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> HentaiVerse 0.5.3, On the knife's edge

 
post May 17 2011, 02:23
Post #201
marcho



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Yeah, it looks like cure is boosted by heimdall gear (yes?), it just no longer benefits from holy ratings as they contribute only to resist now, not output


QUOTE
- The base effect of Cure spells was increased to, among other things, offset the loss of the bonus from Holy Rating.
-- Cure now restores a fixed amount of health, depending on Elemental Bonus/Proficiency. (That is, the random factor was removed.)


That should say curative, not elemental as well, right?
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post May 17 2011, 03:12
Post #202
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Hmm interesting.

You are healed for 7717 Health Points.

That's cure I by the way. Unfortunately regen isn't affected by it though so it's still relatively useless.
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post May 17 2011, 03:55
Post #203
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I noticed that the action sequence on top was taken out sometime in the past updates. Can we get that back? It was really helpful for fighting in battletoads.
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post May 17 2011, 06:14
Post #204
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I think it is about time to have something for the melee.
How can I tell how many tokens of healing left? If you are removing it, I will try use them all asap.
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post May 17 2011, 06:24
Post #205
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Tokens of Healing aren't going anywhere, they still drop. Also you can check how many you have just by going to your items.
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post May 17 2011, 08:55
Post #206
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Well in most games, healing spells are considered holy magic. Indeed, holy magic's damage is pretty much useless against anything but undead in some games. So it's really just following the tradition of many, many games that have magic elements.

So why is regeneration not considered holy magic while cure is? It should be both or none. Guess it'll be time to update ehwiki.org soon!
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post May 17 2011, 10:05
Post #207
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QUOTE(lovehcomics @ May 16 2011, 23:55) *

Well in most games, healing spells are considered holy magic. Indeed, holy magic's damage is pretty much useless against anything but undead in some games. So it's really just following the tradition of many, many games that have magic elements.

So why is regeneration not considered holy magic while cure is? It should be both or none. Guess it'll be time to update ehwiki.org soon!

If you are asking for a massive boost to regen, you aren't going to get it.
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post May 17 2011, 10:22
Post #208
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QUOTE(lovehcomics @ May 17 2011, 08:55) *
So why is regeneration not considered holy magic while cure is? It should be both or none. Guess it'll be time to update ehwiki.org soon!


It is holy magic, but it doesn't work the same way since it's a proc.
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post May 17 2011, 23:38
Post #209
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If you turn off random encounters the space for the messagebox still appears at the top of the page, but it's now just a blank area. This looks somewhat strange and does rather defeat the purpose of the setting. Any chance of getting rid of the blank area?

Also, there's a slight formatting issue on the character screen when using the Hentaiverse font engine:

(IMG:[sadpanda.us] http://sadpanda.us/images/486344-M90HZ77.jpg)


This post has been edited by Frith: May 18 2011, 05:24
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post May 18 2011, 03:36
Post #210
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i like the new system of healing but i miss silk armor, anyway nice upgrade.
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post May 18 2011, 07:40
Post #211
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QUOTE(Tenboro @ May 15 2011, 04:05) *

- Green Aura now adds 1% Physical Mitigation per rank instead of Absorb

Yay.

QUOTE(Tenboro @ May 15 2011, 04:05) *

- Blue Aura now adds 1% Magical Mitigation per rank instead of Absorb

Yay.

QUOTE(Tenboro @ May 15 2011, 04:05) *

-- "Elemental Rating" for players is now Elemental Resistance, same as for monsters. That means it no longer adds a damage bonus for magic.

Boo.
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post May 18 2011, 08:15
Post #212
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Maybe the previous version of Elemental Ratings can be reversed instead of a total removal of damage.
Instead of 1 Resist = 2 Rating = 1 AP, make it 1 Rating = 2 Resist.
Or 1 Rating and 1 Resist.
Or 1 Rating and 0 Resist.
Whatever.

Honestly, nobody gives a crap about Elemental Resist.
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post May 18 2011, 08:46
Post #213
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QUOTE(Tenboro @ May 15 2011, 17:05) *

-- Dragon Hide: ... increased resist from (4,8) to (10,15)


Curious, can anyone explain what those numbers mean?
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post May 18 2011, 09:28
Post #214
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The old resist was 4 minimum, 8 maximum.
The new resist is now 10 minimum and 15 maximum

I could be wrong though.



Also, is it just me? or do the Aura's now seem to list *5* versions of the "% per rank" effect rather then 4?

This post has been edited by ravage_mk2: May 18 2011, 09:58
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post May 18 2011, 10:12
Post #215
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QUOTE(ravage_mk2 @ May 18 2011, 15:28) *

Also, is it just me? or do the Aura's now seem to list *5* versions of the "% per rank" effect rather then 4?


There have been 5 aura ranks since like 5 versions ago.
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post May 18 2011, 10:22
Post #216
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The additional damage you get from staff proficiency is great enough that EDB doesn't need to be raised as much. Compared to before, if we take a guy that has everything maxed, his damage potential (with one element) is much greater, though he'd have to focus to get the proper gear for that element's EDB.
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post May 18 2011, 10:32
Post #217
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QUOTE(Rei-Tenshi @ May 18 2011, 07:15) *

Honestly, nobody gives a crap about Elemental Resist.
I do, much less important than rating, but I do.
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post May 18 2011, 10:46
Post #218
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QUOTE(tmihor @ May 18 2011, 16:22) *

The additional damage you get from staff proficiency is great enough that EDB doesn't need to be raised as much. Compared to before, if we take a guy that has everything maxed, his damage potential (with one element) is much greater, though he'd have to focus to get the proper gear for that element's EDB.


What do your numbers look like? Specifically, I'm interested in what the new max values are (straight up double the old values?).
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post May 18 2011, 12:08
Post #219
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Thank you Rei-Tenshi for confirming my own suspicion: me being blind as a bat (IMG:[invalid] style_emoticons/default/tongue.gif)
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post May 18 2011, 17:37
Post #220
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QUOTE(Ballistic9 @ May 18 2011, 07:46) *

Curious, can anyone explain what those numbers mean?

QUOTE(ravage_mk2 @ May 18 2011, 08:28) *

The old resist was 4 minimum, 8 maximum.
The new resist is now 10 minimum and 15 maximum

More or less. Those are the base values. Then there's a scaling factor that converts them to "level 0" values, and another factor that scales them up with level, and for armour there seem to be further scaling factors for each slot, so chest pieces (for example) always have the highest values. I don't think we've figured out exactly how that last part works...
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