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post Dec 1 2009, 21:09
Post #81
grumpymal



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Unless Tenboro fixed it (I don't know since I don't use Defend that often and I can't be assed to start a battle just to find out), you get a turn after using Defend where you have the effect active due to the way it works and how some proc effects were moved to the end of turn. So you use Defend, hit something, use Defend again, rinse and repeat. So you get two turns of Defend -- one that you used up to "cast" it and the one right after when its still in effect.
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post Dec 2 2009, 02:22
Post #82
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Wow! I left this site for a while because I was really pissed about the HentaiVerse. I come back and it's improved so much! Thanks for the great changes Tenbo!
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post Dec 2 2009, 08:16
Post #83
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QUOTE(cmal @ Dec 1 2009, 11:09) *

Unless Tenboro fixed it (I don't know since I don't use Defend that often and I can't be assed to start a battle just to find out), you get a turn after using Defend where you have the effect active due to the way it works and how some proc effects were moved to the end of turn. So you use Defend, hit something, use Defend again, rinse and repeat. So you get two turns of Defend -- one that you used up to "cast" it and the one right after when its still in effect.

It still does that.
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post Dec 2 2009, 11:04
Post #84
Tenboro

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QUOTE(cmal @ Dec 1 2009, 20:09) *

Unless Tenboro fixed it (I don't know since I don't use Defend that often and I can't be assed to start a battle just to find out), you get a turn after using Defend where you have the effect active due to the way it works and how some proc effects were moved to the end of turn. So you use Defend, hit something, use Defend again, rinse and repeat. So you get two turns of Defend -- one that you used up to "cast" it and the one right after when its still in effect.


That is in fact intentional, so there's nothing to "fix".
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post Dec 2 2009, 14:58
Post #85
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QUOTE(cmal @ Dec 1 2009, 22:09) *

Unless Tenboro fixed it (I don't know since I don't use Defend that often and I can't be assed to start a battle just to find out), you get a turn after using Defend where you have the effect active due to the way it works and how some proc effects were moved to the end of turn. So you use Defend, hit something, use Defend again, rinse and repeat. So you get two turns of Defend -- one that you used up to "cast" it and the one right after when its still in effect.


During the second turn, would proficiency gain still be deactivated?
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post Dec 2 2009, 17:44
Post #86
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QUOTE(flint @ Dec 2 2009, 13:58) *

During the second turn, would proficiency gain still be deactivated?


No. It depends on your action, not any other "state".
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post Dec 2 2009, 18:26
Post #87
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QUOTE(Tenboro @ Dec 2 2009, 01:04) *

That is in fact intentional, so there's nothing to "fix".

I can see from a practical standpoint why you would do that, but it makes little sense to be able to attack while "defending"
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post Dec 2 2009, 19:16
Post #88
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QUOTE(Boggyb @ Dec 2 2009, 13:26) *

I can see from a practical standpoint why you would do that, but it makes little sense to be able to attack while "defending"

1. I mentioned that Tenb said this wasn't a bug like a month ago.
2. Stop complaining about things that don't make sense and go in our favor (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Dec 2 2009, 19:25
Post #89
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QUOTE(DemonEyesBob @ Dec 2 2009, 09:16) *

2. Stop complaining about things that don't make sense and go in our favor (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Do you ever actually defend? I can't say I had until I tested to see if it still worked as cmal said.
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post Dec 2 2009, 20:00
Post #90
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It may not be a bug, but there are always unintentional consequences/unforeseen effects. Or Tenboro could have changed his mind about how he wanted it to work. You never know.

Once in a while I'll defend because I need to wait a turn for enough mana to cast Cure and I'm out of/don't need to use health potions. At high levels with good gear, defend doesn't really come into play often on Normal difficulties. On higher difficulties, it doesn't even really matter since you're getting hit for tons anyway. I guess the need for it really decreased after potions got buffed to a faster HoT and again after combat spell costs got slashed.
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post Dec 2 2009, 22:22
Post #91
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@Tenb: Would you consider making crits absorb-able but with a reduced chance? Absorb procs 75% of the time, I guess only for normal spells. How about a 40-50% chance of catching crits with 5 points in the spell? It was my understanding that absorb was supposed to be a method of stopping 1hit kills, but supercrits (toddlerguro critting for over 50% of health for example) are the main cause of that, and so absorb is kinda wasted in that sense.


Edit: Or give it a lower base chance that increases to 50-75% with full supportive prof (incremental, obviously)?

Edit: Or allow it some chance to catch crits but when it does you earn less mp than normal (or maybe no mp)?

This post has been edited by DemonEyesBob: Dec 3 2009, 17:58
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post Dec 3 2009, 17:57
Post #92
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@Tenb: I thought the new loot generator was supposed to stop stuff like this from happening:

Fine Ruby Shortsword of the Ox
Weapon Damage Type Slashing
Hit Proc: 21% chance for Bleeding Wound
Duration: 2 turns / Damage: 73 per tick
Attack Damage Multiplier 13.4
Attack Accuracy Bonus 11.2
Attack Critical Bonus 4.1
Parry Chance 7.0
Burden 7.8
Interference 6.6
Primary Attribute Bonuses
Strength 8.3 Dexterity 1.0
Level 163 / Slot: 1handed / Type: One-handed weapon

Fine Ruby Shortsword of the Ox
Weapon Damage Type Slashing
Hit Proc: 25% chance for Bleeding Wound
Duration: 3 turns / Damage: 139 per tick
Attack Damage Multiplier 14.7
Attack Accuracy Bonus 11.3
Attack Critical Bonus 3.7
Parry Chance 8.6
Burden 8.5
Interference 5.5
Primary Attribute Bonuses
Strength 2.2 Dexterity 1.1
Level 173 / Slot: 1handed / Type: One-handed weapon

