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post Oct 23 2009, 21:14
Post #181
masquepiph



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QUOTE(Spectre @ Oct 23 2009, 05:43) *

Also just for reference btw:
Total GP Earned:
from downloads 1,841,955
from EHTracker 1,208,387
from visits 10,190,845
from H@H 2,415,856

edit: hito,demon, if you post yours I'll raeg so hard. (IMG:[invalid] style_emoticons/default/tongue.gif)

I'm not worth raging at, compared to Hito I have earned nothing.

Total GP Earned:
from downloads 3,267,633
from EHTracker 15,368,948
from visits 16,565,825
from H@H 1,472,011

I probably earn 60-70thousand GP per day from galleries, EHTracker is probably my main source of income now; I'll log it in a few weeks when all my torrents have stopped earning GP. I don't even care about the toplists anymore, I just torrent the biggest shit I can find when I run out of GP.

You gotta remember for my galleries, I uploaded a lot of magazines; those will probably earn me GP forever. I used to have a H@H client of my own running, but it's down right now.

This post has been edited by DemonEyesBob: Oct 23 2009, 21:17
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post Oct 23 2009, 23:05
Post #182
Tenboro

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QUOTE(Charkan @ Oct 23 2009, 19:56) *

I believe that half of the nerfs that you have implemented the system was precisely because of people who use full heavy armor. With ether thief can these people without spending items to cure a Grindfest infinite.


Stickadins will indeed cry after the next update. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Oct 23 2009, 23:15
Post #183
masquepiph



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QUOTE(Charkan @ Oct 23 2009, 13:56) *

Tenboro:

I believe that half of the nerfs that you have implemented the system was precisely because of people who use full heavy armor. With ether thief can these people without spending items to cure a Grindfest infinite.

And for everyone reading, we need balance in all armor options, while a few who use the tactic of staffs + heavy armor can live more in Grindfest and thus gain more items and credits the rest that does not use it it hurts every general nerf Tenboro apply the system.

That's not a fair assessment nor necessarily true.

1. A full plate person using a staff will not survive much longer than anyone else on grindfest. The 1% damage increase has most definitely guaranteed that. All plate armor will reduce the number of turns regen lasts and how much it heals per turn. Staffs don't do a lot of damage. If you're facing 9 mobs on round 150 of cakefest, they're doing 2x normal damage, and you're being hit 9 times per turn. Also, with all plate, you're going to be very slow, which means some mobs may actually attack you twice per turn. Ether theft is not going to save you for very long past that point, not to mention that it would take A LONG TIME to get that far with a staff anyway, and quality bonus caps at round 100. If they want to spend hours getting to round 150 with a staff, instead of an hour getting to round 100 twice with a longsword, let them. It's a trade off.

2. Someone wearing a mix of heavy and cloth or light will have decent defense along with evade, and if you're dual wielding and you have a good offhand, you can give yourself a significant parry chance. With 2 heavy, 1 light, and 2 cloth, I can get to round 150 on cake with limited low quality items. Past that point though, the amount and quality of items doesn't make much difference. Being pounded by mobs at more than 2x their base power is just too much.

QUOTE(Tenboro @ Oct 23 2009, 17:05) *

Stickadins will indeed cry after the next update. (IMG:[invalid] style_emoticons/default/smile.gif)

I believe you said you'd be focusing on magic and mages during the next update; I fear for my mana guage.

This post has been edited by DemonEyesBob: Oct 23 2009, 23:21
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post Oct 23 2009, 23:28
Post #184
grumpymal



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QUOTE(Tenboro @ Oct 23 2009, 17:05) *

Stickadins will indeed cry after the next update. (IMG:[invalid] style_emoticons/default/smile.gif)

Good thing I'm not a stickadin. But I have a bad feeling regarding my cure capabilities being shot to hell even more with the next patch....

