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> The Official Hentaiverse Chat, Post your random thoughts or theorycrafts about HV

 
post Dec 7 2017, 01:28
Post #42521
reality_marble



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great thing about OFC is when you can already realiably survive/kill enemy
ヘ(>_<ヘ) ¬o( ̄‿ ̄メ)

the use OFC, lose spirits instants, has to rebuild and get sparky/almost sparky in the mean whales due to lack of damage power gives OFC less profits

eventuals you get powers enough to lack of SS not be a major bother, except for a loss of killing speed

by this point, OFC is going to make life almost 1/3 faster as every 3 rounds you are orbital frienukingship (⊃。•́‿•̀。)⊃━✿✿✿✿✿✿ them all


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post Dec 7 2017, 02:25
Post #42522
qw3rty67



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There should be a hath perk that gives you increased OC gain. Or some hath-only version of an energy drink that lasts more than a whopping ten turns.

This post has been edited by qw3rty67: Dec 7 2017, 02:26
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post Dec 7 2017, 02:58
Post #42523
Cryosite



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QUOTE(reality_marble @ Dec 6 2017, 15:28) *


ヘ(>_<ヘ) ¬o( ̄‿ ̄メ)



(>^.(>O.o)>
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post Dec 7 2017, 03:46
Post #42524
Cryosite



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I read through this suggestion and it got me thinking a bit. While not exactly constructive, it felt like pretty random thoughts. So I posted here instead of there.

Most of the things in this game make some degree of "sense." You smash things with your weapon, they take damage and die. You get loot, experience, and a sense of accomplishment.

When you go to the forge, you can fix your broken stuff. Sensical.
You can use magical things to enchant your stuff with temporary magical stuff. Sensical.

You can upgrade your stuff. Specifically by using a lot of material. But you get to pick and choose what you want to improve. Your forge level limits how much you can focus on a stat. Overall you can get the feeling of being a craftsperson, starting out apprentice and only able to do so much, but later on become a master and make a big difference.

When it comes to IW, there is sort of a disconnect in the "sense" of it. On the one hand, it feels like you're sort of going inside the "soul" of the weapon/armor and seeking out hidden potentials. But then, if you don't like what you find, you can erase it and try again? Shouldn't a piece of gear have just one special potential to find?

Going with a "thematic" approach to IW'ing imagine what the Item World represents. You're going "inside" the equip. Currently, by beating up a bunch of random enemies, you accumulate some "exp" and "level up" your gear.

Instead I'd suggest treating the Item World like a more "physical" place. You go in, you explore. You can revisit the same floors you've already been to. You choose when to go to deeper floors (higher level). You need to explore a certain amount (similar to pxp to level up) in order to find the door and stairs leading down. But you don't have to go down right away, and you can explore every nook and cranny if you like before descending.

In addition to the exit down, exploring further can find "rooms." Each room has a potency inside, and defeating a boss-guarding of some kind lets you interact with that potency. You can nurture and strengthen it, or you can destroy it. A melee weapon would have four potency rooms each floor.

There is still a slightly random element to the process. For an amount of effort equivalent to leveling up, you discover one of the possible rooms at random that you haven't already found. So, a level 0 axe would randomly find either Butcher, Fatality, Overpower, Swift Strikes, or the stairs leading to level 1. You could keep exploring, even if you find the exit, and wait until you find all the rooms if you like. Or you might get lucky and find the ones you're most interested in first and ignore the others.

Discovering the room for Overpower, for example, you could feed it something, or destroy it, or ignore it (and come back later to make one of the other two choices maybe). Simply finding it would be like, 0.5 level of Overpower. Feeding it would build it up to 1 level of Overpower. Destroying it would bring it to 0 levels of Overpower.

Amnesia shards could be re-purposed to resetting a destroyed/upgraded room back to neutral.

There might be some sort of mechanic to limit how much potency could be gained from a particular floor. Maybe in order to "feed" a potency, you have to destroy another one.

The overall end result is that rather than IW being random, you could work to a specific goal. The random element becomes less "keep reshuffling until you get what you want" and instead it becomes "how fast/easy will it be to get what you want?"

For a melee weapon (which only has four possible potencies) you have an absolute upper limit of 5 runs per level/floor instead of possibly an infinite number of runs, along with a bunch of amnesia shards. Amnesia shards become reduced in importance somewhat, since they serve to let you try out a different configuration (like a respec) rather than be necessary to get what you want initially.