10 level difference, the new one has no significant differences among it basic stats, but it has 6 less STR and a bit more proc chance and damage - 'of the Ox' is supposed to give large STR bonuses, so I'm confused as to why the 173 is crap in that department.
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post Dec 3 2009, 18:04
Post #93
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Well, it could have had both a bad base roll and a bad suffix roll, and seeing as both of them are ".. of the Ox" it's not that strange. But the primary suffixes have somewhat wide bonus ranges, so it's possible I'll narrow them somewhat.
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post Dec 3 2009, 18:46
Post #94
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QUOTE(Tenboro @ Dec 3 2009, 13:04) *

Well, it could have had both a bad base roll and a bad suffix roll, and seeing as both of them are ".. of the Ox" it's not that strange.

It was because they are both 'of the Ox' that I was confused, since almost every weapon of that type I've seen has very large STR bonuses, just as 'of Slaughter' has a high attack dmg modifier, etc. The fact that they were both the same quality and same subtype, and 10 levels different but with such... off (for lack of a better word) stats, is why I asked. I'm guessing it actually had a decent base roll, given the 25% proc chance and 1turn+70 dmg bleed increase. I guess then the subtype roll must've sucked.

QUOTE
But the primary suffixes have somewhat wide bonus ranges, so it's possible I'll narrow them somewhat.

Hopefully narrow in the higher range (IMG:[invalid] style_emoticons/default/rolleyes.gif) I'd like to see more 6-9STR bonuses then 2-5 (IMG:[invalid] style_emoticons/default/tongue.gif)

It would be kinda cool if we could see the roll info for our equipment when it drops. Actually, it would be really cool (IMG:[invalid] style_emoticons/default/wink.gif)

Edit: on a random note, what is the base chance for a mob to drop an item? I'd swear you said it in some previous thread, but I can't find it.

This post has been edited by DemonEyesBob: Dec 3 2009, 19:01
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post Dec 3 2009, 19:48
Post #95
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Well, the "Ox" modifier on live adds 2-10 base points to the strength primary bonus, so it can be quite variable. But I've changed it to 5-10 on dev.
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post Dec 3 2009, 20:15
Post #96
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QUOTE(Tenboro @ Dec 3 2009, 14:48) *

Well, the "Ox" modifier on live adds 2-10 base points to the strength primary bonus, so it can be quite variable. But I've changed it to 5-10 on dev.

<3

What other changes are there in dev version? (IMG:[invalid] style_emoticons/default/tongue.gif)

So is it the base roll that determines proc chance/length/damage? And if so, are there any subtypes that can affect that, or are they completely separate?


------------------------------------------------
Comments I've made with good results: 2 (Tokens + 'of the Ox')
Comments I've made with bad results: 1 (Battle Turn Changes)

Whoot! Good results are climbing!

This post has been edited by DemonEyesBob: Dec 3 2009, 20:26
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post Dec 3 2009, 21:16
Post #97
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QUOTE(DemonEyesBob @ Dec 3 2009, 19:15) *

What other changes are there in dev version? (IMG:[invalid] style_emoticons/default/tongue.gif)


Well, I fixed equipment sorting. You know, like in the last two releases.
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post Dec 3 2009, 21:49
Post #98
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QUOTE(Tenboro @ Dec 3 2009, 16:16) *

Well, I fixed equipment sorting. You know, like in the last two releases.

*cough cough*
QUOTE(Tenboro @ Nov 27 2009, 12:41) *

Naa, these things are never bugged. Ehem. Ok, *simple* things like those are never rarely only sometimes bugged.


Well, my katanas aren't in-between my pants and shoes anymore I think, so that's progress (IMG:[invalid] style_emoticons/default/tongue.gif)

My suggestion would be making different sorting options we can choose (and not have the button to switch on the settings page, put it in the bazaar page), since Hito apparently likes the current one (and I'm sure others do too), and I can see its uses, but I like sorting by slot over type. I guess I should be asking what you define as 'fixed'? xD

Any other changes, or are you gonna make me wait until you actually push it to find out (IMG:[invalid] style_emoticons/default/rolleyes.gif) /innocent impatience

Edit: @Tenb: I don't know why no one has mentioned this yet, but I think that parried attacks should also have a chance to use counter (for those of us fond of 'of the nimble' shields and high parry mainhands). Parry can only block physical attacks anyway, so I think it's a fair idea. It would also make sense since overwhelming strikes increases parry, not block chance.

This post has been edited by DemonEyesBob: Dec 4 2009, 02:46
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post Dec 4 2009, 05:17
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Any chance of changing Wakizashi to a piercing weapon... I know they are supposed to be slashing, but being able to have bleed/AP instead of bleed/weaker bleed, would make Niten Ichiryu, much more appealing.
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post Dec 4 2009, 05:40
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QUOTE(DemonEyesBob @ Dec 3 2009, 11:49) *

Edit: @Tenb: I don't know why no one has mentioned this yet, but I think that parried attacks should also have a chance to use counter (for those of us fond of 'of the nimble' shields and high parry mainhands). Parry can only block physical attacks anyway, so I think it's a fair idea. It would also make sense since overwhelming strikes increases parry, not block chance.

I thought about that when I suggested an evasion counter, but I came to the conclusion that it would never happen because it would make DW absurdly overpowered.
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