Loading. Please Wait... 
 |
 |
 |
HentaiVerse 0.5.1, It won't ever be over 9000 |
|
Mar 12 2011, 23:46
|
hk762
Group: Gold Star Club
Posts: 266
Joined: 4-September 10

|
QUOTE(Tenboro @ Mar 12 2011, 09:56)  0.5.1
Monster Lab Additions
-- Elemental Defense can be increased to a maximum of 75, but each stat can only be increased 50 times.
If this is really the case, those dragonkins which have -50 Cold ER will only become less prone to Cold spells as they can be upgraded from -50 to just 0, is this correct? I've been trying to create a strong "Frost Dragon"... how the heck THE "Frost Dragon" is weak against its own elemental power... (IMG:[ invalid] style_emoticons/default/dry.gif)
|
|
|
|
 |
|
Mar 13 2011, 00:27
|
hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

|
QUOTE(Alpha 7 @ Mar 12 2011, 21:20)  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.
Try to clear +EoD arenas without a staff first.
|
|
|
|
 |
|
Mar 13 2011, 00:52
|
KamuiSeph
Group: Gold Star Club
Posts: 2,076
Joined: 29-August 08

|
QUOTE(hk762 @ Mar 12 2011, 23:46)  those dragonkins which have -50 Cold ER will only become less prone to Cold spells as they can be upgraded from -50 to just 0, is this correct?
That sentence confused me @_@ I think I see what you're getting at. -50 means low resistance. +50 means high resistance. As in, the lower the stat, the more dmg your monster gets from that type of magic. Higher stat - less dmg. Also: QUOTE(cmdct @ Mar 13 2011, 00:27)  Try to clear +EoD arenas without a staff first.
What's the point in clearing it w/o a staff? Is there some benefit? Or just for shits & giggles? This post has been edited by (Cheater) KamuiSeph: Mar 13 2011, 00:53
|
|
|
|
 |
|
Mar 13 2011, 01:04
|
20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

|
QUOTE(Tenboro @ Mar 12 2011, 01:56)  - 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.
This isn't one of those "buffs" that end up being you now have to have haste cast on you at all times to maintain the previous level, is it?
|
|
|
|
 |
|
Mar 13 2011, 01:05
|
hk762
Group: Gold Star Club
Posts: 266
Joined: 4-September 10

|
QUOTE((Cheater) KamuiSeph @ Mar 12 2011, 22:52)  I think I see what you're getting at. -50 means low resistance. +50 means high resistance. As in, the lower the stat, the more dmg your monster gets from that type of magic. Higher stat - less dmg.
Sorry if it sounds confusing but you're getting it, sir. Normally, dragonkins have very low Cold resistance, which is -50. If I can upgrade the elemental resistance just 50 times, then my dragon's Cold resistance will be 0. The problem is... I'm trying to create a "Frost Dragon"... What's the point of being "Frost Dragon" if it's weak against its own elemental power... (IMG:[ invalid] style_emoticons/default/tongue.gif)
|
|
|
Mar 13 2011, 02:26
|
Nyvil
Group: Members
Posts: 318
Joined: 13-June 10

|
|
|
|
|
 |
|
Mar 13 2011, 02:34
|
lovehcomics
Group: Members
Posts: 1,354
Joined: 28-August 09

|
Well, it's easier to increase the caps on/tweak upwards ER fuses at a later time when it becomes obvious they're too low. Decreasing after finding out that the caps were too high is a lot more painful! This is why they seem so low right now. 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.
Not sure if this is awesome or awful. *checks Action Speed* Hmm, I'm still only 130. With staff+phase/gossamer gear, haste spell (33.5%), and scrolls of swiftness, this means my turn time is: 500-130-33.5-100=236.5 300-130=170 300-130-33.5=136.5 It was capped before like this(correct?): 300-min(200,130+33.5+100)=300-200=100 Now, assuming the same math (also) applies to monster mobs, this makes a lot more sense. If true, then you essentially doubled the integer range but scaled the effects to be mostly the same. This isn't a real time game, so it's unnoticeable. If it doesn't apply to monsters, then it essentially makes haste like Boggyb said - just more overhead to stay in place on the treadmill. (Like doubling CPU/RAM and then moving to an upgraded OS with tons of new overhead and wondering why the interface is the same speed or worse (IMG:[ invalid] style_emoticons/default/wink.gif) )
|
|
|
|
 |
|
Mar 13 2011, 02:47
|
vean
Group: Members
Posts: 808
Joined: 22-July 10

