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HentaiVerse 0.5.1, It won't ever be over 9000 |
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Mar 12 2011, 15:37
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aoyamamotoko
Newcomer
  Group: Members
Posts: 62
Joined: 11-November 10

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i know that sound demanding, but if possible can i also scan dead monster in the future releases? i sometimes just kill and then regret....
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Mar 12 2011, 15:41
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Leon007
Group: Members
Posts: 1,196
Joined: 27-June 06

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good for regen in battle of MP
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Mar 12 2011, 16:09
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Namespoofer
Group: Members
Posts: 1,056
Joined: 10-March 09

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Darn! Now its gonna be much harder, bet everyone is going to upgrade resistances on elec and fire :|
Btw, does this mean you're going to eventually phase out the regular monsters?
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Mar 12 2011, 17:26
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08

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So, I wanted to fix the capitalisation of "gloomy ghost girl", even though there's probably no point (the system seems to auto capitalise initial letters anyway). I clicked on "Rename" and got the confirmation dialog: QUOTE Are you sure you wish to rename the monster gloomy ghost girl? This action costs three Chaos Tokens and cannot be reversed. I wanted to check that changing the capitalisation was, in fact, free, so I cancelled it and went back to the main Monster Lab page to see how many tokens I had before proceeding. Returning to the monster's page, I clicked on some highlighted text in vaguely the right location and got a confirmation dialog: QUOTE Are you sure you wish to delete the monster gloomy ghost girl? This action costs five Chaos Tokens and cannot be reversed. I clicked OK... and goodbye monster. At least I hadn't spent any crystals on her, and I don't think she had any kills, but that was five tokens down the drain. Now, I'm not asking for them back, but I do have a little suggestion: how about if the dialog comes up only for the Delete action, and Rename takes you straight to the rename page? That page could then explain that capitalisation changes were free, and also mention the bit about re-activating the monster. And possibly have a confirmation at the point where the name actually gets changed.
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Mar 12 2011, 17:27
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KamuiSeph
Group: Gold Star Club
Posts: 2,076
Joined: 29-August 08

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QUOTE(Ichy @ Mar 11 2011, 16:29)  We could really use a sell all button.
QUOTE((Cheater) KamuiSeph @ Mar 11 2011, 16:46)  I would literally kill someone to get that
QUOTE(Tenboro @ Mar 11 2011, 21:21)  Careful now, or I might come to collect.
QUOTE(Tenboro @ Mar 12 2011, 11:56)  0.5.1 - A "Sell All" button was added to the equipment shop. This will sell all unlocked and unequipped equipment in the currently selected pane.
FFFFFUUUUUUUUUUUUUUUU~ Now the reaper is gonna come to collect @_@ SAVE ME! This post has been edited by (Cheater) KamuiSeph: Mar 13 2011, 00:54
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Mar 12 2011, 17:59
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Tenboro

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QUOTE(Sayo Aisaka @ Mar 12 2011, 13:57)  Infusions have always added 50% to magic damage, so I'd expect this change to apply to both physical and magical attacks. Not that I know any more about the game mechanics than the rest of you...
Physical attacks only, yeah. The old +50% is to ER. QUOTE(Sayo Aisaka @ Mar 12 2011, 16:26)  how about if the dialog comes up only for the Delete action, and Rename takes you straight to the rename page?
There's no "rename page", it just pops up an input dialog for the new name.
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Mar 12 2011, 18:10
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Lev7
Newcomer
 Group: Members
Posts: 23
Joined: 3-March 11

