Loading. Please Wait... 
 |
 |
 |
HentaiVerse 0.3.8, Proof of concept |
|
Oct 7 2009, 00:29
|
foxhound
Group: Gold Star Club
Posts: 462
Joined: 20-October 06

|
QUOTE(XMike @ Oct 6 2009, 16:17)  I truly wish I could do that... 20 seems to be my current limit.
|
|
|
|
 |
|
Oct 7 2009, 00:43
|
ootoro
Group: Members
Posts: 5,460
Joined: 19-March 09

|
QUOTE(XMike @ Oct 6 2009, 17:17)  been there done that on cake, started the grindfest at 0.3.7 yesterday though, still continuing (IMG:[ invalid] style_emoticons/default/tongue.gif) *speechless* (IMG:[ invalid] style_emoticons/default/ohmy.gif) I did about 700 once, before 0.3.7. Now the monsters have their way with me, and don't send me any flowers after...
|
|
|
Oct 7 2009, 00:43
|
Noneyabusiness
Group: Members
Posts: 1,467
Joined: 2-February 08

|
Great stuff Tenboro!! Pumping up Dex and Agi for the last few weeks has really paid off.
|
|
|
Oct 7 2009, 00:50
|
masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

|
@Tenb: If you could have our chance of interference stopping a spell based on current equipment somewhere on the equipment page, that would be nice.
Also, just a tiny suggestion to ease the new rape going on, maybe shield could reduce the chance of an enemy mob critting us with a physical attack (similar to how weaken prevents it entirely, except just make it a chance for shield, increased with proficiency). Maybe have barrier do the same thing for magic skills?
|
|
|
|
 |
|
Oct 7 2009, 00:55
|
Charkan
Group: Members
Posts: 1,471
Joined: 11-April 09

|
Little gain credits in cake, xp too
Monsters in the normal give 3 times the damage that occurs in the cake.
Before I resisted 7 ~ 8 rounds without potion to normal, now only 2 ~ 3. I'm afraid to try arenas in normal mode now, it will lose much credit.
I have to say goodbye to the arena if I want to keep my credits, I will live now in Grindfest.
This post has been edited by Charkan: Oct 7 2009, 01:03
|
|
|
Oct 7 2009, 00:57
|
Honeycat
Group: Catgirl Camarilla
Posts: 61,628
Joined: 25-February 07

|
Yeah, can you at least keep the monsters in the beginning of the battle log visible? It's weird having all of it disappear like that.
And after so long, I finally got off that Ascended title and now I'm right back on it. *sigh*
|
|
|
Oct 7 2009, 01:20
|
Eutopia
Group: Members
Posts: 2,392
Joined: 15-March 09

|
Edit: forget it just read the comments and got my answer.
This post has been edited by Eutopia: Oct 7 2009, 01:29
|
|
|
Oct 7 2009, 01:22
|
Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

|
When there are changes to the stats, the monsters will get the same changes. There's no point in bringing it up in every patch thread. Especially since, most of the time, it's probably your imagination.
|
|
|
Oct 7 2009, 01:23
|
marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

|
Everyone seems to be noticing it to some degree. QUOTE(Tenboro @ Oct 6 2009, 15:07)  Not directly, but it could have been shifted somewhat by the stuff I did to make special attacks not oneshot you lot.
We don't know if it was actually this or general post update paranoia though.
|
|
|
Oct 7 2009, 01:34
|
Spectre
Group: Global Mods
Posts: 8,655
Joined: 8-February 06

|
Stupid question, to check my stupidity, So the title... Level default will automatically choose the highest available? Unless other level titles past master give different bonuses other than attack +, what would the point be of choosing any of the others?
This post has been edited by Spectre: Oct 7 2009, 01:36
|
|
|
Oct 7 2009, 01:34
|
Charkan
Group: Members
Posts: 1,471
Joined: 11-April 09

|
The current normal difficulty seems heroic past.
|
|
|
|
 |
|
Oct 7 2009, 01:35
|
Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

|
QUOTE(Tenboro @ Oct 6 2009, 12:48)  - 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.
Not sure if this is directly related to my suggestion or if great minds just think alike, but hooray! QUOTE(Tenboro @ Oct 6 2009, 12:48)  - 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 -- These stats are all applied after the final equipment stats are calculated.
...meaning that I get nearly four points of interference with NO penalty?! Friggin sweet! Excellent update!
|
|
|
|
 |
|
Oct 7 2009, 01:39
|
Charkan
Group: Members
Posts: 1,471
Joined: 11-April 09

