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> HentaiVerse 0.4.0, Rise of the Magi

 
post Oct 30 2009, 17:03
Post #21
Spectre



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QUOTE(Tenboro @ Oct 30 2009, 10:18) *

It's not allowed simply because it doesn't make any sense to use them together. (IMG:[invalid] style_emoticons/default/smile.gif)

I missunderstood what you wrote. I thought that was "you can't have more than one instance of sleep/slow/confuse on any monster at once. rather than "you can't have have a combination of these three on any one monster at once."

Ah semantics, you have failed me yet again. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

I have no issues then.

Also: 46 User(s) are reading this topic (5 Guests and 6 Anonymous Users) (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by Spectre: Oct 30 2009, 17:15
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post Oct 30 2009, 17:04
Post #22
Master_S



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Item World is fun...and natural regen is nice too! Thanks Tenb!

27 6 You gain 400.2 EXP!
27 5 The level of your item has increased by 1!
27 4 Cookie Monster dropped [Superior Health Potion]
27 3 You are Victorious!

It was only a Level 25 Item I used to see how this works (on normal).
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post Oct 30 2009, 17:05
Post #23
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What utter horseshit. Silence or Weaken for regular enemies usually only comes down to one or the other but not with legendaries. This change makes absolutely no sense at all. Such a thing should be up to the player and how he chooses to play. This needs to be changed straight away
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post Oct 30 2009, 17:14
Post #24
marcho



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Hit Proc: 18% chance for Penetrated Armor
Duration: 3 turns
Attack Damage Multiplier 18.1
Attack Accuracy Bonus 2.5
Primary Attribute Bonuses
Strength 0.9 Dexterity 0.2

Level 63 / Slot: 2handed / Type: Two-handed weapon

The level of your item has increased by 1!

Hit Proc: 18% chance for Penetrated Armor
Duration: 3 turns
Attack Damage Multiplier 18.2
Attack Accuracy Bonus 2.5
Primary Attribute Bonuses
Strength 0.9 Dexterity 0.2

Level 64 / Slot: 2handed / Type: Two-handed weapon

wew! +0.1 attack
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post Oct 30 2009, 17:15
Post #25
uth



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if you put in an item without a proc into the item world and get it to level up will it have a proc on the new item?

And ya boss+ monsters are gonna be rough if you can only silence them...

This post has been edited by uth: Oct 30 2009, 17:16
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post Oct 30 2009, 17:25
Post #26
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QUOTE(Tenboro @ Oct 30 2009, 09:45) *

Drop changes

Loot drop rates have been tweaked further:

- Consumables now drop at a rate of 50% health, 30% mana, 10% spirit, 4% scroll, 4% infusion, 1% elixirs and 1% "special"

- Artifacts are now about five times as likely to drop randomly. They have also been changed to all have the same "value" (10k).

- Equipment is now about twice as likely to drop randomly. Base value has been halved.

- Rare+ mobs should now give the intended amount of credits.



How does scavenger, luck of the draw, quartermaster, and archeologist training affect these drop rates. If someone can provide a detailed explanation, it would be greatly appreciated. Thanks.
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post Oct 30 2009, 17:28
Post #27
Spectre



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QUOTE(uth @ Oct 30 2009, 11:15) *

And ya boss+ monsters are gonna be rough if you can only silence them...

use shield + silence or weaken + barrier to lessen the impact?
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post Oct 30 2009, 17:28
Post #28
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Very cool, thanks for the update.
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post Oct 30 2009, 17:29
Post #29
marcho



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QUOTE(Spectre @ Oct 30 2009, 10:28) *

use shield + silence or weaken + barrier to lessen the impact?


shield and barrier to about jack shit as a percentage of the damage you take from legendaries haha.
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post Oct 30 2009, 17:29
Post #30
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rofl how are you supposed to clear legendaries if you cant weaken+silence? relying on absorb/spark of life is ridicolous since absorb doesnt work all the time and spark of life is to expensive to be used multiple times.

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post Oct 30 2009, 17:30
Post #31
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I am certainly enjoying the update.

A deeply felt THANK YOU Tenboro (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Oct 30 2009, 17:33
Post #32
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QUOTE(Eutopia @ Oct 30 2009, 23:29) *

rofl how are you supposed to clear legendaries if you cant weaken+silence? relying on absorb/spark of life is ridicolous since absorb doesnt work all the time and spark of life is to expensive to be used multiple times.

