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post Aug 21 2021, 06:16
Post #161
Tgbvfr



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QUOTE(BlueWaterSplash @ Aug 20 2021, 20:15) *
  • Now there are only a couple of small arenas without exp bonus, eliminating the tactic to play only low level arenas to minimize exp gain.
    ...
  • The process of entering and fleeing IW to quickly reduce your stamina below 60 (for those who minimize exp gain) takes too long now.

If your tactic is to minimize exp gain, you might want to consider limiting your forum postings. Your exp gain will drop in half if you can go 31 days without posting and that counterbalances the gain for having Great stamina. Should be easier than repeatedly fleeing IW.
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post Aug 25 2021, 23:19
Post #162
Billabo



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Dang, I used to just get my "Dawn of a New Day" stuff, hop on HV to do the lowest-level arena for an easy and fast (what was it, 200?) credits and chance of a token drop at the end. Now I have to slog through 25 rounds if I want that chance of an arena token drop.

This post has been edited by Billabo: Aug 25 2021, 23:26
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post Aug 28 2021, 00:05
Post #163
safmy



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QUOTE(BlueWaterSplash @ Aug 20 2021, 20:15) *

I finally tried playing HV 0.88 and all the new arenas. I don't like the shorter arenas. I like the old way better in most aspects.
  • Now there are only a couple of small arenas without exp bonus, eliminating the tactic to play only low level arenas to minimize exp gain.
  • There is too much stamina now. It is unnecessary for players who don't play heavily.
  • The process of entering and fleeing IW to quickly reduce your stamina below 60 (for those who minimize exp gain) takes too long now.
  • Spirit Gems and Draughts became totally useless for 1H, which is one of the styles which ought to have use for them.
  • I'm not high level enough to try the Level 400 or 500 arenas yet, but for people who think SG arenas take too long, their addition is useless.
The worst part is that all these changes combine in the same negative way for players like myself that play a certain amount with a certain approach to leveling. They didn't balance each other out.

I don't understand what is the point of having so much stamina when the arenas are so much shorter now. Could a 3 tier approach to stamina improve things somehow? Maybe below 80 stamina, exp gain goes back to 50% (so that I can dump stamina in IW more quickly) while the increased stamina drain remains until below 60 stamina?


I'm so confused. Why would you want to minimise experience gain? Are you trying to prolong the experience to get to level 500? Is it a challenge to yourself?
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post Aug 28 2021, 00:32
Post #164
Shank



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Monsters die quicker at low level because of the monster hp scaling. Some gear also has value at low level whilst unsellable at high level.

Personally I don't think its worth caring about, 400+ comes with a lot of benefits. For example, if killing speed is a problem, mage is more doable at 400, as well as having more access to gear and abilities, and will be far quicker than low level melee at pfudor. You don't really see a lot of low level gear trading for stuff that won't sell at high level either, so not even sure there's much to be had through that avenue, and it'd be outclassed by just playing isekai and selling there where there's more demand anyway.

That said, low level gameplay, up to around 250~ (imo, due to 3 cast no cooldown imperil unlocking a little bit too late to avoid some tediousness), is far more enjoyable as melee. But you get that in isekai now anyway really.
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post Sep 3 2021, 04:01
Post #165
Juggernaut Santa



Living in HV 0.83 until Tenboro adds the Tower to Persistent
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Oh, it's a new month already.

It is time for:

QUOTE(Juggernaut Santa @ Aug 7 2021, 16:32) *

#AddTheTowerToPersistent for August 2021

#AddTheTowerToPersistent for September 2021


One day...(IMG:[invalid] style_emoticons/default/laugh.gif)
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post Sep 4 2021, 19:58
Post #166
MSimm1



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Running the two new arenas are pointless, if you are already at level 500, especially since their locked at PFUDOR
You get 0 experience points (IMG:[invalid] style_emoticons/default/dry.gif)
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post Sep 4 2021, 20:33
Post #167
Basara Nekki



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QUOTE(MSimm1 @ Sep 4 2021, 14:58) *

Running the two new arenas are pointless, if you are already at level 500, especially since their locked at PFUDOR
You get 0 experience points (IMG:[invalid] style_emoticons/default/dry.gif)


But you keep earning proficiency points. At least until it reaches 600 points, which takes a long time.
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post Sep 6 2021, 08:41
Post #168
jy-laji



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edit: Actually I'm not quite sure about it. Let me double check.
Nevermind...

This post has been edited by jy-laji: Sep 6 2021, 22:07
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post Sep 13 2021, 21:03
Post #169
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Does Vital strike have a chance to fail to apply the Bleeding and damage multiplier if the stun is from a counter?
I have had this happen every few rounds on ISK where Vital Strike randomly decides to act like a stun is not applied to the target when the target is clearly stunned still.

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post Sep 15 2021, 04:28
Post #170
Tgbvfr



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QUOTE(tallos @ Sep 13 2021, 19:03) *

Does Vital strike have a chance to fail to apply the Bleeding and damage multiplier if the stun is from a counter?

The release notes do not mention any changes to equipment procs or weapon skills so I believe there are no code changes related to Vital strike. I suggest you ask that question in the Ask the Experts thread.
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post Sep 15 2021, 05:23
Post #171
forgottendropzone



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I do find the changes to be enjoyable, as well as the challenges that I've faced so far.

