but I'd like the small burst on cast. Regen is less useful for difficulties higher than Normal where you're getting hit by one mob for more than you're getting restored for, so Cure seems to be more useful even if it might really not be.
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post Oct 4 2009, 23:47
Post #125
Awing01



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Can someone care to explain to me the damage mitigation, there's points absorbed and %mitigation. What exactly is the %mitigation mean. Also is there anyway to reduce the effects of interference and burden without changing equipment. I have no idea how proficiency for armor/weapons affect the character (prolly already explained a while ago, but I've been absent for a while).
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post Oct 4 2009, 23:58
Post #126
grumpymal



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QUOTE(Awing01 @ Oct 4 2009, 17:47) *

Can someone care to explain to me the damage mitigation, there's points absorbed and %mitigation. What exactly is the %mitigation mean. Also is there anyway to reduce the effects of interference and burden without changing equipment. I have no idea how proficiency for armor/weapons affect the character (prolly already explained a while ago, but I've been absent for a while).

Absorb is damage that flat out is subtracted. %mit is a percentage of the damage that is subtracted. Armor and Weapon profs will decrease the effect of Burden and Interference by a small percentage. Details can be found here.
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post Oct 5 2009, 00:02
Post #127
masquepiph



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QUOTE(Tenboro @ Oct 4 2009, 16:38) *

...There is now just an accuracy stat, which should be exactly equal to the real chance of hitting enemies or landing spells. There is a semi-fictional inverse "miss chance" which due to some legacy technical quirks can still be manipulated by certain buffs, but for all intents and purposes this just modifies accuracy. (For example if you cast something that decreases a monster's "miss chance" by 5, namely Poison, that just means your accuracy has a +5 bonus against it.)

For poison, did you mean 'increases' a monster's "miss chance"? Or do you mean, decreases a monster's chance of missing our attack? Confusing wording xD

QUOTE(Panuru @ Oct 4 2009, 16:58) *

Looking at that, it seems that we can use stats to reduce damage taken (shield / barrier), but cannot use stats to reduce the chance of being hit. Is that correct, or is this something calculated but not listed?

I think the only way we can do that right now is with cloth/light armor.

QUOTE(Panuru @ Oct 4 2009, 16:58) *

edit: I know you just said there is no evade / resist stat, but I want to be sure that DEX and AGI no longer serve the purpose for which I train them before sinking more XP into them.

I believe that's correct.

I also believe, based on what I've read, that increasing evasion with DEX+AGI actually didn't do anything. They were meaningless.

QUOTE(Tenboro @ Oct 4 2009, 07:14) *
In 0.3.6, the hit and evade rate increased at the same rate, keeping it at an almost exact 75% no matter what, meaning that for all intents and purposes the stats were meaningless. In 0.3.7, the accuracy starts at 75%, and increases slowly as you increase level.


Step 1. You increase Evasion 1%, and thus Attack Hit Chance 1%.
Step 2. Monsters mirror your stat increase, so their Attack Hit Chance and Evasion go up 1% as well.
Step 3. Actual Hit Chance = Attack Hit Chance - Evasion.
Step 4. Both increase at the same rate, so Actual Hit Chance never actually changes.
Step 5. Bang head on desk for not realizing this earlier.

I'd start buffing up END.

@Tenb: I'm sure I've heard you say monster accuracy mirrors our own right? The same for crit chances. Does this make sense? Can you explain exactly how this is going to work?

QUOTE(Awing01 @ Oct 4 2009, 17:47) *

Can someone care to explain to me the damage mitigation, there's points absorbed and %mitigation. What exactly is the %mitigation mean. Also is there anyway to reduce the effects of interference and burden without changing equipment. I have no idea how proficiency for armor/weapons affect the character (prolly already explained a while ago, but I've been absent for a while).

Percent mitigation is exactly that, a percent of the attack absorbed, as opposed to a static number of points absorbed. At higher levels, you're probably going to want to go for higher mitigation over absorption, since reducing a 300 point attack by 10% is much better then reducing it by 10 points (for cakefest you'll probably want high absorption since they don't do much damage anyway).

You can reduce the effects of interference by having high equipment proficiencies. It doesn't so much reduce the effects as actually reduce how much you have. Remember, after your armor/weapon proficiencies hit ~50% of your level, each point of proficiency increases your good stats for that equipment by .1%, and reduces burden/interference for that equipment by .25%.