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I know I'm just a beginner here, but it seems like the heavy melee class has a sour taste in its mouth after this patch. We don't use mana much, save for healing (which we'll be needing to do a lot more now). A large reason I spent so much experience on Endurance was for the health regeneration, to protect me from the dreaded "pokes of accumulating death." We sacrifice our speed and attack power (not to mention any aoe abilities [at least at MY level]) for the sole cause of protecting ourselves. Now, not only can we not regenerate health in battle without Vampiric weapons, (which I think are awsome) but we are also subject to the aforementioned "pokes of accumulating death."
tl;dr?
Maybe if someone sets aside their offense and speed to wear X amount of plate armor + a shield, may we then still be able to be hit for 0? I don't wanna regret going tank.
Respectfully, - Lev7
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Mar 12 2011, 18:20
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Lev7 @ Mar 12 2011, 19:10)  I know I'm just a beginner here, but it seems like the heavy melee class has a sour taste in its mouth after this patch. We don't use mana much, save for healing (which we'll be needing to do a lot more now). A large reason I spent so much experience on Endurance was for the health regeneration, to protect me from the dreaded "pokes of accumulating death." We sacrifice our speed and attack power (not to mention any aoe abilities [at least at MY level]) for the sole cause of protecting ourselves. Now, not only can we not regenerate health in battle without Vampiric weapons, (which I think are awsome) but we are also subject to the aforementioned "pokes of accumulating death."
tl;dr?
Maybe if someone sets aside their offense and speed to wear X amount of plate armor + a shield, may we then still be able to be hit for 0? I don't wanna regret going tank. Respectfully, - Lev7
With the new mana leech weapons you can drain a lot of mana which means you can cast way more heals and keep your shield up. So the 1 damage hits should not really matter?
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Mar 12 2011, 18:34
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08

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QUOTE(Tenboro @ Mar 12 2011, 15:59)  There's no "rename page"
But there could be one...
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Mar 12 2011, 18:37
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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Just curious, the amount of crystals we need for increasing statistics versus the amount we get back from artifacts in the shrine seems a little unbalanced. Maybe triple the number of crystals recieved on return?
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Mar 12 2011, 18:39
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Lev7
Newcomer
 Group: Members
Posts: 23
Joined: 3-March 11

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QUOTE(Ichy @ Mar 12 2011, 10:20)  With the new mana leech weapons you can drain a lot of mana which means you can cast way more heals and keep your shield up. So the 1 damage hits should not really matter?
But that gives me the burden of having to heal myself more. Besides, I was more interested in the Vampiric type of weapon. My point is: If I wear armor that gives me 75+ burden and use a single, one-handed weapon with a shield in the other hand, which drastically reduces my offensive capabilities, why should I still be subject to having no more defense than a clothy who can click one button and massacre all enemies in his path for a third of their health? It's just that I'm giving away all my offense for defense that I'm not receiving. Having to stop and heal would make my offense even LESS than it already is, and I have to manually click each enemy 6-12 times each. That gets old with consistently 9 enemies. If a clothy can kill all enemies in, realistically, about 6-10 clicks, whereas I have to do that potentially 9x more than he would, and both of us are taking 1 damage a hit, not only do I have less offense than him, but less defense as well.
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Mar 12 2011, 18:58
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Tenboro @ Mar 12 2011, 04:56)  Monster Lab Additions
Yay~ QUOTE(Tenboro @ Mar 12 2011, 04:56)  Balancing Changes - In-battle regeneration has been changed as follows: -- Health regeneration has been removed. -- Mana regeneration has been doubled.
Um, okay. QUOTE(Tenboro @ Mar 12 2011, 04:56)  - Like player attacks, monster attacks now always do at least one point of damage.
LOL. QUOTE(Tenboro @ Mar 12 2011, 04:56)  - The chance to obtain Ability Points from the Shrine now also depends on how many stat-ups you've gotten from it. -- The chance caps at today's value with max stat-ups, but is up to five times larger for people who don't have any. -- (Yes, it would make more sense to actually count the number of AP received, but this way took way less effort.)
How exactly does this affect we of the Complete Tree Club? QUOTE(Tenboro @ Mar 12 2011, 04:56)  - 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.
Will have to see how this turns out. QUOTE(Tenboro @ Mar 12 2011, 04:56)  Armor
- Cotton and Leather armor now has a lower drop chance. Implictly, this means other stuff has a higher chance of dropping.
LOL. QUOTE(Tenboro @ Mar 12 2011, 04:56)  - Made some changes to Shield Armor: -- Crushing/Slashing resistance was fixed to be consistent with Plate Armor (crush was too high, slash was too low) -- Increased chance for dropping in the "Barrier" form -- Removed elemental resistance variants
Neat. QUOTE(Tenboro @ Mar 12 2011, 04:56)  - Power Armor, another new rare Heavy Armor variant, was added. -- Power Armors are carefully restored artifacts from an ancient civilization that contains powered servors and actuators that help increase the power and accuracy of physical blows. -- While still providing good protection, Power Armor has somewhat lower physical mitigations compared to Plate/Shield Armor. -- The mechanical servos that assist with movement reduce the movement penalty compared to traditional Heavy Armor, but cause a higher degree of interference with the mystical powers.
OMG, Heavy is so OP. QUOTE(Tenboro @ Mar 12 2011, 04:56)  Weapons
- Three new semi-rare weapon suffixes, "of the" Vampire, Illithid and Banshee, were added. These add a life, mana and spirit tap proc to the weapon, respectively. -- The stat range for how much will be drained is 2/3rd higher for two-handers than for one-handers. Probability is the same. -- Unlike Lifestream/Ether Theft, this effect is instant.
Oshi-! QUOTE(Tenboro @ Mar 12 2011, 04:56)  One-Handed Fighting Style
- When countering an enemy, there is now a chance to briefly stun the monster you countered. -- This chance is equal to the chance of countering the monster in the first place. -- Wielding a weapon with a stun proc will add the stun probability for the weapon to the counter probability for this roll. -- Triggering the stun will consume one counter, but can always trigger on the first counter. In other words, below 100 prof you can counter or counter/stun, at 100-200 you can counter+counter or counter/stun, and at 200+ you can counter+counter+counter or counter+counter/stun.
Stun is neat, don't know how I feel about how it affects the counter mechanic yet. QUOTE(Tenboro @ Mar 12 2011, 04:56)  Misc - The health bar now turns silver when you're under the Spark of Life effect.
? QUOTE(Tenboro @ Mar 12 2011, 04:56)  - The shortcut for Powerup Gems has been changed to G. (Although P still works.)
Heh. QUOTE(Tenboro @ Mar 12 2011, 04:56)  - A "Sell All" button was added to the equipment shop. This will sell all unlocked and unequipped equipment in the currently selected pane. (Use with caution. I won't recover your Legendary Spork of Awesomeness if you sell it by accident.) -- Note that if you lock some equipment before selling, I recommend that you reload the page to make absolutely sure that the lock was properly acquired.
This should make bulk sell much easier.
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Mar 12 2011, 19:13
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Conquest101
Group: Gold Star Club
Posts: 2,852
Joined: 10-March 08

