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> HV Suggestions 0.90, Let's keep using this thread for 0.90 as well - starting Aug 2022

 
post Jul 12 2021, 03:16
Post #201
Mud attheBaseofLotus



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QUOTE(ForgottenOne @ Jul 12 2021, 00:46) *

About 'bleeding wound' procs: In addition to damage tick over time, can we make it 'tick' the moment a new stack is applied ?


What if change formula, move from linear dependency of dot dmg based on stack count, to some exponential. Meaning 1 stack will deal even les dmg then now, but 2-3 will do same or more, and 4-5 will do about twice as curent 5 stacks.

i.e. changing formula from current:
Damage done = ADB * DOT% * 0.4 * Stack count

to:
Damage done = ADB * DOT% * 0.4 * ((Stack count ^ 2) / 2.5)

so if DOT% is 20%

bleeding dot dmg(% of your total ADB) would be:
...............current formula.........proposed exponential formula
1 stack:..........8% .............................3.2%
2 stack:..........16%.............................12.8%
3 stack:..........24%.............................28.8%
4 stack:..........32%.............................51.2%
5 stack:..........40%.............................80%

This post has been edited by Mud attheBaseofLotus: Jul 12 2021, 03:19
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post Jul 12 2021, 03:56
Post #202
Kinights



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QUOTE(Paarfi @ Jul 11 2021, 22:00) *

Compared to that IW is reasonably forgiving. And the ability to start anew at any moment gives even more slack.

Second: technical limitations. I am not sure that the database stores which profs were acquired when

Just because something is reasonably forgiving doesn't mean it's the best it could be. IWs and potencies could definitely be and should definitely be improved upon.

As for technical limitations, there should be no need to complicate the system with the last prof acquired.

Just have a menu similar to the equipment upgrade screen, but instead of Upgrade, you have the option to Reforge each potency that's been unlocked by spending 1 Amnesia Shard on each reforge.

As for the Dark Descent hath perk, there could be a gimmick in the system that causes any potency that goes below 0 to become "locked", so it doesn't appear again until the next Dawn of a New Day.

An example would be getting 1 level of Darkproof, having the Dark Descent perk, and choosing to reforge darkproof would bring the potency level to -1, removing it from the item, but also blocking it from popping up again until the next Dawn.

Dark Descent is already relatively useless in case you need to reforge an item at an odd potency level, so getting some better utility out of it would be great.
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post Jul 12 2021, 07:47
Post #203
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QUOTE(ForgottenOne @ Jul 12 2021, 02:46) *

I've heard rumors about mitigation revamp (IMG:[invalid] style_emoticons/default/unsure.gif) not sure if it's legit or when would it be implemented ?

About 'bleeding wound' procs: In addition to damage tick over time, can we make it 'tick' the moment a new stack is applied ?

Bleeding effect feel really underwhelming right now, compare to other melee procs (IMG:[invalid] style_emoticons/default/sad.gif)

it's just rumors at this point. There may be changes in isekai next season, that could be related to mitigation, to IW, or it could be just minor tweeks.
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post Jul 12 2021, 09:49
Post #204
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QUOTE(Noni @ Jul 12 2021, 07:47) *

it's just rumors at this point. There may be changes in isekai next season, that could be related to mitigation, to IW, or it could be just minor tweeks.

Does this means isekai is used a open beta now? (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Jul 12 2021, 10:30
Post #205
Juggernaut Santa



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QUOTE(Uncle Stu @ Jul 12 2021, 09:49) *

Does this means isekai is used a open beta now? (IMG:[invalid] style_emoticons/default/unsure.gif)

Always has been.
(IMG:[i.imgur.com] https://i.imgur.com/iRtrBOr.png)
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post Jul 12 2021, 17:17
Post #206
mundomuñeca



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QUOTE(Uncle Stu @ Jul 12 2021, 08:49) *

Does this means isekai is used a open beta now? (IMG:[invalid] style_emoticons/default/unsure.gif)


According to what 10b himself wrote at the start of the first season, Isekai is also intended to be a kind of "testing ground" for new tweaks/features, before implementing them in Persistent HV.

Like the "Shrine Trophy Upgrades" selection in the "Character -> Settings" menu in the last season, or the new L.400 Arena that will probably pass to Persistent after the end of this season.

EDIT : You just have to read the Isekai season news thread first post, Uncle. It says all there is to know about current and/or probable changes.

This post has been edited by mundomuñeca: Jul 12 2021, 17:20
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post Jul 12 2021, 18:26
Post #207
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QUOTE(mundomuñeca @ Jul 12 2021, 17:17) *
or the new L.400 Arena that will probably pass to Persistent after the end of this season.

Actually the new arena with all the other changes will come to Persistent much sooner, probably as soon as everytning new is tested and rebalanced in Isekai, just like in the first season.

I'm really looking forward to it.

