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> HentaiVerse 0.3.7

 
post Oct 4 2009, 12:51
Post #41
bullpup



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I've been using the mana -> cure strategy since I wasn't near the 70 mark, so that nerf didn't do much to me.

However, the infusion nerf seriously hurt my chances of getting anymore training done anytime soon. Also, I've been avoiding the higher level arenas that I "supposedly" could do like the plague, since the last nerf made me incapable of defending myself, looks like I'll only be doing those I KNOW I can get away without too much investments.
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post Oct 4 2009, 12:54
Post #42
Msgr. Radixius



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QUOTE(hitokiri84 @ Oct 4 2009, 05:22) *

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.


Then stop. Complaining won't fix everything...

QUOTE(Alpha 7 @ Oct 4 2009, 05:41) *

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.


This is actually kind of a good point. Are people clearing Darkened Skies as much as they did before the update or is it just that people doing more grindfests on cake where the number of rounds won is much greater than the number of times fled or defeated since it's the easy way to get exp? Hell, even a good arena you can get 12 rounds vs. 1 flee/defeat. Maybe, instead of just tracking individual wins vs. losses, track how many times the individual arenas have been cleared before and after a patch. I mean, unless we're reading that wrong and that is what you're doing.

QUOTE(Actraiser @ Oct 4 2009, 05:35) *

not so much a balance really. It reminds me more of a D&D game when the DM is pissed


Quite the analogy, and it could be apropos, but this is another situation where "difficult" is synonymous with "balance". We've had these things before in the 1.x versions, where it was made better with 2.0, we've also had one in the 2.x versions which were fixed when 3.0 came out. Honestly, I just see these nerf revisions as a foreshadowing of something else coming around soon.
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post Oct 4 2009, 12:55
Post #43
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44 Infusion of Flames
44 Infusion of Frost
47 Infusion of Lighting
46 Infusion of Storms
97 Infusion of Divinity
75 Infusion of Darkness

I was going to sell them when they all reached 100. Fucking owned lol.

Also your getting hit chance and some other things in the battle buddy no longer reflect accurately, as new phrases were added it doesn't know what to do with. So do worry about that to much just yet.

Cockatrice misses the attack against you.

Overall chance of getting hit: 99.22% incorrect but LOL.

This post has been edited by marcho: Oct 4 2009, 13:05
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post Oct 4 2009, 12:57
Post #44
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The 160/2497 number tells me people get to round 15 on average before losing/fleeing. As most people play on cakefest that's a piss-poor performance. That would relate to round 7 on easy, and round 3-ish on normal.
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post Oct 4 2009, 13:00
Post #45
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And that brings up another curiosity. What, now, is the average difficulty players are battling on? As far as I knew, it was varying between arenas, hourlies and grindfests. Is this change bringing a majority of players to just normal and below?
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post Oct 4 2009, 13:09
Post #46
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That's it for me.Weeks ago I was complaining about my missing chance (15! consecutive misses is my world record...a cursefest), but now cake is a living nightmare! I played as a dual wielding (axe of battlecaster) mage with cloth and maxed Inferno/Snowstorm...died on the first round with an orgy of damage,criticals and whatnot.Playing is not worthy the humiliation anymore.

This post has been edited by Mageta: Oct 4 2009, 13:42
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post Oct 4 2009, 13:09
Post #47
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As far as I can see healer prices just got halved.

Nevermind that was mentioned in the first post must have read over it, only just noticed it.

This post has been edited by foxhound: Oct 4 2009, 13:10
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post Oct 4 2009, 13:13
Post #48
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I'm doing... slightly worse than before, but not horribly so.
Cakeee chip damage makes me sad. +Domino Strikes % makes me happy. My efficiency is certainly down, but on the bright side, speed is up a bit.

Overwhelming Strikes nerf... eh. My block chance D: come back to me. I made you a muffin.
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post Oct 4 2009, 13:14
Post #49
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^^ well judging from the update pattern if too many ppl are using healers now its gonna be 2x the cost from 0.3.6
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post Oct 4 2009, 13:14
Post #50
Tenboro

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QUOTE(DemonEyesBob @ Oct 4 2009, 11:56) *

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.


Dur, the thing before was that Cure was NEVER necessary. I've parsed a lot of logs, and when most people get Regen, Cure was simply forgotten.

QUOTE
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? :\


If the accuracy change actually caused a noticeable difference in hit rates for monsters against, it would cause the exact same change in hit rates the other way. 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.

QUOTE(Alpha 7 @ Oct 4 2009, 12:41) *

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.


I'm planning on changing potions to that, yes. But it's hardly "like other games", many MMOs have over-time potions and some have that exclusively.

QUOTE
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.)


Considering there's only been two failed arena attempts above #10 since the patch (and 11 successful ones), the highest being Crusade, I don't really think you have a point.

QUOTE(radixius @ Oct 4 2009, 13:00) *

And that brings up another curiosity. What, now, is the average difficulty players are battling on? As far as I knew, it was varying between arenas, hourlies and grindfests. Is this change bringing a majority of players to just normal and below?


As far as I can tell from the logs, the stats are as follows.

