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HentaiVerse 0.6.1, Now with 20% more friendship |
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Sep 16 2011, 23:59
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

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Which one?
The good one or the derped one?
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Sep 17 2011, 00:02
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dlhmmr
Group: Catgirl Camarilla
Posts: 2,577
Joined: 20-March 09

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But I wanted to give it to Snowflake for an uber load of multicolored pony piles
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Sep 17 2011, 05:36
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Madican
Group: Members
Posts: 223
Joined: 19-August 11

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QUOTE(cmal @ Sep 16 2011, 14:40)  25k is the only price I've seen them being bought for. I'm thinking of trading 2 or 3 Artifacts for them so I can stop playing and go back to not playing.
Funny, because I've seen them go for the exact price I said. 50K is half the price you'd pay from the Bazaar while being a little over twice what the owner would have made putting it there. This post has been edited by Madican: Sep 17 2011, 05:39
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Sep 17 2011, 07:09
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oumi11
Group: Members
Posts: 2,137
Joined: 2-April 08

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QUOTE(lovehcomics @ Sep 12 2011, 15:16)  Since when? I'll be getting dexterity up it seems. Parry is handy. Oops, forgot to check with a shield to see if there's any effect on block%. BTW: I have 0 base strength for testing, now. (IMG:[ invalid] style_emoticons/default/smile.gif) Parry is "avoidance," not Physical Defense. In particular, Dex does not affect Physical Defense Mitigation. Before, Dex affected Shield rating, which kind of affects Physical Defense Mitigation. Now, it doesn't.
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Sep 17 2011, 15:01
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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Offhand strike damage doesn't seem to get the 2x boost when you striking stunned monster... You hate DW that much, Tenb? (IMG:[ invalid] style_emoticons/default/sleep.gif)
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Sep 17 2011, 16:16
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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DW needs a boost.
How about to allow one counter each turn on evade and parry?
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Sep 17 2011, 20:16
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Randommember
Group: Gold Star Club
Posts: 3,446
Joined: 13-November 10

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QUOTE(Ichy @ Sep 17 2011, 16:16)  DW needs a boost.
How about to allow one counter each turn on evade and parry?
That would make it have an edge on 1-H, since you can get really high parry with the right gear. And would make DW completely outclass 1-H unless you are facing lots of monsters. I would say make the DW proficiency give -1 burden for every 10 points, which would make dualwielders be faster, either since they can easily get below 20 burden with light armor, or decrease the burden from heavy armor. Giving the option for DWers to go all out in heavy power armor. DW is superior against single-targets as it is, which is kinda nice since it gives it a special niche. Also, think of how mighty that would make Niten Ichiryu with a bonus parry attack..... No, if it is more damage you want, lobby for an increased base and max chance of a off-hand strike. And maybe, to make it more fun, have the suffix proc on the off-hand weapon have a double chance to proc compared to if it was in the main hand. Making it actually beneficial to have a of the vampire/illithid as a off-hand weapon, to balance up for the fact that it only has a chance to proc on a off-hand hit. And of course, the off-hand strike should get the same benefits and bonuses that all others hit would get, be it from stuns or PA or anything else. This post has been edited by Randommember: Sep 17 2011, 20:17
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Sep 17 2011, 20:37
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RajaNagaSoz
Group: Members
Posts: 332
Joined: 7-December 08

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My idea for elemental weapon suffixes would probably give it a slight (very slight, maybe) boost in usefulness, because having some other available damage types for melees would let dual-wield carry two kinds of damage other than straight physical crush/slash/pierce (or ethereal soul/void), and aside from non-prof-gaining niten, it would be the only one to able to if it were added.
And on a sidenote, if the elements were added, and instead of a suffix, added as a -prefix- like the old old "silver adorned" types (such as being able to have a 'superior glacial longsword of the illithid'), that would be really cool, albeit diluting the drop types into far more types leading to a far larger pool of these "exquishits" and "magnishits".
This post has been edited by RajaNagaSoz: Sep 17 2011, 20:39
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Sep 17 2011, 22:10
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Randommember
Group: Gold Star Club
Posts: 3,446
Joined: 13-November 10

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QUOTE(RajaNagaSoz @ Sep 17 2011, 20:37)  My idea for elemental weapon suffixes would probably give it a slight (very slight, maybe) boost in usefulness, because having some other available damage types for melees would let dual-wield carry two kinds of damage other than straight physical crush/slash/pierce (or ethereal soul/void), and aside from non-prof-gaining niten, it would be the only one to able to if it were added.
And on a sidenote, if the elements were added, and instead of a suffix, added as a -prefix- like the old old "silver adorned" types (such as being able to have a 'superior glacial longsword of the illithid'), that would be really cool, albeit diluting the drop types into far more types leading to a far larger pool of these "exquishits" and "magnishits".
You mean kinda lika superior ethereal longsword of the illithid? Doing void damage, which monsters have no resistance against? Why do you want a type of weapon that is worse than what already exists? Wouldn't it be better to ask for an increased droprate of ethereal equipment?
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Sep 17 2011, 22:54
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Mi-Ala Starbreeze
Group: Gold Star Club
Posts: 2,024
Joined: 7-March 09

