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HentaiVerse 0.3.8, Proof of concept |
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Oct 6 2009, 22:31
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Mike-RaWare
Newcomer
  Group: Catgirl Camarilla
Posts: 84
Joined: 4-August 09

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Nice update indeed! Compared to the Legacy system HentaiVerse is a whole world of epic win! The old encounters where far too dependent on luck, while on HentaiVerse you can change your stats to make defeating monsters less annoying. (IMG:[ invalid] style_emoticons/default/biggrin.gif) This post has been edited by Mike-RaWare: Oct 6 2009, 22:35
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Oct 6 2009, 22:35
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Tenboro

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QUOTE(DemonEyesBob @ Oct 6 2009, 22:28)  OK, so trying to piece all this stuff together. The reason it would be very hard on cake to get godlies. I'm not using full sentences, deal. Assuming no luck of the draw, even if we got 1000 from the roll, and +500 from round bonus, that would be multiplied by .2 and end up as 300, which is not going to earn us any godlies. Is that right? If it is, that would mean that we'd need at least +5000 from the monsters we're fighting, which I'm guessing means a whole bunch of mini-bosses (since you can't get anything harder on cake). And if you say "generally" or "basically" I'm going to ask where I went wrong or what I forgot.
Or, since I'm now re-reading this, you're wording could mean that the initial roll is not considered a 'bonus', so when you say "need a 1500+ base bonus" does that mean actual bonus apart from the initial roll (the round bonus and monster bonus)? I'm sorry that came out so poorly worded.
Also, is luck of the draw calculated at the end, after the all the bonuses are added to the initial roll?
Nnno, the loot factor applies to the bonus alone, not the roll. LotD also only modifies the bonus. QUOTE(Charkan @ Oct 6 2009, 22:28)  The parry bonus directly affects all weapons? Even without a weapon?
In the vast majority of cases people are going to wield a weapon, and if not, I guess you can parry with your pinky.
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Oct 6 2009, 22:40
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Beryl
Group: Gold Star Club
Posts: 8,931
Joined: 25-May 06

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QUOTE(Tenboro @ Oct 6 2009, 16:35)  I guess you can parry with your pinky.
You should get a title if you manage to parry unarmed
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Oct 6 2009, 22:42
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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, 16:35)  Nnno, the loot factor applies to the bonus alone, not the roll. LotD also only modifies the bonus.
Yeah, I edited it too late, I think it's right now: Initial Roll + ( ( Round Bonus + Monster Bonus ) * Difficulty Modifier * Luck of the Draw) Initial Roll: 1-1000 Round Bonus: 1-500 (based off number of rounds played, and caps at 50?) Monster Bonus: No Idea Difficulty Modifier: .2 - 2, irregular steps Luck of the draw: 1-1.25 Can you fill in the difficulty modifier steps and monster bonus ranges please, and give a basic indication of what the monster ranges are for different types? Like, saying the monster bonus goes from 1-100 wouldn't exactly be helpful, because normal mobs might cap at 20 and mini-bosses cap at 40 or something. I really want to use some "I'll have the code for <insert piece of code we're definitely not getting here> while you're at it," but I can't think of anything else I'm really interested in at the moment (IMG:[ invalid] style_emoticons/default/tongue.gif) This post has been edited by DemonEyesBob: Oct 6 2009, 22:50
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Oct 6 2009, 22:44
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Charkan
Group: Members
Posts: 1,471
Joined: 11-April 09

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Normal grinfest is hardcore now o.o
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Oct 6 2009, 22:48
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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hmm, so outside of the 1-1000 roll,
between 0 lotd easy and max lotd battletoads there's a 12.5x quality difference. Wider gap than I'd originally thought.
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Oct 6 2009, 22:51
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bladejtr
Group: Gold Star Club
Posts: 10,969
Joined: 9-April 07

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QUOTE(Katya @ Oct 6 2009, 16:40)  You should get a title if you manage to parry unarmed
Ninjas parry unarmed :3
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Oct 6 2009, 22:59
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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Oh man, I just finished an Arena where I didn't know whether or not to burn my mana because it was the final round. I couldn't even scroll down the log and check like before BB added a round counter on the page.
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Oct 6 2009, 23:01
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Tenboro

