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> HentaiVerse 0.5.0, Everything You Know Is Wrong

 
post Jan 31 2011, 02:27
Post #241
vampirial sin



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is their a reason why i can't unlock my first monster slot with my chaos token?
the unlock button is grayed out for some reason
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post Jan 31 2011, 02:37
Post #242
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QUOTE(DemonEyesBob @ Jan 30 2011, 23:58) *

You're a dick. 1. there is a tradeoff. 2. crude equipment got merged with flimsy. No one is going to pay 200K for a flimsy.


They may have been merged on the loot generation table but they haven't been merged on IW. I've experimented with this. But I'm not honestly expecting someone to buy it for 200K. 80K tops, but if I were going to sell it I would go 230C per level.
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post Jan 31 2011, 02:43
Post #243
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QUOTE(Razorflame @ Jan 31 2011, 05:41) *

Last time I checked (which was a few days ago), stated the clear bonus for FSM at 250,000C.


QUOTE(purng @ Jan 26 2011, 18:47) *

301 10 You gain 200032 Credits!
301 9 You gain 10895.09 EXP!
301 8 Your HP and MP have been fully restored!
301 7 Arena Token Bonus! [Token of Healing]
301 6 Arena Clear Bonus! [Godly Mana Potion]
301 5 Flying Spaghetti Monster dropped [Noodly Appendage]
301 4 You are Victorious!
301 3 Flying Spaghetti Monster has been defeated.
301 2 Banish hits Flying Spaghetti Monster for 4261 holy damage. <<- All buffs have been expired.


QUOTE(hyl @ Jan 31 2011, 05:26) *

Those 2 will hit harder with the nerfed elemental mitigation (IMG:[invalid] style_emoticons/default/wink.gif)


I fought him just now to just to test this. My dark mit are about 6% lower (66.4%), and a bit lower overall avoidance.

Surprisingly, I did found a difference. However, it's not about surviving (I didn't see much different) In fact, since deprecating spells get a huge boosted, it's actually easier than before.

The biggest difference is that his resistance either against soul (eth rapier) or physical mitigation, seem to be higher. This time I use 2 soul stones and yet I still do somewhat less damage than the last time I fought him..

Took me 912 turns. Still pretty easy, and will be much quicker if using Infusions.
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post Jan 31 2011, 02:46
Post #244
Drksrpnt



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In the future will we ever be able to make "Boss" monsters? Or even Legendary monsters, for that matter? They'd both have to go through screening, of course, but do you have anything like that planned for the future?
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post Jan 31 2011, 02:47
Post #245
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QUOTE(buktore @ Jan 31 2011, 01:43) *

I fought him just now to just to test this. My dark mit are about 6% lower (66.4%), and a bit lower overall avoidance.

Surprisingly, I did found a difference. However, it's not about surviving (I didn't see much different) In fact, since deprecating spells get a huge boosted, it's actually easier than before.

The biggest difference is that his resistance either against soul (eth rapier) or physical mitigation, seem to be higher. This time I use 2 soul stones and yet I still do somewhat less damage than the last time I fought him..

Took me 912 turns. Still pretty easy, and will be much quicker if using Infusions.


they have become overall harder for people who don't have etherals.
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post Jan 31 2011, 02:54
Post #246
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You can use a standard rapier with nice stats and use infusions. You get more than 2x damage than using eth.
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post Jan 31 2011, 02:57
Post #247
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Tenboro, I really appreciate all the effort you must have put into the update, but So far I'm not too thrilled with the it, (IMG:[invalid] style_emoticons/default/sad.gif)

Haven't been getting equip/Artifact drops like normal (more wasted training?)

I'm already so sick of seeing crystals, & 2 credits in the shop is just plain lame. Especially when they take the place of something else I could have used (IMG:[invalid] style_emoticons/default/dry.gif)




This post has been edited by dlhmmr: Jan 31 2011, 03:03
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post Jan 31 2011, 03:00
Post #248
hyl



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QUOTE(buktore @ Jan 31 2011, 01:54) *

You can use a standard rapier with nice stats and use infusions. You get more than 2x damage than using eth.

