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HentaiVerse 0.3.8, Proof of concept |
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Oct 6 2009, 20:59
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gillian
Group: Gold Star Club
Posts: 228
Joined: 20-December 08

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QUOTE -- 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 LOVE this. Thanks! And I'll actually USE infusions instead of selling them now...can't wait
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Oct 6 2009, 21:00
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Beryl
Group: Gold Star Club
Posts: 8,931
Joined: 25-May 06

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Timely update, lol
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Oct 6 2009, 21:02
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oumi11
Group: Members
Posts: 2,137
Joined: 2-April 08

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QUOTE(Dndestroy @ Oct 6 2009, 20:30)  You're mistaken, the red one is also a bonus. A lower chance for consumables means a higher chance for everything else, and seeing as we get a lot of consumables (I sell over 200 a week just in crude and lesser sometimes) it's an overall benefit.
Uh no? Maybe I like consumables? Maybe I use consumables more often than you because I'm lower level than you? Pretty opinionated, aren't you? Also, lowering the rate of consumable doesn't necessary imply that you can more of everything else. What I'm trying to say is that overall drop rate is indirectly lowered. And yes, for "me," it is a red, not a bonus. This post has been edited by oumi11: Oct 6 2009, 21:03
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Oct 6 2009, 21:02
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Huh, well I guess the hundreds on infusions I was saving for a rainy day credit burst (I get to tempted to spend them if I have liquid c heh) might come in handy for their own sake.
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Oct 6 2009, 21:03
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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I know I'm late to the party. QUOTE(Tenboro @ Oct 6 2009, 13:48)  Stat Tweaks ...
Thanks. Crap. Now I have a reason to get WIS and INT again -_-; QUOTE Infusion Changes ...
Interesting... QUOTE Misc
- The battle log will now only show the last 100 entries. This should improve pageload speed and reduce server-side process and browser memory usage during long battles.
Smart move. Been meaning to suggest this, actually. QUOTE - Elemental ratings are now actually taken into account for monster skills. Note that this bug went both ways. Monsters didn't get bonus damage for skills that matched their elemental rating either. To avoid completely screwing over the balance with the fix (unless you want Horrible Rape to do twice the previous damage), I've removed elemental bonuses for monster attacks/skills but set the elemental defense as half your rating. (So 100% rating = half damage).
No, I would not like horrible rape to do twice the previous damage, thanks :P QUOTE - Some armor can now drop with +resist stats. This is particulary common on light armor, but can also be found on cloth except for cotton.
- Potions now work faster.
- Health restoratives have been made more powerful. - Made some further tweaks to the loot-o-matic: -- The overall consumable drop rate has been reduced. -- The entry tiers for restoratives have been lowered. This means that higher restoratives should now drop more frequently compared to crude. -- Maxing scavenger will now effectively double the drop rate. -- The relative drop rate for equipment has been increased slightly.
THANK YOU. <3<3<3 Question: Is the drop quality bonus for easy actually higher than for cake? Ie. Is it worth doing grindfest on easy over cake? This post has been edited by DemonEyesBob: Oct 6 2009, 21:06
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Oct 6 2009, 21:11
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Dndestroy
Group: Members
Posts: 1,029
Joined: 30-March 09

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QUOTE(oumi11 @ Oct 6 2009, 21:02)  Uh no? Maybe I like consumables? Maybe I use consumables more often than you because I'm lower level than you? Pretty opinionated, aren't you? Also, lowering the rate of consumable doesn't necessary imply that you can more of everything else. What I'm trying to say is that overall drop rate is indirectly lowered.
The way the drop rate works is based on a series of rolls, I believe the number was 6. The roll for consumable is the 5th roll, 6th being draught or potion. If he decreased the chance for it to be a consumable, that would then increase te chance for it to be something else, which would, more than likely, be better than the consumable in one way or another, and probably sell for more and, if you were so desperate, would allow you to buy more consumable than if you were to find them. Anyway, the only problem I see with the infusion change with weapons is that it would lower their effectiveness (except of gaia) when being used defensively, unless it's a direct + damage (such as xxxphys + xxfire and being listed as all fire) or if it just does non-elemental damage if they're strong against the element. Forgot to mention that bit last post :X That said, it definitely increases the offensive use of the infusions by a ton.
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Oct 6 2009, 21:14
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(Dndestroy @ Oct 6 2009, 15:11)  The way the drop rate works is based on a series of rolls, I believe the number was 6. The roll for consumable is the 5th roll, 6th being draught or potion. If he decreased the chance for it to be a consumable, that would then increase te chance for it to be something else, which would, more than likely, be better than the consumable in one way or another, and probably sell for more and, if you were so desperate, would allow you to buy more consumable than if you were to find them.
Not to mention that the drop rate for consumables will still be much higher than the rate of anything else. Really, we're probably not going to notice it in the short run.
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Oct 6 2009, 21:16
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bladejtr
Group: Gold Star Club
Posts: 10,969
Joined: 9-April 07