Rise up my people. Together we may be able to undo this injustice!
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post Oct 30 2009, 17:33
Post #33
Spectre



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QUOTE(marcho @ Oct 30 2009, 11:29) *

shield and barrier to about jack shit as a percentage of the damage you take from legendaries haha.

lol, is that because of low proficiency, or are legendaries just that strong? I haven't fought one in... a month? Two months? I don't remember the last one I fought. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Oct 30 2009, 17:36
Post #34
marcho



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QUOTE(Spectre @ Oct 30 2009, 10:33) *

lol, is that because of low proficiency, or are legendaries just that strong? I haven't fought one in... a month? Two months? I don't remember the last one I fought. (IMG:[invalid] style_emoticons/default/rolleyes.gif)


Cause legendaries hit like motherfuckers. I've near capped my supportive prof, I have 100, and with no penalties from interference it blocks in the 30s, and legendaries do 500+

This post has been edited by marcho: Oct 30 2009, 17:37
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post Oct 30 2009, 17:38
Post #35
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QUOTE(Spectre @ Oct 30 2009, 16:33) *

lol, is that because of low proficiency, or are legendaries just that strong? I haven't fought one in... a month? Two months? I don't remember the last one I fought. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

it doesnt have anything to do with proficiency, yes of course proficiency do help a bit. But the percentage of damage absorbed is negligable i prefer saving the mana for regen.

Also have the sell value for like everything gone down?

This post has been edited by Eutopia: Oct 30 2009, 17:47
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post Oct 30 2009, 17:48
Post #36
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I have roughly 145 supportive prof, and my shield only absorbs 51.5 dmg which is probably 10-15% of the dmg on a normal hit from a legendary. Whereas weaken took off half the dmg, and meant you couldn't get crit.
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post Oct 30 2009, 18:04
Post #37
marcho



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Aright taking into acount AOE spells the coalesced chance seems about right.

I'd say the main problem is most mobs don't live long enough to proc ether theft, so the main problem is in theft chance, not coa. If you hit a coalesced mob, it should be much more likely to theft it. As is, generally you hit it once, get nothing, and then a second hit would kill it anyways. This leaves your epic channeling rarity intact (I havn't proced it once it 47 rounds casting every round). I can proc theft on maybe 1/5 of the mobs I actually manage to coalesce.


This post has been edited by marcho: Oct 30 2009, 18:22
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post Oct 30 2009, 18:08
Post #38
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QUOTE(marcho @ Oct 30 2009, 17:04) *

Aright taking into acount AOE spells the coalesced chance seems about right.

I'd say the main problem is most mobs don't live long enough to proc ether theft, so the main problem is in theft chance, not coa. If you hit a coalesced mob, it should be much more likely to theft it. As is, generally you hit it once, get nothing, and then a second hit would kill it anyways. This leaves your epic channeling rarity intact (I havn't proced it once it 47 rounds casting every round). I can proc theft on maybe 1/5 of the mobs I actually manage to coalesce.

The channeling effect was probably designed for higher arenas when you meet several mini boss at once.
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post Oct 30 2009, 18:09
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Maybe, and this may have been said before, try to have the monsters in item worlds be the same levels as the item that they inhabit, and not the character?
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post Oct 30 2009, 18:09
Post #40
uth



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QUOTE(marcho @ Oct 30 2009, 12:04) *

Aright taking into acount AOE spells the coalesced chance seems about right.

I'd say the main problem is most mobs don't live long enough to proc ether theft, so the main problem is in theft chance, not coa. If you hit a coalesced mob, it should be much more likely to theft it. As is, generally you hit it once, get nothing, and then a second hit would kill it anyways. This leaves your epic channeling rarity intact (I havn't proced it once it 47 rounds casting every round). I can proc theft on maybe 1/5 of the mobs I actually manage to coalesce.


Ya that was about my experience with it normal monsters die far too fast for ether theft to get on them with any regularity, aoe + hit kills them most of the time, I can't imagine how much worse it would be for someone with high proficiency. The only thing I can think of is making ether theft able to cast on spells as well as hitting monsters with coalesce.
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