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> HentaiVerse 0.5.2, Gone with the Winded

 
post Apr 27 2011, 23:09
Post #381
hgbdd



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QUOTE(Bunko @ Apr 27 2011, 20:58) *

But I used to play HV, 16 hours per day.
16h, every single day? (IMG:[invalid] style_emoticons/default/faint.gif)
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post Apr 27 2011, 23:28
Post #382
Honeycat



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You know what's really funny? When I'd be bored out of my mind playing my arena battles, I used to always wish Tenb would add a page that would randomly pop up at the beginning of a round and transport us to another page through a whooshing or blinking wormhole where we'd briefly play another type of a game. Something better that would be ultra fun.

They wouldn't happen every time, but randomly and rarely to keep the suspense and interest going. Then once we finished the game within the game and got a really cool prize, we'd be transported back to the regular HV battle to complete it. I guess the mazes are a primitive form of that but those were just put there to prevent botting.


I never suggested something like that on the forum because I knew he would never do it. Just like asking for something simple like a second quickcast bar. (IMG:[invalid] style_emoticons/default/dry.gif)
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post Apr 27 2011, 23:36
Post #383
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I'm done with testing the update. And I'd like to thank you Tenboro. It's actually pretty good. Especially for casual players. Which makes me want to play again a bit from time to time. I'm talking about the Stamina system obviously. And especially this little guy: (IMG:[invalid] style_emoticons/default/laugh.gif)
Although too bad the +50% Credits bonus doesn't affect arena rewards.

As for the mazes, my only criticism is that the effect of riddlemaster doesn't last long enough. How about decreasing the effects slightly but prolong the duration instead?
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post Apr 27 2011, 23:45
Post #384
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QUOTE(Death Grunty @ Apr 27 2011, 16:36) *


As for the mazes, my only criticism is that the effect of riddlemaster doesn't last long enough. How about decreasing the effects slightly but prolong the duration instead?


Thats one of the things thats always messed with me about durations. I really like that stamina drain is by round rather than by turn. Its the reason I switched to mage from melee, a mage clears a round in 1-2 turns, a Sword and Shield melee char takes 9-50 turns, sometimes more, per round. Self buffs really suffer greatly from the high turn count per round for melee. For example. if I have haste that gives me 50 actions, that lasts ~50 rounds as a mage. As a melee char, that could laste me as low as a single round.
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post Apr 27 2011, 23:51
Post #385
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QUOTE(Bunko @ Apr 27 2011, 11:18) *

Request:
Completely remove Mazes from the daily arenas.

Request:
Stop Asking Tenboro to do things he explicitly said he will not do.
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post Apr 27 2011, 23:53
Post #386
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Haha. Change the effect of Riddlemaster to 10 rounds instead of 20 turns would be so awesome. XD
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post Apr 27 2011, 23:54
Post #387
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That's the thing.

Mages have spells that hit multiple opponents without fail.

Melee's got a moderate chance to hit, what? Five mobs tops? Of course it will take melee longer, but there are, potentially, less resources used than on a mage-type, what with how spendy I perceive AoE spells to be.
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post Apr 28 2011, 00:05
Post #388
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QUOTE(radixius @ Apr 27 2011, 16:54) *

That's the thing.

Mages have spells that hit multiple opponents without fail.

Melee's got a moderate chance to hit, what? Five mobs tops? Of course it will take melee longer, but there are, potentially, less resources used than on a mage-type, what with how spendy I perceive AoE spells to be.


Well, lets assume I have Haste and SV on auto-cast and it costs 1mp per turn each. and say with a good shield and rapier i can 2 shot mobs. thats 18 turns to clear a round, 36mp

Casting a tier 3 AOE spell and instantly clearing the round costs 34mp, so also 36 for that round. But this doesn't include sustaining other buffs like spark of life and regen...


Which means that mages are actually more mana efficient then melee if both chars are running supportive magics.
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post Apr 28 2011, 00:06
Post #389
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I had some Godly Mana Draught leftover from some time ago but this new patch caused them to disappear, is this intended?

Also checked my credit log and I didn't accidentally sold them.

This post has been edited by eushully: Apr 28 2011, 00:09
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post Apr 28 2011, 00:11
Post #390
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QUOTE(marcho @ Apr 27 2011, 17:05) *

Well, lets assume I have Haste and SV on auto-cast and it costs 1mp per turn each. and say with a good shield and rapier i can 2 shot mobs. thats 18 turns to clear a round, 36mp

Casting a tier 3 AOE spell and instantly clearing the round costs 34mp, so also 36 for that round. But this doesn't include sustaining other buffs like spark of life and regen...
Which means that mages are actually more mana efficient then melee if both chars are running supportive magics.


Amazing.

So then it's worse than I thought.
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post Apr 28 2011, 00:17
Post #391
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QUOTE(radixius @ Apr 27 2011, 17:11) *

Amazing.

