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> HentaiVerse 0.6.4, The Rise of the Ethereal Staffs

 
post Jan 24 2012, 19:23
Post #401
bravomanxx



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QUOTE(Evil Scorpio @ Jan 24 2012, 19:03) *

trollmode
(IMG:[i.lulzimg.com] http://i.lulzimg.com/c1e39b7567.jpg)
/trollmode
But if serious: there is no way back, bro. Just deal with it. Adapt and survive till the next patch. (IMG:[smayly.ru] http://smayly.ru/gallery/big/MoodyFox/mood-fox_evil.gif)

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post Jan 24 2012, 19:27
Post #402
Evil Scorpio



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QUOTE(bravomanxx @ Jan 24 2012, 21:23) *

Oh, don't be so worried. Maybe next patch will make everything better)) (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jan 24 2012, 19:35
Post #403
Sardion



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DW skills & stance change are good.
QUOTE(Tenboro @ Jan 22 2012, 10:56) *

Monster health now scales by an additional factor of 1/200 per level.

I would rather suggest change in encounterable mob's PL so we get to fight harder ones but whatever.

Burden and interference rework...
Well, I congratulate succes in finnaly making light and heavy armor equal. But now both suck balls.

Overall this patch is somewhat like:
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post Jan 24 2012, 19:54
Post #404
Apocalypse Horsemen



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Looks like we need to setup a support group

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With each new patch...

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This post has been edited by cyberwaveIT: Jan 24 2012, 20:13
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post Jan 24 2012, 21:06
Post #405
Black Dynamite



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it looks like i am going back to melee
spirit stance is now useless to mages

This post has been edited by mr daniels: Jan 24 2012, 21:06
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post Jan 24 2012, 22:11
Post #406
mustardpie



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IWBTH is so much easier now. (IMG:[invalid] style_emoticons/default/happy.gif)
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post Jan 24 2012, 23:06
Post #407
skillchip



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QUOTE(Randommember @ Jan 24 2012, 11:04) *

Also, a little "reporting" on the patch.
It seems that spirit stance mana cost decrease also affects the upkeep cost of IA spells, which is really nice (and really beneficial for melees, who live in spirit stance much more than mages) but it also seems that spirit stance for some reason costs a small amount of mana to enter (for me only 2 points of mana). Is this intended or indicative of some kind of bug?
Or somehow related to innate arcana even. Without spirit stance my regen is higher than my upkeep, if only just barely, depending on equipment set, and the cost only seems to go into effect if the spell is on upkeep, if I've casted it manually, there is no cost.


Entering Spirit Stance or deactivating it, Using any skill (at least that's how it was last patch), using Items and gems, defending, and focusing don't allow for regen to occur. All of these should probably allow regen except for Defend/Focus. I think it's pretty stupid to be losing mana to Innate Arcana or not regenerating it when using most of these actions even though they use action time, at the very least cancel out the mana cost from innate arcana when using all of those except defend/focus/scan/flee
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post Jan 24 2012, 23:26
Post #408
flint



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Quick note:
Make OC and spirit drain tick at the end of the turn when deactivating Spirit Stance or using skills. Or generally.

As to the whyness:
Since OC is drained in different amounts each time, it is hard to tell whether or not you have enough OC to use a certain skill. Wasting a turn after failing to use a skill is quite depressing.

Also the following, from a well-known stranger whose name may not be spoken (i.e. not me):

QUOTE
Allow Stamina above 100.

The limit of 99.99 makes maintaining Great stamina status problematic. If you go into a battle with Stamina below 90 you drop out of Great status when you need it most. Meanwhile, using an Energy Drink with stamina above 80 causes some of the 20 points to be lost. If your stamina is 85 you're in a no win situation; using a drink will waste 5 stamina points while entering a battle will result in you losing Great status pretty quickly.

Obviously you can take an Energy Drink into battle, but this wastes a valuable item slot, and therefore reduces the number of rounds you can clear. It would be much easier if you could load your stamina up to 1000 and not have to worry about dropping out of Great status or wasting stamina points. Alternatively you could have the Use Energy Drink option available during battle so drinks no longer have to be placed in item slots.

