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HentaiVerse 0.3.7 |
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Oct 4 2009, 11:31
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Tenboro

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QUOTE(bladejtr @ Oct 4 2009, 11:26)  Health restoratives are still worthless imo, I can get more HP per item from mana draughts and Cure.
I've already buffed them once, and it's not unlikely they'll get a second one. But it'll likely be part of another planned revamp of the two kinds of restoratives.
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Oct 4 2009, 11:35
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nick321
Group: Gold Star Club
Posts: 1,549
Joined: 24-May 08

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Ouch. The loss of regen is really hurting. I almost lost Test of Faith on Hard. (even with spirit!) I used to be able to do up to blazing field with ease. (IMG:[ invalid] style_emoticons/default/sad.gif) and I lost A New Beginning on hard. This post has been edited by nick321: Oct 4 2009, 11:39
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Oct 4 2009, 11:37
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insomnia
Group: Members
Posts: 530
Joined: 7-December 08

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QUOTE The Derived Attributes "Evade Chance" and "Resist Chance" have been removed from the Character Screen. "Attack Hit Chance" and "Magic Hit Chance" have changed to "Attack Accuracy" and "Magic Accuracy", and is now the actual chance you have to land an attack or spell, before equipment bonuses are taken into account. -- Note that this is more of a "make more sense, damnit" change. Internally, not much have changed. Hit calculations and buffs/debuffs still work like before. so, tenboro, will you give us new formula's on how to raise our attack accuracy and magic accuracy through our leveling up attributes, since you got rid of evade chance and resist chance?
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Oct 4 2009, 11:38
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Lunatic2
Group: Gold Star Club
Posts: 3,418
Joined: 28-January 09

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QUOTE(Tenboro @ Oct 4 2009, 11:23)  Regen was changed from a replacement to Cure to a longer-term addition. It was never supposed to soak up the damage from ten mobs wailing on you, and it still heals about the same per MP as it did before.
And yes, partially this was to make health restoratives also have a meaning at higher levels.
EHM. I just lost Fresh meat arena challenge because Godly Health Potions could not cover the dmg i was receiving from monsters. And i already had the Mini bosses beaten. "regen blows/monsters having almost double dmg and almost 0 miss." Its an overkill mate. I know you are just getting the stats from the battles now, but please put it back asap. This post has been edited by Lunatic2: Oct 4 2009, 11:41
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Oct 4 2009, 11:38
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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Oh god. Taking on Konata (which I had planned to do right before the update) was not very smart. Nerfed Dual Wield and regen. I do no damage, I don't heal enough per turn, and interference can still suck it. Fuuuuuuck.
And I'd swear I saw my weaken go from lasting from 4turns to 2turns, in the span of 1turn. If that happens again I'm gonna cry.
Something tells me I'm not going to be able to do Exile, and that all the higher arenas are going to be A LOT harder.
This post has been edited by DemonEyesBob: Oct 4 2009, 11:48
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Oct 4 2009, 11:49
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Tenboro

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Monster damage wasn't touched, outside of any effects of the changes to stat stacking. Either way, considering that the logs show 160 losses/flees vs 2479 wins I'm gonna go play Aion while the end of the world comments fizzle out.
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Oct 4 2009, 11:50
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Alpha 7
Group: Gold Star Club
Posts: 14,999
Joined: 24-October 08

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QUOTE(hitokiri84 @ Oct 4 2009, 05:07)  Terrible, terrible update. 80% of it is for nerfing top players (again.) I guess the high-end millions-of-credits training is just eye candy and not supposed to obtainable if we're not supposed to make a profit off of items. Wait, you want me to upload how many galleries to get those credits? (IMG:[ invalid] style_emoticons/default/rolleyes.gif) I'm glad I already spent millions on Luck training so I can be rewarded with mostly Godly potions. Also, regen blows now, so much that it can't even cover damage from a few monsters on normal, and that is with heavy armor (also suck much harder with mitigations hacked to bits,) and 195 proficiency. Hito is not amused by these changes. It sucks for us down here, too. I went from an average of 1 dmg per turn during Cakefest w/full plate to something like 14 dmg per turn. I didn't spend 10,000s of credits and dozens of HatH to get to be near OP in the kiddy pool only to suddenly get tossed into deep end. I am not demanding OP'ness at Normal or Bosses to die when I just look at them here, but on the other hand going up one level every 10 days or so, is just too boring. That's why I switched from Power Mage to Cake Tank. As a Power Mage, I was damn near OP at Normal for three rounds. I was doing my Hourlies with just three turns, but it wasn't much fun and I couldn't grind like that and Leveling up took forever. I am glad I was upgrading all of my equipment of late, because it looks like I am stuck with what I have now. The reason we sell equipment, at least in my case, is dropped equipment is usually inferior to the equipment we already have. I never sell equipment for profit - it's either I just bought something better or it's a drop that is not good enough to replace what I have. There are just too many "Mob dropped [Crude something something of Inferiorness]." This forces us to have to buy Equipment from the store, which in turn means dumping Items to generate Credits for the Equip buys. At least I have a full set of plate, cloth, two 1-handers, a longsword, and a staff so, I can try to adapt. (I think 3 out of the 14 pieces I have are dropped, the rest store-bought.) tl:dr - Mobs tweaked too high - low prices are okay [1] - equip drops usually suck - Back to just Hourlies for me? [1]Lower sell prices translate to lower buy prices so it pretty much evens out, except Training effectively gets much more expensive with the devaluing of drops.
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Oct 4 2009, 11:55
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nick321
Group: Gold Star Club
Posts: 1,549
Joined: 24-May 08

