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> HentaiVerse 0.5.3, On the knife's edge

 
post May 15 2011, 21:48
Post #141
buktore



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QUOTE(marcho @ May 16 2011, 02:26) *
Removing that (and removing the soul res upgrade from other mobs) would make soul semi-useful as a jack of all trades but it could never reach the mana efficient damage of a targeted elemental spell.


Which make it a perfect spell for autopiloting, which is something Tenb seem to be avoid.
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post May 15 2011, 21:53
Post #142
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QUOTE(tmihor @ May 15 2011, 19:21) *

I'm sorry, I still can't get over how it's possible to have less magical accuracy than before. If I'm wearing one single item that adds to mAcc it's added correctly. Any additional items give less magical accuracy than they should. What's up with that.

QUOTE(marcho @ Oct 2 2009, 21:23) *

All percentage based stats follow multiplicative stacking. This means you get diminishing returns from each additional piece. For example, If you have a 10% hit bonus from a piece of equipment, using a weapon with a 10% bonus will increase your weapon accuracy by 9%, not 10%(...)
The exceptions are adm, mdm, and EDB

Edit:
Good point buktore, almost forgot that.

This post has been edited by cmdct: May 15 2011, 21:54
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post May 15 2011, 21:58
Post #143
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QUOTE(Grahf @ May 16 2011, 03:25) *

Tis a nice update, but I'm a little confused about one thing.
Should the parry and attack crit chance be switched around here? I'm not complaining, but I'm not sure I've actually ever seen a two-handed weapon with a parry attribute, and I thought that dual-wielding was a parry happy style because of the off hand parry boost.

I can understand if you want to give two-handed some parry, but it just stuck out as odd to me.


I agree with you.
It seems really strange to me with the current setting.
Why letting 2-handed have parry? I don't see any two-handed equipment in the game can parry in reality.
Yes, there's a two-handed weapon called halberd which can parry, but it's not in this game!

If you give shield a better block chance and staffs better spell damage, it should be pretty logical to give two-handed and dual-wield what they're strong at.
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post May 15 2011, 22:15
Post #144
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QUOTE(varst @ May 16 2011, 02:58) *

It seems really strange to me with the current setting.
Why letting 2-handed have parry?


Because it's what they need.
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post May 15 2011, 22:35
Post #145
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More mitigation. More crits. Nice WIS boost. Green and Blue Aura love. Restorative button. Cure heals for 1300 HP.

Couldn't tell the damage difference so far.

Less overall proficiency, more burden.

Still satisfied. (IMG:[invalid] style_emoticons/default/smile.gif)
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post May 15 2011, 22:36
Post #146
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QUOTE(cmdct @ May 15 2011, 21:53) *

The exceptions are adm, mdm, and EDB

Edit:
Good point buktore, almost forgot that.


Yes, but Tenb didn't mention anything about magic accuracy getting nerfed, so.. why would I have less accuracy than before? Unless it counts as an avoidance stat, which I doubt. I'm such a noob, crying about lost 5% of hit chance, but it's a difference between being resisted by a mob every 20 rounds, or every 2nd round. :B
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post May 15 2011, 22:43
Post #147
Tenboro

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QUOTE(Grahf @ May 15 2011, 21:25) *
Should the parry and attack crit chance be switched around here? I'm not complaining, but I'm not sure I've actually ever seen a two-handed weapon with a parry attribute, and I thought that dual-wielding was a parry happy style because of the off hand parry boost.


I thought someone might react to that, but it's actually intentional. It's more of a "balance" thing than a "makes perfect sense" thing, but it's not like you can't parry stuff with a large sword if you're good at it. At least in the not-strictly-realistic fantasy setting we're shooting for.

QUOTE(marcho @ May 15 2011, 21:26) *

Well, legendaries and gods would retain soul res, but I don't really see the exploit otherwise. The only mobs with base soul res are mechs, but at 75% res thats a major drawback to using soul for general purpose clearing. Removing that (and removing the soul res upgrade from other mobs) would make soul semi-useful as a jack of all trades but it could never reach the mana efficient damage of a targeted elemental spell.