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BAWWWW You've ruined the game for everyone I'm quitting!!!1!!1!
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Oct 6 2009, 21:35
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Charkan
Group: Members
Posts: 1,471
Joined: 11-April 09

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Cool update, thanks.
+14.4 % evade +32.1 % parry
=D
This post has been edited by Charkan: Oct 6 2009, 21:48
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Oct 6 2009, 21:54
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Tenboro

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QUOTE(DemonEyesBob @ Oct 6 2009, 21:03)  Question: Is the drop quality bonus for easy actually higher than for cake? Ie. Is it worth doing grindfest on easy over cake?
Well, Cake has a "loot factor" of 0.2, Easy has 0.5. Normal has 1.0, and from there it increases slowly to 2.0 for Battletoads. The entire loot quality equation is basically multiplied by this factor, so a loot quality bonus of +1000 on Normal would be reduced to +200 on Cake.
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Oct 6 2009, 21:56
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Tenboro @ Oct 6 2009, 15:54)  Well, Cake has a "loot factor" of 0.2, Easy has 0.5. Normal has 1.0, and from there it increases slowly to 2.0 for Battletoads. The entire loot quality equation is basically multiplied by this factor, so a loot quality bonus of +1000 on Normal would be reduced to +200 on Cake.
Which means exactly what? Would you be willing to give us a general idea of what to expect at certain loot quality values?
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Oct 6 2009, 22:04
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XMike
Group: Gold Star Club
Posts: 929
Joined: 26-November 06

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Any tinkering with monster physical attack damage? Myself and some other people've noticed somewhat an increase.
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Oct 6 2009, 22:05
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(XMike @ Oct 6 2009, 16:04)  Any tinkering with monster physical attack damage? Myself and some other people've noticed somewhat an increase.
Yes, always.
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Oct 6 2009, 22:07
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Tenboro

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QUOTE(cmal @ Oct 6 2009, 21:56)  Which means exactly what? Would you be willing to give us a general idea of what to expect at certain loot quality values?
Well. For quality, you do a roll between 1 and 1000. The loot quality bonus is simply added to that. When it has rolled to see what type of consumable you get, it uses the loot quality to look up what tier of item you get. If you get a restorative, you'd need a quality of 1300 or more to get a Godly potion, which means that to even have a chance of reaching that you'd need a 1500+ base bonus just to have a chance of getting it on Cake - which is a very high bonus. For an hourly encounter it is base 250, and the "round bonus" caps at +500. Luck of the Draw helps a bit of course, in the example above you'd "just" need +1200 with capped luck. But generally, you won't see many Godlies in cake, since you'd need a fairly high bonus from the monster itself to reach it. QUOTE(XMike @ Oct 6 2009, 22:04)  Any tinkering with monster physical attack damage? Myself and some other people've noticed somewhat an increase.
Not directly, but it could have been shifted somewhat by the stuff I did to make special attacks not oneshot you lot.
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Oct 6 2009, 22:14
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(Tenboro @ Oct 6 2009, 12:48)  -- 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.
- Aura bonuses to the final equipment stats are now added after the stats from equipment have been calculated, and are therefore no longer reduced by the multiplicative factor. Nice changes... They should help offset some of the destruction caused by 13.7. The reduced interference bonuses are particularly nice since they put me at about 35 interference with full plate armor. QUOTE - The battle log will now only show the last 100 entries. This should improve pageload speed and reduce server-side process and browser memory usage during long battles. Also nice. The page load time after about 400 turns was grueling. The 1000 ones were just brutal. QUOTE -- The overall consumable drop rate has been reduced. -- The entry tiers for restoratives have been lowered. This means that higher restoratives should now drop more frequently compared to crude. I can't say I'm pleased with this since restoratives don't include elixirs anymore. I was already getting plenty of Godly potions, so who knows if I'll get more or less with these two changes. Overall good changes, but this "Take with one hand, give with the other" business is getting old fast. And I still haven't gotten a single elixir since 13.7. I still get all the rare scrolls/infusions in a good amount, but no elixirs. It's broken as far as I'm concerned, especially since I require them for playing the upper arenas due to the multiplicative mitigation changes, and not just for selling them. Is there any combination of LotD and difficulty level that can get elixirs to drop, or do I have to rely on dumb luck to get those "special" tree items? (which I have none of in regard to elixirs, apparently.)
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Oct 6 2009, 22:20
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Tenboro

