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> HentaiVerse 0.5.2, Gone with the Winded

 
post Apr 26 2011, 07:58
Post #261
Grahf



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Strangely enough, this update has actually made my recent arenas significantly easier since I was mainly DWing a rapier with a waki offhand; I don't have to worry about stuff hitting back harder if I murder its face off in two hits.

Although I must say I am rather tired of seeing Bunko and Conquest over and over and over and over.

Also, I had a chuckle at how more absolutely ridiculous n3k0's rapier got thanks to this change, although mine also received a decent boost.
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post Apr 26 2011, 08:08
Post #262
eovcoo5



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i don't know why nobody say yes to my [Suggestion]

if doing maze can give player some kind of benefits

no one will hate maze

random give player 1 - 0.3 point of stamina

give more kinds of blessed

10% chance to give you 50 turns up blessed

10% chance restore you all Magic/Health points


if do this people will love maze love RiddleMaster as we love second wind girl
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post Apr 26 2011, 08:12
Post #263
kawaiiLOLI



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ughhhhhhhhhhh my mage getting raped at lower levels haha. Is light armor worth it now on mages because of interference changes?
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post Apr 26 2011, 08:19
Post #264
ForbiddenOne



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^ I would imagine not, at your level.

I'm no expert though... I'm barely above you (IMG:[invalid] style_emoticons/default/tongue.gif).

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post Apr 26 2011, 08:30
Post #265
Grahf



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QUOTE(kawaiiLOLI @ Apr 26 2011, 01:12) *

ughhhhhhhhhhh my mage getting raped at lower levels haha. Is light armor worth it now on mages because of interference changes?


Although I'm nowhere near the most qualified person to answer this question, I'd say no. This is mostly because while you can't outright fail due to interference anymore, your proficiencies will go to garbage if it gets too high.

You could get away with one or two pieces of good light armor, but I wouldn't go clamouring for a suit of the stuff to replace any cloth you've got.
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post Apr 26 2011, 08:30
Post #266
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QUOTE(kawaiiLOLI @ Apr 25 2011, 23:12) *

ughhhhhhhhhhh my mage getting raped at lower levels haha. Is light armor worth it now on mages because of interference changes?


As a mage? Battlecaster Dragonhide/Kevlar has become somewhat better. Still not comparable to an average EDB piece or a decent elementalist piece though, and it's much harder to acquire decent BC gear.

This post has been edited by Conquest101: Apr 26 2011, 08:31
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post Apr 26 2011, 08:49
Post #267
TenguPhule



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Hahahahahaha, The swordchucks I've been keeping in storage for 2 years are finally relevant again!

Chucks/Rapier Combo returns!

Holy Sweet FSM, I'm raping through grind at 1-2 hits per mobster.

This post has been edited by TenguPhule: Apr 26 2011, 08:52
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post Apr 26 2011, 08:56
Post #268
coredumperror



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QUOTE(Tenboro @ Apr 25 2011, 01:46) *
Stamina

I'm gonna withhold judgment on this system for now, but I think it's a decent idea. It could potentially use some tweaking to not penalize the really hardcore players, though (I don't count myself among that group... I play less than 1000 rounds a day on average).

QUOTE(Tenboro @ Apr 25 2011, 01:46) *
The RiddleMaster

Hmmm, not sure how I feel about this. Only seen one so far, though I've only done T&T and FSM since the patch.

EDIT: OK... that's a bit annoying. When you get into the grove of hitting your spell hotkey, then "1", then Enter to clear round-end messages during GF, you get pretty badly fucked over when a maze shows up. Any chance you could make it so the only way to submit the maze is clicking? That'd really help prevent accidental failures.

QUOTE(Tenboro @ Apr 25 2011, 01:46) *
Snowflake's Shrine changes

Oh man, artifact prices are going to skyrocket.

QUOTE(Tenboro @ Apr 25 2011, 01:46) *
The magic damage penalty for Interference is now reduced by 1 for every 25 points of Intelligence/Wisdom.

Oh this is a great change! I'm sure the heavy tankers will love this, as it's a much more powerful interference reducing effect than before.

QUOTE(Tenboro @ Apr 25 2011, 01:46) *
Second Wind and Powerup Gems

- The random Second Wind effect has been removed.

- Health Gems now recover 100% of base health, up from 25%.

- Mana Gems now recover 50% of base Mana, up from 25%.

- The restoration effect from Health, Mana and Spirit Gems is now instant. Obviously, this means you can now use them at the same time as potions and other restoratives.

Hmmm, I miss Second Wind, but the gem change is certainly an improvement. I managed T&T without running out of potions (which I expected to do), despite getting only a single mana gem, so I don't mind.