|
I love the power level setting. Wishes the price of crystal don't drop...
|
|
|
Mar 13 2011, 02:49
|
Honeycat
Group: Catgirl Camarilla
Posts: 61,597
Joined: 25-February 07

|
QUOTE(Tenboro @ Mar 12 2011, 01:56)  - 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.
I like this. Mass dumping in one fell swoop. QUOTE 2011-03-12 21:25 +143652 Sold 342 equipment pieces. Whoo. This post has been edited by Tenseigamoon: Mar 13 2011, 02:49
|
|
|
|
 |
|
Mar 13 2011, 03:04
|
Raidy
Group: Members
Posts: 12,814
Joined: 8-July 08

|
QUOTE(Tenboro @ Mar 12 2011, 19:56)  0.5.1
- The color indicator for selected items has been changed to blue, for all those color blind people out there.
Report any errors, etc etc. (IMG:[ invalid] style_emoticons/default/smile.gif)
|
|
|
|
 |
|
Mar 13 2011, 03:05
|
Pickled_Cow
Group: Gold Star Club
Posts: 6,359
Joined: 22-November 06

|
Oh wow. I didn't notice any of this until I used Spark of Life and I was like "Where did my health bar g- IT TURNS SILVER NOW!?" I love that sell all feature, that's going to make pawning my loot some much easier. I don't have to worry about dumping good stuff though, I'm pretty good at locking keepers. EDIT: I thought I noticed getting more MP per turn. It's like >0.7 per turn for me now. QUOTE - Infusion of Gaia now adds a +100% damage multiplier, up from +50%.
OH YEAH! I CLEARED THESE OUT OF THE BAZAAR THE OTHER DAY! This post has been edited by Anomtai: Mar 13 2011, 03:16
|
|
|
|
 |
|
Mar 13 2011, 03:30
|
Alpha 7
Group: Gold Star Club
Posts: 14,999
Joined: 24-October 08

|
QUOTE(cmdct @ Mar 12 2011, 17:27)  Try to clear +EoD arenas without a staff first.
Not in this lifetime. (IMG:[ invalid] style_emoticons/default/biggrin.gif) I have been doing melee in the Arenas but, I grab my Staff for Killzone and beyond. Still, it's nice to see the MP total not change for a few turns while hacking away on the lower Arenas.
|
|
|
Mar 13 2011, 03:32
|
Pickled_Cow
Group: Gold Star Club
Posts: 6,359
Joined: 22-November 06

|
I just read this thing again and noticed that is doesn't explicitly say whether that Katanas or Wikizashis got the new suffixes.
If I had a Illithid Katana and a Banshee Wikizahi, I would imagine that I would be downright unstoppable in most scenarios.
|
|
|
Mar 13 2011, 03:35
|
KamuiSeph
Group: Gold Star Club
Posts: 2,076
Joined: 29-August 08

|
QUOTE(Anomtai @ Mar 13 2011, 03:32)  I just read this thing again and noticed that is doesn't explicitly say whether that Katanas or Wikizashis got the new suffixes.
If I had a Illithid Katana and a Banshee Wikizahi, I would imagine that I would be downright unstoppable in most scenarios.
Hax @_@
|
|
|
Mar 13 2011, 04:00
|
Golden Sun
Group: Members
Posts: 2,079
Joined: 9-April 10

|
QUOTE I just read this thing again and noticed that is doesn't explicitly say whether that Katanas or Wikizashis got the new suffixes. Do not.
|
|
|
Mar 13 2011, 04:06
|
kingwolf
Group: Members
Posts: 6,438
Joined: 16-July 09

|
Health regen is gone? Fuck! (IMG:[ invalid] style_emoticons/default/mad.gif) Everything else looks awesome! Edit: I just got a great idea! When your monster kills a player, you get as many credits as that player's level. Getting one credit per kill would suck. This seems more balanced. This post has been edited by kingwolf: Mar 13 2011, 04:17
|
|
|
Mar 13 2011, 04:17
|
Pickled_Cow
Group: Gold Star Club
Posts: 6,359
Joined: 22-November 06

|
QUOTE(kingwolf @ Mar 13 2011, 02:06)  Health regen is gone? Fuck! (IMG:[ invalid] style_emoticons/default/mad.gif) Only in battle, health still regenerates outside of battle.
|
|
|
2 User(s) are reading this topic (2 Guests and 0 Anonymous Users)
0 Members:
|
 |
 |
 |
|
|
|