Edit: @cmal: darn you for answering Awing's question first (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by DemonEyesBob: Oct 5 2009, 00:05
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post Oct 5 2009, 00:07
Post #128
Panuru



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QUOTE(DemonEyesBob @ Oct 4 2009, 17:02) *

I also believe, based on what I've read, that increasing evasion with DEX+AGI actually didn't do anything. They were meaningless.
Step 1. You increase Evasion 1%, and thus Attack Hit Chance 1%.
Step 2. Monsters mirror your stat increase, so their Attack Hit Chance and Evasion go up 1% as well.
Step 3. Actual Hit Chance = Attack Hit Chance - Evasion.
Step 4. Both increase at the same rate, so Actual Hit Chance never actually changes.
Step 5. Bang head on desk for not realizing this earlier.

(using numbers from the old version)
Increasing AGI by +1 increased hit by 0.05 and evade by 0.1. If the monsters get anything less than twice my own accuracy increase, it resulted in being hit less often.
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post Oct 5 2009, 00:19
Post #129
mlkio



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QUOTE(Panuru @ Oct 4 2009, 15:07) *

(using numbers from the old version)
Increasing AGI by +1 increased hit by 0.05 and evade by 0.1. If the monsters get anything less than twice my own accuracy increase, it resulted in being hit less often.


don't monsters have different stats? the only monsters that would keep the 75 percent hit rate would be the ones that mirror your own stats.
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post Oct 5 2009, 01:57
Post #130
taiko101



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no wonder i was half-dead fighting in my usual arena yesterday.

well the balance doesn really do me any good especially on overwhelming strike ,had to heal myself many time before i could use it since no block now (IMG:[invalid] style_emoticons/default/anime_cry.gif)

5 min later.....

OMG infusion value drop to $50 only,my only source of bonus income had now reduce to minimum wage salary *collapsing down and drop dead -------^-------^-------^----^---^---^---^---^^^^^_______________ KO*

would really wish the infusion price not to be change but only it drop rate.

This post has been edited by taiko101: Oct 5 2009, 02:09
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post Oct 5 2009, 02:04
Post #131
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QUOTE(Panuru @ Oct 4 2009, 18:07) *

(using numbers from the old version)
Increasing AGI by +1 increased hit by 0.05 and evade by 0.1. If the monsters get anything less than twice my own accuracy increase, it resulted in being hit less often.

My response:
QUOTE(Tenboro @ Oct 4 2009, 07:14) *
In 0.3.6, the hit and evade rate increased at the same rate, keeping it at an almost exact 75% no matter what, meaning that for all intents and purposes the stats were meaningless. In 0.3.7, the accuracy starts at 75%, and increases slowly as you increase level.


Unrelated:
@Tenb:

Can you make Absorb customizable pleeeease. Either that or increase the lowest amount of MP returnable, and increase the chance of proc-ing. I want to be able to tell it to ignore the fucking ghost, who's attacks aren't worth absorbing, and to consider toddlerguro a BLOCK-THIS-SHIT type attack. I'm tired of losing on the last round of endgame+ arenas because I can't proc silence and I'm faced with 3+ spell casting mini-bosses and probably another 3+ spell casting regular mobs - absorb isn't catching the stronger spells (I know it's random, I know, you've said, but it doesn't make me feel any better when Toddlerguro CRITS me for 1400 damage).

On that note, interference, despite your previous update saying that it would less brutally prevent spells, has made it more likely for me to stop a spell with absorb then with silence, and my interference is only 63. I know it's not tiny, I know it starts stopping spells at 25, but compared to what it could be (5 plate armors with 20+ interference plus weapons) I think it's being too brutal on my casting. That, combined with the fact that we completely lose the MP cost of resisted spells, is becoming really annoying.

I think it was TheBigR who suggested that a monster who resists a spell should be less likely to resist it afterward - their resist chance should decrease with successive resists. I second this idea.
Edit (so that marcho will stop using that sad face): Marcho mentioned it too.

This post has been edited by DemonEyesBob: Oct 5 2009, 02:32
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post Oct 5 2009, 02:10
Post #132
Panuru



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...but I just gave an example where the hit and evade increased at different rates. Sure, it's "for all intents and purposes" the same rate over a small scale, but over 20 or 30 points it adds up, no?
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post Oct 5 2009, 02:24
Post #133
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QUOTE(DemonEyesBob @ Oct 4 2009, 19:04) *
I think it was TheBigR who suggested that a monster who resists a spell should be less likely to resist it afterward - their resist chance should decrease with successive resists. I second this idea.


QUOTE(TheBigR @ Sep 29 2009, 15:37) *

Resist rates in boss monsters should be lowered.


QUOTE(marcho @ Sep 29 2009, 19:17) *

Maybe add in that each time an enemy resists a spell, it is less likely to resist subsequent spells.