Not that it would kill you to burn off Mechs with a low-rank lightning spell, especially with the spell damage penalty removed.

QUOTE(Ratio @ May 15 2011, 21:47) *

At first I thought my block rate for shields got reduced then I saw this:
I'm interested to know now if the actual gain of block chance by leveling the shields has decreased. Going to check it out.


I was testing it at level 250 with a max-stat kite shield I made for the occasion, and it worked out to about the same as before. YMMV depending on your proficiency level and shield.

QUOTE(tmihor @ May 15 2011, 22:36) *

Yes, but Tenb didn't mention anything about magic accuracy getting nerfed, so.. why would I have less accuracy than before? Unless it counts as an avoidance stat, which I doubt. I'm such a noob, crying about lost 5% of hit chance, but it's a difference between being resisted by a mob every 20 rounds, or every 2nd round. :B


Probably because the proficiency effect on equipment was removed and replaced with something else?
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post May 15 2011, 22:43
Post #148
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QUOTE(varst @ May 15 2011, 21:58) *

I agree with you.
It seems really strange to me with the current setting.
Why letting 2-handed have parry? I don't see any two-handed equipment in the game can parry in reality.
Yes, there's a two-handed weapon called halberd which can parry, but it's not in this game!
You can parry with pretty much all two-handed weapons. It's much more effective than parrying with a one-handed weapon, because with those, you have a horrible disadvantage since momentum and leverage combined work for your opponent. I.e. there is an awful lot of force you have to counteract with one wrist alone. Works well enough if you parry a rapier with another rapier, works not at all if you've got a broadsword and try to parry broadsword strikes.
Heck, longsword combat is pretty much entirely based around parrying and counterattacking (in a single move) with a two-handed weapon.


Anyway, i'm not really playing seriously (as can be seen by my level vs. join date) but as a low level player i fully approve of the changes. (IMG:[invalid] style_emoticons/default/smile.gif) Especially the changes to spells (cure specifically) make combat much better. Now i die when i run out of potions, not in a single OMGWTF moment when monsters damage me in a single round for 2-3 times the amount i can cure.

On another note, could we get a message telling what/how many potions have been used when using restoration? Not terribly important, but would be kinda nice. (IMG:[invalid] style_emoticons/default/wink.gif)
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post May 15 2011, 22:48
Post #149
Tenboro

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QUOTE(amokkitten @ May 15 2011, 22:43) *
On another note, could we get a message telling what/how many potions have been used when using restoration? Not terribly important, but would be kinda nice. (IMG:[invalid] style_emoticons/default/wink.gif)


You could just open the Inventory screen before you use it. (IMG:[invalid] style_emoticons/default/smile.gif)
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post May 15 2011, 22:48
Post #150
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QUOTE(Tenboro @ May 15 2011, 22:43) *

I was testing it at level 250 with a max-stat kite shield I made for the occasion, and it worked out to about the same as before. YMMV depending on your proficiency level and shield.


I just got to test it right now, I upgraded my kite shield by 1 level and it raised its block from 29.41 to 29.43. However, when I checked the character statistics, block rate still remained to be 35.6%. Is this correct?
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post May 15 2011, 22:53
Post #151
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QUOTE(Ratio @ May 15 2011, 22:48) *

I just got to test it right now, I upgraded my kite shield by 1 level and it raised its block from 29.41 to 29.43. However, when I checked the character statistics, block rate still remained to be 35.6%. Is this correct?


Uhm well, it could have increased from 35.61 to 35.63 or sth. Internally it uses like 10 decimal places.
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post May 15 2011, 22:55
Post #152
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QUOTE(buktore @ May 15 2011, 14:48) *

Which make it a perfect spell for autopiloting, which is something Tenb seem to be avoid.


'\(o_O)/`

Autopiloting is generally my goal. I stick to a difficulty where I can mostly autopilot (Hard atm). I could do a higher difficulty, but I'm content to level slower if I don't have to pay attention. I only raise the difficulty if I'm trying to level quickly for whatever reason.