I think something like this helps keep the IW in theme of what it feels like it is trying to do, while mechanically being a lot friendlier to people who just want their gear to perform right.
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post Dec 7 2017, 03:53
Post #42525
Basara Nekki



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Is anyone else having slowness issues in the game (either in alt or non-alt), or is it just me? (IMG:[invalid] style_emoticons/default/huh.gif)

I tested the ping and it's a bit bad. But the worst part is the test failures (packet losses). One of the tests was 100% loss. (IMG:[invalid] style_emoticons/default/sad.gif)

And I tested it with other sites and there was no loss, nor great variation of result between one test and another. (IMG:[invalid] style_emoticons/default/mellow.gif)
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post Dec 7 2017, 04:09
Post #42526
reality_marble



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1. IW is a bother, i hates it, makes me want to ragequit, but the effort is worth the results? thus naturals a high price must be paid
(´ ∀ ` *)
anythings must be hard, unless break balans

wish was like variationing of Disgaea item worldings where go inside same equip and might or not find a particular potents

you might get 0,03 overpowers, 0,04 brutality, 0,02 fast slash in same item by instants
then you can move it arounds, leaving only 0,03 overpowers and 0,04 brutality
then another run and you mights find 0,09 overpowers, so now has 0,12 overpowers
and so goes on until has 5 overpowers, 4 brutality with a reserve of 3,4 swift, 3.1 butcher that is inside equip but not in use

luck makes things UNFUN. would of rather do 200 runs knowings progress is being of make even if slow than ragequit \\٩(๑`^´๑)۶// due to bad lock

now 10 borough would just need to rewrite whole game to make happen 。゚(。ノωヽ。)゚。


2. not only bass araara~ nakked is having problem with pong
pinged it and server ponged back lost of pocket lose Σ(°ロ°)
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post Dec 7 2017, 08:47
Post #42527
BlueWaterSplash



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Disgaea is fun but the games are too grindy for me. So I was only able to play one of the games, then when I saw what the series is like, I can never play another one. Even though I like it. Probably one of the only games I didn't fully complete.
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post Dec 7 2017, 10:42
Post #42528
reality_marble



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because thislike grind

main allure of gameplay for me would be grind, and the facts that can grindg over ヽ( ・∀・)ノ_θ彡☆Σ(ノ `Д´)ノ
and over ヽ( ・∀・)ノ_θ彡☆Σ(ノ `Д´)ノ
again ヽ( ・∀・)ノ_θ彡☆Σ(ノ `Д´)ノ
and still make progress

put as exemplanations because it also has IW concepts that uses potents for improves equip but in another ways than heres, witch works better in my hundle option, but it is another very different code
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post Dec 7 2017, 14:08
Post #42529
EsotericSatire



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QUOTE(Basara Nekki @ Dec 6 2017, 15:53) *

Is anyone else having slowness issues in the game (either in alt or non-alt), or is it just me? (IMG:[invalid] style_emoticons/default/huh.gif)

I tested the ping and it's a bit bad. But the worst part is the test failures (packet losses). One of the tests was 100% loss. (IMG:[invalid] style_emoticons/default/sad.gif)

And I tested it with other sites and there was no loss, nor great variation of result between one test and another. (IMG:[invalid] style_emoticons/default/mellow.gif)


yes, try ult server

Main server 0.2-0.7 tps
Main server with vpn 1.4-1.6 tps
alt server 1.8-2.2 tps
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post Dec 8 2017, 09:57
Post #42530
Noni



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My observations about maging: there are actually 2 imperil play-styles

I now have 2 mage set: LARD-based with 2 radiants 3 charged and LDWD-based full charged not full forged yet

LARD works like this: imperil hits 80% of the critters, and the rest usually dies from the high LARD damage (over 5000MDB, over 400% cold, 5 DD perks). Only if I'm unlucky and a strong-against-cold monster resists imperil, then I use a couple of turns extra. . Just don't try to imperil all with LARD - that takes too many turns.

LWDW works like this: imperil hits 100% of the critters, if I'm unlucky in one extra try. Then they die from the damage. If I would miss one critter with the imperil, it takes many turns to kill it. Just don't try to kill unimperiled with LWDW - that takes too many turns.

Both work fine, 2 different imperil play styles.
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post Dec 8 2017, 11:32
Post #42531
clarkiest



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Eh, wasn't it basically the difference in counter resist?
Redwood doesn't have innate counter resist. Willow has.
You basically have more success landing imperil with willow.
(So, 80% of the time is considered normal, eh? Nice)

Have you tried mixing in radiant fenrir with your dark set? Helps you with non-imperil combat, I think, when that spell failed to land. Or, has 5 charged become imperative at your level?
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post Dec 8 2017, 12:21
Post #42532
Superlatanium



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QUOTE(DJNoni @ Dec 8 2017, 07:57) *
Only if I'm unlucky and a strong-against-cold monster resists imperil, then I use a couple of turns extra.
Most monsters are strong against cold (and other elements) though, unfortunately, right? Maybe what matters is a combination of elemental resistance, magic resistance, and HP.

