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> [Suggestion] A few requests, Can we has...

 
post Oct 16 2011, 23:50
Post #2241
skillchip



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Sorry I don't know how to quote from other posts but Tenboro said back in 0.6.0 patch notes:

- The spell versions of Shield and Barrier will now enhance your equipment directly, boosting the natural physical and magical absorption and mitigation bonus from your armor by 25%.
-- Meaning, if your equipment set adds up to 50% Physical Mitigation and 20% Magical Mitigation, it will increase your total mitigation to 50% * 25% = 12.5 => 1 - (0.5 * 0.875) = 56.25%, and 20% * 25% = 5 => 1 - (0.80 * 0.95) = 24%, respectively.
-- Note that other things that affect your absorption and mitigation - like equipment set bonuses, auras, the Defense command and the shield/barrier scrolls - do not count towards this bonus.

This post has been edited by skillchip: Oct 16 2011, 23:51
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post Oct 16 2011, 23:51
Post #2242
Rootzor



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But it's still unclear.

Does Protection act as a BONUS to Absorption/Mitigation, or does it directly affect the effective Absorption/Mitigation values of your gear?

That's how Barrier/Shield spells worked, and how their scrolls currently work, but is it ever explicitly stated how Protection works?

This post has been edited by Rootzor: Oct 16 2011, 23:53
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post Oct 17 2011, 00:01
Post #2243
skillchip



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Protection is the combination of barrier and shield. Its both spells, cast together, at once. What is so hard to get?

- The spells Shield and Barrier have been combined into one spell named Protection.
-- Note that Shield and Barrier scrolls are still separate and retain their +25% mitigation effects.

And nothing that adds percents actually adds in anymore. It is all multiplicative diminishing returns. Which is what Tiap quoted. Protection only adds directly to Abs, and diminished to mitigation.

This post has been edited by skillchip: Oct 17 2011, 00:05
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post Oct 17 2011, 02:36
Post #2244
Rootzor



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Ah, well. Now I get it. The wording of the buff effect is very misleading, then, in my opinion.

"Powerful magicks are enhancing your armor, increasing equipment absorption and mitigation bonuses by 25%"

I was under the impression that the spell effectively had the system read your equipment absorption/mitigation values as 125% of what they actually were. That it says increasing equipment...bonuses seems to imply that the numerical values on each piece of equipment are increased by 25% prior to being applied to your effective defense. Might recommend the tooltip be changed to something like:

"Powerful magicks are protecting you, providing a bonus to absorption and mitigation equal to 25% your total equipment bonus."

So, basically, Protection gives you an additional mitigation source equal to 1/4 your combined equipment mitigation bonus? That's not too great, then, I'll agree.

But I still don't like the idea of someone with 15% mitigation more than doubling their defense with Protection (in the event that it was changed to a flat 20% mitigation source; 15%->32%). As you said, a change like this would not directly negatively impact a character unless they had 80%+ mitigation, which means that, currently, stacking more defense will net you a bigger bonus from Protection up until a base value of 80% (which is quite likely unobtainable at the moment). Of course, it also means that someone with 50% base mitigation only receives two or three additional percentage points of bonus over someone with 15% base mitigation.

So I'll agree that the current Protection model is fairly weak compared to Shadow Veil, but a flat 20% mitigation bonus seems too great a benefit for those at the lower end of the spectrum relative to those at the upper end. Then again, any sort of flat mitigation bonus is always going to benefit those with low defense a significantly more than those with high defense. It could be argued that the latter group shouldn't get to be too tanky, but there's little benefit to having a high base durability if someone with less defense and more offense can just about match your resistances with a single spell while killing the enemy in less time and for less stamina.

There needs to be some balancing factor. The only other damage reduction stat is absorption; unfortunately, since it's applied before mitigation, rather than after, it suffers from being both relatively ineffectual (what's 40 points absorbed from 1000 points of damage?) and inversely beneficial with mitigation. As it stands, that extra 2-3% bonus the plate-wearer has over the cloth-wearer is probably just barely enough to offset the diminished damage reduction via mitigation that comes from having an absorption bonus; in cases where it more than offsets it, the absorption value was almost certainly negligible relative to the total incoming damage. I'm aware that, in the event of a constant mitigation value, raising absorption will always reduce damage taken, but I'd rather not increase my absorption by 20 and only have my incoming damage reduced by, say, 10, when absorption is supposed to be "the" flat defensive stat. To clarify:

100 damage: 10 abs + 50% mit = 45 damage taken
100 damage: 30 abs + 50% mit = 35 damage taken (10 points of absorption "lost")

If anything, I'd recommend that Protection's bonus to absorption be applied after mitigation. Even if that means reducing the percentage taken from base absorption (perhaps to 20% or even 15%), it would still be much more useful than the current absorption bonus.