This post has been edited by Maharid: Jul 12 2021, 18:26
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post Jul 12 2021, 19:29
Post #208
mundomuñeca



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QUOTE(Maharid @ Jul 12 2021, 17:26) *

I'm really looking forward to it.


I bet you are ! And not the only one, too. (IMG:[invalid] style_emoticons/default/cool.gif)
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post Jul 12 2021, 20:18
Post #209
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In the Shrine, since we can upgrade trophies, I want to be able to mix & match so I don't have to save up 32 MBT tails. Besides Make Offering, add an Add to Basket button that works on all the upgradable trophies and just tracks how many boss trophy equivalents you've thrown into the hopper. Then have Apply as Tier 3, Apply as Tier 4 and Apply as Tier 5 buttons that deduct the appropriate number from the accumulator.
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post Jul 13 2021, 04:43
Post #210
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QUOTE(Maharid @ Jul 12 2021, 18:26) *

Actually the new arena with all the other changes will come to Persistent much sooner, probably as soon as everytning new is tested and rebalanced in Isekai, just like in the first season.

I'm really looking forward to it.

Same.

I also look forward for the day 10b will bring the Tower to persistent.
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post Jul 16 2021, 02:44
Post #211
Mud attheBaseofLotus



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I've tear this out of context because got some ideas related to this:

QUOTE(Nezu @ Jul 15 2021, 21:56) *

However, the long term intent for HV is to slow the gameplay down (actions per second - the real time per battle should remain similar) but that requires a looooot of work rebalancing all sorts of things, so who knows if we'll ever get to it. There are a lot of other important changes that have to happen first.


Overhault of attack speed mechanic could do the trick.


Remake how turns works, make strict order of turns: monsters turn, player turn, monsters turn, player turn, and so on... no skipping turns/double turns. Attack speed parameter should go wider, up to say some 500%, we could assume that 500% means 5 actions(attacks) per player turn, so when you press attack(regular attack, not one of skills) server will resolve it as attack_speed / 100 and will apply say 5 attacks to target monster, in 1 turn(in 1 update of the web page).

If you have attack speed less than 100%, say 80%, - attack would happens with 80% chance, if 120% - will result in 1 guaranteed attack and 20% chance to additional, and so on following this pattern up to 500%.

Or alternatively could be attack acumulator which will summsup attack speed%, so first turn +80%, acumulator now 80% which is less than 100% so skip atack, next turn +80%, acumulator now 160% > 100% - do 1 attack, acumulator -= 100%, on third turn +80% = 140% - again 1 attack, leftover 40%. something like this would be more reliable than chance for attack.
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post Jul 16 2021, 03:09
Post #212
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QUOTE(Mud attheBaseofLotus @ Jul 16 2021, 01:44) *

I've tear this out of context because got some ideas related to this:
Overhault of attack speed mechanic could do the trick.
...


It's more likely to be much simpler than that - increasing monster HP while reducing battle round counts - so rounds would last a lot longer, but the full battle should be roughly the same length. (The drop system would most likely be redesigned alongside this - possibly to allow each monster to drop multiple things, rather than just one drop which then rolls through a number of possibilities).

But there's old plans for a bunch of other things that go hand in hand with that kind of gameplay change which we're likely to get either first or alongside it. In the nearer-ish future are the reworks to avoidance and mitigation (math done, implementation not done because it touches a lot of things) - which are basically prerequisites to any sort of melee balance. In the further future, there's also the monster rework One Day™ - more customization options, more difference between classes, and possibly champion monsters in battle, etc.

By the way, your suggestion falls into the category of 'let's fix melee by giving them harder single-target hits', and I keep arguing - that's not the problem. It'd benefit low-damage melee players, sure, but that can also be rectified by... just improving your gear. There are more complicated issues than just how hard melee hits.

This post has been edited by Nezu: Jul 16 2021, 03:15
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post Jul 17 2021, 02:35
Post #213
Mud attheBaseofLotus



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QUOTE(Nezu @ Jul 16 2021, 01:09) *

It's more likely to be much simpler than that - increasing monster HP while reducing battle round counts - so rounds would last a lot longer, but the full battle should be roughly the same length.



Not sure if increasing monsters HP(i assume significantly) a good idea, at least without changing gameplay(for example adding more special attacks like Vital Strike and such). I mean we already have SGs, difference mostly is you just hovering longer until it dies, also cast Imperil, that's basically your monster with large HP pool.
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post Jul 17 2021, 04:01
Post #214
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QUOTE(Mud attheBaseofLotus @ Jul 17 2021, 01:35) *

Not sure if increasing monsters HP(i assume significantly) a good idea, at least without changing gameplay(for example adding more special attacks like Vital Strike and such). I mean we already have SGs, difference mostly is you just hovering longer until it dies, also cast Imperil, that's basically your monster with large HP pool.


It's kind of a prerequisite to making meaningful changes to the gameplay.

