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> HentaiVerse 0.6.1, Now with 20% more friendship

 
post Sep 7 2011, 07:27
Post #301
lovehcomics



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QUOTE(buktore @ Sep 6 2011, 17:36) *

Mace is so fucking broken... (IMG:[invalid] style_emoticons/default/sleep.gif)

But he'll increase the damage and HP of monsters to make up for it. (IMG:[invalid] style_emoticons/default/biggrin.gif)


::EDIT::
Actually, I think Tenboro's got to be thinking this in his head:
"Make all the newly generated weapons have all the effects but 0-5% stun for axes, and 0-5% bleeding for maces and so on then increase monster HP to make up for the increased damage"
Or not... hehe

It would be possible to just make one code that works on ALL weapons but reads the values as 0 for unused fields such as 0% bleeding wounds chance for clubs, maces, rapiers, estocs, staves, and so on. The advantage would be less code to change but the disadvantage would be the complexity being concentrated into just one section of code. Also, I'm curious as to rather the shield is implemented as a weapon just with 0% chance of hit or as some weird exception.

This post has been edited by lovehcomics: Sep 7 2011, 07:37
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post Sep 7 2011, 07:49
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Since those rating are gone, I am interested to know the effect of nerf now.
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post Sep 7 2011, 07:52
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Wow, the amount of item world stamina drain is way higher than CrysFest. Is it my imagination that those are the extremes and that Arena+Ring+Grindfest are in the middle?
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post Sep 7 2011, 08:25
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buktore



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QUOTE(lovehcomics @ Sep 7 2011, 12:27) *

But he'll increase the damage and HP of monsters to make up for it.


Even if he do that, it won't going to change much anyway... Mobs stay herp-derp most of the time since stun has huge proc chance and mobs barely hit back, and, at my level at least, you do more damage than using estoc; so hard, every crit made mobs either barf out of their ass or shit came out of their mouth...

I admit that I use eth mace, so my impressions about it might be a bit exaggerated. But reading the board so far, I think I'm not that far from the truth.

This post has been edited by buktore: Sep 7 2011, 08:28
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post Sep 7 2011, 08:59
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I like to imagine every crit as smacking a monster with the Biscuit Hammer.
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post Sep 7 2011, 12:51
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I'm a little confused as to why when I ran that I gained he effect fleeing and it was set to expire in 9 turns.
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post Sep 7 2011, 13:37
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powerup drop rate seems to have gone down drastically
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post Sep 7 2011, 13:49
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Well, it has been halved... (IMG:[invalid] style_emoticons/default/rolleyes.gif)

On the plus side, whenever I get a Gem, it's one that I actually have a use for. Well, except for Spirit, but that's only because I'm holding off from Spark of Life. I'll have a use of them once I get Spirit Shield.
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post Sep 7 2011, 13:59
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QUOTE(HaliZorat @ Sep 7 2011, 19:49) *

Well, it has been halved... (IMG:[invalid] style_emoticons/default/rolleyes.gif)

On the plus side, whenever I get a Gem, it's one that I actually have a use for. Well, except for Spirit, but that's only because I'm holding off from Spark of Life. I'll have a use of them once I get Spirit Shield.


Honestly, I don't find health gem is useful most of the time, the next least useful will be the spirit one.

This post has been edited by MidNightPass: Sep 7 2011, 14:00
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post Sep 7 2011, 13:59
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Essentially the drop rate for useful gems (MP, Mystic, SP, and HP) have remain unchanged, it's just now when you would have gotten a Fire/Ice/Wind/Elec gem of uselessness you get nothing. Which is pretty much what you got before.

Edit:
QUOTE(MidNightPass @ Sep 7 2011, 13:59) *

Honestly, I find health is probably the least useful out of the gems, then it will be the spirit one.


Depends on the situation, but they're definitely not the prized MP gem or a free spell Gem. I use my spirit attack to kill the Gods on Arena, so they're nice for getting my spirit back. And free health is a free cure spell. Not much, but worth having.

This post has been edited by mkonji: Sep 7 2011, 14:01
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post Sep 7 2011, 14:05
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QUOTE(mkonji @ Sep 7 2011, 19:59) *

Essentially the drop rate for useful gems (MP, Mystic, SP, and HP) have remain unchanged, it's just now when you would have gotten a Fire/Ice/Wind/Elec gem of uselessness you get nothing. Which is pretty much what you got before.

Edit:
Depends on the situation, but they're definitely not the prized MP gem or a free spell Gem. I use my spirit attack to kill the Gods on Arena, so they're nice for getting my spirit back. And free health is a free cure spell. Not much, but worth having.


