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> HentaiVerse 0.6.0, Now with 10% less code

 
post Jul 10 2011, 14:13
Post #61
Ichy



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Regen 2 lost about 40% of its power.
Monsters are faster and hit MUCH harder.
You deal much less damage.
I feel like I have to go back to Cake difficulty. (IMG:[invalid] style_emoticons/default/heh.gif)


But still some nice things in this patch. Monsters now bring me something and another level of IA (IMG:[invalid] style_emoticons/default/happy.gif)

This post has been edited by Ichy: Jul 10 2011, 14:14
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post Jul 10 2011, 14:16
Post #62
ikulaiser



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From IW normal difficulty:
Quite a lot of agitatees even after their death ... (IMG:[invalid] style_emoticons/default/smile.gif)
CODE
1    23    Amphibious Sperm Whale is agitated!
1    22    Hissing Ball Of Fur is agitated!
1    21    Princess Celestia is agitated!
1    20    Giant Panda is agitated!
1    19    Jabberwock is agitated!
1    18    Disgruntled Moogle is agitated!
1    17    Jabberwock gains the effect Turbulent Air.
1    16    Your spike shield hits Jabberwock for 75 points of wind damage.
1    15    Poetry hits you for 312 crushing damage.
1    14    Jabberwock uses Poetry
1    13    Amphibious Sperm Whale has been defeated.
1    12    Flames of Loki hits Amphibious Sperm Whale for 3490 fire damage.
1    11    Hissing Ball Of Fur has been defeated.
1    10    Flames of Loki blasts Hissing Ball Of Fur for 3638 fire damage.
1    9    Princess Celestia has been defeated.
1    8    Flames of Loki blasts Princess Celestia for 3147 fire damage.
1    7    Giant Panda drops a Health Gem powerup!
1    6    Giant Panda has been defeated.
1    5    Flames of Loki hits Giant Panda for 6366 fire damage.
1    4    Flames of Loki hits Jabberwock for 1116 fire damage.
1    3    Disgruntled Moogle has been defeated.
1    2    Flames of Loki hits Disgruntled Moogle for 3332 fire damage.
1    1    You cast Flames of Loki.
0    1    Initializing Item World (Round 12 / 72) ...
0    0    Battle Start!


Well lasted to round 17 (IMG:[invalid] style_emoticons/default/biggrin.gif)
CODE
4    6    You have been defeated.
4    5    Wasted Time crits you for 1530 crushing damage.
4    4    Randomly Generated Maze uses Wasted Time
4    3    You gain 0.02 points of cloth armor proficiency.
4    2    Your spell misses its mark.
4    1    You cast Hurricane.


+1 for that going back to Cake difficulty (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by ikulaiser: Jul 10 2011, 14:21
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post Jul 10 2011, 14:20
Post #63
Tenboro

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QUOTE(varst @ Jul 10 2011, 13:39) *
I can have both Coalesced Mana and ether theft at the same time.


Uhm, is that a bug?

QUOTE(Ichy @ Jul 10 2011, 13:41) *
I do much less damage.


Ok, well.. after comparing the 0.5.3 and 0.6.0 damage calculations, I see your problem. This is the old and incredibly messy code for calculating magic damage, somewhat unwinded... (the three variables in question were hidden away in various functions)

CODE
$equip_spell_bonus = isset($HVEquip['spell_ebonus'][$resource_magic[$spell]['e']]) ? $HVEquip['spell_ebonus'][$resource_magic[$spell]['e']] : 0;

$ermod = (1 + $equip_spell_bonus / 100) * (empty($monster) ? 1 : battle_get_defensive_ermod('er_'.$resource_magic[$spell]['e'], $monster['hvelem']));

$equip_offense = round(1 + ($HVEquip['spell_dmg'] + (!empty($HVEquip['spell_ebonus'][$etype]) ? $HVEquip['spell_ebonus'][$etype] : 0)) / 100, 2);

$damage = max(1, $resource_magic[$spell]['d'] * $damage_roll * $critmul * $aoemod * $prmod * $ermod * (1 + $HVUserBonus['magicpower_hathperk'] / 100) * battle_get_soulbonus_attack('er_'.$resource_magic[$spell]['e']) * (1 + ($HVMagic[$spell] - 1) * 0.0625) * $equip_offense * $channel_factor * battle_stamina_damage_factor());


Notice how the elemental bonus stored in $HVEquip['spell_ebonus'][$something] is both a factor in $ermod and in $equip_offense? So, yeah. The elemental bonus from gear used to be counted twice - or rather, it was factored in, and then also added to the spell damage bonus. That got fixed when I rewrote the damage equations, without noticing that they were ever broken.

