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> HentaiVerse 0.5.3, On the knife's edge

 
post Jun 7 2011, 13:30
Post #341
streetfelineblue



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QUOTE(kingwolf @ Jun 7 2011, 02:37) *

Brass knuckles an boxing gloves might work? Only two things that come to mind.


Actually, the first thing I thought of was...

(IMG:[3.bp.blogspot.com] http://3.bp.blogspot.com/_AfIQ2AogLLc/TIKjKnrIiQI/AAAAAAAAACw/HfE5A2l64Ms/s1600/m2320063_Calgar_Powerfist.jpg)

Also, the gladiator's cesti (heavy boxing gloves made of metal-studded leather bands ).

Edit: also, why not combat claws like those used by the Rakasta in the old Dungeons & Dragons? Sort of wolverine-like claws, secured to the wrists and forearm.

It could be something like boxing gloves and brass knuckles proccing Stun, artificial claws (and maybe cesti) proccing Bleeding Wound, and powerfists proccing Penetrated armor...

This post has been edited by streetfelineblue: Jun 7 2011, 16:50
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post Jun 8 2011, 15:31
Post #342
BiffBlastcheese



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QUOTE(Boggyb @ Jun 7 2011, 00:55) *

Yeah, melee should definitely have all the advantage of magic use while retaining all of its current advantages.


Can't pretend I know the system inside and out, I struggle often enough in the game, but I guess that's because I don't usually Cakegrind. Skills could easily have drawbacks, too, like an attack that lets you use Dual Wields to attack two different enemies but take more damage during said attack, especially if it'll take Overcharge to use skills and something like that had a 50% requirement.
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post Jun 8 2011, 22:12
Post #343
lovehcomics



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Mentioning unarmed, why does having a shield count as 1H since you can't very well whomp them in the head with it? (IMG:[invalid] style_emoticons/default/tongue.gif)

Well the idea is not to create a super cool, unbalanced combat style, but to give players some flexibility in play styles. There should also be 1H/DW (nonmage, short) staff weapons. Oh and garden hoes and long shields/grapplers(j/k!). It's kind of why I was sad to see that I have to have a full heavy armor set to train up my heavy armor proficiency. All or nothing burden/interference reduction. (IMG:[invalid] style_emoticons/default/sad.gif)

Pike weapons, bows, and so on are not really compatible with the game's design. Pike weapons would be 2H with a strapped-on shield (no armor) if faithful to historical accuracy. They would be useless since you're the only one carrying one and thus makes no sense for this game. You need a large row and multiple columns to make the phalanx tactic work. Bows would require a consumable or be unrealistic "infinite arrows" to be in this game. They're not realistic because you don't have a meleer/landscape to cover you while loading the bow! BTW: Ranged weapons are a great extension to the phalanx tactic.

Hmm, I read an interesting book talking about riot police using their shields to implement it. If the police let the formation break, they're in a whole lot of trouble... so they concentrate on that. It's damn near classic except they don't try to stab everyone with long pointy sticks. They use short and dull sticks for that. O_o

Some of the same ideas are still used in modern warfare as well. They don't use literal pikes but the effect is mostly the same from tanks. No one wants to get close enough to kill the tanks! (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jun 8 2011, 23:19
Post #344
grumpymal



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Technically, bashing things with your fist and having a shield in the other hand is still 1H combat....
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post Jun 9 2011, 21:30
Post #345
Bunko



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I thought up some ideas for unarmed monk class.
I've played online so much that the ideas just didn't stop popping in the void that is my head.
So I'll list the first that came to mind.

