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> HentaiVerse 0.6.2, Fustercluck

 
post Nov 9 2011, 20:58
Post #281
Drawde



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In my case I'm usually taking enough damage that regen can't keep up. Don't have Regen II yet. Almost every time I cast regen my health still goes down and I have to cast Cure anyway. Or I stop taking damage and waste the mana as Regen heals damage I haven't taken.

I play on hard difficulty and don't die. It's just that the monsters, even when only three of them and I use a mace, can still deal enough damage to outrace regen. I have 116.94 curative proficency so It's not that I have low prof. Maybe when I finally reach level 200, with appropriate proficiencies, Regen will work.

PS What specifically helps Cure's healing beside curative? I know something at least used to.
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post Nov 9 2011, 22:57
Post #282
mkonji



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QUOTE(Drawde @ Nov 9 2011, 20:58) *

PS What specifically helps Cure's healing beside curative? I know something at least used to.

Holy damage bonus (from Heimdal gear or certain staffs).

Doesn't effect Regen, only Cure.
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post Nov 10 2011, 00:08
Post #283
Maximum_Joe



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QUOTE(Drawde @ Nov 9 2011, 10:58) *

PS What specifically helps Cure's healing beside curative? I know something at least used to.

http://ehwiki.org/wiki/Spells#Curative_Magic

Cure I's health restored = (base_health / 2) * (1 + curative_proficiency / 200) * (1 + holy EDB / 100)
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post Nov 10 2011, 04:07
Post #284
-Enforcer-



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Cure isn't a waste the way I battle. I've tried Regen but even II won't keep up with me. Its all a matter of fighting style.

Once you reach level 200, there really isn't much in the way of "WOW I GOTTA HAVE THAT" so I only fight on Battletoads and levels over 200 because every round yields over 1,000,000 EXP (after all my multipliers, etc) AND I battle for fun - I'm not out to set any records.

I'm also fighting equipped with 2x Magnificent items (one a weapon) so I can mow down 2 enemies without much effort but the longer rounds means I'm hitting Cure II two or three times. Regen won't keep up, I've tried,... it doesn't work for me.

Granted I don't finish all 100 rounds on Battletoads but even if I do 20...thats an easy 20+ million EXP and I've jumped 1 or 2 levels. Do that 4-5 times a week and I'm happy with that.

I spend most of my time analyzing my network graphs and looking for ways to improve H@H. The battling is just a means to burn credits.

...which reminds me...I wonder what my Hath count is now...

/darts off to check
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post Nov 10 2011, 11:43
Post #285
Mi-Ala Starbreeze



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QUOTE(-Enforcer- @ Nov 10 2011, 04:07) *

...which reminds me...I wonder what my Hath count is now...

/darts off to check

I am soooooo going to snap your neck and feast on your hath~
:3
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post Nov 12 2011, 01:34
Post #286
skillchip



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You are such a happy person MiAla
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post Nov 12 2011, 17:11
Post #287
Mi-Ala Starbreeze



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QUOTE(skillchip @ Nov 12 2011, 01:34) *

You are such a happy person MiAla

Overflowing with happiness, yes. And I am always happy to drown anyone in it. Isn't it a nice way to go?
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post Nov 12 2011, 17:59
Post #288
velozefuriosorj



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cool (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Nov 13 2011, 03:08
Post #289
Drksrpnt



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So, it's been about a month and a half; when can we expect the next update to be released?
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post Nov 13 2011, 03:22
Post #290
-Enforcer-



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What's broken (that warrants a need for a new version)?
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post Nov 13 2011, 03:43
Post #291
Maximum_Joe



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The Forge.
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post Nov 13 2011, 05:28
Post #292
skillchip



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Aren't forges supposed to fix things? It would be perfect!
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post Nov 13 2011, 06:56
Post #293
loressan



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updates not just mean for broken stuff,also means help for games to expand it with new features,its feel refreshing with improved version as always
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post Nov 13 2011, 07:20
Post #294
Drksrpnt



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Also, the monster lab: Giants are still in need of a significant nerf; they're way too bulky and powerful as they are right now, and that's not including the resistance to Crushing damage. Lowering it from 50 to 25 would be perfectly fine; they still have enough HP and STR that nerfing their Crush resistance wouldn't have a huge impact besides making non-ethereal Maces and Clubs more viable to use.
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post Nov 13 2011, 11:43
Post #295
Ichy



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QUOTE(Drksrpnt @ Nov 13 2011, 06:20) *

Also, the monster lab: Giants are still in need of a significant nerf; they're way too bulky and powerful as they are right now, and that's not including the resistance to Crushing damage. Lowering it from 50 to 25 would be perfectly fine; they still have enough HP and STR that nerfing their Crush resistance wouldn't have a huge impact besides making non-ethereal Maces and Clubs more viable to use.

Also they need a -50% res for some element.
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post Nov 13 2011, 16:28
Post #296
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QUOTE(Ichy @ Nov 13 2011, 10:43) *
Also they need a -50% res to Dark.

Fixed for accuracy.
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post Nov 14 2011, 14:34
Post #297
Zero Angel



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QUOTE(Ichy @ Nov 13 2011, 17:43) *

Also they need a -100% res for all elements.
QUOTE((Cheater) Tiap @ Nov 13 2011, 22:28) *

Fixed for accuracy.



Fixed your fix.
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post Nov 14 2011, 14:56
Post #298
Mi-Ala Starbreeze



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QUOTE(Rei-Tenshi @ Nov 14 2011, 14:34) *

QUOTE((Cheater) Tiap @ Nov 13 2011, 16:28) *

QUOTE(Ichy @ Nov 13 2011, 11:43) *

Also they need a -100% res for all elements and damage types.

Fixed for accuracy.

Fixed your fix.

Fixed your... yeah, that.
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post Nov 18 2011, 00:50
Post #299
Pickled_Cow



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I noticed that Uncommon Mobs dole out less XP than some user created mobs. Should this be left alone or should Uncommon XP values be padded.

Example.
Both rounds are in BattleToads Cryfest.
Round 1: 2 User mobs= around 21000 XP
Round 2: 1 user mob, 2 uncommons= around 12000 XP
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post Nov 18 2011, 01:13
Post #300
skillchip



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If they were to give increased exp, they would need to become more dangerous
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