CODE

Cake:

| flee   |       59 |
| lose   |       43 |
| win    |     1790 |

Easy:

| flee   |        5 |
| lose   |        6 |
| win    |       57 |

Normal:

| flee   |       95 |
| lose   |      118 |
| win    |     3059 |

>Normal:

| flee   |        8 |
| lose   |       10 |
| win    |      173 |


Haven't really kept stats of how many's playing at what challenge level.
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post Oct 4 2009, 13:20
Post #51
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Wait until we run out of our higher consumables.

Are you really saying that you don't think it's much harder?
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post Oct 4 2009, 13:24
Post #52
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QUOTE(nick321 @ Oct 4 2009, 13:20) *

Are you really saying that you don't think it's much harder?


Depending on your earlier gear setup, it might be. That depends on how much you were depending on stacking up the same stat. Most likely you'll get the largest impact off stacked accuracy bonuses (dualwield) and mitigations (heavy armor). But honestly, someone was complaining that they went from taking on average a single point of damage per round to something quite more reasonable, so that's not even an argument.
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post Oct 4 2009, 13:27
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QUOTE(nick321 @ Oct 4 2009, 18:20) *

Wait until we run out of our higher consumables.

Well, buy now from the shop while the stock available. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Oct 4 2009, 13:31
Post #54
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Idk.

I was planning on caking for 1hr 20min while listening to skeptics guide, but I can only last 29 rounds now (Down by > 100 000%)

So yeah.

I might just wait until it's fixed again or something.
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post Oct 4 2009, 13:38
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QUOTE(Tenboro @ Oct 4 2009, 05:24) *

But honestly, someone was complaining that they went from taking on average a single point of damage per round to something quite more reasonable, so that's not even an argument.


But neither is that really...

If I were to put that in another situation it could turn to: Hey the rich are getting too rich, lets increase the taxes. Screw the poor.

I'm not saying it's easy balancing, but this is affecting people across the board, overpowered or not. So to people not getting far in the game this is like another punch in the face.
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post Oct 4 2009, 13:42
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Did 1 cake run so far after the update got to 100+ easily with 3 average mana draughts and 2 greater mana potion using 2h + full heavy. Really loving the increased domino strike %

1 8 Your attack procs the effect Bleeding Wound on Green Slime.
1 7 Mantitcore evades your attack.
1 6 Your attack procs the effect Bleeding Wound on Giant Panda.
1 5 You hit Giant Panda for 117 slashing damage.
1 4 Your attack procs the effect Bleeding Wound on Blue Slime.
1 3 You hit Blue Slime for 61 slashing damage.
1 2 You hit Amphibious Sperm Whale for 84 slashing damage.
1 1 You hit Green Slime for 162 slashing damage.
1 attack = 3 dead monster

Gotten about 5-6 elixir drops already since this update, which is more then the total I've gotten since I started playing.

This post has been edited by rawrboy: Oct 4 2009, 13:57
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post Oct 4 2009, 13:42
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QUOTE(Tenboro @ Oct 4 2009, 07:14) *

Dur, the thing before was that Cure was NEVER necessary. I've parsed a lot of logs, and when most people get Regen, Cure was simply forgotten.

Except brilliant people like me who had no curative proficiency when we got regen and couldn't really use it (IMG:[invalid] style_emoticons/default/rolleyes.gif)

For accuracy, are you saying that our resist/evade chance has essentially been built into the monster's chance to hit us? We no longer have resist, but mobs have a base 80% or something to hit with a spell? We no longer have an evade based on primary stats, but monster hit chance has that taken into account?

I'm kinda curious about the specifics on difficulties myself, if you ever decide to log those (IMG:[invalid] style_emoticons/default/wink.gif)

Edit: This is different: "1 5 Cockatrice misses the attack against you." This makes me think I'm right about accuracy/evade anyway. Though I'm still sad about mitigation and dual wield.

This post has been edited by DemonEyesBob: Oct 4 2009, 13:44
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post Oct 4 2009, 13:47
Post #58
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Yes, but in games like this, you have to affect everyone in some fashion, otherwise it'd be like there's no progression. However, with the severely limited scope of the game, as of now, it's hard to see any progression with similar, slightly more powerful spells and the same enemies over and over again.

A couple things that may fix this that I've suggested before, but was disregarded for reasons I don't know, nor do I care to, are skills based off your weapon/armor/elemental proficiencies. You could pay credits to train ranks in these skills that have costs, requirements and effects that scale with the rank. Either that, or a kind of perk system, similar to the double-edged sword that the Fallout series has.

Or Tenboro could just continue disregarding these, whatever, it doesn't matter, it's not my game, so I can't dictate anything about it.
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post Oct 4 2009, 13:47
Post #59
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QUOTE(foxhound @ Oct 4 2009, 13:38) *
I'm not saying it's easy balancing, but this is affecting people across the board, overpowered or not. So to people not getting far in the game this is like another punch in the face.


...and a kick in the ass at the same time. (IMG:[invalid] style_emoticons/default/laugh.gif)
I'm feeling so noob right now that I can find this kind of funny...I must really be screwed in the head (IMG:[invalid] style_emoticons/default/blink.gif)
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post Oct 4 2009, 14:00
Post #60
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I know I'm going to get shot down here but...

since item sell values have been cut by 4x, can we increase the credit reward for killed mobs by 2x? Maybe more for bosses and legendaries?
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