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> HentaiVerse 0.5.2, Gone with the Winded

 
post May 1 2011, 04:56
Post #601
varst



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QUOTE(coredumperror @ May 1 2011, 10:32) *

I haven't actually played since this patch, except a few hundred rounds right after it came out, before I finished my first rank of Assimilator. Being in Japan sucks all my HV time away... I guess that's a good thing though.

I wasn't aware that the base prof gain has been reduced. Is that confirmed by Tenboro anywhere?

What Assimilator does is increase the proc chance, not how much you get per proc.


I have recorded how my prof. change every level, but it's hard to compare it with my previous entires right now;
first of all, i have time to gain 1 level per day, but i'm not doing so after the patch
Secondly, my prof. are in 80-90% range, the data may be affected from other factors
But by observing how many times the prof. pop up, i would say that there's no change in the prof. rate after this patch
I don't have assimilator right now
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post May 1 2011, 05:06
Post #602
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QUOTE(Sayo Aisaka @ May 1 2011, 02:53) *

No. Nowhere does it say that the rate has been reduced. I would hope that it hasn't, since paying hundreds of thousands of credits to get back to where you were before would be a mite unfair IMO. I'm sure it's just another sink for high level players to throw their money at.


Thats just it, just because it isn't listed doesn't mean it hasn't changed. That is why I wanted more info from people that have trained it. I don't need that for any spells, but when I go back to melee I would like to know if its needed before I spend a million credits on it. And it seems when there is a change to help players something is always nerffed to offset that change. I do hope the base rate hasn't changed
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post May 1 2011, 05:30
Post #603
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QUOTE(coredumperror @ Apr 30 2011, 20:21) *

How is it even possible to clear a round in 2-3 attacks as a melee? Does Domino Strikes have a 100% proc chance now?


I happen to have found a badass sword for sale in the bazaar a long time ago. High bleed chance and damage and my proficiency is crazy high. I hit the first three monsters turn one, the next three on turn two and the last three on turn three. Any that survive I smack again.

I guess it pays to stick to one weapon/equipment type for a long time. Although, that makes you less flexible.
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post May 1 2011, 07:34
Post #604
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Damn HV just died while I was at a maze.

Here goes 20 Stamina... (IMG:[invalid] style_emoticons/default/mad.gif)

This post has been edited by Ichy: May 1 2011, 07:36
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post May 1 2011, 08:44
Post #605
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QUOTE(4EverLost @ May 1 2011, 05:06) *

Thats just it, just because it isn't listed doesn't mean it hasn't changed. That is why I wanted more info from people that have trained it. I don't need that for any spells, but when I go back to melee I would like to know if its needed before I spend a million credits on it. And it seems when there is a change to help players something is always nerffed to offset that change. I do hope the base rate hasn't changed

I have it at level 1 and it didn't seem to make up for the change. I thought I was the only one who felt that the base rate was lowered. I don't have any data to prove my claims, but considering I'm gaining levels like crazy now due to stamina and I'm trying out new fighting styles, it does seem a lot lower than before.

This post has been edited by Ratio: May 1 2011, 08:47
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post May 1 2011, 09:12
Post #606
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I'll get around to testing eventually, but my playtime as of late has been dropping. So much anime to watch this season o_O
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post May 1 2011, 09:31
Post #607
Tenboro

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QUOTE(Death Grunty @ May 1 2011, 00:55) *
and write it in Cyrillic.


Google Translate is getting pretty good at that stuff.

QUOTE(coredumperror @ May 1 2011, 04:32) *
I wasn't aware that the base prof gain has been reduced. Is that confirmed by Tenboro anywhere?


Err, it hasn't. People just doesn't understand probability.
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post May 1 2011, 11:26
Post #608
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QUOTE

- 0.010 per round cleared with Normal status and below

After a few trials of testing, the value appears to be 0.020 per round cleared. Did you change the value or is this a bug?
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post May 1 2011, 11:47
Post #609
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QUOTE(sushi0 @ May 1 2011, 11:26) *

After a few trials of testing, the value appears to be 0.020 per round cleared. Did you change the value or is this a bug?

It really seems to be 0,02 (IMG:[invalid] style_emoticons/default/mad.gif)
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post May 1 2011, 12:07
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Hmm mazes on arena and blood ring = uhm no point because you're limited anyways? I guess he replaced the trigger for 2nd wind to load a maze. Also, 1 stamina at the end of every hour (except every 6th using modulus?) would be simpler than making it spread evenly throughout the hour? Or is that the way it works, already?

