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> HentaiVerse 0.5.2, Gone with the Winded

 
post Apr 25 2011, 17:10
Post #121
Conquest101



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QUOTE(Cyberdemon @ Apr 25 2011, 08:08) *

It looks like this is the end for the mages.


Not really.
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post Apr 25 2011, 17:14
Post #122
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QUOTE(Tenboro @ Apr 25 2011, 22:54) *

- Reduced the recurrence rate of RiddleMaster puzzles for long chains of battles past the first one.


It seems to be helpful. Can we also hope to see the increased reward from Riddle Master? On my opinion it would be reasonable to be something like Energy Drink for to compensate our energy spent during the wandering in a maze.
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post Apr 25 2011, 17:24
Post #123
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As a useless lowbie, I'm still doing about as shitty in Nightmare Grindfests as I was yesterday before the update, so that's good at least (IMG:[invalid] style_emoticons/default/smile.gif)

I do however weep for my beloved second winds. They were never second, at least in my heart. (IMG:[invalid] style_emoticons/default/cry.gif)

I'm abivalent about the new correlation between a monster's health and damage; it makes my old strategy of weakeninfernoinfernoinfernocureINFERNOOOOOO a worse idea than it already was. But in a way this is a good thing, as I am using single target damage spells much more often now. I always felt kind of bad for them, sitting there neglected on the hotbar, sort of like my children. If I had children.
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post Apr 25 2011, 17:25
Post #124
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QUOTE(Cyberdemon @ Apr 25 2011, 16:08) *

It looks like this is the end for the mages. In normal grindfest I could reach easily until the 200th round. Today I died int 60th.
Too bad that second wind is gone. (IMG:[invalid] style_emoticons/default/sad.gif)
End for mages lol. No, now they must have good equipment (IMG:[invalid] style_emoticons/default/wink.gif)

Speaking of 2nd wind, why not the remove the heath/mana/spirit gems, and keep the 2nd winds instead?
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post Apr 25 2011, 17:33
Post #125
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QUOTE(cmdct @ Apr 25 2011, 18:25) *

End for mages lol. No, now they must have good equipment (IMG:[invalid] style_emoticons/default/wink.gif)

Speaking of 2nd wind, why not the remove the heath/mana/spirit gems, and keep the 2nd winds instead?


Because they're too random, maybe?

At the very least you can save the gems for when you actually need them.

This post has been edited by BabyAnon: Apr 25 2011, 17:34
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post Apr 25 2011, 17:37
Post #126
Tenboro

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QUOTE(marcho @ Apr 25 2011, 16:33) *

Is this any attack or any soul attack? The current description in the wiki for the old spirit shield (I don't have the spell yet so I can't read the actual tooltip) says "Incoming soul attacks will damage your spirit gauge instead of health." Is this now all types of attacks (or was the wiki just out of date/wrong to start with?)


Used to be soul only. Now it's all attacks.

QUOTE(cryomorph @ Apr 25 2011, 17:14) *

Can we also hope to see the increased reward from Riddle Master? On my opinion it would be reasonable to be something like Energy Drink for to compensate our energy spent during the wandering in a maze.


Increased? Maybe. Equivalent to an Energy Drink for a ten-second maze? Doubtful.

QUOTE(BabyAnon @ Apr 25 2011, 17:33) *

Because they're too random, maybe?


^
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post Apr 25 2011, 17:40
Post #127
Random instances



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Ouch... I used to do one level IWBTH grindfests for fast level ups (well, moderately fast... 400xp in the space of five rounds on normal..(IMG:[invalid] style_emoticons/default/smile.gif) )

Guess not any more by the fact to clear one IWTBTH one level run at my level is next to impossible if theres three monsters in it (unless I flee until I find easy pickings)

Any chance of altering the agitation settings for the mobs to increase based on the level of the the player and the hp of the mob? ie, if you are lv 1, you need to get an opponent below 1% of its hp to trigger the agitation buff

also... is there a region between the 'calm' and 'agitated' hp percentage values where damage is normal?


On a different note, I support removing the gems - either that or allowing a discard ability (or better, trading them for cheap items?) - this is as I've noticed on using them their tendancy at low level to pull multiple mobs into agitated status - a lethal fact considering they cannot be discarded.
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post Apr 25 2011, 17:45
Post #128
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QUOTE(tmihor @ Apr 25 2011, 16:18) *

And, why am I getting attacked by Liselotte Werckmeister every round?
I'm playing arena on Heroic, and I'm seeing same mobs every round - these mobs that are stupidly strong.

Liselotte Werckmeister,



I see, I raised her well (IMG:[invalid] style_emoticons/default/wub.gif)
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post Apr 25 2011, 17:55
Post #129
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QUOTE(Tenboro @ Apr 25 2011, 23:37) *

Increased? Maybe. Equivalent to an Energy Drink for a ten-second maze? Doubtful.


Hmm, than how about the artifacts that we earn for ten-second round?
All I want to see is the maze to be like firewall for cheaters and artifact for honest players. May be the recurrence rate must become even lower for this purpose.

This post has been edited by cryomorph: Apr 25 2011, 17:56
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post Apr 25 2011, 18:00
Post #130
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I'm still undecided on the stamina, i like the boosts but I'm wondering how it will effect the time people play in the HV. I love the boosts from the puzzles (IMG:[invalid] style_emoticons/default/biggrin.gif) getting a puzzle before the fates was almost as good as using infusion of gaia.