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Personally, I think power level scales up too quickly. I essentially can't upgrade the resist on my primary monster without quickly turning it into a 200+ power, nobody can encounter me, monster.
This post has been edited by Conquest101: Mar 12 2011, 19:14
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Mar 12 2011, 19:17
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Conquest101 @ Mar 12 2011, 20:13)  Personally, I think power level scales up too quickly. I essentially can't upgrade the resist on my primary monster without quickly turning it into a 200+ power, nobody can encounter me, monster.
Yeah i noticed this too. QUOTE(Ichy @ Mar 12 2011, 15:27)  I think powerlevel rises too fast. Just some little upgrades and she was already 154. Once some stats will reach god tier only Hito can fight them (IMG:[ invalid] style_emoticons/default/laugh.gif) QUOTE(Tenboro @ Mar 12 2011, 15:36)  I'm aware of that. I was planning on changing it to something like two times the power level, but I wanted to see how it works out first.
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Mar 12 2011, 19:51
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(Tenboro @ Jan 30 2011, 04:13)  What's not done yet is:
- the main monster stat screen - the monster skill editor
- upgrades for primary stats and elemental ratings (through crystals) - class-specific monster upgrades (through chaos tokens) - various other things you can do with your monsters
Is this correct? I was hoping for the class specific upgrading through chaos tokens more than the crystal upgrading. I guess this also means the reason for upgrading our monsters still hasn't been implemented, i.e. the benefits? (The only thing I consider a benefit, I hope. Credits.) Also, I already have a killing blow with a level 0. (IMG:[ invalid] style_emoticons/default/laugh.gif) QUOTE - The chance to obtain Ability Points from the Shrine now also depends on how many stat-ups you've gotten from it. -- The chance caps at today's value with max stat-ups, but is up to five times larger for people who don't have any. -- (Yes, it would make more sense to actually count the number of AP received, but this way took way less effort.) "Caps" is not the same thing as "ends," so that means the Complete-Tree/Complete-Stats club will still get ability points? I don't suppose you could give an exact percentage? 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. So what action speed will render Haste ineffective again? *Puts Haste back in quickcast bar* QUOTE - Cotton and Leather armor now has a lower drop chance. Implicitly, this means other stuff has a higher chance of dropping. I wish you would have done this yesterday. Still, I hope this explicitly leaves more useful phase drops in my inventory. Again, can you give a more concrete value as to how much this was lowered by? QUOTE - Lifestream is now correctly classified as Deprecating instead of Forbidden. -- The base duration of Lifestream was decreased to compensate for the larger duration you get from Deprecating spells. I can think of an awesome way to use that. In fact, this is a great change for my super long term goal of beating End of Time on IWBTH. QUOTE - The health bar now turns silver when you're under the Spark of Life effect. QUOTE(cmal @ Mar 12 2011, 10:58)  ? I haven't played any yet, but maybe you meant Cloak of the Fallen?Ok, nm. I thought it would have made more sense to have it active with Cloak. Goodbye green health bar. It turns green when the round is over and then silver again when the next round starts. This post has been edited by hitokiri84: Mar 12 2011, 21:49
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Mar 12 2011, 19:59
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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Can you put Power Level on the Monster List?
Also, what's the time base for Scan, anyway? Since scanning monsters will soon be necessary, it might prove to be deadly if its too slow.
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Mar 12 2011, 20:01
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(hitokiri84 @ Mar 12 2011, 17:51)  So what action speed will render Haste ineffective again?
If I understood correctly, the cap is now 400 action speed points, which means a minimum of 100 ticks
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Mar 12 2011, 20:49
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08

