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> HentaiVerse 0.4.1, Loose strings

 
post Nov 3 2009, 00:02
Post #121
Tenboro

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QUOTE(DemonEyesBob @ Nov 2 2009, 22:48) *

I'm quite happy with the new drop rate. Equipment has been kinda sucky both in rate and quality lately, but I'll chalk that up to rng. I'm a bit disappointed that at round 115 of IW on hard the equipment drop I'm getting is average. That implies a less than hard quality bonus, or that my luck simply sucks massive king-kong size balls.


IW on hard mode should get the normal hard mode bonus. And the round bonus is independent on battle type, so that should be in order.

QUOTE(DemonEyesBob @ Nov 2 2009, 22:48) *

We don't always know that something is a bug (like the mp cost thingy, though we covered two pages of this thread talking about it lol). I don't think there was a token bug given someone tried and couldn't send me a token the other day (IMG:[invalid] style_emoticons/default/rolleyes.gif) And you realized the credit bug from the 4.0 release faster than I did ;_;


Yeah, the MP cost was an obscure bug which I don't blame anyone for. It was basically old buggy code that suddenly failed because some spell idents got too close to eachother. But if something happens that most people would yay, and it's not in the patch notes, you can be pretty sure it is in fact a bug. The constant phantom stealth nerfs people "find" do not exist, however. (IMG:[invalid] style_emoticons/default/smile.gif)

As for the tokens, they didn't show up on the actual attach list, but I'm pretty sure *I* could have tricked the system into accepting it. Then again I'm sort of an insider, but it was still a potential exploit.
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post Nov 3 2009, 00:11
Post #122
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QUOTE(DemonEyesBob @ Nov 2 2009, 16:48) *

What's word filtered? I thought you did that on purpose rofl.
I was waiting for someone to mention cake.
I'm waiting for a monster to drop a piece of cake.
That would be awesome.
18 7 Apathetic Canuck dropped [Piece of Cake]

You know who would love a [Piece of Cake]? greatavatar. I'm still waiting for my [Horse Wiener].
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post Nov 3 2009, 00:12
Post #123
(Cheater) Hunter the 3rd



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QUOTE
As for the tokens, they didn't show up on the actual attach list, but I'm pretty sure *I* could have tricked the system into accepting it. Then again I'm sort of an insider, but it was still a potential exploit.


You mean by packet editing the post parameters?
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post Nov 3 2009, 00:32
Post #124
marcho



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I'm pretty sure I did report a bug I could have abused horribly D: And others before that.
That said

QUOTE(cmal @ Nov 2 2009, 16:11) *

You know who would love a [Piece of Cake]? greatavatar. I'm still waiting for my [Horse Wiener].



This. Need Disgaea items/artifacts/legendaries. And a special mid-boss category enemy.
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post Nov 3 2009, 00:42
Post #125
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QUOTE(Tenboro @ Nov 2 2009, 19:02) *

IW on hard mode should get the normal hard mode bonus. And the round bonus is independent on battle type, so that should be in order.

I guess we're going with my luck sucks big balls then (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE
Yeah, the MP cost was an obscure bug which I don't blame anyone for. It was basically old buggy code that suddenly failed because some spell idents got too close to eachother. But if something happens that most people would yay, and it's not in the patch notes, you can be pretty sure it is in fact a bug.

Well, the first credit bug was somewhat in the patch notes. We were just earning craploads more than you intended (IMG:[invalid] style_emoticons/default/tongue.gif)

QUOTE
The constant phantom stealth nerfs people "find" do not exist, however. (IMG:[invalid] style_emoticons/default/smile.gif)

Are you sure they don't exist? If I were in your position and taking as much flak as you do for each update, I'd most likely take a few minutes out of my day to make sure the next 10 MeH's or Jiggle's for a few specific people were super crits (IMG:[invalid] style_emoticons/default/dry.gif)

QUOTE
As for the tokens, they didn't show up on the actual attach list, but I'm pretty sure *I* could have tricked the system into accepting it. Then again I'm sort of an insider, but it was still a potential exploit.

I'm assuming you could've used the item's ID or something... actually, I think I could've done it using the firefox data tamper addon, if I'd put my mind to it (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by DemonEyesBob: Nov 3 2009, 00:50
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post Nov 3 2009, 01:07
Post #126
uth



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QUOTE(DemonEyesBob @ Nov 2 2009, 17:42) *

I guess we're going with my luck sucks big balls then (IMG:[invalid] style_emoticons/default/rolleyes.gif)


Well its not only you since this last update I haven't gotten a single piece above fine.