Most of the time, when I pick up a health I just spam it and wait for the next.
I don't use spirit attack against gods though.
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post Sep 7 2011, 16:34
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QUOTE(tribalspirit @ Sep 7 2011, 01:01) *

well, it seems that magical attacks even at normal are way too powerful to the point to gettin one shots at lower level

at my level with spark and mana floods i can somehow suvive it, but the lower ones?

Yeah, all attacks have been boosted, players as well as mobs.

My little guess is that one reason for the increased damage has to do with absorption no longer working properly.
Since absorption removes a set amount of damage points, not a percentage, and it removes them before mitigations kick in, that means that with the increased damage, absorption is now really horribly bad, since it has not kept pace.
Before, when you got hit for 100 damage, had 20 points of absorption and 25% mitigation, that would mean the 100 damage got reduced by 20 (20%) and then the remaining 80 got reduced to 60 (25%). And then that 60 got reduced a little extra by your damage-type specific mitigation.
And the shield spell increased the absorption and mitigation.
If mobs damage have increased three-fold as someone said, that means that they now do 300 damage. Of which absorption removes 20 point (6.6%) and then mitigation reduces this according to it's percentage.
With the result that absorption has suddenly become almost useless. Especially since mobs tend to hit way harder than that on someone with 20 absorb/25% mitigation.

And also, to further add to this absorption problem, the old calculation used attack rating vs shield rating to calculate damage. After which absorption was counted in and then mitigation.
The new calculation instead adds the attack rating into a damage bonus, and the shield rating into a mitigation bonus.
Which means that damage increase is added before the absorption, and the shield rating mitigation bonus afterwards.
Making the non-percentage based absorption even weaker.

And this is of course also applied for magic damage, except that attack rating is magic rating and so on.
Further added to the problem with spells and magic damage is that the bonus mitigation replacing shield rating and barrier rating isn't as even as the old system was.

In the old system, the shield rating was given according to this:
1 + 0.5xSTR + 1xEnd + 0.25xAGI + 0.25xDeX
And barrier rating like this
1 + 1.5xEND + 0.5xWIS

And attack rating like this
1 + 1xSTR + 0.75xDEX + 0.25xAGI
And magic rating like this
1 + 1.5xINT + 0.5xWIS

So for someone with all stats at 100, they would have
Attack rating: 201
Shield rating: 201

Magic rating: 201
Barrier rating: 201

All nicely matched up.
The new formulas are available here
http://ehwiki.org/wiki/stats

And to make things quick, I'll just sum up the result for someone with all stats at 100.
+200 physical base damage
+11% physical mitigation

+200 magical base damage
+11% magical mitigation

Sounds matched up? Except that weapons now add a set amount of damage, but I think spells still work on percentages.
And of course, this bonus damage from stats applies before absorption, and the bonus mitigation only after.


QUOTE(chaosblade56 @ Sep 7 2011, 06:01) *

Equipment drop rate as arena rewards does seem to have increased somewhat (of which a lot of maces have been dropping for me). I've also been getting a powerup gem about every 3 rounds or so as well. Not sure if I was just luckier than usual.

Myabe a little luckier, but you also feel luckier since the patch remvoed the elemental gems, so all gem drops are now usefull (except spirit gems for lowbies).
Instead of 3/8 being useful (mana, health and mystic gems), now 3/4 is useful.

As for maces, I still like my earlier suggestion. Remove the double-damage bonus against a stunned target, and instead make attacks against a stunned target have 100% chance to hit.
And re-introduce perma-stun....
The damage-junkies would no longer favor the mace over the estoc, and mace would go back to being a primarily defensive 2-H weapon.

And of course, bleed, poison, heal etc, needs to be changed to keep up with the increased damage.
Either that, or change the damage being dealt by both mobs and monsters.

QUOTE(Koudesu @ Sep 7 2011, 06:06) *

I think you're just being lucky.

The mana potion drop rate is outstanding now though. I've gotten 50 or so godly mana potions in the past 3 days, and plenty of crystals to boot, just from doing daily arenas.

The power up gems, not so much. Sometimes I go a few dozen rounds without ever seeing one. Sometimes I get a mana gem every other round, which is a godsend, personally (IMG:[invalid] style_emoticons/default/tongue.gif)

Yeah, those gems are now the only thing keeping me from running out of mana when doing the longer arenas, even when doing them on normal. I just use up so much mana on healing myself.

And crystal drops was increased and potion drops was changed a little, so mana drops more often and health a little less

QUOTE(mkonji @ Sep 7 2011, 13:59) *

Essentially the drop rate for useful gems (MP, Mystic, SP, and HP) have remain unchanged, it's just now when you would have gotten a Fire/Ice/Wind/Elec gem of uselessness you get nothing. Which is pretty much what you got before.