Legendary Ethereal Handwraps of Iksar - Iksar armor would make a permanent Regen

Roundhouse - Area attack, uses mana
Chi Burn - Stun all enemies for 10 turns, uses spirit
Sacrifice - 10% of health to 10% mana
Soul Voyage - Invulnerability for 10 turns, actions disabled (to use in place of silence)
Skin of Steel - Can't take more than 10 percent damage - uses mana
Holy Hell - use all remaining mana and spirit to release an attack of 10 times your max health to all your enemies
Imbue Hands - Makes melee attacks do nonphysical damage with 1% of remaining mana drain per turn
Purify Hands - Holy damage
Concentration - Each hit is critical, but take 5% of spirit (toggle)
Be Water - Counter each attack for 5% of spirit (toggle)
Retribution - Return 50% of all damage taken to the enemy. 1% mana per turn (toggle)
Aura of the Righteous - Critical hits nullified. 1% mana per nulled crit (toggle)
Short Path - Keeps converting 1% health to 1% spirit every 10 turns (toggle)
Replenish - Start regenerating 1% of health, spirit, mana for 10 turns, actions disabled (trigger)
Mystic Faith - Convert any incoming spell damage to mana for 10 turns (trigger)

There's really no limit to skills people can think of. Being a monk would be a powerful thing to be for sure.
But people that use bots, could not benefit from the complexity it takes to be overpowered.
It's like being a bard from Everquest, before year 2000. Mah favorite game ever.

I didn't really think things through here. Being drunk for the first time in a month (makes me verbal)
Just a few ideas that I thought of, no balancing possible in my condition.
I also wanted to add a health drain, to tap on a monster...
But Lifestream already does that, not that most people can access it and those that can, won't ever use it.
=====EDIT=====
This post got too damn long, so I came to cut it short.
Permanent buff for monk class: Stamina Regeneration.

NOTHING CAN BEAT A MELEE FIGHTER !!!
Except other classes...
(IMG:[img40.picoodle.com] http://img40.picoodle.com/i569/doenator/a36w_ff3_ubdsp.gif)

This post has been edited by Bunko: Jun 9 2011, 23:35
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post Jun 10 2011, 01:36
Post #346
chivoef



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Holy shit, is that Robin Mask? I love Kinnikuman!! (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 10 2011, 09:03
Post #347
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@Tenb: Are user-created mob loot bonuses increased with mob level? That would be awesome, seeing as how some are stronger than minibosses, and last time I checked minibosses gave higher bonuses than regular (at least that's what I remember from our last discussion on loot ages ago).

This post has been edited by DemonEyesBob: Jun 10 2011, 09:05
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post Jun 11 2011, 19:52
Post #348
lovehcomics



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LOL that monk class is just a little overpowered. (IMG:[invalid] style_emoticons/default/wink.gif)

And yes one "handed" is kind of silly. So would 2H mean someone with no weapons or just one main single-handed weapon and one offhand fist in addition to weapons like Katanas?

I was commenting on the weirdness where it goes from unarmed to 1H as soon as you equip a shield.
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post Jun 14 2011, 18:39
Post #349
Random instances



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I tried for laughs an unarmed run of the arena on normal..

..with my 17.7% cloth evade set, I did pretty well...

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post Jun 16 2011, 10:20
Post #350
KazamiHayato



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No problem comes proficiency for equipment. One question. Is Tokens of Healing a rare artifact item?
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post Jun 16 2011, 10:29
Post #351
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Tokens of Healing are tokens, not artifacts. You get these as either rare drops from normal battles or arena clear token rewards (much higher odds). You cannot sell them nor trade them, use them for a free 100% HP/MP/SP recovery.

You might want to check this thread as well.
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post Jun 19 2011, 08:55
Post #352
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hi everybody, i've been absent for awhile due to some nasty viruses but i'm back and i am looking at this update while playing the arenas and so far maging doesnt seem any harder than it was before but i never had enough ap to fill out my elly rating tanks anyway so i think i will hang onto my elly goossamer for now

but i have a question about the restoratives feature and the removal of the healer. do we still get the frequent healer rewards a la disgaea periodically for using our healing tokens?
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post Jun 19 2011, 11:17
Post #353
Random instances



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From what I have seen... no

Its now just a heal with no reward, I think (unless I've been unlucky)
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post Jun 19 2011, 17:06
Post #354
hgbdd



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QUOTE(PSPhreak @ Jun 19 2011, 07:55) *

but i have a question about the restoratives feature and the removal of the healer. do we still get the frequent healer rewards a la disgaea periodically for using our healing tokens?
No.
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post Jun 21 2011, 12:23
Post #355
DarkDespair5



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Nice patch++. The "collection set" bonuses for cloth/etc look nice, although they seem to detract from customization a little. (Warmages with weird equips, while always an impractical gimmick, are now even less viable). I ESPECIALLY like the buff to mana and health gems. Now they are actually useful!
The buff to element specific staffs was SORELY needed. It won't help much for grinding, but this will be awesome for the RoB.