What I'm wondering is how it could be this broken for so long without anyone noticing.

QUOTE(Ichy @ Jul 10 2011, 13:49) *
So i guess its a daily gift. (or all *insert number* battles won)


It's not daily. But the chance of getting something increases with how long it's been since last time.
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post Jul 10 2011, 14:20
Post #64
@43883




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Answering my own post on Channeling...

Channeling only seems to trigger on self-casts. (Spirit Shield, Arcane Focus...)
Not a single trigger with 40 Ragnarok casts, and instant triggers with the above spells.

This post has been edited by Mika Kurogane: Jul 10 2011, 14:20
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post Jul 10 2011, 14:23
Post #65
Shizo Karen



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Changing difficulty has a 1 page load lag on the left bar (under hp/sp)

For example, if current difficulty is "normal", checking "easy" -> apply
will show "easy" on the right screen but the left bar will still show "normal", until you load the page again.
Nothing major, but it used to be synchronized
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post Jul 10 2011, 14:24
Post #66
SneakyGray



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QUOTE(Mika Kurogane @ Jul 10 2011, 14:20) *

Answering my own post on Channeling...

Channeling only seems to trigger on self-casts. (Spirit Shield, Arcane Focus...)
Not a single trigger with 40 Ragnarok casts, and instant triggers with the above spells.


neat.
for me atleast, since i mainly use self-cast spells (cure, regen, supportive) and very rarely deprecating spells on bosses/legendaries etc.

higher chance for channeling for me, weeee
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post Jul 10 2011, 14:26
Post #67
Nyvil



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QUOTE(Tenboro @ Jul 10 2011, 20:20) *



Notice how the elemental bonus stored in $HVEquip['spell_ebonus'][$something] is both a factor in $ermod and in $equip_offense? So, yeah. The elemental bonus from gear used to be counted twice - or rather, it was factored in, and then also added to the spell damage bonus. That got fixed when I rewrote the damage equations, without noticing that they were ever broken.




So, this means that magic damage used to be "too strong" and we are doing "normal" damage instead?
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post Jul 10 2011, 14:32
Post #68
varst



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QUOTE(Tenboro @ Jul 10 2011, 20:20) *

Uhm, is that a bug?


I'm not sure about it.

Before the patch, when I hit monsters with Coalesced mana, ether theft will appear and replace coalesced mana.
After the patch, when I hit them, the coalesced mana will not be replaced when ether theft effects.

I don't know if it's intended, so I should ask first. Sorry about that.
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post Jul 10 2011, 14:33
Post #69
Ichy



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QUOTE(Tenboro @ Jul 10 2011, 14:20) *

Uhm, is that a bug?
Ok, well.. after comparing the 0.5.3 and 0.6.0 damage calculations, I see your problem. This is the old and incredibly messy code for calculating magic damage, somewhat unwinded... (the three variables in question were hidden away in various functions)

CODE
$equip_spell_bonus = isset($HVEquip['spell_ebonus'][$resource_magic[$spell]['e']]) ? $HVEquip['spell_ebonus'][$resource_magic[$spell]['e']] : 0;

$ermod = (1 + $equip_spell_bonus / 100) * (empty($monster) ? 1 : battle_get_defensive_ermod('er_'.$resource_magic[$spell]['e'], $monster['hvelem']));

$equip_offense = round(1 + ($HVEquip['spell_dmg'] + (!empty($HVEquip['spell_ebonus'][$etype]) ? $HVEquip['spell_ebonus'][$etype] : 0)) / 100, 2);

$damage = max(1, $resource_magic[$spell]['d'] * $damage_roll * $critmul * $aoemod * $prmod * $ermod * (1 + $HVUserBonus['magicpower_hathperk'] / 100) * battle_get_soulbonus_attack('er_'.$resource_magic[$spell]['e']) * (1 + ($HVMagic[$spell] - 1) * 0.0625) * $equip_offense * $channel_factor * battle_stamina_damage_factor());


Notice how the elemental bonus stored in $HVEquip['spell_ebonus'][$something] is both a factor in $ermod and in $equip_offense? So, yeah. The elemental bonus from gear used to be counted twice - or rather, it was factored in, and then also added to the spell damage bonus. That got fixed when I rewrote the damage equations, without noticing that they were ever broken.

What I'm wondering is how it could be this broken for so long without anyone noticing.

I can only talk for myself but i don`t understand anything in that code box (IMG:[invalid] style_emoticons/default/heh.gif)
And I was thinking it was indented to be like it was before.

So it will stay the way it is now which I think is way to hard?

