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> HentaiVerse 0.6.0, Now with 10% less code

 
post Jul 28 2011, 23:55
Post #941
hitokiri84



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QUOTE(Sardion @ Jul 28 2011, 16:44) *

[img51.imageshack.us] (IMG:[img51.imageshack.us] http://img51.imageshack.us/img51/6360/beznazwy1pa.th.png)
Arena Clear bonuses of Endgame and higher are no longer 100% equip chance?

They've never been 100%. Trio and higher is 100%.
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post Jul 29 2011, 06:24
Post #942
Selcouth



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QUOTE(sushi0 @ Jul 27 2011, 20:12) *

There could already be ones made but just not released to the public. I say add the next challenge regardless considering that mazes are too easy as it is. There's nothing to lose and everything to gain, the only downside would be more people whining, but hey, you should be used to that already.


Considering solving the maze only takes a few seconds and you get a buff perk from it... I'm in favour of random things in a similar vein(quick, buffing, and cheater impeding). Free things are (almost) always nice.

Then again, I don't grind out a thousand rounds a day - just my arenas and the hourlies.

I only would ask it not be a captcha test since I fail those miserably (I hates you fileserve.com, forevers!), and I guess mild colour variation tests would screw up colour-blind and people with screwy monitors.

In spirit of the site, how about 'Spot which one is the trap'? (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jul 29 2011, 06:33
Post #943
Maximum_Joe



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QUOTE(Selcouth @ Jul 28 2011, 20:24) *

In spirit of the site, how about 'Spot which one is the trap'? (IMG:[invalid] style_emoticons/default/biggrin.gif)


That's actually not a bad idea, ID the correct picture featuring a fetish. Except for the loading time on the images of course...
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post Jul 29 2011, 23:52
Post #944
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This is probably a bad place to ask this but I didn't really know where else to put it, sorry.
Is there any reason why infusions of storms are cheaper than the other ones? Flames, lightning and frost sell for 16 credits, but storms only sells for 10. It's been like that for a while now, at least since the previous update.
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post Jul 30 2011, 03:46
Post #945
Ratio



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QUOTE(chivoef @ Jul 29 2011, 23:52) *

This is probably a bad place to ask this but I didn't really know where else to put it, sorry.
Is there any reason why infusions of storms are cheaper than the other ones? Flames, lightning and frost sell for 16 credits, but storms only sells for 10. It's been like that for a while now, at least since the previous update.


Thought it was a bug, then again, only Konata and Verdandi have a weakness to this element, while other elements get more screen time.
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post Jul 30 2011, 04:40
Post #946
buktore



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Wait a minute... the thing people said about counter does more damage than a regular attack seem to be true! (IMG:[invalid] style_emoticons/default/ohmy.gif)

Is this intentional? I might seriously reconsider using 1H again if this is the case! (IMG:[invalid] style_emoticons/default/blink.gif)

QUOTE(O_o)
3 2 Flame Spirit has been defeated.
3 1 You hit Flame Spirit for 3451 piercing damage.
~~~
2 6 You counter Flame Spirit for 8264 points of piercing damage. (IMG:[invalid] style_emoticons/default/wacko.gif)
2 5 You block the attack from Flame Spirit.

..........

11 7 You counter Chupacabra for 7232 points of piercing damage. (IMG:[invalid] style_emoticons/default/ohmy.gif)
11 6 Chupacabra has been defeated.
11 5 You parry the attack from Chupacabra.
11 2 You gain the effect Overwhelming Strikes.
11 1 You hit Chupacabra for 2919 piercing damage. (IMG:[invalid] style_emoticons/default/mellow.gif)
~~~
8 2 You gain the effect Overwhelming Strikes.

..........