What about an infusion of gaia combined with an etheral ?
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post Jan 31 2011, 03:02
Post #249
Red of EHCOVE



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QUOTE(Tenboro @ Jan 30 2011, 05:13) *

Note: Don't create monsters that are obviously based on people on the forums without their permission. You can, of course, make yourself. Also, don't be retarded.


(IMG:[invalid] style_emoticons/default/smile.gif)

Is there a way to see what monsters were created?

I'd like to (re?)create the Forum Troll, for example. What if somebody created a Forum troll? Can we fix typo's in monsters (Forum torll?).

Regarding monsters based on forum members, perhaps there could be a (perk?) that would allow people to officially adopt a monster. They would get some control over what monster that is, and the creator would get some kind of reward. To prevent abuse, only members with stars or such could be eligible for it. We would have to associate the few monsters already based on the members with them with no reward, but I guess that wouldn't be an issue...

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

-- Buckler Shield: reduced base Interference from (15,5) to (7,2); reduced base Burden from (15,5) to (8,4); increased base Block from (5,15) to (8,18).
-- Kite Shield: changed base Block from (10,25) to (12,22)
-- Tower Shield: increased base Block from (15,25) to (16,26); reduced Burden and Interference from (35,25) to (30,20)


Cool, but I still fail to see why would anybody use bucklers or kites. Isn't block the only thing to care in the shields?

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

-- Dagger/Wakizashi: increased +AGI bonus from (0,10) to (2,14)
-- Clubs: increased base damage from (18,36) to (20,40); decreased base Burden from (24,16) to (22,15); increased base turn factor for stun from (1,5) to (3,6)
-- Mace/Estoc: decreased base Burden from (50,30) to (40,20); decreased base Interference from (30,10) to (24,10)
-- Mace: increased base damage from (28,44) to (30,50); increased base turn factor for stun proc from (3,7) to (5,8); increased base probability factor for stun proc from (15,25) to (16,30); increased +STR bonus from (0,14) to (5,25)
-- Estoc: increased base accuracy from (0,10) to (6,12); changed primary stat bonus to DEX/AGI; increased +DEX bonus to (5,25)
-- Scythe: increased base damage from (28,48) to (35,60); increased +STR bonus from (0,14) to (5,25); increased Bleed damage from (10,20) to (20,30)


Crap + 25% power is still crap, I am afraid. Why would anybody use daggers? Estocs still are not as good as dual wielding rapier and a Bleed Weapon, they would really need some serious damage increase for that.

New Scythes may be good, with what looks like the highest BW bonus.

Maybe dual wielding 4-turn 25% stun weapons will be playable, so I'll reserve my comment on new clubs/maces till I think more about it.

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

-- Redwood Staff: increased probability for Ether Theft from (10,20) to (15,25)
-- Willow Staff: increased deprecating proficiency bonus from (7,20) to (15,30)
-- Oak Staff: increased supportive/curative magic bonus from (7,20) to (10,25); increased magic accuracy bonus from (8,18) to (16,28)


Still need to play more mage, so no opinion here, other than I like to see "increases" (IMG:[invalid] style_emoticons/default/smile.gif)

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

-- Cloth Cotton: decreased Burden from (14,8) to (8,4); increased Physical Absorption from (4,14) to (10,15); increased Magical Absorption from (4,14) to (6,15); increased Physical Mitigation from (2,10) to (6,12); increased Magical Mitigation from (2,10) to (4,10)


Interesting. Will it make it not crap? I doubt it, but then, cotton is supposed to be crap, unless it's some specialized resist.