Personally, the part I find entertaining is finding shiny things and maxing out my gear, even for styles I don't use. I don't particularly get anything from grinding through wave after wave after wave of text other than the occasional "yay something dropped" so the more clicks between "yay something dropped" the less entertaining I find it.
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post May 15 2011, 22:56
Post #153
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QUOTE(Tenboro @ May 16 2011, 03:43) *

Not that it would kill you to burn off Mechs with a low-rank lightning spell


It make them mage 2x SLOWER to facemelt everything, and require 2x EFFORT to do it. And that's the whole point really...

QUOTE(Tenboro @ May 16 2011, 03:43) *

especially with the spell damage penalty removed.


You mean about the interference thing? I bet no one cares about that.
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post May 15 2011, 23:06
Post #154
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QUOTE(Tenboro @ May 15 2011, 22:43) *
I thought someone might react to that, but it's actually intentional. It's more of a "balance" thing than a "makes perfect sense" thing, but it's not like you can't parry stuff with a large sword if you're good at it. At least in the not-strictly-realistic fantasy setting we're shooting for.
Don't underestimate the longsword. Most fantasy fiction gets it wrong by assuming they're kinda like sharpened I-beams, while realistically, a longsword is a surprisingly light (few are above 5 pounds) and agile weapon. Nowhere near the speed of a rapier, let alone small-sword, but still very fast.

Here's a nice demonstration of a few techniques: http://www.youtube.com/watch?v=x1TrqPEtWLs...54781341EA850E7

And here is a full speed exercise: [www.thearma.org] http://www.thearma.org/Videos/on_the_Pell.mp4
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post May 15 2011, 23:11
Post #155
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QUOTE(Tenboro @ May 15 2011, 22:53) *

Uhm well, it could have increased from 35.61 to 35.63 or sth. Internally it uses like 10 decimal places.

Oh ok... that makes sense (Sorry about that)... Last question, the gain before the update was .07 per item level gain. So does this mean that the update made proficiency more important than the equipment themselves? It's kinda hard for me to picture how you managed to take individual shield block rates and placed them into weapon/armor/shield proficiency.
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post May 15 2011, 23:38
Post #156
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QUOTE(cmal @ May 15 2011, 15:54) *

I guess I'll just have to switch to HV font whenever I want to use an energy drink until this is fixed.
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post May 15 2011, 23:41
Post #157
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QUOTE(Tenboro @ May 15 2011, 10:05) *

Heavy Armor Changes

- Heavy Armor now has the same mitigation against Piercing attacks as against Slashing.
Same, or only similar? Why don't the 3 just have similar values, except for the "mitigation suffix" ones like Dampening or Deflection?
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post May 15 2011, 23:41
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I haven't thoroughly checked it out, but does the buff of cure make regen pointless? It doesn't seem to be buffed as well, either in amount or duration, but I may have just missed it.
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post May 16 2011, 00:08
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QUOTE(drtylyssa @ May 15 2011, 14:41) *
I haven't thoroughly checked it out, but does the buff of cure make regen pointless? It doesn't seem to be buffed as well, either in amount or duration, but I may have just missed it.

It might make regen slightly less powerful in comparison, but certainly not pointless. The real power of Regen is the "set it and forget it" effect, being able to cast it once and get healed for dozens of rounds afterward (and even more rounds if cast while Channeling).

I would be interested to learn if it's more mana efficient to use Cures now, though. It would make some sense, considering that you need to spend quite a bit more action time casting multiple Cures, compared to casting 1 Regen.
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post May 16 2011, 00:13
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Hey Tenb~

Just wanted to say good job on the update. even Boggyb seems to like it (for the most part).

With magic ratings now being inactivate are their any plans to remove them from the tree? I know you mentioned in an earlier post that you haven't got round to updating the ability trees yet.

If you haven't decided yet, can I suggest they become resistance instead? rather than just deleting them from the tree, or just convert them to another function.

Just throwing that out there.
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