QUOTE(Tenboro @ Nov 2 2009, 16:13) *

Yeah, between the battle regen, the new crit chance bonuses, spike shields, heartseeker, the fact that weapons will always drop with a proc, various increased drop rates, and the item world for item upgrades, there's nothing here for non-mages. Move along.

MP costs were never increased. They were bugged. The apparent reduction wasn't in the patch notes, which is pretty damn indicative that it wasn't intended.

Of course, very few people can actually be arsed to tell me if they see a bug they can take advantage of. Which doesn't buy any favors from me.

Speaking of item world wtf is up with my weapon gaining a level but none of the stats changing...

*Edit* Also if magic costs on supportive spells didn't change.... wasn't silence cheaper then weaken before???

This post has been edited by uth: Nov 3 2009, 01:23
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post Nov 3 2009, 01:54
Post #127
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@Tenb: Do you think, considering the huge number of rounds most of us are going through, that finishing Item World could replenish our hp/mp like arenas? Please?
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post Nov 3 2009, 01:58
Post #128
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QUOTE(Tenboro @ Nov 2 2009, 11:27) *

Think it's done now. It's currently pegged at 281,167 visits and 17,245,354 pageviews for yesterday. Which isn't actually the record. That was last sunday.


Well a belated congrats on the record, Thank you for all your outstanding efforts (even when we piss & moan).
You have indeed done well, my hat is off to you Sir.


Edit: I second D E Bob's "P,P,P,PLEASE"

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post Nov 3 2009, 02:44
Post #129
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not sure when it happened but I checked my silence spellcost just now at level 135 and it's 25 while weaken is 14, the other day, silence was 13 mp, every other spell I have didn't change in cost, silence is the only weird one costing nearly double what it used to.
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post Nov 3 2009, 02:51
Post #130
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QUOTE(XMike @ Nov 2 2009, 19:44) *

not sure when it happened but I checked my silence spellcost just now at level 135 and it's 25 while weaken is 14, the other day, silence was 13 mp, every other spell I have didn't change in cost, silence is the only weird one costing nearly double what it used to.


the lower cost was a bug that has been fixed

QUOTE(Tenboro @ Nov 2 2009, 14:22) *

Yeeah, I know what's wrong.. when I changed the spells around to make them group for the spell books, they started getting the magic tier grouping cost bonuses intended for offensive magic off eachother. So points in Blind would reduce the cost for Weaken. Should be fixed now.

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post Nov 3 2009, 03:14
Post #131
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What the hell... The MP to cast Heartseeker went from 111 to 221, and it was already horribly inefficient to cast at that much. Now it's just another spell that will go unused by anyone since the cost far outweighs the gain.

In fact, almost all of the depreciating and supportive spells doubled in cost. Gay.

This post has been edited by hitokiri84: Nov 3 2009, 03:16
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post Nov 3 2009, 04:08
Post #132
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@Tenboro: I've noticed Absorption usually scales to having a very small chance of providing the exact mana used to cast or one point extra. I'm assuming Absorb is meant to be a 'block' move from magic rather than a manna recharge system. However, could it be possible to scale it a little better to give a better chance to gain a few more points above the cost or perhaps let it absorb get 1.5-2.0x the amount back on crits?

Also a quick question on Breached Defense that procs from Holy attacks. How much defense does it take down, because I never really see any difference in their defense when I attack them.

@Hito: Giving how LONG the spell lasts, the mana cost is rather fair giving your level. With Acrane Focus, I find it very useful if I plan to use magic for a long time or I'm using Channeling, which than gives me a 1.5x boost on the duration and gives it to me for free.

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post Nov 3 2009, 05:18
Post #133
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QUOTE(Sonic @ Nov 2 2009, 20:08) *

@Tenboro: I've noticed Absorption usually scales to having a very small chance of providing the exact mana used to cast or one point extra. I'm assuming Absorb is meant to be a 'block' move from magic rather than a manna recharge system. However, could it be possible to scale it a little better to give a better chance to gain a few more points above the cost or perhaps let it absorb get 1.5-2.0x the amount back on crits?

I would prefer it range from 0.5-1.5 times the cast cost and be proportionate the the damage absorbed, rather than being random. If it costs me 67 points to cast, and it absorbs a 4-8 thousand point attack, then why shouldn't I be allowed to regain at least the same amount? It's not like Absorb even decides to work on half of those huge damage attacks.

QUOTE
@Hito: Giving how LONG the spell lasts, the mana cost is rather fair giving your level. With Acrane Focus, I find it very useful if I plan to use magic for a long time or I'm using Channeling, which than gives me a 1.5x boost on the duration and gives it to me for free.