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QUOTE(Tenboro @ Oct 4 2009, 09:49)  Monster damage wasn't touched, outside of any effects of the changes to stat stacking. Either way, considering that the logs show 160 losses/flees vs 2479 wins I'm gonna go play Aion while the end of the world comments fizzle out.
With more/higher quality consumables? I don't know what it is but I'm getting murdered. I'm only just pulling through the lower arena's on normal. Scared to take on fresh meat.
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Oct 4 2009, 11:56
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(Tenboro @ Oct 4 2009, 05:49)  Monster damage wasn't touched, outside of any effects of the changes to stat stacking. Either way, considering that the logs show 160 losses/flees vs 2479 wins I'm gonna go play Aion while the end of the world comments fizzle out.
Lol. What you should take a look at is how many items were used to win now vs before. Also, take a look at the number of cure casts now vs before. You've forced us to use cure more often, which isn't as MP efficient as regen, so we're going to be spending a lot more MP per round of a fight, and unless mana items and mp 2nd winds get a beef up, we're gonna run out of mana really fast. Enjoy Aion. And I agree with Alpha7. We lost evade and resist chances, that really hurts. Even if the monsters don't actually hit harder they're going to hit more. Scratch that, they are hitting harder because our mitigation amount has decreased right? :\ This post has been edited by DemonEyesBob: Oct 4 2009, 12:42
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Oct 4 2009, 12:05
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Lunatic2
Group: Gold Star Club
Posts: 3,418
Joined: 28-January 09

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QUOTE(Tenboro @ Oct 4 2009, 11:49)  Monster damage wasn't touched, outside of any effects of the changes to stat stacking. Either way, considering that the logs show 160 losses/flees vs 2479 wins I'm gonna go play Aion while the end of the world comments fizzle out.
That doesn't change the fact that they did get insanely stronger and us weaker. You may want to look at they hit ratio and dmg ratio now vs before. QUOTE 160 losses/flees vs 2479 wins Just means more people are drinding on cake so they won't get beaten to a pulp on normal, like i did. Mind you normally i needed 1 godly mana and 1-2 godly healths to beat Dark Skies. Now 10 godlies cannot keep me alive. there is something seriously wrong with it. This post has been edited by Lunatic2: Oct 4 2009, 12:11
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Oct 4 2009, 12:14
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C411
Group: Members
Posts: 2,472
Joined: 18-July 08

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QUOTE(Tenboro @ Oct 4 2009, 09:31)  - The Derived Attributes "Evade Chance" and "Resist Chance" have been removed from the Character Screen. - Overwhelming Strikes no longer increases block chance. Attack damage mod has been increased to 15%.
This totally raped my avoidance (IMG:[ invalid] style_emoticons/default/sad.gif) Pre-nerf I had like 60%ish avoidance in full light armor and sword&board, now I have 30.89% avoidance lolz. Even my lvl80 protadin in blues has more avoidance than that!
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Oct 4 2009, 12:15
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Actraiser
Group: Members
Posts: 846
Joined: 12-June 08

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well damn...i went from "can hold my own for a bit" to "pathetic - cake kills me in a few rounds".
The monsters never seem to miss and they all do way jacked up damage as apposed to the now pathetic damage I do and the fact that I am missing a LOT now. Dual wield now sucks. I see no benefit to it at all now. i can't parry for shit, and my parry rate wasn't that great to begin with, and my off hand weapon is basically for show now...
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Oct 4 2009, 12:19
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xWKx
Group: Members
Posts: 209
Joined: 16-August 08

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I was just about to turn in for the night (that is, turn on Montage) and was thinking about my credit count for use in training. I wondered if I should sell off the infusions I had saved up. Boy was I unhappy when I saw the sell prices. Hurts even more since I just blew all my credits yesterday and had my chance to sell them. I doubt I'll use them ever since I rarely use elemental spells and ratings are very situational defensively.
I'll end up selling all of them at some point, but now I just don't know if it'd be better to sell them all right now in a panic, or continue hoarding them like some kind of very odd card collection.
Edit: Also, those credits I blew were for an offhand weapon. Which just got it's attack bonus nerfed. My 25.2% parry chance is very nice though. However I don't think I can parry everything.
This post has been edited by xWKx: Oct 4 2009, 12:21
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Oct 4 2009, 12:21
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megaplayboy
Group: Gold Star Club
Posts: 2,873
Joined: 8-June 08