DWD and PGC made me rethink my strategy a little bit since I found myself getting a bit overwhelmed by 3 SGs and 6 other monsters... though I just ended up firing OFC a lot more on the regular monsters more or less to ease the strain (and kill them before they can start doing some real damage with their SP attacks). Hopefully one day I'll get some radiant phase cold mage gear along with a decent redwood staff to get this going a bit faster. (IMG:[invalid] style_emoticons/default/unsure.gif)

All in all, they're pretty fun to do as long as you've got the patience to develop your gear to a sufficient level!
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post Sep 17 2021, 23:01
Post #172
Nezu



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It was reported to me that the stamina cost for IW seems to be rounded up now where it wasn't before the patch; can you confirm if this is happening and whether it is intended?

For example, a 56 round IW seems to be taking 2 whole stamina on every run now.
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post Sep 18 2021, 00:27
Post #173
OnceForAll



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QUOTE(Nezu @ Sep 18 2021, 05:01) *

It was reported to me that the stamina cost for IW seems to be rounded up now where it wasn't before the patch; can you confirm if this is happening and whether it is intended?

For example, a 56 round IW seems to be taking 2 whole stamina on every run now.


E.g I enter a 77 round IW at great stamina (which is 64), and after I finish the IW my stamina is at 61. Then I do it again, this time my stamina drops from 61 to 58.

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post Sep 18 2021, 09:00
Post #174
Tenboro

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QUOTE(Nezu @ Sep 17 2021, 23:01) *

It was reported to me that the stamina cost for IW seems to be rounded up now where it wasn't before the patch; can you confirm if this is happening and whether it is intended?

For example, a 56 round IW seems to be taking 2 whole stamina on every run now.


Looks like it. Not intended, it was caused by the other stamina changes, so I'll fix that for the next one.
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post Sep 30 2021, 08:46
Post #175
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Hello, I mainly play DualWield and I have a question about Frenzied Blows.

When facing more than 5 enemies, Frenzied Blows can be manipulated to hit fewer enemies in exchange for greater damage. Unfortunately, this trick doesn't work when the round consists of 5 or fewer enemies. Is this by design? Any chance for a change in the future?

I'm sorry if this has been explained before, I've only played HentaiVerse for a few months and not that familiar with everything.
=============
@Tgbvfr: Thank you!

This post has been edited by amaimono: Oct 1 2021, 05:55
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post Oct 1 2021, 04:51
Post #176
Tgbvfr



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QUOTE(amaimono @ Sep 30 2021, 06:46) *

When facing more than 5 enemies, Frenzied Blows can be manipulated to hit fewer enemies in exchange for greater damage. Unfortunately, this trick doesn't work when the round consists of 5 or fewer enemies. Is this by design?

The release notes do not mention any changes to weapon skills so I believe the Frenzied Blows code is unchanged. I suggest you ask that question in the Ask the Experts thread.
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post Oct 1 2021, 07:57
Post #177
OnceForAll



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QUOTE(amaimono @ Sep 30 2021, 14:46) *

Hello, I mainly play DualWield and I have a question about Frenzied Blows.

When facing more than 5 enemies, Frenzied Blows can be manipulated to hit fewer enemies in exchange for greater damage. Unfortunately, this trick doesn't work when the round consists of 5 or fewer enemies. Is this by design? Any chance for a change in the future?


I have talked about this with some veterans. And here is what we find out:
  • You have used a skill or cast a spell that can affect multiple targets. Like Frenzied Blows which will affect 5 monsters.
  • If the current round has 5 or fewer monsters:
    • All of the monsters will be affected.
  • And if the current round has more than 5 monsters (Let's say 7):
    • When you hit monster A, or B, or C, all first 5 monsters (which will be A, B, C, D, E) will be affected.
    • When you hit monster D => B, C, D, E, F will be affected. The same rule goes for E.
    • When you hit monster F => only D, E, F, G will be affected.
    • When you hit monster G => only E, F, G will be affected.
    • In short, here are the rules:
      • Not enough monsters above the target => Find more in the below
      • Not enough monsters below the target => Ignore and keep going
Idk if it is by design. But the implementation is very confusing, especially inconsistent behavior between targeting the first and targeting the last.

And here is my advice for players (with the current version of the game):

- If you are a DW player and want to use FB to kill monsters as fast as possible => Attack from bottom to top so that you can hit fewer targets dealing more damage.
- If you are an elemental mage (and play Imperil) and want to kill more monsters at once (Since offensive spells have a higher effect range) => Choose target in the middle as much as possible.

This post has been edited by OnceForAll: Oct 1 2021, 08:11
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post Oct 1 2021, 08:36
Post #178
amaimono



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@OnceForAll: Thank you!

Would be great if the trick also work in rounds with 5 or fewer monsters in the future. From my experience, it's faster to kill 1-2 fully healthy monsters than 4-5 half dead monsters after all.

This post has been edited by amaimono: Oct 1 2021, 08:43
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post Oct 12 2021, 02:23
Post #179
Juggernaut Santa



Living in HV 0.83 until Tenboro adds the Tower to Persistent
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Almost forgot it has been a new month for a while (IMG:[invalid] style_emoticons/default/laugh.gif)

QUOTE(Juggernaut Santa @ Sep 3 2021, 04:01) *

Oh, it's a new month already.

It is time for:
#AddTheTowerToPersistent for September 2021
One day...(IMG:[invalid] style_emoticons/default/laugh.gif)


#AddTheTowerToPersistent for October 2021

Never give up!
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post Oct 23 2021, 23:09
Post #180
skillchip



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Can it a Dungeon, or Basement instead
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