As far as bot solving and farmers... LOL this game isn't anywhere near popular enough to be worth their time. And it's Chinese game gold miners, not Russian. (IMG:[invalid] style_emoticons/default/wink.gif)

I think we should look at Improbable Island or the other LotGD family for some ideas. Oh wait, stamina... heh sorry folks if that's where Tenboro got the idea, although it seems obvious for a door/browser game.
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post May 1 2011, 12:34
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QUOTE(Ichy @ May 1 2011, 10:47) *

It really seems to be 0,02 (IMG:[invalid] style_emoticons/default/mad.gif)
Confirmed at GF, it's 0.02.

Edit: At the arena it seems normal.

This post has been edited by cmdct: May 1 2011, 12:44
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post May 1 2011, 13:01
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Hmm.. is the decrease at bonus levels still the same? (can't test it myself, not over 80 stamina atm)
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post May 1 2011, 15:05
Post #613
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Patch notes are lying. IW/Arena are 0.01, GF is 0.02.

QUOTE(lovehcomics @ May 1 2011, 12:07) *
As far as bot solving and farmers... LOL this game isn't anywhere near popular enough to be worth their time. And it's Chinese game gold miners, not Russian. (IMG:[invalid] style_emoticons/default/wink.gif)


You'd think that, wouldn't you.
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post May 1 2011, 16:05
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QUOTE(Tenboro @ May 1 2011, 21:05) *

Patch notes are lying. IW/Arena are 0.01, GF is 0.02.


It's nice that IW are still 0.01. Thank you.
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post May 1 2011, 16:30
Post #615
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QUOTE(cryomorph @ May 1 2011, 16:05) *

It's nice that IW are still 0.01. Thank you.


All of them were originally 0.01, back in the early dev builds where actions also had a stamina cost. But since GF isn't limited in other ways, it was increased when the action cost was removed. I just forgot to update the patch notes to that effect.
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post May 1 2011, 16:36
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Is drop rate of artifacts the same as before 0.5.2?
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post May 1 2011, 16:39
Post #617
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I hope so. I prefer if he changes the hath formula, so we still get low hath despite artifacts having high value, than getting less artifacts.

QUOTE(Ichy @ May 1 2011, 06:34) *

Damn HV just died while I was at a maze.

Here goes 20 Stamina... (IMG:[invalid] style_emoticons/default/mad.gif)
Same here just a while ago, except it was my internet, I had to reset it (IMG:[invalid] style_emoticons/default/sad.gif)

This post has been edited by cmdct: May 1 2011, 16:40
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post May 1 2011, 16:48
Post #618
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Patched in another small change, as the natural effect of the stat increases was smaller than envisioned:

- Monsters now give an additional EXP bonus depending on their power level. The base EXP is increased by 1% for each PL, meaning that a PL 100 monster will give twice the normal EXP.

QUOTE(cryomorph @ May 1 2011, 16:36) *

Is drop rate of artifacts the same as before 0.5.2?


Yes, I didn't touch the drop rates. Except for doubling the drop rate on the "rare" items, since they no longer drop from the Shrine. Which is another thing I didn't remember to put in the patch notes.
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post May 1 2011, 16:55
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QUOTE(Tenboro @ May 1 2011, 22:48) *

Patched in another small change, as the natural effect of the stat increases was smaller than envisioned:

- Monsters now give an additional EXP bonus depending on their power level. The base EXP is increased by 1% for each PL, meaning that a PL 100 monster will give twice the normal EXP.
Yes, I didn't touch the drop rates. Except for doubling the drop rate on the "rare" items, since they no longer drop from the Shrine. Which is another thing I didn't remember to put in the patch notes.


Oh, it is great!
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post May 1 2011, 16:57
Post #620
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QUOTE(Tenboro @ May 1 2011, 16:48) *

- Monsters now give an additional EXP bonus depending on their power level. The base EXP is increased by 1% for each PL, meaning that a PL 100 monster will give twice the normal EXP.

And suddenly no more hate for high Powerlevel Mobs (IMG:[invalid] style_emoticons/default/happy.gif)

All hail Lisi (IMG:[invalid] style_emoticons/default/biggrin.gif)
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