So then it's worse than I thought.


Of course I set up that example based on my old melee playstyle. If you 2h you'll clear the rounds faster, but I think you'd be spending more on cure and regen... so maybe its the same anyways.


Eitehr way, yeah mages aren't as comparatively mana hungry as you'd expect, unless you can run your melee char without buffs and using limited curative magic.
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post Apr 28 2011, 00:17
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Also mages have a much larger mana pool, and regen then melee do which makes it even more worse of a discrepancy.
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post Apr 28 2011, 00:20
Post #393
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QUOTE(marcho @ Apr 27 2011, 23:17) *

Of course I set up that example based on my old melee playstyle. If you 2h you'll clear the rounds faster, but I think you'd be spending more on cure and regen... so maybe its the same anyways.

Then high level 2H characters are the most mana efficient of the game by your logic.

This post has been edited by cmdct: Apr 28 2011, 00:22
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post Apr 28 2011, 00:24
Post #394
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QUOTE(cmdct @ Apr 27 2011, 17:20) *

Then high level 2H characters are the most mana efficient of the game by your logic.


well, yes and no.

Yes if your 2h can clear a round in a handful of turns without frequently needing healing or triggering spark. Remember a high level mage can clear rounds without taking return damage.

Otherwise no.
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post Apr 28 2011, 00:34
Post #395
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QUOTE(marcho @ Apr 27 2011, 23:24) *

well, yes and no.

Yes if your 2h can clear a round in a handful of turns without frequently needing healing or triggering spark. Remember a high level mage can clear rounds without taking return damage.

Otherwise no.
I'm not referring who's the more effective style, there's no point to do that yet. (plus ADM just got a buff, which is also included in power armor), but judging only mana spend in a round.
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post Apr 28 2011, 00:36
Post #396
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Even when using 2H I was spending a lot of mana in arenas that makes trying the 80 level one close to impossible. I guess that's the point, but some days I'm inexorably lucky enough to even beat the level 20 one.

EDIT: For reference, by curing myself from ~35% to full, I spent 51 mana with my cure costing 17 mana a cast.

This post has been edited by radixius: Apr 28 2011, 00:41
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post Apr 28 2011, 00:40
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Using my katana, wearing Plate on Body and Feet, Evade cloth on Head and Hands, and Kevlar Legs, with HS up, I can clear 9-mob round on Normal in 3-4 turns. I usually only have Shield up when I melee, since I WANT to get hit to raise armor profs, so I have positive mana regen. This was pre-patch. I haven't done melee yet since the patch hit (I haven't been playing much since I decided this was a good time to take a break and get some other things done). With Agitated buffs, Interference nerfing, and weapon damage buffs, it might come out to the same. I also don't know for certain how badly the Interference nerfing will cripple a high Interference melee's curative capabilities -- I just remember it was pretty bad back before I switched to a hybrid armor setup in the mid-100s.
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post Apr 28 2011, 00:41
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QUOTE(cmdct @ Apr 27 2011, 17:34) *

I'm not referring who's the more effective style, there's no point to do that yet. (plus ADM just got a buff, which is also included in power armor), but judging only mana spend in a round.


Well, yeah thats what I was comparing yes?

If the 2h player can clear rounds without self buffs (and take as long as they want) or just very quickly, and also without splurging on heals and spark, it is more mana efficient.

Otherwise it is not more mana efficient.


Thats what I was trying to say, sorry if I wasn't clear.
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post Apr 28 2011, 00:50
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QUOTE(radixius @ Apr 27 2011, 23:36) *

Even when using 2H I was spending a lot of mana in arenas that makes trying the 80 level one close to impossible. I guess that's the point, but some days I'm inexorably lucky enough to even beat the level 20 one.
Once you get x-attack at level 90 it will be a different story, when I has at your level EndGame was scary, but once I got l100 I end up clearing without items.

QUOTE(marcho @ Apr 27 2011, 23:41) *

Well, yeah thats what I was comparing yes?

If the 2h player can clear rounds without self buffs (and take as long as they want) or just very quickly, and also without splurging on heals and spark, it is more mana efficient.

Otherwise it is not more mana efficient.
Thats what I was trying to say, sorry if I wasn't clear.
At higher levels in the arenas, the most mana efficient is the 2H with mace, but a lot slower.

This post has been edited by cmdct: Apr 28 2011, 00:51
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post Apr 28 2011, 00:56
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QUOTE(cmdct @ Apr 27 2011, 17:50) *


At higher levels in the arenas, the most mana efficient is the 2H with mace, but a lot slower.



Yeah I could see that working out. Fits "If the 2h player can clear rounds without self buffs (and take as long as they want) or just very quickly, and also without splurging on heals and spark"

Just replace mana with patience lol.
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