Disclaimer: All fact-finding pulled from EHWiki and potentially subject to obsolete figures and formulas
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post Oct 17 2011, 11:54
Post #2245
Vakuen



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I'd like it if there was info about the type of monster at the start of battle. Perhaps even level too. Not that it needs to stick to reality but if you have a giant in front of you, you will know its a giant. Etc

-Vakuen
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post Oct 17 2011, 16:15
Post #2246
Maximum_Joe



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You can scan for that info. If they have a high enough PL they are recorded on the wiki too.

http://ehwiki.org/wiki/Talk:Monster_Lab_Bestiary
http://ehwiki.org/wiki/Monster_Lab_Bestiary
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post Oct 17 2011, 17:33
Post #2247
Vasistas



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QUOTE(Maximum_Joe @ Oct 17 2011, 16:15) *

You can scan for that info. If they have a high enough PL they are recorded on the wiki too.

http://ehwiki.org/wiki/Talk:Monster_Lab_Bestiary
http://ehwiki.org/wiki/Monster_Lab_Bestiary


*#*~ you for that info, now my cold handed ho is 311 for the *# *~ wiki and I'm out of my savings.
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post Oct 17 2011, 18:09
Post #2248
Ichy



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Damn I have too few monsters (IMG:[invalid] style_emoticons/default/dry.gif)
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post Oct 17 2011, 20:29
Post #2249
hitokiri84



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QUOTE(Ichy @ Oct 17 2011, 11:09) *

Damn I have too few monsters (IMG:[invalid] style_emoticons/default/dry.gif)

Clearly you aren't trying hard enough. Only 18 above PL300? You don't even have one on the list for Giant or Mechanoid! (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Oct 17 2011, 20:40
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Msgr. Radixius



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I request a name change. The game should be called Hentai In Verse. It also needs to be changed to a music based game. The only way to control it is to utilize a keyboard with MIDI.

So people have to keep typing HIV when referring to the game.

I request this simply because it would amuse me.
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post Oct 17 2011, 20:49
Post #2251
Ichy



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QUOTE(hitokiri84 @ Oct 17 2011, 18:29) *

Clearly you aren't trying hard enough. Only 18 above PL300? You don't even have one on the list for Giant or Mechanoid! (IMG:[invalid] style_emoticons/default/tongue.gif)

I would have enough spare Crystals to fix that (IMG:[invalid] style_emoticons/default/happy.gif)
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post Oct 17 2011, 21:36
Post #2252
Vasistas



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QUOTE(radixius sparkle @ Oct 17 2011, 20:40) *

I request a name change. The game should be called Hentai In Verse. It also needs to be changed to a music based game. The only way to control it is to utilize a keyboard with MIDI.

So people have to keep typing HIV when referring to the game.

I request this simply because it would amuse me.


you mean somethinge like It?

Attached Image
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post Oct 18 2011, 00:55
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hzqr



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Can we have Legendaries in Item World? (IMG:[invalid] style_emoticons/default/duck.gif)
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post Oct 18 2011, 10:50
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The way spirit attack drains spirit and overcharge entirely, I think it should hit every enemy on the field.

The way it is right now, it is practically a useless command that no one even bothers using other than to do a finishing blow to a boss (if that at all) or just to 'prove their highest damage'. It deserves a more practical use.

It's counter-intuitive to deplete not only the overcharge gauge but the spirit gauge as well on a single target. Spirit points are significantly more important to use for defensive purposes - Spirit Shield and Spark of Life - to keep the player alive. Enemies and bosses these days are well equipped to OHKO the player at any given notice.

So what I'm getting at is: the spirit attack is too costly for its worth. No player uses it for practical purposes. At least make it a decent last breath move or something, or better yet, reduce that insane spirit gauge cost. Or a little bit of both would be fine too.


Q: Spirit Attack is so powerful! Wouldn't this allow players to walk through arenas?

A: If you are silly and stock up 13 Godly Spirit Potions, chances are you're not going to steamroll through 100 round arenas. Plus it forces players to actually put those spirit potions to actual use.


Q: But what about those dirty mages and their Soul Reaper / Soul Harvest spam?

