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> HentaiVerse 0.6.3, Ponies

 
post Dec 24 2011, 13:20
Post #61
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Minor forum display bug spotted after this update. Amusingly enough, it has nothing to do with the HentaiVerse.

Hint : Displayed current/maximum power and actual current/maximum power.
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post Dec 24 2011, 13:25
Post #62
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QUOTE(Tenboro @ Dec 24 2011, 00:40) *

Spirit Attack and Overcharge

- Spirit Attack has been replaced with Spirit Mode. When toggled, physical damage is boosted by +100% and magical damage is boosted by +50%. Spirit Mode consumes one point of Spirit and 10% overcharge per round.

- Overcharge no longer directly boosts physical damage.


Although understandable that it was probably only ever intended to be a temporary thing, I am still saddened by the leaving of the physical damage boost of overcharge, it made me feel like a raging fire, swift as a coursing river, mysterious as the dark side of the moon. Now i have to take time to activate that feeling but it's so much more intense!
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post Dec 24 2011, 13:30
Post #63
Bunker Buster



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>hentaiverse
>intense

lol
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post Dec 24 2011, 13:34
Post #64
ExTe



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damn and i sold my soul stones.with this spirit system its gonna be more usefull......
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post Dec 24 2011, 13:35
Post #65
Tenboro

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It's cinematic.

QUOTE(wr4st3r @ Dec 24 2011, 12:19) *
I'm afraid not, seemed to work at first but my stun procs/debuffs keep draining at 3x rate.


If a monster is significantly faster than you, it could be normal. Are you seeing it on your average run of the mill monster?
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post Dec 24 2011, 13:41
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QUOTE(Tenboro @ Dec 24 2011, 18:12) *

Bug on stun/sleep should be fixed. You know, probably.


A little better, but still broken.

QUOTE(Tenboro @ Dec 24 2011, 18:35) *

If a monster is significantly faster than you, it could be normal. Are you seeing it on your average run of the mill monster?


I still lost 2-3 proc duration (any proc or debuff) within a single turn only if monster is stunned. This certainly is not normal...

Also, reconsider the amount of spirit drains when using SP mode, or why is it needed to be drain at all... Actually, it would be best to keep the old bonus, which are small to begin with, and the new spirit mode as a short-term boost to mix thing up.

This post has been edited by buktore: Dec 24 2011, 13:44
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post Dec 24 2011, 13:42
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QUOTE(Tenboro @ Dec 24 2011, 12:35) *

It's cinematic.
If a monster is significantly faster than you, it could be normal. Are you seeing it on your average run of the mill monster?


Arena 6 (A New Beginning ) on IWBTH, monster names are Optimus and Mindy.

I quit the game after posting (they'll just hand my sorry arse over to me otherwise lol) and tried again after your post, Nerf and Weaken on Mindy went from 7 turns to 2 after one single attack.

Can't leave the arena, Burden should be ~49 if that's of any help, and derived APs @ ~164. But again, I never noticed a monster being this fast: the only one I can recall having debuffs draiedn faster than normal was FSM last time I did it on Hard. But that was like 2 turn gone with a single swing, not 3 or 5.

This post has been edited by wr4st3r: Dec 24 2011, 13:42
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post Dec 24 2011, 13:44
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QUOTE(wr4st3r @ Dec 24 2011, 19:15) *

I'm trying to grasp whether the change in Spirit will be of help, but so far it looks just like a nerf for higher level players and a buff for lower ones...

I mean, when you need to have Spirit Shield up 100 % of the time (and thus cannot afford Spirit Mode), the changes will essentially result in lower damage output, because you lose the damage bonus from Overcharge.

It might help lower level players who don't (didn't) have much use for Spirit, but for endgamers melees seems like things will only get harder. :E

Any thought on that?


Not a melee warrior, so I can't offer any perspective on that I'm afraid. As a mage I'll probably only ever use spirit mode maybe once during the DWD arena, will have to see.
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post Dec 24 2011, 13:47
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I think I may be missing something. If Overcharge no longer boosts physical damage, and there is no Spirit Attack that relies on Overcharge level anymore, then what purpose do the Overcharge Tank abilities/Soul Stone serve if only to allow you to stay in Spirit Mode for a longer block of time? The only benefit of having over 100% Overcharge would be to save you a couple of turns by allowing less frequent turning-off of Spirit Mode (to recharge Overcharge), wouldn't it? Hardly seems worth the AP if so. And yes, I have to agree with a previous poster that doing 500 damage to a Normal/Easy difficulty run-of-the-mill monster in IW sucks.