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Looks that way. But I've already been wrong once in this thread... QUOTE(cmal @ Mar 12 2011, 17:59)  Also, what's the time base for Scan, anyway? Since scanning monsters will soon be necessary, it might prove to be deadly if its too slow.
QUOTE(Tenboro @ Oct 28 2010, 08:47)  Note that while Scan does not consume anything to use, it does take the time of a normal action to perform.
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Mar 12 2011, 22:43
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Blutkaefer
Group: Members
Posts: 705
Joined: 9-January 09

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Health stealing weapons, stunning counterattacks, Power Armor, and upgrading monsters. Love this update.
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Mar 12 2011, 23:20
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Alpha 7
Group: Gold Star Club
Posts: 14,999
Joined: 24-October 08

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QUOTE(Tenboro @ Mar 12 2011, 04:56)  -- Mana regeneration has been doubled.
This is approaching OP, especially in Tank mode. My IA Shield+SV drain is now 1 MP per 3-4 turns. I can now whack-a-mole a mob that resisted an insta-death AOE and use less MP then using a single target T1 spell. QUOTE(Tenboro @ Mar 12 2011, 04:56)  - Like player attacks, monster attacks now always do at least one point of damage.
This, combined with no health regen in battle, will make life much less fun for low level tanks. QUOTE(Tenboro @ Mar 12 2011, 04:56)  - Cotton and Leather armor now has a lower drop chance. Implictly, this means other stuff has a higher chance of dropping.
After an Arena run, it is nice to not see lots of Cotton equipment drops. QUOTE(Tenboro @ Mar 12 2011, 04:56)  - Three new semi-rare weapon suffixes, "of the" Vampire, Illithid and Banshee, were added. These add a life, mana and spirit tap proc to the weapon, respectively.
Let me be the first to say, "These suck". (IMG:[ invalid] style_emoticons/default/biggrin.gif) QUOTE(Tenboro @ Mar 12 2011, 04:56)  - The droprate for Healing/Blood/Chaos tokens was changed from 70/20/10 to 60/30/10.
This is somewhat helpful as I have 483 Healing Token and only 44 Blood. QUOTE(Tenboro @ Mar 12 2011, 04:56)  - The color indicator for selected items has been changed to blue, for all those color blind people out there.
This is awesome. No more hoping I clicked the right piece of equipment.
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