A: I mean, if they really want to spend mana that would otherwise have killed mobs much more efficiently to begin with, then they can be my guest.


Not sure if this has been discussed before, but I'd like some thoughts on this.
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post Oct 18 2011, 21:02
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QUOTE(CrazyFlame @ Oct 18 2011, 08:50) *

The way spirit attack drains spirit and overcharge entirely, I think it should hit every enemy on the field.

The way it is right now, it is practically a useless command that no one even bothers using other than to do a finishing blow to a boss (if that at all) or just to 'prove their highest damage'. It deserves a more practical use.

It's counter-intuitive to deplete not only the overcharge gauge but the spirit gauge as well on a single target. Spirit points are significantly more important to use for defensive purposes - Spirit Shield and Spark of Life - to keep the player alive. Enemies and bosses these days are well equipped to OHKO the player at any given notice.

So what I'm getting at is: the spirit attack is too costly for its worth. No player uses it for practical purposes. At least make it a decent last breath move or something, or better yet, reduce that insane spirit gauge cost. Or a little bit of both would be fine too.
Q: Spirit Attack is so powerful! Wouldn't this allow players to walk through arenas?

A: If you are silly and stock up 13 Godly Spirit Potions, chances are you're not going to steamroll through 100 round arenas. Plus it forces players to actually put those spirit potions to actual use.
Q: But what about those dirty mages and their Soul Reaper / Soul Harvest spam?

A: I mean, if they really want to spend mana that would otherwise have killed mobs much more efficiently to begin with, then they can be my guest.
Not sure if this has been discussed before, but I'd like some thoughts on this.


I was thinking about this the other day. In my opinion the whole overcharge concept can be expanded upon, perhaps in the form of more skills. Right now the only skills we have are Flee, Scan, Focus, and Defend. I think more can be made to make use of the overcharge meter, so I thought up a few new skills (accessed from the skill menu), that would cost perhaps AP to unlock.

1) Rage. Can only be used when Overcharge is 50% or over (or 75%?), and perhaps only when your health is below a certain percentage. When used, depletes the Overcharge meter and gives you a new status effect: Enraged. When enraged, your physical attacks do 50% more damage. The duration of the effect should be based on how full your overcharge meter was. Perhaps 1 turn per 10%.

2) X-Attack. Depletes Overcharge meter by 10%. Physically attacks all enemies on the field at once. These hits cannot proc.

3) Focused Strike. Depletes Overcharge meter by 10% (or more?). Next attack/spell has its chance to proc increased by 10%.

As for the Spirit Attack, I think it should remain as it is, but add another:

Spirit Bomb: Same as Spirit Attack, but attacks every enemy and requires Overcharge be at 100% to use.

Just some random ideas I had. Thoughts?

This post has been edited by Chounyuu: Oct 18 2011, 21:04
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post Oct 18 2011, 23:52
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Moot point. Spirit Attack is being replaced with something else completely and OC is going to be replaced with the Skill bar for whenever Tenboro finally puts in Skills.
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post Oct 19 2011, 06:07
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Chounyuu



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Ooh, interesting, I look forward to it.
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post Oct 20 2011, 11:17
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Vakuen



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QUOTE(Maximum_Joe @ Oct 17 2011, 14:15) *

You can scan for that info. If they have a high enough PL they are recorded on the wiki too.

http://ehwiki.org/wiki/Talk:Monster_Lab_Bestiary
http://ehwiki.org/wiki/Monster_Lab_Bestiary



I'm all too aware of both. Spending 4 full turns scanning all the monsters is pointless and as you said the bestiary only has some monsters and would take pointless time to memorieze

. Wasting time by going to skills, selecting scan, examining target is a total of 3 actions and gives the monsters a free attack. All I mean is it would be helpful if one saw at a glance that one of those bastards was a giant, etc. Then you'd immediately have some idea of what you're facing. Instead, its easier to hit it, and then realize, "Oh, its a giant".

-Vakuen
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post Oct 20 2011, 20:04
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Something is lagging hentaiverse, so I traced it.
Can we has a kick at po100.hv15 and stuff after it ?
(IMG:[i27.lulzimg.com] http://i27.lulzimg.com/1cc58f420e.png)

Normal ping is about 40ms.
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post Oct 20 2011, 20:40
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Ichy



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Yeah it is lagging the past few days. How am I supposed to get Crystals for Sora if it is this slow? (IMG:[invalid] style_emoticons/default/sad.gif)
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