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QUOTE(hitokiri84 @ Oct 6 2009, 22:14)  And I still haven't gotten a single elixir since 13.7. I still get all the rare scrolls/infusions in a good amount, but no elixirs. It's broken as far as I'm concerned, especially since I require them for playing the upper arenas due to the multiplicative mitigation changes, and not just for selling them. Is there any combination of LotD and difficulty level that can get elixirs to drop, or do I have to rely on dumb luck to get those "special" tree items? (which I have none of in regard to elixirs, apparently.)
There's no place to farm them if that's what you're asking. The chance that a drop is an elixir-or-thereabouts item is about 1%. I suppose you can pick up one of the 588 from the Item Shop if you require them.
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Oct 6 2009, 22:23
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insomnia
Group: Members
Posts: 530
Joined: 7-December 08

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kick ass update good work tenboro
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Oct 6 2009, 22:24
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jarald
Group: Gold Star Club
Posts: 1,947
Joined: 16-November 06

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So the infusion tweaks are neat. The stat tweaks are certainly good. But in my humble opinion? The single best part of this update is the titles. I just think that shit's neat. (IMG:[ invalid] style_emoticons/default/biggrin.gif) I'm looking forward to seeing what kind of crazy titles you've put in for us to find.
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Oct 6 2009, 22:28
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(Tenboro @ Oct 6 2009, 15:54)  Well, Cake has a "loot factor" of 0.2, Easy has 0.5. Normal has 1.0, and from there it increases slowly to 2.0 for Battletoads. The entire loot quality equation is basically multiplied by this factor, so a loot quality bonus of +1000 on Normal would be reduced to +200 on Cake.
QUOTE(Tenboro @ Oct 6 2009, 16:07)  Well. For quality, you do a roll between 1 and 1000. The loot quality bonus is simply added to that. When it has rolled to see what type of consumable you get, it uses the loot quality to look up what tier of item you get. If you get a restorative, you'd need a quality of 1300 or more to get a Godly potion, which means that to even have a chance of reaching that you'd need a 1500+ base bonus just to have a chance of getting it on Cake - which is a very high bonus. For an hourly encounter it is base 250, and the "round bonus" caps at +500.
Luck of the Draw helps a bit of course, in the example above you'd "just" need +1200 with capped luck. But generally, you won't see many Godlies in cake, since you'd need a fairly high bonus from the monster itself to reach it. Not directly, but it could have been shifted somewhat by the stuff I did to make special attacks not oneshot you lot.
By "you'd need a 1500+ base bonus" you don't include the initial roll with that right? So is this it?: ( Initial Roll + ( Round Bonus + Monster Bonus ) * Difficulty Multiplier ) * Luck of the Draw Initial Roll: 1-100 Round Bonus: 1-500 Monster Bonus: No Idea Difficulty Multiplier: .2 - 2, irregular steps Luck of the draw: 1-1.25 Edit: And crap, Tenb left the thread x_x This post has been edited by DemonEyesBob: Oct 6 2009, 22:40
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Oct 6 2009, 22:28
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Charkan
Group: Members
Posts: 1,471
Joined: 11-April 09

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The parry bonus directly affects all weapons? Even without a weapon?
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