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> HentaiVerse 0.4.1, Loose strings

 
post Nov 8 2009, 09:41
Post #181
hen_Z



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QUOTE(DemonEyesBob @ Nov 8 2009, 05:20) *
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
So now you want some massive bleed and offhand nerfs then? (IMG:[invalid] style_emoticons/default/tongue.gif) (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Nov 8 2009, 10:09
Post #182
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QUOTE(hen_Z @ Nov 8 2009, 04:41) *

So now you want some massive bleed and offhand nerfs then? (IMG:[invalid] style_emoticons/default/tongue.gif) (IMG:[invalid] style_emoticons/default/biggrin.gif)

Stop picking on me T_T

Even though penetrated armor had 3 turns left when the mob died, it still said it expired afterward, but it didn't do that for bleed. And when you go mainhand then offhand, the mainhand proc should happen before the offhand. I was pointing out an inconsistency.



This post has been edited by DemonEyesBob: Nov 8 2009, 10:10
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post Nov 8 2009, 10:18
Post #183
uth



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QUOTE(DemonEyesBob @ Nov 7 2009, 19:20) *

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.


well it doesn't actually say armor pen expires either

13 4 Regen restores you with 159 points of health.
13 3 Amphibious Sperm Whale misses the attack against you.
13 2 Cookie Monster has been defeated.
13 1 You hit Cookie Monster for 935 slashing damage.
12 5 Regen restores you with 159 points of health.
12 4 Amphibious Sperm Whale misses the attack against you.
12 3 Bleeding Wound hits Cookie Monster for 360 damage.
12 2 You evade the attack from Cookie Monster.
12 1 Cookie Monster evades your attack.
11 8 Regen restores you with 159 points of health.
11 7 Amphibious Sperm Whale hits you for 308 crushing damage.
11 6 Bleeding Wound hits Cookie Monster for 360 damage.
11 5 You parry the attack from Cookie Monster.
11 4 Cookie Monster gains the effect Bleeding Wound.
11 3 Cookie Monster gains the effect Penetrated Armor.
11 2 Your offhand hits Cookie Monster for 955 piercing damage.
11 1 You crit Cookie Monster for 1345 slashing damage.

but ya on the proc order display being flipped not that it actually matters since they don't do anything on the applied turn anyway...well till the enemy attacks
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post Nov 8 2009, 11:23
Post #184
Tenboro

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QUOTE(hitokiri84 @ Nov 8 2009, 00:14) *

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?


No, it's applied immediately.
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post Nov 8 2009, 11:47
Post #185
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Care to explain how the damage increased 250% from the other dozen or so times I got hit with Spikes active?
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post Nov 8 2009, 12:19
Post #186
Tenboro

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Did you do something to offend Randy, the Random Number Generator?
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post Nov 8 2009, 13:06
Post #187
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I don't know, but it's definitely something I would consider to be an outlier...

I'm 95% sure the effect wasn't working since that is the damage it typically does if I don't use Spikes.
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post Nov 8 2009, 13:39
Post #188
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Depends what the paramaters of the RNG are I guess.

Can use it to explain anything.

99% within a range but 1% chance it's 10x more or less of that range.


Doesn't have to be a normal distribution.
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post Nov 8 2009, 21:24
Post #189
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QUOTE(uth @ Nov 8 2009, 05:18) *

well it doesn't actually say armor pen expires either

Yes it does.

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.

That was the post I made earlier, I just didn't bold stuff before. That PA was for 3 turns and the hamster was killed in 1 turn.

QUOTE(Tenboro @ Nov 8 2009, 07:19) *

Did you do something to offend Randy, the Random Number Generator?

I must do that a lot.

This post has been edited by DemonEyesBob: Nov 8 2009, 21:35
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post Nov 8 2009, 21:35
Post #190
uth



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Huh I never see an expire message when stuff dies with procs on it. From my example both procs were 4 turn so they were both still on it when it died.

Well from looking closer I do get expire messages when the proc is supposed to expire the turn that the enemy dies.

This post has been edited by uth: Nov 8 2009, 21:38
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post Nov 8 2009, 21:36
Post #191
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QUOTE(uth @ Nov 8 2009, 16:35) *

Huh I never see an expire message when stuff dies with procs on it.

Bug? (IMG:[invalid] style_emoticons/default/ohmy.gif)

Maybe it only happens if they die the same turn the proc activates?

This post has been edited by DemonEyesBob: Nov 8 2009, 21:37
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post Nov 9 2009, 23:23
Post #192
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@Tenboro, I think I might have found a bug with interference. Assuming I didn't miss any changes to the interference system, you have to have an interference above 25 in order to suffer proficiency penalties. I currently have an interference value of 22.9 and I'm already suffering penalties to my proficiencies (My curative is taking -1.13 hit). If I however swap out my rapier to another which reduces my interference to 20.4, I no longer take any penalties. I'm thinking the penalties are being applied before the interference reduction from INT/WIS is taken into effect.
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post Nov 10 2009, 13:21
Post #193
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QUOTE(DemonEyesBob @ Nov 8 2009, 20:36) *

Bug? (IMG:[invalid] style_emoticons/default/ohmy.gif)

Maybe it only happens if they die the same turn the proc activates?