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QUOTE(Randommember @ Sep 17 2011, 23:10)  Wouldn't it be better to ask for an increased droprate of ethereal equipment?
Unlikely to happen
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Sep 17 2011, 23:58
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RajaNagaSoz
Group: Members
Posts: 332
Joined: 7-December 08

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Ethereals are supposed to be very rare, and they actually come along often enough in WTS since so many people are playing they get peppered around.
The more basic elements would be far more prolific (like any other suffix/prefix/whatever) and, though less overall useful compared to void, they could be highly useful for RoB fights. Additionally, they wouldn't be effected by the slight weakening of equipment that gets the ethereal prefix(to have a detriment for them being ethereal, iirc)
Also, we can ask for unrealistic things all day long, but they'll never happen. I don't want to simply break the game, or just get rare drops all the time. (we all do deep down in a way, but whats the fun in that?)
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Sep 18 2011, 10:45
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zzc
Group: Members
Posts: 385
Joined: 29-July 10

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gaaaa cant offer snowflake mpg tail
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Sep 19 2011, 20:38
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JekaZ
Newcomer
 Group: Recruits
Posts: 12
Joined: 1-January 08

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Wow after that update the weapon damage and gained exp are MASSIVE! For people like me who rarely grind in HV this is a great help!
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Sep 20 2011, 13:36
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Randommember
Group: Gold Star Club
Posts: 3,446
Joined: 13-November 10

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QUOTE(JekaZ @ Sep 19 2011, 20:38)  Wow after that update the weapon damage and gained exp are MASSIVE! For people like me who rarely grind in HV this is a great help!
Damage, yes, exp, no. The only thing that has gone up with experience is that you clear rounds much quicker with higher damage. But monsters also do higher damage, meaning you have to use more mana for healing if doing arenas or item world with multiple rounds. And the risk of being insta-killed if you play at a higher difficulty setting than normal.
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Sep 20 2011, 15:18
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megaplayboy
Group: Gold Star Club
Posts: 2,873
Joined: 8-June 08

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Did the maze get little harder? Maybe I'm just getting sick of it.
Also, I noticed that I'm getting more greater mana potions and less godly mana potions now.
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Sep 20 2011, 20:00
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dolphinslow
Group: Members
Posts: 816
Joined: 26-September 09

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was just wondering, has anyone ever thought of adding food into the pool of items? it could be a way for people to heal stamina without having to buy energy drinks. just have monsters drop food items that could be consumed for a few points of stamina. it would be neat and help people who are having bad luck with getting artifacts to get energy drinks
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Sep 20 2011, 20:59
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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Never gonna happen.
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Sep 20 2011, 21:18
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megaplayboy
Group: Gold Star Club
Posts: 2,873
Joined: 8-June 08

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@Tenboro;
Is there any chances that we stop getting ability points from the artifacts if we maxed out our ability tree?
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Sep 20 2011, 22:48
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Randommember
Group: Gold Star Club
Posts: 3,446
Joined: 13-November 10

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QUOTE(megaplayboy @ Sep 20 2011, 21:18)  @Tenboro;
Is there any chances that we stop getting ability points from the artifacts if we maxed out our ability tree?
Maxed it out? Completely? No resistance tanks to put it into? Which requires points into the spells etc....? Wow. Just maxing out health, mana and spirit tanks, as well as the overcharge, costs 252 ability points. Add in the experience tanks to that for an extra 54 ability points (they work since the patch). And I don't know if you must first max out the AoE spells to unlock the resistance tanks, but that means either 126 or 198 ability points. So for all tanks, excluding experience, it is either 378 or 450 ability points. And that's not including utility spells, item slots, auras etc. That's a lot of ability points, even with your 282 points from your levels and a theoretical +100 from trainer. How many extras have you gotten from shrine? And shouldn't you be maxing out on stat bonuses as well? Maybe sell the artifacts for hath and crystals? This post has been edited by Randommember: Sep 20 2011, 22:50
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Sep 20 2011, 23:02
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Bunko
Group: Members
Posts: 1,262
Joined: 19-September 10

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I did NOT just double post to correct my typing. Surely you completely believe me on that ? Let's move on to next page.
This post has been edited by Bunko: Sep 20 2011, 23:14
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