This post has been edited by Ichy: Jul 10 2011, 14:35
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post Jul 10 2011, 14:34
Post #70
xiuxianren



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I see more custom monsters. In fact i can barely see any normal monsters...
And it is more harder to beat the monsters cause damage i made is much more lower than before.
for example,bleed used to make 200 damage but now 74 damage.
And monster is much more stronger than before...I used to play area on NIGHTMARE level but now I must change to NORMAL level ,even so I still got killed by monsters suddenly.

This post has been edited by xiuxianren: Jul 10 2011, 14:50
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post Jul 10 2011, 14:42
Post #71
Akin



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Holy crap arena got harder. Total lack of any classic mobs turns elemental casting into a guessing game (IMG:[invalid] style_emoticons/default/sad.gif) (and scan is still a wasted turn that can get me killed)
Also, I thought we weren't supposed to get attacked first round if we opened with a supportive spell?

Hrm, the changes to shield would seem to indicate it now is worth less than two point of protection for me. (Normal physical defense is 5.9 absorbed, 7.3% mitigated) Or do I misunderstand? Because that seems rather useless. I was getting at least a dozen or two points of protection before.
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post Jul 10 2011, 14:42
Post #72
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Ehh?
No more xx legendaries in the last arenas now? I just finished EoD and only got 2 bosses and one of the girls in the last round. (IMG:[invalid] style_emoticons/default/huh.gif)

edit: I see, it's normal from the twilight on. Damn, they hit like a ton of brick now.

This post has been edited by chivoef: Jul 10 2011, 15:12
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post Jul 10 2011, 14:43
Post #73
Harlekin169



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QUOTE(Tenboro @ Jul 10 2011, 12:50) *

CODE

+------+----------------------------+------------+
| mid  | mname                      | powerlevel |
+------+----------------------------+------------+
| 3741 | Minna-Dietlinde Wilcke     |        150 |
+------+----------------------------+------------+


Post here if you want to adopt one of them. If more than one person wants the same witch, I guess I'll roll a dice or something.

What's necessary to adopt one? As i have a heart for witches i would adopt her...
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post Jul 10 2011, 14:44
Post #74
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I just see Liselotte, Eila and Neptunia in the same round.

I don't know why I didn't die (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jul 10 2011, 14:45
Post #75
Ichy



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QUOTE(chivoef @ Jul 10 2011, 14:42) *

Ehh?
No more xx legendaries in the last arenas now? I just finished EoD and only got 2 bosses and one of the girls in the last round. (IMG:[invalid] style_emoticons/default/huh.gif)

There are more legendarys in the last arenas. And i think the chance to get a trophy was increased.
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post Jul 10 2011, 14:46
Post #76
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just finished an arena. think i spent more mana casting weaken than actual damage spells
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post Jul 10 2011, 14:47
Post #77
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QUOTE(Nyvil @ Jul 10 2011, 15:26) *

So, this means that magic damage used to be "too strong" and we are doing "normal" damage instead?

That would explain a lot of posts in the "Highest damage done" thread.. (IMG:[invalid] style_emoticons/default/heh.gif)


QUOTE(karururu @ Jul 10 2011, 14:35) *

"Poison now does Dark damage."
(IMG:[invalid] style_emoticons/default/cry.gif) i was planning to fight the 3 gods with curese-weaver strategy, which seems to be impossible now...

Yeah, anything related to poison seems useless now. To think of all the credits I wasted buying high-level curse-weaver gear.. (IMG:[invalid] style_emoticons/default/dry.gif) At least I managed to kill each of the gods once already, but it doesn't look like I'll be able to kill them again.


QUOTE(Tenboro @ Jul 10 2011, 13:50) *

-- Arcane Focus and Heartseeker now add +50% attack/magic accuracy, respectively.

You mean that's the only thing they give now? No more damage/critical chance bonus? (IMG:[invalid] style_emoticons/default/blink.gif)


Also, even though Shadow Veil now says that it gives me a +20% evade bonus, it somehow feels much worse than the previous version which only gave +8.4%. >_>;
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post Jul 10 2011, 14:51
Post #78
Nyvil



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In addition, I find out that the bleeding effect of bleeding weapons seems to do less damage, does proficiency has less effect now?

This post has been edited by Nyvil: Jul 10 2011, 14:52
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post Jul 10 2011, 14:52
Post #79
Mi-Ala Starbreeze



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I uh... I dont want to argue or cry around for anything but... Well, my point is simple: if I ever wanted to be hit by a steamroller, I'd go to the road construction site instead of engaging in battle in the 0.6.0 HV.
>_>
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post Jul 10 2011, 14:53
Post #80
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QUOTE
Error HTTP 500 (Internal Server Error)


I got this sh#t VERY often when fighting. It's only for me or everybody got it?
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