8 4 You counter Mind Raper for 9119 points of piercing damage. (IMG:[invalid] style_emoticons/default/ohmy.gif)
8 3 Mind Raper has been defeated.
8 2 You block the attack from Mind Raper.
8 1 You hit Mind Raper for 4491 piercing damage. (IMG:[invalid] style_emoticons/default/mellow.gif)
~~~
7 3 Mind Raper gains the effect Penetrated Armor.
7 2 You gain the effect Overwhelming Strikes.
7 1 You crit Mind Raper for 3625 piercing damage.


This post has been edited by buktore: Jul 30 2011, 05:15
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post Jul 30 2011, 05:27
Post #947
grumpymal



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QUOTE(buktore @ Jul 29 2011, 22:40) *

Wait a minute... the thing people said about counter does more damage than a regular attack seem to be true! (IMG:[invalid] style_emoticons/default/ohmy.gif)

Is this intentional? I might seriously reconsider using 1H again if this is the case! (IMG:[invalid] style_emoticons/default/blink.gif)

QUOTE(cmal @ Jul 28 2011, 17:22) *

Experience from an actual, regular 1HS user with max proficiencies (in everything): counters are hella strong on Normal once you max your counter chance. Its actually faster than DW. You lose some of the raw single strike damage, but with good block you counter a lot and it does a lot of damage. Enough to actually kill a healthy monster.

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post Jul 30 2011, 05:36
Post #948
skillchip



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That seems a bit wrong... Awesome, but wrong.
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post Jul 30 2011, 05:37
Post #949
buktore



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@ cmal

So you're saying that 1H prof has something to do with counter damage? I don't remember Tenb said something about this ...? (IMG:[invalid] style_emoticons/default/huh.gif) How is your counter damage in relation to normal attacks then?

I only have 102.69 1H prof and ~130% ADM ... Still, the damage is so strong its blow my mind! (IMG:[invalid] style_emoticons/default/wacko.gif)



PS. I wonder if 1H folks want me to just shut up...

This post has been edited by buktore: Jul 30 2011, 05:55
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post Jul 30 2011, 06:20
Post #950
grumpymal



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QUOTE(buktore @ Jul 29 2011, 23:37) *

@ cmal

So you're saying that 1H prof has something to do with counter damage? I don't remember Tenb said something about this ...? (IMG:[invalid] style_emoticons/default/huh.gif) How is your counter damage in relation to normal attacks then?

I only have 102.69 1H prof and ~130% ADM ... Still, the damage is so strong its blow my mind! (IMG:[invalid] style_emoticons/default/wacko.gif)
PS. I wonder if 1H folks want me to just shut up...

I don't think prof has anything to do with damage, but it does have to do with how many counters you can do. And when you can counter three times, that's potential for three extra attacks. Attacks that are as strong as a normal one. I haven't been keeping hard numbers since I don't have that tracker on my STAT, but from what I've observed whenever I'm paying attention, the damage is much higher than it used to be, so something has probably changed with how counter damage is calculated.
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post Jul 30 2011, 09:56
Post #951
Tenboro

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It's not intentional. At some point, the damage bonus for overcharge and the hath perk was rolled into the "get attack damage" calculation, but it was never removed from the counter code.

Of course, since overcharge will eventually stop being used as a damage mod when it gets its true purpose, this will only affect the hath perk part of the damage when I get around to fix it.
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post Jul 30 2011, 10:27
Post #952
buktore



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A bug that made melee (1H) stronger..? O RLY? (IMG:[invalid] style_emoticons/default/ph34r.gif)

Anyway... Do something about Niten, please! It sucks so much right now... (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jul 30 2011, 12:57
Post #953
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QUOTE(buktore @ Jul 30 2011, 16:27) *

A bug that made melee (1H) stronger..? O RLY? (IMG:[invalid] style_emoticons/default/ph34r.gif)


Nerf pls. Just like you did when magic was "bugged". (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jul 30 2011, 13:39
Post #954
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QUOTE(Rei-Tenshi @ Jul 30 2011, 17:57) *

Nerf pls. Just like you did when magic was "bugged". (IMG:[invalid] style_emoticons/default/rolleyes.gif)


