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> HentaiVerse 0.3.8, Proof of concept

 
post Oct 7 2009, 17:07
Post #141
Msgr. Radixius



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It's beyond my power when posters pay the requisite mana to activate that ability, though.
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post Oct 7 2009, 17:11
Post #142
marcho



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Whenever I get annoyed at being owned in the HV, I just think back to my days of DiaII HC. Here I can try to figure out what went wrong, try some new things (rather than bitching about why the same strategy that's getting me owned isn't working... seriously? Have you played an MMO?) and move on. In DiaII, it was gone. Everything.

Its quite calming actually. It like, well this isn't really so bad at all, at least I haven't be face raped by a known bug left in to make the game harder and now have to restart from level 1 with no equipment and only a cracked shortsword and two crude health potions to my name.
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post Oct 7 2009, 17:12
Post #143
ganossa



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Only difference with 0.3.7 is that my item drop chance fall from about 10% to 5%.

But thanks to the last updates my curative proficiency is growing like crazy and i like that.

This post has been edited by ganossa: Oct 7 2009, 17:14
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post Oct 7 2009, 17:52
Post #144
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Ah, those updates might be the reason for me getting some decent equipment drops again. I was already wondering if it is smart to train Savenger when the gain is pretty low.

And it's great to have more drops better than crude.
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post Oct 7 2009, 18:11
Post #145
rawrboy



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QUOTE(Zether @ Oct 7 2009, 07:46) *

I know its far from nesscary, but I am also having a hard time since 0.3.7 in arena's. I only ever really play on normal.

Weither I DW or 2h makes little difference, the damage I do is reasonable (Around 2-4 hits per normal mob). The problem I'm having it that I'm pretty sure only a few levels ago I was being hit for around 20's for damage, whereas now I'm being hit in the 40's and 50's. I don't seem to dodge or parry as often often unless a cookie monstar is accacking me, but thats understandable considering the update and the lack of points I've place in those stats respectivly.

My armour is and has always been full light, mainly decent leather with the odd peice of dragon-hide. I have put more points in END as well so my shield rating is higher and so it my def from equips as I've gained better peices. The issue with being hit for so much leaves me healing with cure for around 160, then being hit for around 120+ when fighting 4 or more mobs.

I try to keep my burden and interferance down but I'm still struggling to finish most arena's. I was pretty lucky in being able to finish 'blazing feild' using a godly as well as other pots, whereas before .7 I was able to complete them with ease.

Weither my case is down to not grinding up my prof's high enough or simply not good enough equipment now I'm unsure. I agree that the updates were nessercary and alot of the chances are for the better, but considering theres been little sign of any changes to the average mobs damage I'm just wondering if theres something I've missed or overlooked.

Any advice on how to change my build if needbe would be loved.


Try a new strategy, try heavy armor or a mix. What's your reason to keep burden and interference down and is it worth it? How is your ability tree set up?

We're about the same level and I'm doing fine in Arena and doing decent in grindfest. Since we're about the same level we can discuss this through PM's if you like. We can probably figure something out that will benefit the both of us.
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post Oct 7 2009, 18:23
Post #146
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It's kinda funny. Despite the obvious things I disliked in the description of 3.7 I found it to be noticeably easier than 3.8 - I was able to get up to arena 5 on Battletoads, where my previous highest had been arena 3 (and that was pushing it). I was also able to easyfest for at least 50 rounds without items. Now I can't even complete dreamfall on normal anymore, and I'm lucky to get past round 10 on easyfest without using items that are worth more than I'll make from using them.

Pros of 3.8 (That I've noticed - there are things mentioned in the release notes that I have yet to feel the advantage of; Go rng!):
-The changes to scavenger.
-The changes to health draughts, which at least make them a workable replacement for mana items when doing the lower arenas on really high difficulties. Now if only mana draughts would get a little boost...
-The bonuses for DEX and AGI.
-Resist armor stat (I've found armor with this but not used it, it was not as good as my current equipment).
-I seem to get at least 1-2 mana elixirs per day. One for every 500 or so rounds of cakefest, and usually at least one out of all the arenas leading up to endgame. This is an improvement over getting one every couple of days, and usually just at the healer. I was late to the normal grindfest party where people used to farm them, and couldn't really get high enough in the rounds to find them anyway.