And the things that really let me, as a sword tank rather than a stickadin, grind for as long as I had the patience, were adjusted in previous patches: multiplicative mitigation, adjusted drops, and then the scaling attack power. The mit tweaks were the first blow to topple the empire of endless grinding, everything else that followed just slowly returned Grindfest to what it was like before the 0.3 series of updates. Equipment really skewed favor towards the player and now things are more back in balance.
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post Oct 23 2009, 23:35
Post #185
masquepiph



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QUOTE(cmal @ Oct 23 2009, 17:28) *

multiplicative mitigation

That, I believe, was because of people like Hito fighting the invisible pink unicorn with >100% holy mitigation (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Oct 23 2009, 23:44
Post #186
grumpymal



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QUOTE(DemonEyesBob @ Oct 23 2009, 17:35) *

That, I believe, was because of people like Hito fighting the invisible pink unicorn with >100% holy mitigation (IMG:[invalid] style_emoticons/default/rolleyes.gif)

That was probably the straw that broke the camel's back, IMO. I was going hundreds of rounds Cake, using no items, because most things were hitting me for chip if they were even doing damage to me at all. I couldn't have been the only one. The IPU example just made the exploit hideously visible.
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post Oct 23 2009, 23:46
Post #187
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And because you could get 100% evade and laugh.
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post Oct 24 2009, 00:06
Post #188
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QUOTE(Spectre @ Oct 23 2009, 04:43) *
edit: hito,demon, if you post yours I'll raeg so hard. (IMG:[invalid] style_emoticons/default/tongue.gif)

Can you do a little dance for me as well? As long as I'm entertained. (IMG:[invalid] style_emoticons/default/tongue.gif)

Total GP Earned: from downloads 23,852,497
from EHTracker 33,844,526
from visits 105,673,520
from H@H 383,632
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post Oct 24 2009, 00:08
Post #189
masquepiph



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QUOTE(cmal @ Oct 23 2009, 17:44) *

That was probably the straw that broke the camel's back, IMO. I was going hundreds of rounds Cake, using no items, because most things were hitting me for chip if they were even doing damage to me at all. I couldn't have been the only one. The IPU example just made the exploit hideously visible.

I honestly think it should be changed for slashing/crushing/etc, or at least the amount on armor should increase. The 1% increase per round of grindfest was enough.

The mitigation changes vastly affected the dynamic of mini-bosses for me. It used to be somewhat balanced, you had some with powerful skills and weak attacks, middle ground ones, and then the heavy hitters with worthless skills. Now the manthra is my most look forward to mini-boss, with the mind-raper and zombi cow in a close second and third. The canuck and hedgehog hit really really fucking hard. Maybe it's the piercing for the canuck, I'm not sure, but along with its regular attacks MeH HURTS, and a crit from that is as bad as any of the strongest magic skills. The hedgehog is like the equivalent physical skill monster to the canuck; it hits really hard physically, and spin attack appears to be the most powerful physical skill for the mini-bosses. And as a last second thought, piercing mitigation is usually the lowest on armor and is hard to find.

QUOTE(marcho @ Oct 23 2009, 17:46) *

And because you could get 100% evade and laugh.

Was that really possible? You'd need cloth with 10 evade each, and I've never seen anything over 8, and it's not like cap gives as much as body.

Edit:
QUOTE(hitokiri84 @ Oct 23 2009, 18:06) *

Can you do a little dance for me as well? As long as I'm entertained. (IMG:[invalid] style_emoticons/default/tongue.gif)

Total GP Earned:
from downloads 23,852,497
from EHTracker 33,844,526
from visits 105,673,520
from H@H 383,632

RAGE!

I'll do a dance if you give me some of that (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by DemonEyesBob: Oct 24 2009, 00:36
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post Oct 24 2009, 00:19
Post #190
marcho



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dear departed gil had some phase with 15+

also, sweet mother of gp.
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post Oct 24 2009, 00:41
Post #191
masquepiph



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And since Tenb tends to miss my edits (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Mind if I ask what the hell? I ask this in the hopes of a serious answer, since it's meant as a serious question. It just doesn't make sense to me.