Im amazed you actually notice things like this i never read the logs (IMG:[invalid] style_emoticons/default/biggrin.gif)

This post has been edited by Eutopia: Nov 10 2009, 13:25
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post Nov 10 2009, 23:26
Post #194
masquepiph



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QUOTE(Eutopia @ Nov 10 2009, 08:21) *

Im amazed you actually notice things like this i never read the logs (IMG:[invalid] style_emoticons/default/biggrin.gif)

I'm always watching the log. I like to see what monsters are doing the most damage, what level they're at, what the range of damage they're doing, which monsters manage to hit me twice in a row, how big the range of damage I deal is, etc.

Which kinda made me realize that having all weapons have procs wasn't the greatest thing ever, though the benefits definitely outweigh the problems. It makes using a dagger offhand with a shortsword/axe mainhand a bit of a crapshoot with bleed damage if your dagger has a high proc rate. Luckily, it appears that one of the things I've been complaining about with the log is actually coming in handy here, so I'll stop complaining about it, even though it doesn't make sense; when both your mainhand and offhand proc on the same turn, the offhand procs first. This means when my Diamond Axe of Massive Bleed and my Prism Dagger of Massive Parry but Much Less Bleed both proc on the same turn, the axe's bleed overrides the dagger's, even though the axe hit first (at least this is how it was working a few days ago).

Another random tidbit for those of you who don't watch the logs: defend actually lasts for two turns (I've confirmed this is not a bug).

This post has been edited by DemonEyesBob: Nov 10 2009, 23:27
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post Nov 10 2009, 23:39
Post #195
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QUOTE(DemonEyesBob @ Nov 10 2009, 16:26) *

Another random tidbit for those of you who don't watch the logs: defend actually lasts for two turns (I've confirmed this is not a bug).

Because it takes effect at the start of the turn, but doesn't wear off until the end of the next turn, right?
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post Nov 10 2009, 23:46
Post #196
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QUOTE(cmal @ Nov 10 2009, 18:39) *

Because it takes effect at the start of the turn, but doesn't wear off until the end of the next turn, right?

QUOTE

- Added the battle action: Defend
-- Using this action will skip your turn, while giving you a one-turn buff that increases your physical and magical defenses for that turn.
-- The actual increase is a mitigation boost of 25%, equivalent to wearing 25% worth of armor mitigation.


Yes. The point is though, that defend was originally supposed to work for one turn and just be something you could use either 1. when you thought you were about to be bashed to death the next turn or 2. just wanted to waste time to let restoratives work their magic. But it actually lasts for the turn after it makes you immobile, which could have some very specific uses (not shown below, that's just for lolz).

19 2 The effect Defending has expired.
19 1 You hit Cockatrice for 1200 slashing damage.
18 2 Cockatrice hits you for 50 piercing damage.
18 1 You gain the effect Defending.

This post has been edited by DemonEyesBob: Nov 10 2009, 23:48
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post Nov 10 2009, 23:46
Post #197
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So... Tenboro any chance of increasing the effects of Luck of the Draw like you did with scavenger. Cause right now with 12 points in it, it feels like I just wasted my creds...
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post Nov 10 2009, 23:51
Post #198
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Edit: It's been a while since this happened so I decided I'd post an image

(IMG:[imgur.com] http://imgur.com/D1OM3.png)

(IMG:[imgur.com] http://imgur.com/8uhUn.png)

This post has been edited by DemonEyesBob: Nov 11 2009, 01:20
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post Nov 11 2009, 12:12
Post #199
pbVeteran



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QUOTE(Sonic @ Nov 10 2009, 00:23) *

@Tenboro, I think I might have found a bug with interference. Assuming I didn't miss any changes to the interference system, you have to have an interference above 25 in order to suffer proficiency penalties. I currently have an interference value of 22.9 and I'm already suffering penalties to my proficiencies (My curative is taking -1.13 hit). If I however swap out my rapier to another which reduces my interference to 20.4, I no longer take any penalties. I'm thinking the penalties are being applied before the interference reduction from INT/WIS is taken into effect.



Maybe this is related

I had 44 + 6 Wis and no effect. After I reached 50 + 6, than only than I got Interference reduction [wis/25]
So it seems that there is only reduction for base stats at the moment

edit:
I attained 50 Int just now and did not get reduce in interference now thats strange [cause even when I got down under 50 before with bonus no changes was made and with natural 50 no changes either]
So it is possible that only one of the stats count ?

This post has been edited by pbVeteran: Nov 11 2009, 22:44
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post Nov 11 2009, 13:45
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I think skill/spirit power for mobs in item world has some scaling issues. This was like round 70/134 of a crude club on Normal.

61 6 You have been defeated.
61 5 White Bunneh has been defeated.
61 4 Bleeding Wound hits White Bunneh for 514 damage.
61 3 OM NOM NOM NOM crits you for 1907 holy damage.
61 2 White Bunneh uses OM NOM NOM NOM

OM NOM NOM NOM doesn't even hit me for that much on Normal when its power isn't reduced by a crude equipment for item world.

Also: Are you fucking kidding me?

(IMG:[imgur.com] http://imgur.com/k29yC.png)

I killed the fucker and still lost. That's so unbelievably annoying. I want my fucking Holy Hand Grenade of Antioch! Bullshit! Last gasp attack my ass, that was a last gasp NUKE!

Edit: 5 Minutes Later

(IMG:[imgur.com] http://imgur.com/Xhc4Y.png)

REVENGE!!!

This post has been edited by DemonEyesBob: Nov 11 2009, 13:59
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