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The Official Hentaiverse Chat, Post your random thoughts or theorycrafts about HV |
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Oct 18 2011, 14:51
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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 I've always been curious, how many turns does it take for a melee to clear a round on a moderately high difficulty (Nightmare or higher)?
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Oct 18 2011, 15:06
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10

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QUOTE((Cheater) Tiap @ Oct 18 2011, 16:51)   I've always been curious, how many turns does it take for a melee to clear a round on a moderately high difficulty (Nightmare or higher)? Well... It depends on the weapon. 2H are faster, but fighting without a shield makes me feel unprotected. (IMG:[ invalid] style_emoticons/default/sleep.gif) 1H is slow, but safe because of the shield. Of course mages still doing it a bit faster, I suppose, but on the other hand they can be killed by a couple of crits. So I think for a mage every round on a high difficulty is like a drag race: you have some time, but if you won't clear the wave in that time - you're dead. For a melee every round is like a survival marathon: you need to keep your Regen and Protection on, 'cause mobs have time to gain mana and use special attacks, which still deals heavy damage, even with good gear and Protection in the auto-cast. But if you keep all up - you can survive two or sometimes even three combinated special attacks in a row. But you still need to fight faster, because mana drain is helluva pain in the ass. (IMG:[ invalid] style_emoticons/default/dry.gif) Maybe a little complicated speech, but that's how I see it. (IMG:[ invalid] style_emoticons/default/smile.gif) This post has been edited by Evil Scorpio: Oct 18 2011, 15:09
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Oct 18 2011, 15:08
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DragonRanger
Group: Members
Posts: 962
Joined: 12-February 07

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I've never actually paid attention, but the amount of turns really depends on the monsters that spawn, since there's usually one or two that take longer to kill than others. (Currently playing on Hell, though I may move to Nintendo soon.)
This post has been edited by DragonRanger: Oct 18 2011, 15:09
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Oct 18 2011, 20:19
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mkonji
Group: Members
Posts: 296
Joined: 23-August 09

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QUOTE((Cheater) Tiap @ Oct 18 2011, 14:38)  Cloth is meant to give you speed, evade and spell rape, not protection. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Evade and spell rape, maybe, but Light Armor is what gives you speed. I've got 420 agility, which means with haste I'm not all that far away from the action speed cap (you need 500 agility to reach it, assuming you have <20 burden, which I do). QUOTE((Cheater) Tiap @ Oct 18 2011, 14:51)  I've always been curious, how many turns does it take for a melee to clear a round on a moderately high difficulty (Nightmare or higher)?
For me, using an Ethereal Mace, Nightmare usually takes about 10-16 turns per round once you get into rounds with 7 or 8 enemies. Battletoads takes about twice that. Because of my extremely high crit chance and action speed combined with stun the only time I'm in danger of even getting hurt is on the first turn of a round. Past that, all but one or two of the monsters are stunned. With my level of two-handed proficiency I can hit every single monster in the wave 80% of the time. The biggest problem with this style, is that it takes FOREVER to kill bosses.
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Oct 18 2011, 21:19
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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QUOTE(mkonji @ Oct 18 2011, 20:19)  10-16  That sounds positively horrific.
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Oct 18 2011, 21:22
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE((Cheater) Tiap @ Oct 18 2011, 19:19)   That sounds positively horrific. He just has to hold down the button so it is OK.
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Oct 18 2011, 21:30
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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It would be a lot faster if DOM strike could wrap-around from the top to bottom mobs... (IMG:[ invalid] style_emoticons/default/sad.gif) Not that I want (to request) it though, its work good enough as is. This post has been edited by buktore: Oct 18 2011, 21:31
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Oct 18 2011, 21:36
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(mkonji @ Oct 18 2011, 10:19)  I'm not all that far away from the action speed cap (you need 500 agility to reach it
Where did you get that number? 3 AGI = +1 action speed. Cap on action speed is +400 on top of base.
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Oct 18 2011, 22:20
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mkonji
Group: Members
Posts: 296
Joined: 23-August 09