Average Emerald Estoc of Slaughter
Weapon Damage Type Piercing
Hit Proc: 29% chance for Penetrated Armor
Duration: 5 turns
Attack Damage Multiplier 31.8
Attack Accuracy Bonus 5.1
Burden 25.3
Interference 13.8
Primary Attribute Bonuses
Strength 1.6
Level 121 / Slot: 2handed / Type: Two-handed weapon

Fine Sapphire Estoc of Slaughter
Weapon Damage Type Piercing
Hit Proc: 19% chance for Penetrated Armor (much worse)
Duration: 4 turns (worse)
Attack Damage Multiplier 31.1 (worse)
Attack Accuracy Bonus 4.3 (worse)
Burden 26.0 (worse)
Interference 8.3 (slightly better)
Primary Attribute Bonuses
Strength 0.9 (worse)
Level 147 / Slot: 2handed / Type: Two-handed weapon

That's a 26 level difference, along with a level of quality. The only thing better for the L.147 Fine Sapphire over the L.121 Average Emerald is interference is down from 13.8 to 8.3. Everything else is worse, some only insignificant amounts, but some horribly, and as a weapon of greater quality and 26 levels higher I'd expect a more noticeable difference, in a positive way. Have there been changes to the equipment generator?

This post has been edited by DemonEyesBob: Oct 24 2009, 23:36
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post Oct 24 2009, 09:38
Post #192
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QUOTE(hitokiri84 @ Oct 24 2009, 05:06) *

Total GP Earned: from downloads 23,852,497
from EHTracker 33,844,526
from visits 105,673,520
from H@H 383,632

Haunt him now spec. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Oct 24 2009, 22:28
Post #193
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@Tenboro. Please do me a favour and check the most amount of credits I've made in one day.
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post Oct 24 2009, 22:56
Post #194
masquepiph



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@Tenb: do you think you could increase the chance of getting tokens at all, and specifically blood tokens, when the arena clear bonus is crappy, and maybe increase that more with difficulty? Serious suggestion happening here. I have found 50 healing tokens and 2 blood tokens since they came out. That's a horrible, horrible, ratio, though to be fair that could be exactly what you want, though I don't know why.

For example, if I attempt endgame on hard, and my arena clear bonus is an greater mana potion, or superior health draught, or an infusion of fire, could that create a much higher chance of getting a blood token? If you take this into consideration, it would also be appreciated if this applied to higher arenas even on normal. I can barely beat dreamfall on normal using a slew of items, and if my reward is a health potion, it'd make me feel like I hadn't wasted quite so much time if I also got a blood token.

It would also make sense for the chance of blood tokens over healing tokens to increase with level, since you don't have a serious chance of beating the legendaries until level 70.
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post Oct 24 2009, 22:58
Post #195
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QUOTE(DemonEyesBob @ Oct 24 2009, 22:56) *

@Tenb: do you think you could increase the chance of getting tokens at all, and specifically blood tokens, when the arena clear bonus is crappy, and maybe increase that more with difficulty? Serious suggestion happening here. I have found 50 healing tokens and 2 blood tokens since they came out. That's a horrible, horrible, ratio, though to be fair that could be exactly what you want, though I don't know why.

For example, if I attempt endgame on hard, and my arena clear bonus is an greater mana potion, or superior health draught, or an infusion of fire, could that create a much higher chance of getting a blood token? If you take this into consideration, it would also be appreciated if this applied to higher arenas even on normal. I can barely beat dreamfall on normal using a slew of items, and if my reward is a health potion, it'd make me feel like I hadn't wasted quite so much time if I also got a blood token.

It would also make sense for the chance of blood tokens over healing tokens to increase with level, since you don't have a serious chance of beating the legendaries until level 70.