Some issues though:

This breaks -low- level mages like me to some extent. Especially for arenas, where chain criticals will kill you. Leaving even ~4 "agitated" can be a death knell if you're unlucky (especially since cloth seems completely evade and MR centric). I've had to pack a lot of strong MPots and stack setups in the beginning in order to not get slaughtered (on Normal!). Having varied monsters can actually be more helpful (!) than a mob weak to a single element. This is *completely* counter-intuitive.

A maze as a captcha is a solution in search of a problem. I mean, really really bad. Computers are GREAT at path-finding a bunch of neat solid lines, this is just begging to be abused.
Really, why did you do this?

Some suggestions:
100 crystals for an artifact turn in is crazy low. IMO it should scale with level.
AI behavior programming for monsters would be awesome! Battles are predictable because the monsters have no set attack pattern. Think FFXII's gambit system.
Crit mitigation equipment or abilities would be a nice addon for lower level players like me who don't have access to SOL/etc yet.

HV seems to reward players who are on E-Hentai a lot. Why did you reverse this trend with stamina and reward periodic inactivity? Low level players, even those who run H@H like I do have a Snowflake's chance in hell when it comes to getting energy drinks.

(IMG:[invalid] style_emoticons/default/wink.gif)
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post Jun 25 2011, 07:45
Post #356
lovehcomics



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"- The elemental damage bonus from Surth/Niflheim/Mjolnir/Freyr/Heimdall/Fenrir staff/armor was increased from (5,10) to (10,15)"


Average Phase Gloves of Mjolnir
CODE
Average Phase Gloves of Mjolnir
Level: 149 -> 149
Magic Accuracy Bonus: 3.21
Physical Absorption: 1.47
Physical Mitigation: 1.58
Magical Absorption: 3.67
Magical Mitigation: 2.38
Evade Chance: 3.22
Elec Damage Bonus: 16.66
INT: 2.59
WIS: 3.1

QUOTE
Average Phase Gloves of Mjolnir
Level: 149 -> 0
Magic Accuracy Bonus: 2.99
Physical Absorption: 0.17
Physical Mitigation: 1.47
Magical Absorption: 0.43
Magical Mitigation: 2.21
Evade Chance: 3
Elec Damage Bonus: 4.19
INT: 0.5
WIS: 0.6


Either the [www.starfleetplatoon.com] calculator is way off or that equipment is below 10 base EDB... Bug in one or both?


This post has been edited by lovehcomics: Jun 25 2011, 07:49
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post Jun 25 2011, 10:46
Post #357
Tenboro

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It's base 14. I don't think you understand how the scaling works.
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post Jun 26 2011, 13:10
Post #358
buktore



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QUOTE(Tenboro @ May 15 2011, 16:05) *

-- Kevlar: removed elemental protection variants, increased physical absorb from (14,30) to (24,36), increased physical mitigation from (12,24) to (20,30), slightly decreased evade/resist, slightly decreased burden, changed all physical mitigation from (25,45)/(14,24)/(4,14) to (20,40)


Really? (IMG:[invalid] style_emoticons/default/huh.gif)

So far, I still haven't seen any kevlar with Pierce mit anywhere as close as Slash / Crush mit. ... And, like, every fucking custom mobs do Pierce damage... (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jun 26 2011, 14:22
Post #359
Tenboro

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Hmm. No, I probably made that change, but then it seems like I increased crushing and decreased piercing without remembering to update it. But the next patch will retroactively remove piercing as available damage type from some monsters anyway.
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post Jun 27 2011, 00:23
Post #360
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I answered the maze in time. Server acting shitty slow as it does sometimes, I got this
0 7 You failed to correctly answer the RiddleMaster within the time limit. You lose 1 Stamina.
I timestamp my tcp/ip packets for a reason !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
(IMG:[img38.imagefra.me] http://img38.imagefra.me/i56q/doenator/smai_46e_ubdsp.gif)
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