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QUOTE(DemonEyesBob @ Oct 6 2009, 22:42)  Can you fill in the difficulty modifier steps and monster bonus ranges please, and give a basic indication of what the monster ranges are for different types? Like, saying the monster bonus goes from 1-100 wouldn't exactly be helpful, because normal mobs might cap at 20 and mini-bosses cap at 40 or something. I really want to use some "I'll have the code for <insert piece of code we're definitely not getting here> while you're at it," but I can't think of anything else I'm really interested in at the moment (IMG:[ invalid] style_emoticons/default/tongue.gif) Well, it caps at 1000. I can't really tell you how much the "average" mob is as it increases with level.
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Oct 6 2009, 23:09
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YUnoa
Group: Members
Posts: 627
Joined: 4-April 07

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Nice work Tenboro. I didnt expect to see a patch this fast (IMG:[ invalid] style_emoticons/default/tongue.gif). going to check new stuff out.
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Oct 6 2009, 23:09
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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, 17:01)  Well, it caps at 1000. I can't really tell you how much the "average" mob is as it increases with level.
Oh? So we actually get a better monster bonus just by leveling? And I also assume I got the equation right since you didn't correct it :P Unrelated Edit: I'm getting raped on easy now x_x This post has been edited by DemonEyesBob: Oct 6 2009, 23:10
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Oct 6 2009, 23:11
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Tenboro

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QUOTE(DemonEyesBob @ Oct 6 2009, 23:09)  Oh? So we actually get a better monster bonus just by leveling? And I also assume I got the equation right since you didn't correct it (IMG:[ invalid] style_emoticons/default/tongue.gif) You do, a level 200 mob would give about +150-200 just from its stats. And the equation looks about right, yeah.
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Oct 6 2009, 23:16
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Beryl
Group: Gold Star Club
Posts: 8,931
Joined: 25-May 06

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I would like a custom title that gives no bonus =3
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Oct 6 2009, 23:27
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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, 17:11)  You do, a level 200 mob would give about +150-200 just from its stats. And the equation looks about right, yeah.
Whoot. I hope that's a regular mob you're talking about there (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Oh, does difficulty directly affect that, or is it just applied at the end with the multiplier (I think this is my last question on the subject! (IMG:[ invalid] style_emoticons/default/biggrin.gif)) ? And level 200 is still a long ways away for me (IMG:[ invalid] style_emoticons/default/tongue.gif) Lol@Buns QUOTE(cmal @ Oct 6 2009, 16:59)  Oh man, I just finished an Arena where I didn't know whether or not to burn my mana because it was the final round. I couldn't even scroll down the log and check like before BB added a round counter on the page.
That is kinda a problem. Maybe Tenb could make the first couple lines, round#, mobs, etc. get reloaded each time. QUOTE(Tenboro @ Oct 6 2009, 17:11)  Not directly, but it could have been shifted somewhat by the stuff I did to make special attacks not oneshot you lot.
I love having to re-calibrate to the new difficulties. Easy just went from grindfestable with a staff to not grindfestable at all, I'm definitely getting hit for more, and my heavy armor + shield is not covering it ;_; I guess I'm going to have to grind forever on cake and then sell everything for C to buy godlies, since I definitely can't grind on easy anymore (was doing it this morning *sigh*). Thanks for the other stuff though, and for explaining how the loot bonus works. This post has been edited by DemonEyesBob: Oct 7 2009, 00:07
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Oct 6 2009, 23:29
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Master_S
Group: Gold Star Club
Posts: 2,063
Joined: 18-April 09