QUOTE(Tenboro @ Apr 25 2011, 01:46) *
- Spark of Life will no longer turn your health bar silver unless you also have enough spirit for it to successfully trigger.

This is great!

QUOTE(Tenboro @ Apr 25 2011, 01:46) *
- Cloak of the Fallen no longer gives full immunity to damage. Instead it triples your natural physical and magical absorption stats.

This... not so much. This completely destroys the entire point of the Cloak of the Fallen effect: saving you from multiple KOs shots in the same round. Maybe making it so your *mitigation* effect is pumped to 90% or something. That way you're not invulnerable, but you'll have enough HP after the 30% restore to survive a few more hits that round, giving you a chance to heal up.

QUOTE(Tenboro @ Apr 25 2011, 01:46) *
- The spell Spirit Shield has been fully revamped.
-- Mana cost was cut in half, and duration was increased by 50%, making it the same as Spark of Life.
-- It can now be used with Innate Arcana.

This rules. This is exactly what I was hoping to see as a replacement for Spark of Life's absolute necessity for survival against Legendaries and gods.

994 5 Puff of Logic crits you for 1684 soul damage.
994 4 Your spirit shield absorbs 120057 points of damage from the attack into 84.75 points of spirit damage.
994 3 Flying Spaghetti Monster casts Puff of Logic

Spirit Shield is amazing against gods and legendaries now. Under the old system, that would have dealt me 2401 spirit damage, more than quadruple my entire spirit bar. With Spark, I would have lost 140ish SP. And even with just 4 AP in Spirit Shield (I didn't have enough to fill it out), this only dealt 84.75 SP damage.

QUOTE(Tenboro @ Apr 25 2011, 01:46) *
Monster Lab
-- Existing monsters will be recalculated the next time they are upgraded in any way.

From what I've been reading, this should really be changed. Malicious players can leave their existing beastly monsters alone and they'll prey on lower level players who don't have a chance to survive against them. This power level calc should be applied retroactively.

QUOTE(Tenboro @ Apr 25 2011, 01:46) *
Equipment
- Changes to Oak Staff:
- Changes to Willow Staff:

Very cool. I love seeing other types of staves besides Ebony and Katalox potentially gaining value.

QUOTE(Tenboro @ Apr 25 2011, 01:46) *
Battle UI Changes
- The player's active status effect bar has been moved to the top of the screen. This can now display up to 24 status effects at a time, up from 8 on the old one.

- The Overcharge bar was moved to the left sidebar. It is however only visible during battles.

- "Unassigned EXP" and the Aura/Ability point counters no longer display during battles.

- The sidebar should no longer revert to "normal mode" between battles in Arena/GF/IW.

Love it! Especially the status effects change. Having "Unassigned EXP" disappear during battle is somewhat unfortunate, but not that big a deal, and I understand why it was necessary.


QUOTE(Tenboro @ Apr 25 2011, 01:46) *
- A new training, "Assimilator", has been added. Each level of this training increases the rate of proficiency gain by 10%. (As in, you will gain proficiencies 10% more often.)

Hell yes! I know what I'll be training for the next several days.


QUOTE(Tenboro @ Apr 25 2011, 01:46) *
- The Montage was removed. No longer will it give you too little proficiency.

Awww, I didn't want to see the Montage die. I just wanted to see it improved to be something useful. Since it's been capped at 75% of your level for so long, why not let it train your profs at the same rate all the way up from 0 to cap? It gave perfectly acceptable prof gains for profs that were really low to begin with, and having that prof gain speed apply all the way up to the cap would have made it a worthwhile thing to do, while the cap prevents it from being too good.


QUOTE(Tenboro @ Apr 25 2011, 01:46) *
- 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.

I didn't find myself really having any issue with this change, but from what I've read of the lower level folks, this combined with overpowered custom monsters makes for nightmarish game play. I like the idea of having the monsters hit harder, but miss more often. It makes sense flavor-wise and helps players get out of no-win situations where a low HP custom monster is wailing on the player for more than they can cure each turn.

QUOTE(Tenboro @ Apr 25 2011, 01:46) *
- Fixed some ability typos.

YES! Thank you so much for fixing this. It's bothered me for ages.
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post Apr 26 2011, 09:36
Post #269
Ballistic9



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Let us know how much Assimilator's cost increases per level, yeah? (IMG:[invalid] style_emoticons/default/smile.gif)
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post Apr 26 2011, 09:52
Post #270
Leon007



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OK.
I've play an hour of 0.52 HentaiVerse.

