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HentaiVerse 0.6.0, Now with 10% less code |
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Jul 11 2011, 20:49
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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Predictions for 0.6.1:
Everyone gets reset to level 1.
All equipments are destroyed.
All spells are removed.
No items. Final Destination.
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Jul 11 2011, 20:52
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dkplee
Group: Members
Posts: 1,540
Joined: 13-May 10

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QUOTE(Tenboro @ Jul 11 2011, 11:36)  I'm not saying that it was any given player's fault, and code will never be bug-free. But do the math. There is one coder, and how many players? The odds that no one noticed it is extremely low. And I'm not using it to attack people, but to defend the intentions of the patch. A little understanding goes a long way, and I'm seeing very little of it from some people.
Well, bringing up Sayo again, he did say he 'noticed' something weird. But it wasn't enough to conclude there was a bug. For all that it's worth, I find the changes very nice as a level 160 player. Thanks to the lower damage output from creatures, I can finally play on hard again. Previously, I was stuck on normal since the patch that made us encounter monsters close to our level, so I view this patch as a much needed fix to the monster lab overkill we've been suffering the last couple patches. Note that I don't use EDB gear, so I didn't really get nerfed. This post has been edited by dkplee: Jul 11 2011, 20:54
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Jul 11 2011, 20:53
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thomas6749
Newcomer
 Group: Members
Posts: 38
Joined: 24-June 11

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For my level, before the patch, i normally level up 2 times per day, but now i haven't finished all the arena, but i've leveled up 3 times today. The patch is really benefited for the low level player. (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Jul 11 2011, 21:00
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Grahf
Group: Gold Star Club
Posts: 4,223
Joined: 24-February 07

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QUOTE(radixius @ Jul 11 2011, 13:49)  Predictions for 0.6.1:
Everyone gets reset to level 1.
All equipments are destroyed.
All spells are removed.
No items. Final Destination.
Do it! DO IT! I want to drown in the schadenfreude.
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Jul 11 2011, 21:01
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trubiroh
Newcomer
 Group: Recruits
Posts: 10
Joined: 29-May 09

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-12,5 crit if i m correct means also less often weapon procs (guaranted proc when crit) in some cases it may or may not make a difference
and there still wasnt an answer to shield block rising armor proficiency instead of one handed
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Jul 11 2011, 21:02
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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QUOTE(Grahf @ Jul 11 2011, 14:00)  Do it! DO IT! I want to drown in the schadenfreude.
Final Destination, of course, being the only arena available.
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Jul 11 2011, 21:17
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Shadow Weaver
Group: Members
Posts: 7,063
Joined: 11-October 06

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QUOTE(Maximum_Joe @ Jul 11 2011, 14:19)  Nope. New effect, it's not a DoT anymore. Here, I put in the new effect: http://ehwiki.org/wiki/Spells#Status_EffectsYeah it should probably be mentioned in the notes that it's now an attack debuff instead of DoT. That is a huge difference when you have a near dead monster and you're thinking that searing skin will kill it while you go on to the next monster.
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Jul 11 2011, 21:17
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Tenboro

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QUOTE(trubiroh @ Jul 11 2011, 21:01)  and there still wasnt an answer to shield block rising armor proficiency instead of one handed I don't think it is? The proficiency increase on block was removed along with shield proficiency, but you can gain armor prof any time something attacks you.
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Jul 11 2011, 21:20
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eushully
Group: Gold Star Club
Posts: 3,058
Joined: 31-July 09

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Found something odd:
I'm fighting White Bunneh and I have Haste and Shadow Veil as Innate Arcana and my MP went below 10% so they expired. Now I'm just magic missiling and ether thefting it but the 2 spells won't reactivate even my MP is currently 250/942. It's been about 30 turns already and the buffs still haven't reactivated yet themselves.
This post has been edited by eushully: Jul 11 2011, 21:21
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Jul 11 2011, 21:22
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trubiroh
Newcomer
 Group: Recruits
Posts: 10
Joined: 29-May 09

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i noticed several times that succesful block increased my armor proficiency and you wrote: Everything Shield used to do now uses One-Handed Proficiency. so i got confuced i gues it counts as miss for proficiency increase
in case shield block does not increase any proficiency it may be a bad idea for armor prociciency grinding
This post has been edited by trubiroh: Jul 11 2011, 21:28
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Jul 11 2011, 21:42
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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Everything seem to got nerfed, yet my character is a lot stronger than before ... It's a paradox. And it's awesome! (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Jul 11 2011, 21:47
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visara
Newcomer
 Group: Members
Posts: 31
Joined: 12-February 08

