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HentaiVerse 0.5.2, Gone with the Winded |
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Apr 28 2011, 01:06
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Grahf
Group: Gold Star Club
Posts: 4,223
Joined: 24-February 07

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QUOTE(marcho @ Apr 27 2011, 17:41)  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.
The problem with this is that it's extremely unlikely (perhaps impossible) to actually happen. From what I've seen and read, you want to get through rounds without being hit: go mage and rape everything with AOE so that it never gets to attack in the first place. A possible solution to this would be taking a couple of D&D type skills: I'm thinking primarily of Cleave and Great Cleave, where if you drop a guy you can instantly attack the next guy within range. In game wise, this would probably translate to something like if you drop a monster you can attack a monster that's directly above or below it. Hard to say if this would help or be unbalanced, but it would at least be something. Edit: Ninja'd This post has been edited by Grahf: Apr 28 2011, 01:07
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Apr 28 2011, 01:24
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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I wonder how those Russians will react to the new mazes.. It was the only site I knew that had a community that shared hentaiverse bots. (Last time I checked the newest one was from November? It's been a while.) It's down at the moment though.
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Apr 28 2011, 01:54
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Death Grunty @ Apr 27 2011, 19:24)  I wonder how those Russians will react to the new mazes.. It was the only site I knew that had a community that shared hentaiverse bots. (Last time I checked the newest one was from November? It's been a while.) It's down at the moment though.
They've already written a new bot for it. Damned Russian hackers. I am interested in their bots, though, from a programmers standpoint. I always wondered how gillian executed his. Was it a high-level language that interfaced with the DOM? Or was it something as simple as macros?
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Apr 28 2011, 02:05
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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QUOTE(cmal @ Apr 27 2011, 17:54)  They've already written a new bot for it. Damned Russian hackers.
I am interested in their bots, though, from a programmers standpoint. I always wondered how gillian executed his. Was it a high-level language that interfaced with the DOM? Or was it something as simple as macros?
Well the first one I saw, back in June or July when I reported that site to TB was a script. They called it autogrinder I think. Now fast-forward to this year's January or February when I visited that site. It was some bot that used an external program. Can't say more. But since it was from November I figured it was too late to report anyway. And probably unnecessary. Same site, so I imagine Tenboro would've kept an eye on it. (IMG:[ invalid] style_emoticons/default/wink.gif) I went to check up on it when I made my last post. But it's down, can't say if it's temporary though. (Probably is.)
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Apr 28 2011, 02:32
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Sonic
Group: Catgirl Camarilla
Posts: 4,687
Joined: 16-November 07

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QUOTE(eushully @ Apr 27 2011, 18:06)  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.
Oh come on, again!? I had at least 300 or so various draughts and I was still using them! Went to do a battle and noticed half of my battle inventory was missing. (IMG:[ invalid] style_emoticons/default/dry.gif)
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Apr 28 2011, 02:33
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(cmal @ Apr 27 2011, 15:40)  Interference nerfing I'm still confused by this. From how I interpret the change, it seems like the INT/WIS effect on interference reduction is better than it used to be. Didn't it used to be every that 25 points of INT and WIS reduce your total interference by 1%? Since now it's "every 25 points of INT and WIS reduce your total interference by 1", doesn't that mean that if you have less than 100 base interference, the new system is actually better? If not, please enlighten me. EDIT: If anyone's interested, Assimilator 3/10 costs me 169,073 credits, with Penny Pincher. This post has been edited by coredumperror: Apr 28 2011, 02:34
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Apr 28 2011, 02:47
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(coredumperror @ Apr 28 2011, 01:33)  I'm still confused by this. From how I interpret the change, it seems like the INT/WIS effect on interference reduction is better than it used to be.
No, it only decreases the magic dmg penalty from interference, but the interference itself isn't decreased, so the penalties proficiencies get are superior now. Excelent change for battlecasters, but bad change for tankers. This post has been edited by cmdct: Apr 28 2011, 02:48
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Apr 28 2011, 03:04
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Ratio
Group: Members
Posts: 2,695
Joined: 16-June 08