Cons of 3.8:
-If I want to do all my arenas, I need to use way more than the 2 mana elixirs I'm finding.
-Godly mana draughts and potions drop at all the wrong times; they're impossible to find in decent amounts, but after spending 8 of them (bought) getting through endgame, my clear bonus is one. That is annoying. Also, I can no longer find godly anything on cakefest.
-Monsters hit noticeably harder, whether it's relative or not. Meaning whether or not their attack strength has actually been increased, something has changed where the end effect is we are taking more damage per hit.
-Arena clear bonuses suck. I know, this is probably just me, since the drop quality and I never seem to get along.
-Credits are now even more impossible to make. The _new_ cause for this is something I'll admit is generally a good thing for lower level players, but not so good for higher ones: staffs and heavy armor costs have been reduced. This was probably implemented in 3.7 and I just didn't notice it until 3.8. The method of: spend 8 godlies, get a trophy, exchange for staff, sell for 2500-4000C no longer works unless you're above level 160 because now even the average and fine mithril and emerald staffs cost little more then 5,000C.

This was an attempt to post something other than OMG I IS BEEN RAEPED. There are (almost) always pros and cons to any change in game-play, and it's always easier to focus on what's pissing you off since it's usually more noticeable then the little improvements you enjoy.

Spawned Monster H: MID=1 (Green Slime) LV=129 HP=1300 MP=25 SP=8 NA=80 Type=hostile
3 12 Ether Theft drains 7 points of mana from Green Slime
...
3 3 Your attack procs the effect Ether Theft on Green Slime.

7 points is more than 1/4 of the green slime's total mp. That would be very noticeable when watching its mp bar. For some reason ether theft seems to reduce the mana regen rate by 1/2 instead of actually drain it of the stated amount, but at the same time appears unable to drain mp from mobs who have none. I have no idea where this is messing up.

This post has been edited by DemonEyesBob: Oct 7 2009, 19:40
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post Oct 7 2009, 18:29
Post #147
cheapman



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nice updates
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post Oct 7 2009, 19:34
Post #148
Tenboro

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QUOTE(DemonEyesBob @ Oct 7 2009, 18:23) *

7 points is more than 1/4 of the green slime's total mp. That would be very noticeable when watching its mp bar. For some reason ether theft seems to reduce the mana regen rate by 1/2 instead of actually drain it of the stated amount, but at the same time appears unable to drain mp from mobs who have none. I have no idea where this is messing up.


You're misreading the debug output. That's what happens with debug outputs. What it prints is NOT the monster's max MP/SP, but the amount they spawn with.

Also, I don't really get you people's obsession with Godly potions. The difference between a Superior and a Godly is 54% base mana vs 60% base mana.
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post Oct 7 2009, 19:40
Post #149
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QUOTE(Tenboro @ Oct 7 2009, 13:34) *

You're misreading the debug output. That's what happens with debug outputs. What it prints is NOT the monster's max MP/SP, but the amount they spawn with.

Oh fuck.

Why didn't you just tell me this like two HV updates ago when I said it the first time (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Thanks for the explanation.
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post Oct 7 2009, 19:43
Post #150
Tenboro

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QUOTE(DemonEyesBob @ Oct 7 2009, 19:40) *

Why didn't you just tell me this like two HV updates ago when I said it the first time (IMG:[invalid] style_emoticons/default/rolleyes.gif)


Because it's a debug output, and I haven't kept it updated. It was probably the first time I'd done more than glance at that line since 0.1.0, and I didn't actually realize you were trying to use it for anything serious before you pasted one. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Oct 7 2009, 21:43
Post #151
hgbdd



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i don't undertand one thing,
the bonus damage of the titles is from mobs or what we do to them? (sorry for my bad english)
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post Oct 7 2009, 22:48
Post #152
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@Tenb: did you change the base item drop rate?

