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> HentaiVerse 0.4.1, Loose strings

 
post Nov 4 2009, 17:29
Post #161
Sayo Aisaka



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Here's a tiny little feature-ette I noticed. I got a MoogleMail while I was doing Item World, but the "new mail" icon only appears in between rounds, when it's displaying the pop-up box with the "continue" button. All the menus become active at this point too, though you can't escape from the battle by using them.
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post Nov 4 2009, 18:35
Post #162
Tenboro

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QUOTE(Sayo Aisaka @ Nov 4 2009, 16:29) *

Here's a tiny little feature-ette I noticed. I got a MoogleMail while I was doing Item World, but the "new mail" icon only appears in between rounds, when it's displaying the pop-up box with the "continue" button. All the menus become active at this point too, though you can't escape from the battle by using them.


Yeah, it would do that. Huh. Either way, it's not supposed to give you the mail icon during battles, there's enough crap flashing and stuff already. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Nov 4 2009, 19:51
Post #163
megaplayboy



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QUOTE(DemonEyesBob @ Nov 3 2009, 16:22) *

Tenb said that for now all it can do is level up.

If we level up our equipment now, will the stats be adjusted in the future?
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post Nov 4 2009, 19:57
Post #164
Tenboro

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You will never be able to stat items up endlessly, and for the stuff I'm planning to add, it shouldn't really matter if you level items up now, at least not unless you take them to the point where you can't clear them anymore.
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post Nov 4 2009, 20:23
Post #165
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QUOTE(megaplayboy @ Nov 4 2009, 12:51) *

If we level up our equipment now, will the stats be adjusted in the future?

the stats actually do get adjusted when you level them although they're usually up by 0.1 if any increase
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post Nov 4 2009, 20:39
Post #166
dap00



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QUOTE(Tenboro @ Nov 4 2009, 08:35) *

Either way, it's not supposed to give you the mail icon during battles, there's enough crap flashing and stuff already. (IMG:[invalid] style_emoticons/default/smile.gif)


Honestly, I find that pretty useful, myself. I like to know right away if I have new mail, though that's mostly because 1) I've been buying several pieces of equipment off of people lately, and 2) I don't mind abandoning a grindfest to get said equipment.

I can understand how the flashing icon might be annoying, but the flashing itself is pretty understated. I figured limiting the icon's appearance to between rounds was done to avoid clutter, but I still actually missed it entirely the first few times it happened, since I wasn't used to looking up in the corner. That said, I do like being notified of new mail when I'm doing something else. Otherwise I might never remember to check it.
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post Nov 5 2009, 03:17
Post #167
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@Tenboro: A Question about One Handed/Two Handed Prof. I have only a lousy 2.15 prof in two-handed and I already get a 49.1% chance of DS. However, I have 109.43 prof in one handed prof but only get a OS chance of 14.5%. Is this as intended, because it seems a little out of place to me.
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post Nov 5 2009, 11:08
Post #168
Tenboro

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QUOTE(Sonic @ Nov 5 2009, 02:17) *

@Tenboro: A Question about One Handed/Two Handed Prof. I have only a lousy 2.15 prof in two-handed and I already get a 49.1% chance of DS. However, I have 109.43 prof in one handed prof but only get a OS chance of 14.5%. Is this as intended, because it seems a little out of place to me.


Well, keep in mind that OS lasts for like three turns. It has to take that into account.
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post Nov 5 2009, 18:16
Post #169
uth



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Tenboro did you change Regen II cause its not lasting 250% longer then regen mine is only lasting 61 turns when it should be 65, which is kind of killing its efficiency. regen lasts 26 turns for me

Well regardless it might be nice if it had a little more punch but lasted a little less time. Like 150%-175% strength for 200%-175% as long.

This post has been edited by uth: Nov 5 2009, 18:23
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post Nov 5 2009, 18:46
Post #170
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QUOTE(uth @ Nov 5 2009, 13:16) *

Tenboro did you change Regen II cause its not lasting 250% longer then regen mine is only lasting 61 turns when it should be 65, which is kind of killing its efficiency. regen lasts 26 turns for me

Well regardless it might be nice if it had a little more punch but lasted a little less time. Like 150%-175% strength for 200%-175% as long.

Works for me.

I kinda wish there was a third spell, because there are times that regen2 is useful as is, but also many more where a bit more oomph would be preferred over extended time.
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post Nov 5 2009, 19:15
Post #171
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hmm that's weird, well now my regen is at 24 turns so it is working right again, I don't know what happened there.
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post Nov 5 2009, 19:23
Post #172
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QUOTE(uth @ Nov 5 2009, 14:15) *

hmm that's weird, well now my regen is at 24 turns so it is working right again, I don't know what happened there.

It did mess up the first time I used it, now that I think about it. It lasted like 5 turns longer, but I don't think it's happened since.