The change to Spirit Shield sounds interesting, I may have to start carrying potions again.
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post Apr 25 2011, 18:02
Post #131
Ballistic9



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I dunno, I got to around round 330 on normal GF before I stopped using potions. Maybe I was lucky with gems... I think I went through about 3 mazes as well. I'll see how far I get on hard later.
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post Apr 25 2011, 18:07
Post #132
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QUOTE(Tenboro @ Apr 25 2011, 15:54) *

- The RiddleMaster puzzles are now encoded in lossy JPEG, which makes them significantly smaller.
Double checked, they are really nice now (IMG:https://forums.e-hentai.org/style_images/ambience/folder_post_icons/icon14.gif)

Edit:
QUOTE(cryomorph @ Apr 25 2011, 16:55) *

Hmm, than how about the artifacts that we earn for ten-second round?
All I want to see is the maze to be like firewall for cheaters and artifact for honest players. May be the recurrence rate must become even lower for this purpose.
What about hath? 10 hath each time we complete 10 mazes (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by cmdct: Apr 25 2011, 18:09
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post Apr 25 2011, 18:11
Post #133
Random instances



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QUOTE(cmdct @ Apr 25 2011, 17:07) *


What about hath? 10 hath each time we complete 10 mazes (IMG:[invalid] style_emoticons/default/tongue.gif)


..I'm ready for my ten hath please! XD
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post Apr 25 2011, 18:12
Post #134
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QUOTE(cmdct @ Apr 26 2011, 00:07) *

What about hath? 10 hath each time we complete 10 mazes (IMG:[invalid] style_emoticons/default/tongue.gif)

Yeah, something like that would be nice enough )
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post Apr 25 2011, 18:23
Post #135
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Suddenly our Tokens of healing have a use!

Grindfest > run > heal > repeat (IMG:[invalid] style_emoticons/default/happy.gif)

This post has been edited by Ichy: Apr 25 2011, 18:23
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post Apr 25 2011, 18:24
Post #136
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Monsters hitting harder as their health gets lower is brutal on me as a mage. Taking 200+ damage in 1 turn (no crits) from 1 monster at level 33 is a bit harsh.

This post has been edited by Maximum_Joe: Apr 25 2011, 18:37
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post Apr 25 2011, 18:34
Post #137
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Yes monsters are causing a lot of damage now. On the plus side, I don't have fight long fights now that I die faster.

"The spell Spirit Shield has been fully revamped, and now works as follows"

Can we expect a gold colored health bar now ?

Reduced the recurrence rate of RiddleMaster puzzles for long chains of battles past the first one.
Could I just to todays mazes in a row so I can turn on my cheat scripts ?

This post has been edited by Bunko: Apr 25 2011, 19:06
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post Apr 25 2011, 18:44
Post #138
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After I have tested a bit and read a lot of post here and over there I suggest A change to Monster appearing:
Since lower level folk have a lot of trouble with custom mobs...
Make it so mostly Original Monsters appear for them (with just 1 or 2 customs mixed in)
The more they level up the more custom mobs they will encounter. At level 200 It will be just like it is right now.

High Levels should be able to kill all customs so no change here (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Apr 25 2011, 18:47
Post #139
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QUOTE(Tenboro @ Apr 25 2011, 03:46) *
Stamina

I don't really like the sound of this. If it's an anti-cheating mechanism, then it shouldn't interfere with standard play. I hope it doesn't interfere with a certain 500 round arena that could potentially be attempted on IWBTH some day.

QUOTE
- The number of stat-ups you can get from Snowflake's Shrine was increased to 20.

This is probably a good thing. Artifact sales will come to a screeching halt and/or skyrocket the price.

QUOTE
- Cloak of the Fallen no longer gives full immunity to damage. Instead it triples your natural physical and magical absorption stats.

So basically it's back to providing no protection from very strong enemies. Ah how I missed being double-shot to death in one turn. /sarcasm

QUOTE
-- Monsters will no longer enter active service until they have had at least one upgrade.

(IMG:[invalid] style_emoticons/default/sad.gif) But I wanted a permanent Lv.0 Forum Troll, like the legacy system. I also wanted to make him a huge pain in the ass at the same time, which was why I was going to upgrade him with the chaos tokens. Guess that will have to wait.

QUOTE
- Monsters now do more damage the more agitated they get. At 100% health they now do 50% less damage compared to before, while at near death, they do 50% more.
-- While mostly to make long battles less about settling into a routine, this is also a buff to classes that focus on one monster at a time

Please explain to me how 50% more damage from a potential IWBTH Legendary on the arena slogs is a boost.
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post Apr 25 2011, 18:56
Post #140
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I just realized how good this update is for dual wield. Specifically, Clubs and Rapiers are now much better.
Yeah, monsters do 50% more damage when they're low on health, but that doesn't mean anything if they don't have enough time to attack you, or can't attack you at all.
So, you have two options:
For the first option, you can use a club with a long Stun duration as your main weapon and an axe or a high-bleed shortsword(for the parry bonus) as your sub-weapon. If you get both bleed and stun when the mob is low on health you can just go on to the next mob without having to worry about it, as it'll die soon enough anyway.

And the second option is to use a Rapier(Preferably one with high Agility, for higher Action Speed) as your main weapon and any good "of the Nimble" or high parry weapon as your sub-weapon(An "Of the fleet" or "Of the Nimble" shield can work too). You get a good parry bonus, so you'll be hit less often, and you can kill every mob faster with Penetrated Armor in effect.

Of course, I think most of this will only really work up to maybe Nightmare or Hell difficulty, at the most; and it obviously won't help at all with Bosses or Legendaries.

Anywho, those are my thoughts, etc.
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