Edit:
Depends on the situation, but they're definitely not the prized MP gem or a free spell Gem. I use my spirit attack to kill the Gods on Arena, so they're nice for getting my spirit back. And free health is a free cure spell. Not much, but worth having.

Actually, the drop rates for useful gems have doubled, since the useless ones were removed but drop rates for gems remained the same.
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post Sep 7 2011, 16:41
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Especially would I like to see a change to damage dealt, from monsters and players both.
The heavy damage from monsters means it's near idiocy to enter a long IW or arena at anything harder than normal difficulty, since you risk being one-shotted and can't complete it.

And I also disagree with those that say they get more experience now. Yes, you can kill things faster, which makes up for it, but you also use up mana way faster due to having to heal so often.
And the increased speed is also negated by not being able to play at higher difficulties due to the one-shot-kill problem.

If you only do short arenas and grind fests, and don't really bother with longer arenas and IWs, then that is not a problem. Or if you got the spells to avoid being killed and kicked out of them.
But for the rest of us, that means we have to play at a lower difficulty level.

My main play comes from doing all the arenas (for the clear bonus) and a few IW to increase my items. Which means I have had to go down in difficulty by quite a bit in most things, The longer arenas and IWs are difficult even on normal, due to the fact that you run out of mana trying to heal constantly to keep your health up high to try and avoid one-shot-kills.



Adjusting absorption, spell damage percentages (I assume they still work on percentages and not a set damage increase like weapons now do) and base physical damage and we would be closer to solving the current uber-damage problem.
And ajusting poison, bleed and heals, if you still want damage to be higher than it was prior to the patch.

Another option would of course be to simply increase base health points gained by stats, to give a bigger health pool, and then adjust bleed, poison and heals to match the damage.

This post has been edited by Randommember: Sep 7 2011, 16:46
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post Sep 7 2011, 18:20
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It is good since it will add more fun to the game, so far, I have been killed in a single battle step with complete health 3 times. The equipment upgrade is another great improvement. Indeed we will have a lot of fun coming.
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post Sep 7 2011, 18:49
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After some more playing, I can say I've definitely noticed enemy damage increase. Mana cost for BT arena has consistently increased by ~2-3 godly mana pots.

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post Sep 7 2011, 20:40
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Is it just me, or has the spawn rate of Boss-type monsters been upped in item world/grindfest/crystfest? I've run into several since the patch.
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post Sep 7 2011, 21:45
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Tenb, may I ask if there's anything else which will affect base damage besides staff prof., INT and WIS?
I have tried to calculate base damage from my attributes, but it doesn't match with the displayed base damage.

Without staff on:
Displayed base damage: 779.2
Calculated base damage: 377*1.25 + 397*0.75 = 769

With staff on:
Displayed base damage: 1046.5
Calculated base damage: 224.7*0.5 + 384*1.25 + 406*0.75 = 896.85
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post Sep 7 2011, 22:08
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QUOTE(Tsukimaru @ Sep 7 2011, 18:20) *

It is good since it will add more fun to the game, so far, I have been killed in a single battle step with complete health 3 times. The equipment upgrade is another great improvement. Indeed we will have a lot of fun coming.

Yeah, but that's what the difficulty settings are for.
But having it affect even the lower difficulty settings just makes it wrong.

IMO, the easier difficulties have become harder (due to the possible extreme damage from monsters) while higher difficulties have become easier (fights are quicker, and you don't get ground down the same way, instead, you get ground down in longer arenas due to mana costs for constant healing, no matter the difficulty).
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post Sep 7 2011, 22:09
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What about the indigo aura?
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post Sep 7 2011, 22:44
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QUOTE(varst @ Sep 7 2011, 21:45) *

Tenb, may I ask if there's anything else which will affect base damage besides staff prof., INT and WIS?
I have tried to calculate base damage from my attributes, but it doesn't match with the displayed base damage.

Without staff on:
Displayed base damage: 779.2
Calculated base damage: 377*1.25 + 397*0.75 = 769

With staff on:
Displayed base damage: 1046.5
Calculated base damage: 224.7*0.5 + 384*1.25 + 406*0.75 = 896.85


The actual Staff's Magic Damage Bonus (and if you have any battlecaster equipment)? As for without the Staff on, I think you have a small amount of base base damage.

Edit:
QUOTE(Maximum_Joe @ Sep 7 2011, 22:09) *

What about the indigo aura?


Assuming it's the same as the Red Aura, there is no visible effect on your character's page. I'm sure it's still there, you just don't see it anymore.

This post has been edited by mkonji: Sep 7 2011, 22:56
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