D:

But yes, want.
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post Oct 5 2009, 03:49
Post #134
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I just came from the arena and I switched armor in Endgame (playing on normal) like I always do and lost to Dalek because I was getting my ass kicked and ran out of items. So I just sat there helplessly and watched myself die. And all of this right when I was getting to where I could finally beat Boss and Legendary monsters and I cleared Longest Journey and was working on Dreamfall.


93 6 You have been defeated.
93 5 Dalek crits you for 638 piercing damage.
93 4 Bleeding Wound hits Dalek for 303 damage.
93 3 Your attack procs the effect Bleeding Wound on Dalek.


The changes to HV are full of suck.
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post Oct 5 2009, 04:00
Post #135
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Yeah...I'm not even gonna try Endgame anymore. I burn through my mana way too fast now and it takes ALL of my items just to get through that last round.

How about making Regen a multi-point ability? If we really want an ace, pre-update-like version, we have to pay with points. Or reduce the Interference penalty on Curative a little.
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post Oct 5 2009, 04:02
Post #136
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yesterday dreamfall took 5 godly mana draughts to clear, today it took 10 godly mana draughts + 2 mana elixir. At exile i probably have to use 12 mana elixirs. The changes make the game more challenging at least (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Oct 5 2009, 04:04
Post #137
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UPDATE FAILS (IMG:[invalid] style_emoticons/default/sad.gif) it's like I'm a novice again (IMG:[invalid] style_emoticons/default/sad.gif) (IMG:[invalid] style_emoticons/default/mad.gif) (IMG:[invalid] style_emoticons/default/sad.gif) (IMG:[invalid] style_emoticons/default/mad.gif) (IMG:[invalid] style_emoticons/default/sad.gif)

@Eutopia: so challenging that all the fun is gone!

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post Oct 5 2009, 04:05
Post #138
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I didn't know about the update, and was playing the first few Arenas on Normal/Hard. I did notice that I was missing a bit more than I'm used to, and the damage I took was a bit worse. I survived, then checked my stats and saw that Magic Accuracy, which had always been about 95%, was down to 77. Not REALLY a big deal, since I'm sword and board right now. But Attack Accuracy, which had been around 84, was also down to 77. I'm guessing it's because I increase my stats pretty evenly. I spent ten minutes checking all my equipment and auras to make sure I hadn't forgotten anything.

And while I'm glad to have an explanation for the sudden changes, I'm confused by most of them.

Personally, I use Cure and Shield practically every fight out of habit. I can see that's going to be more necessary now.

I really don't understand why the value of infusions would be dropped. I always thought it was hard enough to make money in HV. The only times I had any major cash was from selling an artifact, or donating. It's almost like he's trying to tell us something...

So, if I'm reading this right, I either have to level up a lot more, or increase my stats a lot more to get my accuracy back? More incentive, I guess, but I'm guessing it also means that's one less Arena I can beat now. And I don't dare find out, since money will be harder to come by. Also makes me glad I sold my Tokens of Blood, obviously won't be needing any of those any time soon.

Overall, not my favorite update, but I don't think I've been playing long enough for that to really upset me. Just means more cakegrinding, I suppose.
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post Oct 5 2009, 04:11
Post #139
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QUOTE(dap00 @ Oct 4 2009, 21:05) *

So, if I'm reading this right, I either have to level up a lot more, or increase my stats a lot more to get my accuracy back?

Evade has been dropped from the equation, so the percentage is the "actual chance" of hitting. With the downscale in accuracy and loss of evasion together, this all shouldn't affect your chance to hit monsters much.
The same can be said for players losing evade, but folks who pumped up stats such as AGI to increase their evade are SOL as far as their stat points.
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post Oct 5 2009, 04:28
Post #140
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QUOTE(dlhmmr @ Oct 4 2009, 19:04) *

UPDATE FAILS (IMG:[invalid] style_emoticons/default/sad.gif) it's like I'm a novice again (IMG:[invalid] style_emoticons/default/sad.gif) (IMG:[invalid] style_emoticons/default/mad.gif) (IMG:[invalid] style_emoticons/default/sad.gif) (IMG:[invalid] style_emoticons/default/mad.gif) (IMG:[invalid] style_emoticons/default/sad.gif)

@Eutopia: so challenging that all the fun is gone!

Yeah, I mean if I lost in fucking Endgame it's like I'm right back where I started and man, I'm not in a very good mood about it. What the fuck.


Tenboro was probably sitting there in his dominatrix catsuit licking the Doritos powder off his fingertips and smiling ear to ear when he made all these changes.

Or maybe it was Cheetos. Or whatever the hell he does when he's thinking up all his sneaky admin shit. (IMG:[invalid] style_emoticons/default/dry.gif)
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