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

-- Cloth Phase: added DEX primary stat bonus; increased AGI primary stat bonus from (1,10) to (2,12); can now drop in Cheetah, Racoon, Fox and Owl variants; no longer drops with +resist


Hmm, this means it will be even more difficult to get good phase (+proficiency and such). I don't think anybody treats Cheetah and Raccon drops in cloth as non-trash, unless they happen to have some rare high evade bonus.

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

-- Light Leather: increased physical/magical absorb from (8,24) to (12,24); increased physical/magical mitigation from (6,20) to (10,20); decreased interference from (15,10) to (12,8); increased +resist from (1,8) to (4,10)
-- Light Dragon: increased physical/magical absorb from (10,26) to (13,27); increased physical/magical mitigation from (8,22) to (11,22); decreased interference from (12,8) to (10,7); increased +resist from (3,10) to (6,12)
-- Light Kevlar: increased physical/magical absorb from (12,28) to (14,30); increased physical/magical mitigation from (8,24) to (12,24); decreased interference from (10,6) to (9,6); increased +resist from (5,12) to (8,14)


Cool, even if it means my current kevlar will need replacing.

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

-- Heavy Chain: decreased Burden/Interference from (35,25) to (25,15); increased Physical Absorption from (12,32) to (16,32); increased Physical/Magical Mitigation from (10,24) to (12,24); increased STR/END bonus from (0,8) to (2,8); added +resist (9,15)
-- Heavy Plate: decreased Burden/Interference from (45,25) to (35,20); added +resist (10,16)


But is it usable at higher levels now?

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

- A new rare heavy armor type, Shield Armor, has been added. Shield Armor is essentially Plate Armor that has been magically enhanced to deflect localized attacks. This makes them the only equipment piece outside of shields to give a +Block bonus.


Sounds fun. Not sure if it is usable, but.... how does it stack with a shield?

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

- The percentage-based stats for elemental mitigations, evade, parry, block and resist are no longer affected by gear proficiency.


Can somebody tell me how significant that is?

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

- Infusions now also add +50% to the weapon attack damage multiplier.


Slowly becoming not crap... good.

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

- When equipping a shield, Counter can now also trigger on a Parry


Trigger a Parry? How is that different from normal Parry triggering?

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

- The number of times you can Counter in one round now depends on your Shield Proficiency. A proficiency above 100 lets you counter twice, while a proficiency above 200 lets you counter thrice.


I presume that before, you couldn't counter twice?

QUOTE(Tenboro @ Jan 30 2011, 05:13) *


- The cap for Domino Strike was increased from 70% to 80%.

- Domnio Strike can now reach up to 3 and 4 monsters away from the primary target at proficiency 100 and 200, respectively. Getting a hit on the second monster is an automatic hit on the third and fourth.

- The damage of Domino Strike has changed from 75%/50% to 75%/60%/40%/20%, increasing by one percentage point for every 10 points of proficiency, capping at 250 proficiency.

(These changes only apply when using the Two-Handed fighting style; not when using Niten.)


Cool. That means that Niten uses the old 70% 75%/50% rules, right?

QUOTE(Tenboro @ Jan 30 2011, 05:13) *


- You can now transfer Hath and Credits through Mooglemail. This works the same as attaching items/equipment, except that you cannot set a CoD. (That wouldn't make much sense.)
-- Note that you cannot attach more than one "thing" per message.


Cool. No more bounty system spam'o'buse, huh?

QUOTE(Tenboro @ Jan 30 2011, 05:13) *


- The new training "Spelunker" was added. This has 10 training levels.
-- Each level of Spelunker increases the number of Item Worlds you can enter by one each day, and reduces the cooldown on individual items by one hour.



I still can't understand why some people wanted it, but why not...

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

- The new training "Set Collector" was added. This has 4 training levels.
-- Each level of Set Collector increases your number of usable equipment sets by one, for a total maximum of 7.


Thank you! But... why only 4? I'd like to have 20 or 30 sets...

QUOTE(Tenboro @ Jan 30 2011, 05:13) *

- The "Ability Boost" training was re-capped to 100. The cost function was somewhat adjusted to fit the new scaling.