If he doesn't fix it within the next 2 patches, give me a PM, I'll help you troll Tenb until it's fixed.
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post Jul 30 2011, 14:09
Post #955
Tenboro

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It's fixed for the next version, but it's definitely not something that warrants an out-of-band patch.
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post Jul 30 2011, 15:13
Post #956
buktore



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Wait...

QUOTE(:From character page:)
Fighting Style
- Niten Ichiryu

Domino Strike
- 71 % on mainhand hit

Offhand Strike
- 49 % on mainhand hit


I thought it's capped at 70% ...? (IMG:[invalid] style_emoticons/default/huh.gif)
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post Jul 30 2011, 15:44
Post #957
Tenboro

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80%. It was changed at some point.
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post Jul 30 2011, 15:54
Post #958
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As per "Nerf pls. Just like you did when magic was "bugged". , it is doubtful in truth that it needs to be nerfed - actually the opposite is true. The proof for this is to do 100 rounds of combat on 4x difficulty as a Mage and as a Fighter employing Sword and Shield (all things being equal - Use your best staff/use your best shield). The results will provide two glaring facts.

The "bug" does not improve Sword and Shield enough. So if T wants to fulfill the request Nerf pls, I suppose magic needs to be nerfed again - This is Ironic in that the post in fact calls for magic to be nerefedat least by a significant factor . [*1,2]

The stamina consumed is way out of parity between the two. Since I seriously doubt some Mages will do anything but whine if they are forced to have their stamina loss equal to that of using Sword and Shield, the best solution is to append shield equipment with a flag that reduces stamina loss rate. [*3]

[*1] Personally I am not in favor of nerfing either, rather leave well enough alone - for now. I would like to wait and see the change T hints at in the coming patch - its kinda like opening X-Mas presents, smirk when I was young and tearing the wrapping off my only concern was not getting another set of bunny PJs from grandma. At this point in my life though, tearing the bunny PJs off another person does have its appeal (IMG:[invalid] style_emoticons/default/biggrin.gif)

[*2]If you have a doubt if a post(s) is valid or a whine consider if a test has been done to validate the validity of the position.

[*3]I am at a loss on how to improve Sword & Shield to bring it into parity. Conceptually, a shield allows for damage to be turned aside, reduction in stamina loss, and gaining time to exploit an enemy's weakness. T has placed a cap limit on the block chance which is a fair cop (perhaps though the implementation should be higher but fall off dramtically as the number of multiple opponents increases dependent on the type of shield used). Perhaps, the Attack Damage multiplier should not be increased but rather in keeping with "exploit an enemy's weakness" the crit chance should be increased ( again falling off with the number of opponents, in RL a shield limits a defender's ability to recognise the peril of a weapon thrust as the action begins hidden behind the shield).

As a person's mind is a terrible thing to waste, here is today's lesson to improve it :

whine   /ʰwaɪn, waɪn/
[hwahyn, wahyn]
verb, whined, whin·ing, noun
–verb (used without object)
1. to utter a low, usually nasal, complaining cry or sound, as from uneasiness, discontent, peevishness, etc.: The puppies were whining from hunger.
2. to snivel or complain in a peevish, self-pitying way: He is always whining about his problems.
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post Jul 30 2011, 15:58
Post #959
varst



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QUOTE(buktore @ Jul 30 2011, 21:13) *

Wait...
I thought it's capped at 70% ...? (IMG:[invalid] style_emoticons/default/huh.gif)


Changed at 0.5.0. Long time ago.
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post Jul 30 2011, 16:08
Post #960
Ichy



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QUOTE(JSMII @ Jul 30 2011, 15:54) *

The stamina consumed is way out of parity between the two. Since I seriously doubt some Mages will do anything but whine if they are forced to have their stamina loss equal to that of using Sword and Shield, the best solution is to append shield equipment with a flag that reduces stamina loss rate. [*3]

Stamina drain is per round. So it does not matter if you need one turn or 1000000 turns to kill everything.
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