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QUOTE(Lunatic2 @ Oct 4 2009, 03:05)  That doesn't change the fact that they did get insanely stronger and us weaker. You may want to look at they hit ratio and dmg ratio now vs before. Just means more people are drinding on cake so they won't get beaten to a pulp on normal, like i did. Mind you normally i needed 1 godly mana and 1-2 godly healths to beat Dark Skies. Now 10 godlies cannot keep me alive. there is something seriously wrong with it.
Before the update, I can grindfest 150-180 rounds on normal with 12 godly mana items. I didn't need to use the first mana item till around round 25-30. After the update, I got killed after 30 rounds and have already used up 6 of the godly mana items. (IMG:[ invalid] style_emoticons/default/sad.gif) This post has been edited by megaplayboy: Oct 4 2009, 12:23
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Oct 4 2009, 12:22
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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Same equipment, and slashing is down 17%, crushing down 12%
Elixirs gained from Eve of Death: 0 Elixirs gained from Eve of Death before Update: ~20
Forget trying to do training from selling items, I can't even play the high arenas at all if I have to use more than I gain. I tried using a couple of Godly health items along the way as suggested, and they might as well have been non-existent. I had to survive by mashing Cure repeatedly and using 4x the mana items as I was before, which means the play style is back to what it was pre-equipment.
Tenboro, this update is seriously crushing what little reason I have to keep playing. I wanted to see this arena challenge at Lv.220 as well, but now I don't care. It can only offer more pain with no gain, so I might as well not even waste my time anymore.
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Oct 4 2009, 12:27
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Iron Giant
Lurker
Group: Lurkers
Posts: 1
Joined: 5-September 09

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I was in the middle of a cake grind when the update was implemented. I was on round 117 and doing just fine, had all my health draughts left. Three rounds after the update I was dead and I might as well have just saved my potions and sold them for their crappy low price.
I appreciate the balancing attempts, but this last update just affects EVERYONE too negatively. I can barely even play the arena on normal anymore. The price drops for the store are a bit irritating as well - now any higher tiers of training are basically unreachable.
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Oct 4 2009, 12:29
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nick321
Group: Gold Star Club
Posts: 1,549
Joined: 24-May 08

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Cure is actually more mana efficient for me then regen ~_~. 17.x HP per MP rather then 15.x for regen.
Well I did clear dark Skies 7 mana draugts now up from 0-1. AND I had to use my spirit attack again.
Only just though. Was down to ~50HP at one point.
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Oct 4 2009, 12:32
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Forth_Lancer
Group: Gold Star Club
Posts: 43,118
Joined: 11-September 08

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QUOTE(hitokiri84 @ Oct 4 2009, 17:22)  Tenboro, this update is seriously crushing what little reason I have to keep playing. I wanted to see this arena challenge at Lv.220 as well, but now I don't care. It can only offer more pain with no gain, so I might as well not even waste my time anymore.
Don't you think he is hate you because you are leveling so fast? (IMG:[ invalid] style_emoticons/default/laugh.gif) We are human and human adapt, no worry soon or later we will get used to it. (IMG:[ invalid] style_emoticons/default/smile.gif)
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Oct 4 2009, 12:35
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Actraiser
Group: Members
Posts: 846
Joined: 12-June 08

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Overall chance of getting hit: 90.76% (went up 15%) Dodge chance: 2.23% (went down 22%) Evade chance: 0% (went down 3%) Parry chance: 7.01% (went down 4%) Block chance: 0% (no change) Avg damage taken per hit: 3.37 (went up 3x) Avg total damage taken per round: 150.55 (went up 3x)
not so much a balance really. It reminds me more of a D&D game when the DM is pissed
This post has been edited by Actraiser: Oct 4 2009, 12:35
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Oct 4 2009, 12:41
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Alpha 7
Group: Gold Star Club
Posts: 14,999
Joined: 24-October 08

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QUOTE(Tenboro @ Oct 4 2009, 05:31)  I've already buffed them once, and it's not unlikely they'll get a second one. But it'll likely be part of another planned revamp of the two kinds of restoratives.
Why can't they be like in other games, where you drink it and get +25 HP from a Crude instantly, instead a dribble every turn? As it is now the big boost from Cure makes Health items worthless, especially when mana pots "buy" you multiple Cures. QUOTE(Tenboro @ Oct 4 2009, 05:49)  Monster damage wasn't touched, outside of any effects of the changes to stat stacking. Either way, considering that the logs show 160 losses/flees vs 2479 wins I'm gonna go play Aion while the end of the world comments fizzle out.
Your stats do not (cannot) take into account the battles no longer attempted because of the nerfs. Your win:loss ratio is tainted by the lack of "losses avoided by not trying". I would check Arena attempts by the community and individual users to see if they dropped significantly. That plus the flee/defeat point in Grindfest will give you a clearer picture of the nerfing. Hey, even the daily win totals will show it. (The less people who attempt Arena #13, the less number of people will win it.) Basically, the win:loss ratio wouldn't be effected by a hardening of gameplay as much simply because people avoid loss possibilities. The win total at key points (before and after) is far more meaningful than total win percentage.
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