I have question about stamina & arena :
if my stamina is too low(<10) and I finish an arena, will I get full arena clear bonus or I 'll get nothing?

And this is my point of view:

Stamina. (BAD)
no second wind. (BAD)
gem restoration instant. (OK)
The RiddleMaster. (WORST)

And this is my personal opinion:

I F@CKING HATE MAZE!
seriously. why do I have to play a maze during a web quest game!
I'm not good at play puzzle game.
press 1 2 3 4... to kill each enemy is easy.
if you afraid of cheating , why don't use another way?
like show two captcha numbers and ask player to compare which is bigger. that will be simple and nice!
or show a simple math question, like 3 + 2 = ?

and the monster almost dead increase damage is also sucks.

overall, this update is totally useless, or worthless.
I DON'T LIKE IT.
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post Apr 26 2011, 09:57
Post #271
Tenboro

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- Cloak now gives damage immunity on the turn it triggers, but only provides the lesser 3x absorb on following turns.

QUOTE(Tenseigamoon @ Apr 26 2011, 00:39) *

Is that (IMG:[invalid] style_emoticons/default/laugh.gif) smiley on my HV page there to annoy me? It's like having Baby GR in there.


Rightclick -> Adblock plus: Block image

QUOTE(Hairs' Fan @ Apr 26 2011, 06:52) *

The most obvious solution would be to change my nick (I don't like it anymore anyway), but I guess I'm not the only user that encounters that issue, so a server-side fix would probably be a more efficient solution (IMG:[invalid] style_emoticons/default/smile.gif)


Well you kinda are, the forum allowing ' in nicks from the signup form was actually a bug in the forum itself, which I patched several years ago. It didn't allow it elsewhere, like when changing usernames.
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post Apr 26 2011, 09:57
Post #272
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lawl
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post Apr 26 2011, 10:16
Post #273
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updates not bad, i can understand wanting to implement anti cheating measures and make HV a bit more challenging but i have a suggestion in regard to monster agro. its taking more potions now to clear arenas that could be cleared with little to no items used so how about removing lesser potions from HV or restore second winds. i cant tell you how many times a second wind at the last second saved my ass. and whats up with the easter egg thing? the suspense is killin me...

This post has been edited by PSPhreak: Apr 26 2011, 10:21
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post Apr 26 2011, 10:34
Post #274
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Stamina does not go down in arena--yes?
There are people with hundreds of rounds per arena...
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post Apr 26 2011, 10:39
Post #275
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It does indeed go down in arenas.
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post Apr 26 2011, 10:42
Post #276
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QUOTE
It does indeed go down in arenas.

It was a suggestion
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post Apr 26 2011, 10:49
Post #277
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QUOTE(Grahf @ Apr 26 2011, 08:58) *

Although I must say I am rather tired of seeing Bunko and Conquest over and over and over and over.

I agree only to half way with you on that.
I wouldn't mind seeing other enemies too.
But I am getting soo hurt in the arenas. I play with Hell difficulty like I always have.
Sure I could reduce it to heroic and receive half the exp. Makes me wonder the logic about the difficulty change.
Scythe used to be 4 times as fast as using a shield and rapier, maybe something has changed, probably not.
(Just tested it, scythe still Pwnz speedwise. Longsword if you don't have a scythe)
Currently toying around with Spirit Shield, which now reacts to all damage, not just Soul.

14 5 Claw Swipe crits you for 2183 slashing damage.
14 4 Your spirit shield absorbs 669 points of damage from the attack into 5.97 points of spirit damage.
14 3 Manthra uses Claw Swipe

This post has been edited by Bunko: Apr 26 2011, 11:28
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post Apr 26 2011, 10:54
Post #278
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QUOTE(Tenboro @ Apr 26 2011, 09:57) *

Well you kinda are, the forum allowing ' in nicks from the signup form was actually a bug in the forum itself, which I patched several years ago. It didn't allow it elsewhere, like when changing usernames.

Ah ok, it makes me feel unique somehow (IMG:[invalid] style_emoticons/default/smile.gif) I'll send you a nickname change request as soon as I manage to find a new one then.
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post Apr 26 2011, 10:55
Post #279
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Oh, almost forgot this earlier.

Any chance we can use Energy Drinks outside of battle? It's kind of annoying swapping one in, starting a grindfest to use it and then swapping back my usual item.

This post has been edited by Conquest101: Apr 27 2011, 12:51
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post Apr 26 2011, 11:02
Post #280
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Cmal probably knows this, but your update broke his hv stat gem detector feature. Spirit gems in particular. Also broke my script--can't see active status effects anymore.
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