Maybe so, but when the spell cost that much and you don't have the option of using Channeling, it only becomes a drain on mana resources. Don't get me wrong, it works great for short-term battles, such as playing a few rounds on Battletoads or fighting a couple of bosses or legendary. The problem is it becomes a huge drain when trying to face no less than 76 legendaries in a row on End of Days, and I can almost guarantee there's a nasty surprise awaiting on the last round should I ever get to it.. Now if it increased damage by some huge amount instead of 10-15%, then it might be worth using for that super endurance challenge. Using the new dynamic staff procs make the mage completely out of the question, and Absorb fails too frequently for my Spirit to last that long without employing a variety of special armors and the multitude of supportive and depreciating spells. I might still have one more trick up my sleeve.


And while I'm here, Tenboro, do player ratings mitigate damage now, or do they still only affect player spells? I recall you saying a while ago that you intended for them to mitigate damage as well but didn't have it correctly coded yet.
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post Nov 3 2009, 05:22
Post #134
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QUOTE(hitokiri84 @ Nov 2 2009, 21:18) *

Now if it increased damage by some huge amount instead of 10-15%,


Or scaled to start at a lower increase and as turns ran out, it got a huge bonus, kind of like a last hurrah. It is Heartseeker, afterall, it can't seek and not find in the world of a benevolent dictator.

Then again, that's mostly wishful thinking and this will probably be ignored :3
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post Nov 3 2009, 05:42
Post #135
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QUOTE(hitokiri84 @ Nov 3 2009, 00:18) *

And while I'm here, Tenboro, do player ratings mitigate damage now, or do they still only affect player spells? I recall you saying a while ago that you intended for them to mitigate damage as well but didn't have it correctly coded yet.

They reduce damage of that type by half the rating (10% rating = 5% reduction). That's what caused monsters' power to increase a while back, since that wasn't implemented correctly, if he'd changed it to be like originally intended enemey elemental skills would've doubled in power (as if I wasn't being super critted enough already).

50 4 Toddlerguro crits you for 3097 elec damage.
50 3 Mind Raper casts Toddlerguro

I only have 3500HP. And that's with over 100% bonus from hp tanks.

This post has been edited by DemonEyesBob: Nov 3 2009, 05:45
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post Nov 3 2009, 05:47
Post #136
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QUOTE(radixius @ Nov 2 2009, 21:22) *

Or scaled to start at a lower increase and as turns ran out, it got a huge bonus, kind of like a last hurrah. It is Heartseeker, afterall, it can't seek and not find in the world of a benevolent dictator.

Then again, that's mostly wishful thinking and this will probably be ignored :3

Or similarly, if you ever played the first modern Ninja Gaiden, the Wooden Sword would turn into a giant paddle and become incredible powerful after leveling it up. If your health dropped below 10% it would do 5x damage, and if it dropped below 5% it would do 10x damage, which would allow you to kill bosses in just a few hits. Of course, something like that in HV would actually be beneficial to the player and thus will be ignored. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE(DemonEyesBob @ Nov 2 2009, 21:42) *

They reduce damage of that type by half the rating (10% rating = 5% reduction).

Hmm... okay. Now I only need about 60 something AP to fill in the important ones. (IMG:[invalid] style_emoticons/default/sad.gif)

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post Nov 3 2009, 05:58
Post #137
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Staying at 5% hp seems bad for your health.
Then again, it was in Ninja Gaiden as well. Staying at full health wasn't much better though. Godamn Alma.

True Dragon Sword was still the best. :D
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post Nov 3 2009, 06:00
Post #138
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QUOTE(hitokiri84 @ Nov 3 2009, 00:47) *

Hmm... okay. Now I only need about 60 something AP to fill in the important ones. (IMG:[invalid] style_emoticons/default/sad.gif)

Yeah, that's why I'm not bothering right now. I don't have that many ability points (IMG:[invalid] style_emoticons/default/sad.gif)

Question for Tenb regarding the new loot generator tweaks. My experience in the past was that weapons with good procs generally had really shitty primary stats. If you found a rapier with 25% 3 turn PA, it usually had .5 DEX or something for a bonus, and if you found a rapier (of the same quality etc) with 10% 1 turn PA, or no PA at all, it would usually have +3DEX and +3AGI or something. Now that everything has procs, and now that primary stats were for the most part cut in half, are the rules for that changed? My equipment drops have all been cotton crap for the last week, which is why I'm asking instead of being able to tell from drops.

I guess also with 25% being the new proc chance cap, weapons with lower chances are considered better and thus bring the quality label up. Or something along those lines.

QUOTE(marcho @ Nov 3 2009, 00:58) *

Staying at 5% hp seems bad for your health.