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Nice changes, above all the ones concerning the stats. What do you think about making the same for Burden with END & STR -> For every 25 Points of END or STR Burden is reduced by 1 Point (IMG:[ invalid] style_emoticons/default/smile.gif) QUOTE(Tenboro @ Oct 6 2009, 19:48)  Stat Tweaks - Some of the less popular primary stats have been granted additional effects: -- 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
Do I guess correctly, that primary attributes granted from Auras and Snowflake aren't taken in account for the calculation of Evade, Parry, Resist and Interference Reduction? I got 42 points in WIS +5 from auras and get only 1.7% Resist (0.04 * 42 = 1.68) but with the auras I have 47 points in WIS (0.04 * 47 = 1.88 -> 1.9% Resist)... QUOTE(Tenboro @ Oct 6 2009, 19:48)  Infusion Changes -- Running an infusion will now also change all your melee attacks to use the corresponding element for the duration of the buff. Gaia will change your attacks to Soul damage.
So, if I use an Infusion of Flames against a Giant Panda, how much is my slashing melee attack doing more damage? Is it cumulative damage (melee + fire) or only exchanged damage (from slashing to fire damage)? I'm curious to test this update tonight, when the arenas are reset again...thanks for your ongoing work!
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Oct 6 2009, 23:43
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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, 15:20)  There's no place to farm them if that's what you're asking.
I still don't see how you interpret once-a-day Arena challenges as "farming." I know you want to eliminate the thousands of elixirs coming out of Grindfest, so you should really just make the drop trees for Arena and Grindfest separate, especially considering the credit cost versus gained for the challenges after the initial completion. One loss means I'm out serious chunks of change with no current way to make it back, and you suggesting I just buy elixirs does not help. You say you're trying to make HV credit-neutral, so shouldn't I at least get enough drops to cover my lost items and lost challenges from the ridiculously increased amount of damage taken going through 90-100 rounds of mini-bosses? (mini-boss physical damage per turn went from 0-50 to 80- 200350 thanks to mitigation changes.) This post has been edited by hitokiri84: Oct 7 2009, 01:37
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Oct 6 2009, 23:45
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08

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QUOTE(cmal @ Oct 6 2009, 21:59)  Oh man, I just finished an Arena where I didn't know whether or not to burn my mana because it was the final round. I couldn't even scroll down the log and check like before BB added a round counter on the page.
Good point. We don't really need all the stuff from the start of the log (though maybe some people would like to refer back to the monster stats?), but the round counter is useful information.
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Oct 6 2009, 23:55
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xWKx
Group: Members
Posts: 209
Joined: 16-August 08

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All my complaints were reserved for 0.3.7 (I'm still too much of a hoarder to use them infusions!). Love the new stat bonuses. Also happy that elemental ratings do give defensive bonus now. I was dumping ability points into Purge to increase my holy rating for Cure, but I'm glad now that I didn't have enough while the bug was still there. My only rating bonuses are currently from auras, which are only 1 and 2% each, so that wasn't too bad. The thought that the damage adds up over time though... (IMG:[ invalid] style_emoticons/default/ohmy.gif) I agree with Master_S in that increasing strength should make equipment feel lighter. QUOTE(Katya @ Oct 6 2009, 17:16)  I would like a custom title that gives no bonus =3
Newbie gives no bonus, but it's not custom. >_>
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Oct 7 2009, 00:12
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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@Tenb: I think ether theft still isn't actually draining mana from monsters, or at least isn't doing it correctly.
I'm currently on cakefest.
Spawned Monster E: MID=5 (Giant Panda) LV=129 HP=1338 MP=64 SP=17 NA=80 Type=hostile
5% of 64 = 3.2 Ether theft is draining 6MP per turn (over 10.7% of its max MP). It's MP bar should be going backwards, or, at the least, not increasing, for each turn that ether theft is in effect. Yet the bar is still going up. I call shenanigans.
Edit: Some debugging shows that the bar is increasing by 2.5% (3px) instead of 5% (6px) per turn, but that still doesn't make sense with the numbers here.
Let's say the panda has 15MP. It's the Panda's turn, so it gains gains 3MP (5%) and attacks me. Panda now has 18 MP. Panda's turn ends, 6MP (10%) is drained from the panda. Panda now has 12MP, and the bar should be 5% behind where it was at the beginning of that turn. That is definitely not happening.
Unrelated: An "Auto All" button for the auto item refiller would be nice.
This post has been edited by DemonEyesBob: Oct 7 2009, 18:37
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Oct 7 2009, 00:14
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ootoro
Group: Members
Posts: 5,460
Joined: 19-March 09

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Do you get a special title for going 1000 rounds of grindfest? Do I have any volunteers to test it? There has to be someone willing to take a boredom bullet for the team...
(if you hit 1000 and get nothing, keep going, it might be at 10,000)
This post has been edited by torotuna: Oct 7 2009, 00:15
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