Right now, melee already ends up at a point where it can kill monsters in 2 hits; you would need a crazy amount more damage just to reduce that to 1 hit, and one-shot gameplay is really bad for fun (not to mention that it wouldn't fix melee anyway - damage delivery systems matter more, compare it with mage where it's just AoE on every hit).

But most likely even without changing any gmaeplay, increasing monster HP (and drops relative to that increase) would actually increase melee efficiency, due to the overkill on skills such as Frenzied Blows, Vital Strike, etc.

SGs are a good example of why it's a good start, actually - it's one of the few places in the game where melee can have a more interactive gameplay style. I personally play DW against SGs for fun, even though mage is much faster, and I know I'm not alone in finding melee fun there (alongside other DW players, 1H players who like using Vital Strike, etc).

Sure, you can just braindead hover... but skills are probably how we're going to get rebalanced melee, one day.

This post has been edited by Nezu: Jul 17 2021, 09:04
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post Jul 17 2021, 11:49
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I've got a minor suggestion: Don't let re-applying a spell reduce the duration.

First example: You have the channeling buff and accidentally cast regen twice. It would be fair if the second time was just a waste of mana, but it's actually harmful, reducing the channeling-enhanced duration to the normal duration.

Second example: For some weird reason, you're casting spells of the same element as your spike shield. Your spell applies a debuff lasting about a dozen turns. Then that monster gets hit by your spike shield, and the debuff reduces to a couple turns. It doesn't really make sense.

It's completely avoidable, so it's no big deal, but it's a weird interaction.
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post Jul 17 2021, 11:57
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QUOTE(mathl33t @ Jul 17 2021, 10:49) *

I've got a minor suggestion: Don't let re-applying a spell reduce the duration.

First example: You have the channeling buff and accidentally cast regen twice. It would be fair if the second time was just a waste of mana, but it's actually harmful, reducing the channeling-enhanced duration to the normal duration.

Second example: For some weird reason, you're casting spells of the same element as your spike shield. Your spell applies a debuff lasting about a dozen turns. Then that monster gets hit by your spike shield, and the debuff reduces to a couple turns. It doesn't really make sense.

It's completely avoidable, so it's no big deal, but it's a weird interaction.


Yeah, that'd be useful QoL.
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post Jul 17 2021, 15:22
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can we have native equip slots and credits on every page? I know the scripts can do that, but to fetch that it need 2 extra request on every page, and most scripts user do that, that's too low effective for both server and user. so is that possible to:
1. make global various for equip slots and credits on every page, like the current_credits various now on the shop, so the script can show it if we want without fetch new page
2. show equip slots and credits on every page, and we can use the script to hide it if we don't want to see that

personally I would prefer solution 1.

well just a thought, ignore it if it won't work
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post Jul 17 2021, 16:17
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mundomuñeca



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QUOTE(Nezu @ Jul 17 2021, 03:01) *

SGs are a good example of why it's a good start, actually - it's one of the few places in the game where melee can have a more interactive gameplay style. I personally play DW against SGs for fun.


You're strange. (IMG:[invalid] style_emoticons/default/ph34r.gif)

I'm sure you know it, someone must have already told you . (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jul 17 2021, 18:04
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QUOTE(what_is_name @ Jul 17 2021, 14:22) *

can we have native equip slots and credits on every page? I know the scripts can do that, but to fetch that it need 2 extra request on every page, and most scripts user do that, that's too low effective for both server and user. so is that possible to:
1. make global various for equip slots and credits on every page, like the current_credits various now on the shop, so the script can show it if we want without fetch new page
2. show equip slots and credits on every page, and we can use the script to hide it if we don't want to see that

personally I would prefer solution 1.

well just a thought, ignore it if it won't work


I'd like that too honestly - although, as far as I know, credits are part of the accounts backend, separate to the HV database, so I'm not sure if that'd be enough of a concern to avoid putting it onto more pages. (Equip slots should be fine, though.)

Userscripts could be slightly more efficient about it though - by only refreshing the counts after an action is taken that could modify them - such as using the Monsterbation battle-end event to invalidate the stored variables. I think battle is the only time this is an issue - all the other pages where you can use credits, or get equipment, should show those variables by themselves, though I might be wrong.

QUOTE(mundomuñeca @ Jul 17 2021, 15:17) *

You're strange. (IMG:[invalid] style_emoticons/default/ph34r.gif)

I'm sure you know it, someone must have already told you . (IMG:[invalid] style_emoticons/default/tongue.gif)


Well, hey, if the game isn't actually fun to play and people just want monster HP bars to go down without doing anything besides holding the mouse in the right area - maaaaaaaybe they should go find another game they enjoy more? (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jul 17 2021, 23:22
Post #220
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Make forging connect to quality name not pxp number, so mags of all pxp always require the same level of materials.

Extend 2H skills to the range of the 2H melee attack. So instead of 5 mobs it can hit 7 mobs for the tier 2 and 3 skill.

Also, allow dominio strike to also strike with the additional elemental strikes that the weapon has.

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