With the amount of damage I'm taking, staying at 50% health isn't great either :\

Also just realized that blind's mp cost shot up with the bug fix. FFFFFFFFFFFFFFFFFFFFFFFF

This post has been edited by DemonEyesBob: Nov 3 2009, 09:33
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post Nov 3 2009, 09:39
Post #139
Tenboro

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QUOTE(marcho @ Nov 2 2009, 23:32) *

I'm pretty sure I did report a bug I could have abused horribly D: And others before that.


I did say *most* people. (IMG:[invalid] style_emoticons/default/smile.gif)

QUOTE(DemonEyesBob @ Nov 2 2009, 23:42) *

Are you sure they don't exist? If I were in your position and taking as much flak as you do for each update, I'd most likely take a few minutes out of my day to make sure the next 10 MeH's or Jiggle's for a few specific people were super crits (IMG:[invalid] style_emoticons/default/dry.gif)


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


QUOTE(Sonic @ Nov 3 2009, 03:08) *

@Tenboro: I've noticed Absorption usually scales to having a very small chance of providing the exact mana used to cast or one point extra. I'm assuming Absorb is meant to be a 'block' move from magic rather than a manna recharge system. However, could it be possible to scale it a little better to give a better chance to gain a few more points above the cost or perhaps let it absorb get 1.5-2.0x the amount back on crits?


Absorb is pretty much intended to be Shadow Veil for magical attacks, but it would be boring to have them work in the same way.

QUOTE(Sonic @ Nov 3 2009, 03:08) *

Also a quick question on Breached Defense that procs from Holy attacks. How much defense does it take down, because I never really see any difference in their defense when I attack them.


It removes base 10 points shield/barrier rating, which is kinda meh I guess. But for a free proc, hey.

QUOTE(Sonic @ Nov 3 2009, 03:08) *
@Hito: Giving how LONG the spell lasts, the mana cost is rather fair giving your level. With Acrane Focus, I find it very useful if I plan to use magic for a long time or I'm using Channeling, which than gives me a 1.5x boost on the duration and gives it to me for free.


It's expensive not just because of the duration, but because you're not supposed to be able to switch back and forth between Heartseeker and Arcane Focus.

QUOTE(hitokiri84 @ Nov 3 2009, 04:18) *

And while I'm here, Tenboro, do player ratings mitigate damage now, or do they still only affect player spells? I recall you saying a while ago that you intended for them to mitigate damage as well but didn't have it correctly coded yet.


They do.

QUOTE(DemonEyesBob @ Nov 3 2009, 05:00) *

Question for Tenb regarding the new loot generator tweaks. My experience in the past was that weapons with good procs generally had really shitty primary stats. If you found a rapier with 25% 3 turn PA, it usually had .5 DEX or something for a bonus, and if you found a rapier (of the same quality etc) with 10% 1 turn PA, or no PA at all, it would usually have +3DEX and +3AGI or something. Now that everything has procs, and now that primary stats were for the most part cut in half, are the rules for that changed? My equipment drops have all been cotton crap for the last week, which is why I'm asking instead of being able to tell from drops.


Primary stats weren't cut in half, their base value range was (more or less) doubled while the scaling factor was halved. The "new" loot engine relies on having some range to work with, thus the change.

To answer your question, it depends on what quality bonus you're rolling with. With a high bonus, all stats should be decent or better. This is different from the old loot-o-matic, where some stats could be crap and others could be off the scale on the same weapon.
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post Nov 3 2009, 09:50
Post #140
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QUOTE(Tenboro @ Nov 3 2009, 04:39) *

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

If you say so (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE
Absorb is pretty much intended to be Shadow Veil for magical attacks, but it would be boring to have them work in the same way.

Huh. Did not think of it that way.

QUOTE
Primary stats weren't cut in half, their base value range was (more or less) doubled while the scaling factor was halved. The "new" loot engine relies on having some range to work with, thus the change.

Their base value range was doubled... while the scaling factor was halved. I'll have to re-read that when it's not 3am, because that made no sense to me lol.

Considering my longsword went from +14STR to +7, my swordchucks went from +12STR to +6, etc, I'm having trouble discerning what you mean.

Edit: Oooooh!!! Are you saying that +14STR was really some lower base value increased by a multiplier???

QUOTE
To answer your question, it depends on what quality bonus you're rolling with. With a high bonus, all stats should be decent or better. This is different from the old loot-o-matic, where some stats could be crap and others could be off the scale on the same weapon.

That does makes sense to me, because yes, I remember finding weapons with attack and accuracy out the ass and no primary bonus to speak of, and others with unbelievably high primary attribute bonuses and no other redeeming factors, and sometimes an axe with amazing bleed and nothing else etc. This makes more sense.

This post has been edited by DemonEyesBob: Nov 3 2009, 09:53
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