This post has been edited by DemonEyesBob: Oct 7 2009, 22:48
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post Oct 7 2009, 22:49
Post #153
grumpymal



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QUOTE(DemonEyesBob @ Oct 7 2009, 16:48) *

@Tenb: did you change the base item drop rate?

N/M

This post has been edited by cmal: Oct 7 2009, 22:49
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post Oct 7 2009, 23:01
Post #154
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QUOTE(cmdct @ Oct 7 2009, 13:43) *

i don't undertand one thing,
the bonus damage of the titles is from mobs or what we do to them? (sorry for my bad english)


Ditto. It doesn't make sense that you would want to reduce a bonus to your damage for any reason. Is it a price for being able to 'show off' in the forum?
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post Oct 7 2009, 23:16
Post #155
marcho



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I'm not exactly sure where ya'll got that idea from.

The bonus damage goes to you, you can see it in your equipment screen. It adds to both physical and magic.
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post Oct 7 2009, 23:18
Post #156
Zether



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From what I understand, its not always going to be a title gained simply from your lvl that increases power. There are other titles much harder to get which may and probally will have a much greater effect than just increasing power.

The question ealier I'm pretty sure its an increase to our power that we deal damage with, not the power of the monsters hitting us.

And to Rawkboy, thanks for the offer, but in fairness I'm not doing poorly. I just want a different view as to weither I was the only one hitting a wall when it comes to being owned by 4 or more mobs due to their damage and not being able to heal fast enough - as well as any tips on going around that. I keep Burden and Interference down in order to keep my healing up high as well as my action speed.
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post Oct 7 2009, 23:27
Post #157
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QUOTE(DemonEyesBob @ Oct 7 2009, 12:23) *

-Credits are now even more impossible to make. The _new_ cause for this is something I'll admit is generally a good thing for lower level players, but not so good for higher ones: staffs and heavy armor costs have been reduced.

...
Oh damn! You're right! My hoarded staffs are worthless now! D:
I went for the longest time unable to decide which ones were worth selling and which ones were worth keeping to try out some time down the line and now it's gone and bit me in the ass.

I don't think the drop was more than 1/2 though, so it's not -too- bad...
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post Oct 8 2009, 00:09
Post #158
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Thanks Ten. Great update. Now I can see an effect from dex & agi, and my wis/int are more useful as well. I like that I can change the title as well, and the nice tiered bonus' they comes with.

I would now like to find some of that resist light armor (IMG:[invalid] style_emoticons/default/smile.gif) I think it'll be a nice balance for us DW guys.
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post Oct 8 2009, 01:01
Post #159
uth



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QUOTE(Tenboro @ Oct 7 2009, 13:34) *

You're misreading the debug output. That's what happens with debug outputs. What it prints is NOT the monster's max MP/SP, but the amount they spawn with.

Also, I don't really get you people's obsession with Godly potions. The difference between a Superior and a Godly is 54% base mana vs 60% base mana.


well its not potions its the draughts we care about so its 72 and 84, and I've noticed a decrease in the amount of superior's I get in cakefest too so it only makes scrounging for potions worse.
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post Oct 8 2009, 01:22
Post #160
marcho



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QUOTE(DemonEyesBob @ Oct 7 2009, 15:48) *

@Tenb: did you change the base item drop rate?


Tenb previously stated drop rate was ~10%, with 20 scavenger I was getting ~12%
Currently with 20 scavenger, I'm getting ~7%

given the doubling of scavengers effect, that would put the base rate at 5%. So maxed 50 scavenger now is 0 scavenger prior. Course I could just be having some variance in my numbers, but I've done quite a few rounds since the patch. I'm bout to start a second long grind to check.
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