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QUOTE(Sonic @ Apr 28 2011, 02:32)  Oh come on, again!? I had at least 300 or so various draughts and I was still using them! Went to do a battle and noticed half of my battle inventory was missing. (IMG:[ invalid] style_emoticons/default/dry.gif) They didn't get converted into potions?
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Apr 28 2011, 03:06
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(marcho @ Apr 27 2011, 22:05)  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.
Don't forget spell costs go up as you level, tier 3 elemental spells cost me 60 mana to cast. You also won't be one shooting rounds on higher difficulties since there is almost always a monster that will be resistant to the spell. That doesn't matter if you only do 100-150 rounds but once you want to do +300 rounds the amount of mana you use per round is very important if you don't want to run out or take the time to use ET every other round.
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Apr 28 2011, 03:23
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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QUOTE(4EverLost @ Apr 27 2011, 20:06)  Don't forget spell costs go up as you level, tier 3 elemental spells cost me 60 mana to cast. You also won't be one shooting rounds on higher difficulties since there is almost always a monster that will be resistant to the spell. That doesn't matter if you only do 100-150 rounds but once you want to do +300 rounds the amount of mana you use per round is very important if you don't want to run out or take the time to use ET every other round.
But so does your base mana (and mana regened by potions, gems, etc.) And so does the cost of supportive and curative spells most melee need and use at a higher rate per round that mages. And yeah at higher difficulties you have to use a tier 3 and then a tier 1 of a different element to clean up, but melee takes more hits to clear a round as well. I'm not saying that mages are in 100% more efficient than melee, I was trying to make the point that melee is less efficient than most people assume.
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Apr 28 2011, 04:10
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observer1980
Group: Members
Posts: 2,709
Joined: 22-January 09

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Classic example of "You should read the instructions first" All this time ive been playing and only NOW realized that I can use multiple aura spheres at once (IMG:[ invalid] style_emoticons/default/blush.gif) I made it to level 80 and was hoping to upgrade the pink aura to level three, but I am capped at two. Then realized that I had two "open" aura slots and an upgrade point to use, so I activated the red aura which was my second favorite, gave that one an upgrade and activated the orange aura as my third choice. Also bumped up my damage rating to hero in the settings menu and now I am going to see how badly I get my ass handed to me on Power Flux arena battle. Going in with 8 Health Elixirs two scrolls and an infusion. Hey!!! A new line of ablity nodes are available!! Sweet!! First up is that second infusion slot. Im still not used to overcharge bar being under the spirit bar, I keep glancing at the upper right side. This post has been edited by observer1980: Apr 28 2011, 04:11
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Apr 28 2011, 05:24
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eushully
Group: Gold Star Club
Posts: 3,058
Joined: 31-July 09

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QUOTE(Ratio @ Apr 27 2011, 21:04)  They didn't get converted into potions?
No, otherwise i should have about 100 godly mana potion.
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Apr 28 2011, 05:46
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(cmdct @ Apr 27 2011, 17:47)  No, it only decreases the magic dmg penalty from interference, but the interference itself isn't decreased, so the penalties proficiencies get are superior now. Excelent change for battlecasters, but bad change for tankers.
Ohhh, I totally misinterpreted the change. That... sucks.
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Apr 28 2011, 06:22
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Ratio
Group: Members
Posts: 2,695
Joined: 16-June 08

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QUOTE(eushully @ Apr 28 2011, 05:24)  No, otherwise i should have about 100 godly mana potion.
Damn... Oh well.... at least I tried to use them.... although a heads up would have been good... I would have sold them into the bazaar before the update.
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Apr 28 2011, 06:42
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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0.4.8Oct 28 2010 Misc - Crude items have now been removed from the game. (They stopped dropping like half a year ago, if you forgot.) - Draught restoratives have been removed from the loot table. Potions have been changed to be somewhere between the old draughts and the old potions, increasing the effect from 3 turns to 5 for mana/spirit and 10 for health, but reducing the restoration per turn. I took this as a sign. Funny how the timing worked out.
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Apr 28 2011, 07:13
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Ratio
Group: Members
Posts: 2,695
Joined: 16-June 08

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QUOTE(marcho @ Apr 28 2011, 06:42)  0.4.8Oct 28 2010 Misc - Crude items have now been removed from the game. (They stopped dropping like half a year ago, if you forgot.) - Draught restoratives have been removed from the loot table. Potions have been changed to be somewhere between the old draughts and the old potions, increasing the effect from 3 turns to 5 for mana/spirit and 10 for health, but reducing the restoration per turn. I took this as a sign. Funny how the timing worked out. Yeah I knew they stopped dropping, but how was I suppose to know that this update was going to completely erase them? Before the update, I was still actually trying to use them since it's more cost effective in comparison to just selling them in the bazaar (at least after the prices dropped like crazy when attempting to sell equipments and items in the bazaar).
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Apr 28 2011, 07:15
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Well, thats what I was saying, I got stuck exactly like that sitting on thousands of crude potions when they went poof. They stopped dropping, then half a year later they were gone.
Guess how long its been since draughts stopped dropping?
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Apr 28 2011, 07:51
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coykili
Group: Members
Posts: 694
Joined: 2-August 10

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wish id sold my godly draughts:( was assuming id find a good use for em eventually
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Apr 28 2011, 08:22
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Shadow Weaver
Group: Members
Posts: 7,063
Joined: 11-October 06

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Is it me or have crit rates gone up all around (you and monster) since the update.
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Apr 28 2011, 08:31
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KTZ
Group: Members
Posts: 627
Joined: 9-December 09

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Were spirit potions reduced in sale value? They now sell for the same price as health potions in the Bazaar. I remember that they had the same value as mana potions. o_O
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