If i remember correctly the healing:blood token ratio is 9:1, so you are just having bad luck as i am.
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post Oct 24 2009, 23:21
Post #196
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I'm 61 and 2 or 3. Even hitting the listed 9:1 would be nice at this point. Although I'd prefer the 9:1 itself nudge higher as well. I like the idea of increased rate with level. 1-69 could be 9:1, 70-100 5:1, 101-150 3:1, 151-200+ 1:1

by the time you're level 220 you apparently have an arena with hundreds of legendaries you can play each day, I don't really see the reason to have blood tokens be so rare any more.
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post Oct 24 2009, 23:23
Post #197
Tenboro

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QUOTE(DemonEyesBob @ Oct 24 2009, 00:08) *

I'll do a dance if you give me some of that (IMG:[invalid] style_emoticons/default/tongue.gif)


(IMG:[www.vgcats.com] http://www.vgcats.com/comics/images/040119.gif)

Ehem...

QUOTE(DemonEyesBob @ Oct 24 2009, 22:56) *

@Tenb: do you think you could increase the chance of getting tokens at all, and specifically blood tokens, when the arena clear bonus is crappy, and maybe increase that more with difficulty? Serious suggestion happening here. I have found 50 healing tokens and 2 blood tokens since they came out. That's a horrible, horrible, ratio, though to be fair that could be exactly what you want, though I don't know why.


I think you might have to bribe Snowflake or something, because that's just bad luck. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Oct 24 2009, 23:43
Post #198
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QUOTE(Tenboro @ Oct 24 2009, 17:23) *

Haha (IMG:[invalid] style_emoticons/default/tongue.gif)

QUOTE

Ehem...
I think you might have to bribe Snowflake or something, because that's just bad luck. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Do you happen to know what I could bribe snowflake with? Something tells me you have her ear when it comes to these things (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Can you please at least have the chance of getting a blood token increase slightly every time you get a healing token, or every time you get one above the meant ratio? Like the opposite of how proficiency works, where the closer you get to the cap the less chance you have of increasing. If the ratio is supposed to be 1:9, after I get 9 healing tokens, can the next one increase the chance of a blood token by some percent, and continue doing that for each healing token after that until finally getting a blood token, at which point the chance goes back to normal?

While on the topic, can you please go see if snowflake is sick, because I can't think of a better explanation for my question above regarding my Estoc's of Slaughter.

This post has been edited by DemonEyesBob: Oct 24 2009, 23:49
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post Oct 24 2009, 23:47
Post #199
Tenboro

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QUOTE(DemonEyesBob @ Oct 24 2009, 23:43) *

Can you please at least have the chance of getting a blood token increase slightly every time you get a healing token, or every time you get one above the meant ratio? If the ratio is supposed to be 1:9, after I get 9 healing tokens, can the next one increase the chance of a blood token by some percent, and continue doing that for each healing token after that until finally getting a blood token, at which point the chance goes back to normal?


Too complex, considering that the laws of random distribution will work that out by itself when the number of rolls approaches infinity.

QUOTE
While on the topic, can you please go see if snowflake is sick, because I can't think of a better explanation for my question above regarding my Estoc's of Slaughter.


Guess anyone can be knocked out by the swine flu these days.

Honestly, there's a lot of fuzzy logic in the loot generator, so it's quite possible the effect on burden was just enough to tip it over.
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post Oct 24 2009, 23:52
Post #200
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QUOTE(Tenboro @ Oct 24 2009, 17:47) *

Too complex, considering that the laws of random distribution will work that out by itself when the number of rolls approaches infinity.

Fine fine. I still say make it increase with level (IMG:[invalid] style_emoticons/default/tongue.gif)


QUOTE

Guess anyone can be knocked out by the swine flu these days.

Honestly, there's a lot of fuzzy logic in the loot generator, so it's quite possible the effect on burden was just enough to tip it over.

I... don't understand what that means lol. Well, I understand that fuzzy logic part, as much as that's possible to understand (IMG:[invalid] style_emoticons/default/rolleyes.gif) Are you saying the decreased burden prevented anything else from getting better?

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