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QUOTE(Maximum_Joe @ Oct 18 2011, 21:36)  Where did you get that number? 3 AGI = +1 action speed. Cap on action speed is +400 on top of base.
0.5.1 patch notes: QUOTE - Base turn duration was increased from 300 to 500 and is now capped to (100,500). Which means that the effects of Haste will no longer start degrading around level 200, nor eventually disappear. As I read it turn duration is ( 500 - action_speed + burden) and it can't be lower than 100 (or higher than 500, but you'd need some crazy high burden equipment to get above that). Thus at 500 Agility and haste your action_speed will be 400, which makes your turn duration hit the lower cap of 100. edit: that's with haste, ofc QUOTE((Cheater) Tiap @ Oct 18 2011, 21:19)  That sounds positively horrific.
Depends on your ping. On a good day it's a matter of seconds to complete the round since all you're really doing is holding 5 for a couple of seconds seconds then pressing other numbers for a few more. You're pretty much playing as fast as the page loads. And the only thing you ever need to worry about casting is Regen and once every 500 turns Heartseeker. For me it's EXTREMELY rare to ever have to worry about your HP and cast cure. This post has been edited by mkonji: Oct 18 2011, 22:33
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Oct 18 2011, 22:33
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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QUOTE(Maximum_Joe @ Oct 18 2011, 14:36)  Where did you get that number? 3 AGI = +1 action speed. Cap on action speed is +400 on top of base.
It's pretty easy to max action speed now. Case in point:  With haste, my action speed would be 411.45 which is pretty much wasted overkill since you can't go lower than 100. This would imply that this quote no longer applies, at least to me: QUOTE - Base turn duration was increased from 300 to 500 and is now capped to (100,500). Which means that the effects of Haste will no longer start degrading around level 200, nor eventually disappear.
It's that time of the year again. I say another modification to action speed is in order. Maybe change it to (100,700)? (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Oct 18 2011, 22:38
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mkonji
Group: Members
Posts: 296
Joined: 23-August 09

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Sanity limits. Never insane enough.
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Oct 18 2011, 22:39
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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Find a way to do it without making monsters get more insane
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Oct 18 2011, 22:48
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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Sanity limits don't apply to me. (IMG:[ invalid] style_emoticons/default/smile.gif) We all know what happened to the EXP one, might as well break the action speed limit while I'm at it.
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Oct 18 2011, 23:45
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Tenboro @ Oct 18 2011, 04:06)  Eh, the armor types are balancing out nicely. Below 100, Light and Heavy dominate, between 100-200 the distribution is almost even, and above 200 Cloth dominates.
Shouldn't it be that all armor types are fairly well represented (give or take) across all levels? Because everyone being a clothie mage at high levels and everyone being a tanky melee at low levels seems unbalanced. Then again, this could all change once Skills get put in, whenever that is. LOL, who am I kidding? Probably not since facemelting will probably still trump all. And really, the thing that kills using Heavy is Interference shitting up your spell durations which get shitted up even more by needing an ass-load of turns to clear a round.
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Oct 19 2011, 00:16
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mkonji
Group: Members
Posts: 296
Joined: 23-August 09

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QUOTE(derpymal @ Oct 18 2011, 23:45)  And really, the thing that kills using Heavy is Interference shitting up your spell durations which get shitted up even more by needing an ass-load of turns to clear a round.
I think it's a little messed up that interference gives a PERCENTAGE penalty to your proficiencies on top of scaling with the item level without ANY way to mitigate it (besides a couple of static bonuses from titles). It punishes you for leveling up. Whereas EDB cloth armor gives a percentage bonus which means it scales with your level and the percentage itself has extremely high scaling. So your gained power is pretty much exponential to your level. Heavy Armor punishes you doubly as you level up and Cloth Armor rewards you doubly as you level up.
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Oct 19 2011, 00:31
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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honestly interference should be a logarithmic penalty instead of a linear one, like burden sort of is now.
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Oct 19 2011, 00:59
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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Thanks to cmal (... derpymal) for quoting this. Otherwise I probably won't ever going to see it. QUOTE(Tenboro @ Oct 18 2011, 15:06)  Eh, the armor types are balancing out nicely. Below 100, Light and Heavy dominate, between 100-200 the distribution is almost even, and above 200 Cloth dominates. Meh... Not this shit again... (IMG:[ invalid] style_emoticons/default/dry.gif)
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Oct 19 2011, 01:30
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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Interference has been screwing heavy over since the dawn of day. People seem to have this misconception that it's all right since melee apparently don't use any form of magic, supportive or otherwise.
Anyways, we shouldn't continue discussing how to improve heavy, it might get too OP which would result in a massive nerf like last time (last time = before I joined). sushitrollface.jpg
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Oct 19 2011, 01:32
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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What are you talking about? Heavy is already OP.
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