@Tenb: I honestly think you might have tweaked the loot quality requirement for equipment a bit too hard. Since November 1st, when this update came out, I see only two people reporting superior equipment finds in the equipment thread, and nothing higher. I think you might have made it a bit too hard to find stuff above fine.
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post Nov 6 2009, 10:56
Post #173
Tenboro

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Seeing as equipment quality is now firmly fixed on a scale from 0 to 1, the only thing I could change is the entry points for the different quality level names. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Nov 6 2009, 11:01
Post #174
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QUOTE(Tenboro @ Nov 6 2009, 05:56) *

Seeing as equipment quality is now firmly fixed on a scale from 0 to 1, the only thing I could change is the entry points for the different quality level names. (IMG:[invalid] style_emoticons/default/smile.gif)

Wanna run that by me again? I almost put 'lolwut' but didn't think you would take that as well. Do you mean change how easy it is to get a 'superior' item but make it 'fine' in actual quality? I'm so confused. What I do know is that I have been lucky to find even 'fine' equipment at all even after 100 rounds of item world on heroic, with 12 luck of the draw. 90% of what I've found since the update are fair cotton and leather hats. And no one has posted any superior/exquisite finds in the equipment thread either. This is not meant to be 'whiny'. It looks to me like the scale got tipped so that people are finding 'fair' where they used to find 'average', 'average' where they used to find 'fine' etc. If it really is just crap luck I'll stop talking about it, but it seriously looks like there is something wrong.

This post has been edited by DemonEyesBob: Nov 6 2009, 11:10
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post Nov 6 2009, 11:08
Post #175
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QUOTE(Tenboro @ Nov 6 2009, 02:56) *

Seeing as equipment quality is now firmly fixed on a scale from 0 to 1, the only thing I could change is the entry points for the different quality level names. (IMG:[invalid] style_emoticons/default/smile.gif)

So you're saying the quality scale is normalized from 0 to 1? Meaning the theoretical highest possible quality bonus is scaled to 1? I don't see how that would prevent you from adjusting where each quality tier starts to drop.
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post Nov 6 2009, 22:02
Post #176
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QUOTE(hitokiri84 @ Nov 6 2009, 04:08) *

So you're saying the quality scale is normalized from 0 to 1? Meaning the theoretical highest possible quality bonus is scaled to 1? I don't see how that would prevent you from adjusting where each quality tier starts to drop.

or at least increase the quality bonus added when doing the higher level arenas, and harder difficulties to compensate a bit.
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post Nov 8 2009, 01:14
Post #177
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33 6 You have been defeated.
33 5 Spreading Poison hits Konata for 531 damage.
33 4 Petanko Smash hits you for 4922 elec damage.
33 3 Konata uses Petanko Smash
33 2 You gain the effect Shock Spikes.
33 1 You cast Shock Spikes.


So I take it that Spikes don't actually take effect until the end of the turn despite the log saying I gained the effect at the start? I just defeated a half dozen Konatas before this and never got hit for more than 2200 Petanko Smash damage with Shock Spikes active. All this active effect shit being moved to the end of the turn is really starting to piss me off. Having regen and bleed moved to the end of the turn has gotten me killed far more than before, when they were at the start. I still think it should be changed back. The bitchers should just learn to recast with 0 turns left rather than have this 1 turn gap in defenses forced upon everyone by moving the effects to the end.

This post has been edited by hitokiri84: Nov 8 2009, 01:15
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post Nov 8 2009, 01:26
Post #178
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Let us all blame Bob for complaining (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Nov 8 2009, 02:20
Post #179
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QUOTE(Eutopia @ Nov 7 2009, 20:26) *

Let us all blame Bob for complaining (IMG:[invalid] style_emoticons/default/tongue.gif)

Don't be mean. All I asked was for the log to make more sense. It was stupid seeing a mob die and then seeing them get hit for poison and bleed damage.

1 3 mob gets hit for 300 bleed damage
1 2 mob gets hit for 200 poison damage
1 1 mob dies

That's stupid. I didn't ask for what we have now though ;_;


And while we're talking about it, it's still not what I'd call 'right'

1 9 you are victorious blah blah
1 8 The effect Penetrated Armor on Rabid Hamster has expired.
1 7 Rabid Hamster has been defeated.
1 6 Bleeding Wound hits Rabid Hamster for 203 damage.
1 5 Rabid Hamster hits you for 249 piercing damage.
1 4 Rabid Hamster gains the effect Penetrated Armor.
1 3 Rabid Hamster gains the effect Bleeding Wound.
1 2 Your offhand hits Rabid Hamster for 775 slashing damage.
1 1 You crit Rabid Hamster for 824 soul damage.

Problem: Bleed doesn't expire
Problem: When both mainhand and offhand procs take effect during the same turn, the offhand's proc gets activated first

And it is sad to see that if bleed had damaged the hamster first I'd have one in one turn and without taking damage.

This post has been edited by DemonEyesBob: Nov 8 2009, 02:56
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post Nov 8 2009, 02:52
Post #180
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There's a little bugger when using Channeling + Coalesced Mana effects. First off, Channeling increases duration of (de)buffs, increases magical damage and healing effects, but will cost 0 MP. Coalesced Mana reduces the MP cost of any spell by half directed at the target.

Now what I noticed is - Under the condition that I have the effect of Channeling and there's a creature under the effect of Coalesced Mana, CMana takes precedence and halves the MP of the direct spell against the creature. Though CMana has been used up, Channeling is still in effect after using a spell.

Was this intentional?

This post has been edited by flowertop: Nov 8 2009, 02:54
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