It's a little odd. Elemental-based players get the most benefit from Imperil (-40% to specific mitigation) while holy/dark players get somewhat less benefit (-25% to specific mitigation). Just considering this, one might think that with holy/dark, if they use imperil, if it doesn't land at first, it's more skippable damage-wise than in the same situation were they using elemental. But monsters that resist it once are probably far more likely than the baseline to resist it again, which is a problem when not using Willow.

Having a ton of base damage/EDB etc in the first place really helps making the option of skipping Imperil more attractive.
QUOTE(clarkiest @ Dec 8 2017, 09:32) *
Eh, wasn't it basically the difference in counter resist?
That's part of it, but only a small part I think - most (optimized) players using Imperil will have gotten Penetrator 4 or 5 already, after all. Willow's extremely high Depreciating proficiency is probably the main cause of the difference.

(Evil Enchantress perk helps a good deal as well)

This post has been edited by Superlatanium: Dec 8 2017, 12:22
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post Dec 8 2017, 12:46
Post #42533
Cleavs



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QUOTE(Superlatanium @ Dec 8 2017, 11:21) *

Willow's extremely high Depreciating proficiency is probably the main cause of the difference.

(Evil Enchantress perk helps a good deal as well)

in a cold vs. dark comparison, the difference may be due to willow's deprecating prof (and eventually higher CR) only.
afterall, the same person either has evil enchantress or doesn't have it, isn't it? (IMG:[invalid] style_emoticons/default/duck.gif)
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post Dec 8 2017, 12:56
Post #42534
KitsuneAbby



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Don't forget that Imperil reduces elemental mitigation by 40%, and dark by 25%.
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post Dec 8 2017, 13:19
Post #42535
BlueWaterSplash



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QUOTE(reality_marble)
because thislike grind

main allure of gameplay for me would be grind, and the facts that can grindg over and over
and still make progress

Yuck, get away from me lol.

You play a lots of Disgaea games then? Dang I want to play, too.

Hmm also I remember sometimes there was problems with special editions or pre-order bonus. Sometimes they are too greedy with such things and maybe I forgot to buy the game and didn't get the bonus, then it's too hard to get after that. So I never play the game. I miss out, and the store misses out my money too.

A lot of good games are coming out next year. It is looking like I will have to disappear from here for many years now. But I will come back eventually, unless I died.
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post Dec 8 2017, 13:23
Post #42536
Superlatanium



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QUOTE(Scremaz @ Dec 8 2017, 10:46) *
afterall, the same person either has evil enchantress or doesn't have it, isn't it? (IMG:[invalid] style_emoticons/default/duck.gif)
Yep, just thought I'd mention it because it's a quite a large factor.
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post Dec 8 2017, 13:54
Post #42537
Noni



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QUOTE(Superlatanium @ Dec 8 2017, 12:23) *

Yep, just thought I'd mention it because it's a quite a large factor.


...and of course I have it. I mean DD5 and not EE? (IMG:[invalid] style_emoticons/default/blink.gif)

It's probably the state that my 2 builds are in right now. Cold is completely forged. Dark is only half-way. Dark has less defense, so I need more heal. I bet that when defense is equal, dark play will be more forgiving. At the moment, when a monster is not-imperiled, I slow down because of healing. So it's not the lack of damage that slows me down but the lack of evade.
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post Dec 8 2017, 16:06
Post #42538
reality_marble



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QUOTE(BlueWaterSplash @ Dec 8 2017, 09:19) *

Yuck, get away from me lol

Respect! (ノಥ益ಥ)ノ Respect the grindings!
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post Dec 9 2017, 02:20
Post #42539
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Girls, your posts are so damn long, OMG.

I play on Normal to farm Chaos Tokens and it's like playing on frickin' old Nintendo or Battletoads.
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post Dec 9 2017, 02:38
Post #42540
Superlatanium



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QUOTE(Sesshomaru Moon @ Dec 9 2017, 00:20) *
I play on Normal to farm Chaos Tokens and it's like playing on frickin' old Nintendo or Battletoads.
Didn't think about that before, but that's a good point... very high level players now have much more incentive to use Imperil even on lower difficulties, since monster HP scales up more with level and less with difficulty now.

(you want to blast through low difficulty, so what style do you use?)
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