Also, why nerf Stun if it was just about the only thing that was keeping melee viable?
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post Dec 24 2011, 13:56
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Equipment now better deployed,
But numbers disappeared it abolished 1000 maximum?
If possible, I hope one more ALL option to show all Equipment. (IMG:[invalid] style_emoticons/default/mellow.gif)
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post Dec 24 2011, 13:57
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@#69
Agree.5 AP for 1 turn of spirit boost is -___-

This post has been edited by ExTe: Dec 24 2011, 13:58
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post Dec 24 2011, 14:00
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Thanks for keeping things interesting.
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post Dec 24 2011, 14:01
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QUOTE(cheesey @ Dec 24 2011, 03:47) *

I think I may be missing something. If Overcharge no longer boosts physical damage, and there is no Spirit Attack that relies on Overcharge level anymore, then what purpose do the Overcharge Tank abilities/Soul Stone serve if only to allow you to stay in Spirit Mode for a longer block of time? The only benefit of having over 100% Overcharge would be to save you a couple of turns by allowing less frequent turning-off of Spirit Mode (to recharge Overcharge), wouldn't it? Hardly seems worth the AP if so. And yes, I have to agree with a previous poster that doing 500 damage to a Normal/Easy difficulty run-of-the-mill monster in IW sucks.

Also, why nerf Stun if it was just about the only thing that was keeping melee viable?


Some skills require more than 100% Overcharge to use, like Orbital Friendship Cannon, which requires 200% Overcharge. I don't actually have this skill so I'm guessing that it gets unlocked once you meet the minimum Overcharge requirement.
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post Dec 24 2011, 14:04
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QUOTE(n125 @ Dec 25 2011, 01:01) *

Some skills require more than 100% Overcharge to use, like Orbital Friendship Cannon, which requires 200% Overcharge. I don't actually have this skill so I'm guessing that it gets unlocked once you meet the minimum Overcharge requirement.


Hmm good point. Then is putting AP in Overcharge only necessary until you have the requisite % to use the highest Overcharge ability (in this case, 200%)? Though I am sure many people at this point have over 200% max Overcharge.
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post Dec 24 2011, 14:05
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QUOTE(wr4st3r @ Dec 24 2011, 12:42) *
Can't leave the arena, Burden should be ~49 if that's of any help, and derived APs @ ~164. But again, I never noticed a monster being this fast: the only one I can recall having debuffs draiedn faster than normal was FSM last time I did it on Hard. But that was like 2 turn gone with a single swing, not 3 or 5.


Try it now.
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post Dec 24 2011, 14:05
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So what does Deamon Duality do now? (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Dec 24 2011, 14:07
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QUOTE(Ichy @ Dec 24 2011, 13:05) *
So what does Deamon Duality do now? (IMG:[invalid] style_emoticons/default/tongue.gif)


Stuff. Which isn't done yet.
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post Dec 24 2011, 14:09
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QUOTE(cheesey @ Dec 24 2011, 04:04) *

Hmm good point. Then is putting AP in Overcharge only necessary until you have the requisite % to use the highest Overcharge ability (in this case, 200%)? Though I am sure many people at this point have over 200% max Overcharge.


Maybe. In the release notes it states that when using a skill, additional Overcharge (i.e., Overcharge beyond the minimum required to use the skill) adds a bonus to the damage inflicted by that skill. I guess it just depends on how large this bonus is, and whether or not you can afford to risk taking more turns in order to build your Overcharge gauge up.
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post Dec 24 2011, 14:11
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QUOTE(Tenboro @ Dec 24 2011, 13:05) *

Try it now.


Seems to be working, managed to finish the arena. Tried some APs stuff, Slowing them and using Haste, looks good (will try more).

One more 'issue' (or me not knowing the thing): has monster MP regeneration increased dramatically? They're getting like 10-15 % + mana back per turn.

Edit: Even more it seems, Mind Raper just went from 67 % to 93 % according to HV Stat.

This post has been edited by wr4st3r: Dec 24 2011, 14:14
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post Dec 24 2011, 14:15
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Oh Santa PLZ let the arena heal function back.

That's my only X'mas wish.
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