No reimbursement upcoming, right? :>

EDIT: done reading all 13 pages of the discussion. I very much think we will need a vigi-like thread for expunging / renaming monsters soon.

This post has been edited by Red_Piotrus: Jan 31 2011, 03:15
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post Jan 31 2011, 03:03
Post #250
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QUOTE(hyl @ Jan 31 2011, 00:47) *

they have become overall harder for people who don't have etherals.
You can forget the rapier, since we lost the PA+poison extra dmg, might try the new bleeding scythes.
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post Jan 31 2011, 03:08
Post #251
buktore



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You use Infusions of Divinity to fight against FSM.

And here's the change log from this patch..

QUOTE
- Infusions now also add +50% to the weapon attack damage multiplier.


Normally, using eth + gaia = nothing gain for melee (minus the damage reductions) But since this patch add more damage to infusions, it might help increase damage... will test it later.

Still, Infusions of Divinity is better for FSM (since he weak against it), and you can find a regular rapier with much better stats than the eth one.
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post Jan 31 2011, 03:11
Post #252
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Grr, with the new monsters (all of which hit like trucks compared to stock ones), I can't clear the lv30 and 40 arenas anymore. =(
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post Jan 31 2011, 03:19
Post #253
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1. Quite a number of new monsters hits very hard. I don't think there's any update that can compensate this simple issue.....The game is just becoming harder, grindfest ends much sooner. NO GOOD.

2.The annoying crystals are.......ANNOYING.
I hate crappy crystals stocking up in my pocket......
Lower useful items drop rate......The game is just becoming harder.




I hope this game can be a bit less challenging.....
I don't really want to fight normal battles like I was fighting in heroic mode.

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post Jan 31 2011, 03:20
Post #254
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QUOTE(Red_Piotrus @ Jan 30 2011, 22:02) *

Can somebody tell me how significant that is?

Significant. I lost ~4 evade.

QUOTE(Red_Piotrus @ Jan 30 2011, 22:02) *

Trigger a Parry? How is that different from normal Parry triggering?

You misread. If you parry, you now have a chance to trigger a counter attack.

QUOTE(Red_Piotrus @ Jan 30 2011, 22:02) *

I presume that before, you couldn't counter twice?

Correct. Not since it originally came out and then got nerfed anyway.
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post Jan 31 2011, 03:26
Post #255
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I'm slightly confused. I have 1 chaos token but I cannot unlock a monster slot. Did I miss something?
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post Jan 31 2011, 03:27
Post #256
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These new monster names are gonna make playing in public a bit harder >_<
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post Jan 31 2011, 03:28
Post #257
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QUOTE(Anomtai @ Jan 31 2011, 00:37) *

They may have been merged on the loot generation table but they haven't been merged on IW. I've experimented with this.
Really? Do you remember how rare was to get a flimsy? Probably it was 1/100 of crudes, so did you tested hundreds of crudes?
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post Jan 31 2011, 03:43
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QUOTE(Sonic @ Jan 30 2011, 20:26) *

I'm slightly confused. I have 1 chaos token but I cannot unlock a monster slot. Did I miss something?
Same here. 1 Token, 0 Slots.
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post Jan 31 2011, 03:55
Post #259
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QUOTE(EvolutionKing @ Jan 30 2011, 22:43) *

Same here. 1 Token, 0 Slots.

Unlocking another slot will consume 5 chaos tokens.

I have 8 slots open.

Can we get a 'super-human' monster type? I want to create a mob based on a character who is human in look but godlike in power...

---------


I'm honestly not really caring about the mobs right now, I want channeling to work like it used to (IMG:[invalid] style_emoticons/default/sad.gif)

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post Jan 31 2011, 04:10
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QUOTE
You can forget the rapier, since we lost the PA+poison extra dmg, might try the new bleeding scythes.

Wait... no more PA+poison? What? I thought it was only no more PA+soul burst. Can someone confirm this?
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