|
QUOTE(Spectre @ Oct 6 2009, 20:34)  Stupid question, to check my stupidity, So the title... Level default will automatically choose the highest available? Unless other level titles past master give different bonuses other than attack +, what would the point be of choosing any of the others?
I put title newbie and tried grinfest normal, nothing changed, the difficulty remains high. This title does not create penalties.
|
|
|
|
 |
|
Oct 7 2009, 01:42
|
Lunatic2
Group: Gold Star Club
Posts: 3,418
Joined: 28-January 09

|
Jus need to point out- Health Elixir now restores 30% per 10 turns. With this you get from min. to full HP in 4-5 turns and only small part of the rest gets used and goes in vain.
I would instead suggest 20% per 15 turns would be much mor efficient and you can use full capacity of the Elixir.
Did 1 hourly now and 3 monsters sucked me of about 1800 HP, would be dead if not using cure. Just want to point out that they seem to hit another bit harder than before.
Will get back with more info after doing some arenas tomorrow.
|
|
|
|
 |
|
Oct 7 2009, 01:50
|
uth
Group: Gold Star Club
Posts: 1,849
Joined: 28-December 08

|
QUOTE(Lunatic2 @ Oct 6 2009, 19:42)  Jus need to point out- Health Elixir now restores 30% per 10 turns. With this you get from min. to full HP in 4-5 turns and only small part of the rest gets used and goes in vain.
I would instead suggest 20% per 15 turns would be much mor efficient and you can use full capacity of the Elixir.
Did 1 hourly now and 3 monsters sucked me of about 1800 HP, would be dead if not using cure. Just want to point out that they seem to hit another bit harder than before.
Will get back with more info after doing some arenas tomorrow.
It won't go in vain on the later arenas where you have 10 monsters beating on you in the last round but even then I think 15 turns at 20% might be better since you can still toss up a regen or heal if needed. So for the infusions if you use a fire infusion verses a firefox does that mean your dmg is going to get gimped because of its resistance?
|
|
|
|
 |
|
Oct 7 2009, 02:17
|
masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

|
Notes about the new changes. Arena clear rewards suck. All the way from first blood to endgame, half of which were done on battletoads and most of the others on hell or heroic (endgame was done on normal), every reward was a superior or average draught. Then, omg, twisted plots. [Crude Emerald Dagger of the Cheetah]. Crap.
Then, unsurprisingly, dreamfall kicks my ass on round 29. I didn't even get to the last round - wearing all heavy armor AND with shield, mobs were still doing 150+ damage; I was using a godly mana draught (which I can no longer get from cakefest) every 1-2 rounds starting at 20. That's a noticeable increase in difficulty from the previous release. Just thought I'd mention this.
|
|
|
|
 |
|
Oct 7 2009, 02:20
|
uth
Group: Gold Star Club
Posts: 1,849
Joined: 28-December 08

|
QUOTE(DemonEyesBob @ Oct 6 2009, 20:17)  Notes about the new changes. Arena clear rewards suck. All the way from first blood to endgame, half of which were done on battletoads and most of the others on hell or heroic (endgame was done on normal), every reward was a superior or average draught. Then, omg, twisted plots. [Crude Emerald Dagger of the Cheetah]. Crap.
Then, unsurprisingly, dreamfall kicks my ass on round 29. I didn't even get to the last round - wearing all heavy armor AND with shield, mobs were still doing 150+ damage; I was using a godly mana draught (which I can no longer get from cakefest) every 1-2 rounds starting at 20. That's a noticeable increase in difficulty from the previous release. Just thought I'd mention this.
Ya the monsters are definitely hitting harder, I have even have to weaken green slimes on battletoads used to only have to silence them. was getting hit for 300 without weaken up. This post has been edited by uth: Oct 7 2009, 02:24
|
|
|
|
 |
|
Oct 7 2009, 02:24
|
Red of EHCOVE
Group: Gold Star Club
Posts: 9,493
Joined: 28-April 07

|
First impressions (did an arena series): crappier loot (bad -> I like shiny things...), monsters hit harder (good -> challenging game is more fun). QUOTE Titles
As Spectre said - why would anybody chose a non-default title? QUOTE Infusion Changes
- Infusions have undergone the following changes: -- Infusion of Darkness and Divinity now also last 25 turns. -- Infusion of Gaia has been changed to use its own buff that gives +25% to all ratings for 50 turns. This stacks with the other infusions. -- 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. -- If you run more than one infusion, the most recently used one will decide the element of your attack.
I guess they are better now, but... who thinks that infusions are now worth slotting (and when)?
|
|
|
|
 |
|
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
|
 |
 |
 |
|
|
|