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Helvetica, size 9, spacing -5 (IMG:[ i.imgur.com] http://i.imgur.com/54WkI.png) Helvetica, size 6, spacing -5 (IMG:[ i.imgur.com] http://i.imgur.com/WlIrB.png) Please fix. I suggest moving the button to the top of the text block, rather than the bottom. Default font seems to work fine.
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Jul 11 2011, 21:48
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(Tenboro @ Jul 11 2011, 12:18)  The system doesn't roll on whether they have one or not until you check them.
Does the chance change if we check and they don't have anything? I guess what I'm asking is, are we penalized for checking too soon? QUOTE(Tenboro @ Jul 11 2011, 14:36)  A little understanding goes a long way, and I'm seeing very little of it from some people.
I just can't get my rage on for this update (IMG:[ invalid] style_emoticons/default/rolleyes.gif) QUOTE(Tenboro @ Jul 11 2011, 10:46)  Channeling is the same as before, you just can't trigger it at will. I suppose you can call that a "nerf" if you're trying to make a point, but it's really to let non-mage players also have a chance to proc it.
I've got to argue for some tweaks to this. With the reduced damage I have to fire off tier3 spells every turn to stand any chance of killing anything, but channeling is still extremely rare with those. Also, the reduced chance of getting channeling when magicking a coalesced mob is just mean; it's got a "you can't have your cake and eat it too" feel. (IMG:[ invalid] style_emoticons/default/tongue.gif) A boost to ether theft would be very helpful. Against legendaries and higher it used to be: proc ET and magic missile them for several chances of channeling, which meant ET reliably gave more mp than simply what was restored. In that sense ET has been nerfed for mages. I'm not arguing go back to old system, but something to balance the randomness/unreliability would be appreciated. This post has been edited by DemonEyesBob: Jul 11 2011, 21:58
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Jul 11 2011, 21:48
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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On the Trainer page, the Spelunker description text is all lower case with Everything Else Having All Uppercase First Letters. I don't suppose there is any way you'll add another 10 levels on to Spelunker? Difficulty and Stamina already do a great job of limiting how fast you can level something without the hassle of waiting half a day per play. If your concern is people paying others to level things for them, that's already being done. QUOTE(Tenboro @ Jul 11 2011, 13:47)  Funny man.
Thanks T-Bro. I wouldn't be here anymore if I wasn't. This post has been edited by hitokiri84: Jul 11 2011, 21:49
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Jul 11 2011, 21:54
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Beryl
Group: Gold Star Club
Posts: 8,931
Joined: 25-May 06

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QUOTE(radixius @ Jul 11 2011, 13:49)  Predictions for 0.6.1:
Everyone gets reset to level 1.
All equipments are destroyed.
All spells are removed.
No items. Final Destination.
Can I still play Fox? QUOTE(Tenboro @ Jul 11 2011, 13:47) 
Oh btw, losing 12.5% crit chance will drop your total damage output by 4.16%. You can now start arguing about that 1.66% damage loss.
Ah, but was the 3.5% increase before or after the 4.16% decrease? =D
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Jul 11 2011, 22:17
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Tenboro

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QUOTE(visara @ Jul 11 2011, 21:47)  Please fix. I suggest moving the button to the top of the text block, rather than the bottom. Default font seems to work fine. Size 9 with spacing -5 is all off for me, but I've fixed the button in place. QUOTE(DemonEyesBob @ Jul 11 2011, 21:48)  Does the chance change if we check and they don't have anything? I guess what I'm asking is, are we penalized for checking too soon? Well, the way it works right now is, when you enter the monster screen it will roll on it if it's been more than one hour since you last checked. The number of hours (not rounded) is multiplied with the number of battles the monster has won since last time it brought you a gift. So if it's been three and a half hours since you last checked, and it's won five battles since it last gave you something, your "score" is 17.5. This score then has to be higher than a random roll from 0 to 100 - in this case, a 17.5% chance. If you do not get an item, the last-checked timer is is reset to the current time, so if you check one hour later (and it didn't get any more kills), the chance would be 5%. Note that your score can go above 100, in which case it's a guaranteed drop. I don't think there's a statistical advantage to checking less often, but if someone wants to model it, go right ahead. There will be a disadvantage to checking too seldom, that is, having the score go above 100. QUOTE(Beryl @ Jul 11 2011, 21:54)  Ah, but was the 3.5% increase before or after the 4.16% decrease? =D Yes.
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Jul 11 2011, 22:19
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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QUOTE(Tenboro @ Jul 11 2011, 15:17)  Well, the way it works right now is, when you enter the monster screen it will roll on it if it's been more than one hour since you last checked. The number of hours (not rounded) is multiplied with the number of battles the monster has won since last time it brought you a gift.
So if it's been three and a half hours since you last checked, and it's won five battles since it last gave you something, your "score" is 17.5. This score then has to be higher than a random roll from 0 to 100 - in this case, a 17.5% chance. If you do not get an item, the last-checked timer is is reset to the current time, so if you check one hour later (and it didn't get any more drops), the chance would be 5%.
Note that your score can go above 100, in which case it's a guaranteed drop.
I don't think there's a statistical advantage to checking less often, but if someone wants to model it, go right ahead. There will be a disadvantage to checking too seldom, that is, having the score go above 100.
Curious, then, what affects quality?
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Jul 11 2011, 22:29
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(radixius @ Jul 11 2011, 21:19)  Curious, then, what affects quality?
Probably the killing blows, and I hope the PL as well. This post has been edited by cmdct: Jul 11 2011, 22:29
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Jul 11 2011, 22:30
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Tenboro

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QUOTE(radixius @ Jul 11 2011, 22:19)  Curious, then, what affects quality? Power Level. (IMG:[ invalid] style_emoticons/default/smile.gif) But note that this only affects whether you get Low, Mid or High-grade stuff. The bindings and special components don't rely on quality.
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Jul 11 2011, 22:32
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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I'm looking forward to full implementation, sir. Thanks.
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