In a related matter, Great status gives you a 50% credit bonus in Grindfest but no crystal bonus in Crysfest. It would be more logical and consistent if you also got a 50% crystal bonus.

Certainly a number slightly higher than 100 might be the way to go. I'd say max. stamina goes up 1 point per maxed OC bonus.

Or, make the limit be 1000, but stop generation at 99.99. Maybe unused excess stamina will be purged after 24 hours.

Both of these would solve the problem mentioned above.
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post Jan 25 2012, 00:00
Post #409
Sushilicious



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Alright, think I've had enough fun fooling around in this thread, time for a serous response.

QUOTE(Tenboro @ Jan 22 2012, 03:56) *

Spirit Mode Stance

- Spirit Stance no longer increases magic damage by 50%; instead it reduces mana cost for all spells by 25%. (This includes upkeep for Innate Arcana.)

- Activating Spirit Stance now requires at least 50% Overcharge.

The initial 50% damage wasn't needed in the first place, glad it's gone. The mana reduction is nice, especially for melees, so yay?
QUOTE(Tenboro @ Jan 22 2012, 03:56) *

Combat Skills

The current skills are for styles that I don't play on so can't really comment on it. Looking forward to new skills for the other weapons.
QUOTE(Tenboro @ Jan 22 2012, 03:56) *

Burden and Interference

At first glance, this seems like an ugly change but after some testing, it's actually quite efficient. I'm a sad panda that you can't evade shit anymore, but hey, that doesn't really matter when you can take hits like a boss.
QUOTE(Tenboro @ Jan 22 2012, 03:56) *

- A new screen "Inventory" that displays all your items and equipment has been added. This includes the equipment counter that was previously removed from the equipment screen.

The counter's finally back, all's good in the world again. I did lose a few items though, so just give me 3 random legendary pieces and I'll call it even.
QUOTE(Tenboro @ Jan 22 2012, 03:56) *

- Fixed title bonus damage. Note that this is applied live in battle, and will not show up on the stat screen.

It's good that you fixed the damage but Dovahkiin still needs a revamp. I'm still using Godslayer simply because it adds evade and reduces B/I.
QUOTE(Tenboro @ Jan 22 2012, 03:56) *

- Monster health now scales by an additional factor of 1/200 per level. Monster health bonus for increasing difficulty was decreased.

Ah, the bread and butter of this patch. The rage provoking, whine inducing portion of 0.6.4. Got to say though, I've enjoyed every last second of it, but thanks to that I'm running out of cheese, might need to buy some more now. Think Mozzarella is good? I'm pretty indifferent to this simply because it doesn't affect what I've been doing everyday, to a certain extent. I don't play GF or CF, so the only part that's annoying is doing IW's, but I can live with under-leveled equipment. Jokes aside, I'm pretty sure you have a good reason for making this change. Whether it's to hinder credit/crystal farmers, cock-block bots, prevent the 2012 Armageddon, or make Sushi rage for being the highest level, it doesn't really matter to me.
QUOTE(Tenboro @ Jan 22 2012, 03:56) *

- A MoogleMail that has MoogleMail as sender can no longer be returned. This prevents a rare situation where messages could end up in limbo.

Glad you finally fixed it, and thanks for retrieving the staff for me from the fifth dimension. I got some more items trapped there while testing this bug but they aren't important so you can leave them floating in limbo.
QUOTE(Tenboro @ Jan 22 2012, 03:56) *

- Tweaked the item shop prices on most materials.

You're not doing it right. You forgot to increase the price of destruction bindings.
QUOTE(Tenboro @ Jan 22 2012, 03:56) *

-- Giant: piercing -25

Jeez, more Giant nerfs? I thought you and them were pals or something. At the rate you're nerfing them every patch, I'll need to ask for a refund pretty soon and invest in a more profitable monster, say Humanoids.
QUOTE(Tenboro @ Jan 22 2012, 03:56) *

-- Undead: dark -25, cold -25, elec -25, wind -25, str +1

Okay, this part of the patch is where I have the most beef with. It's good that you listened to player requests and reduced the elemental resistances, but just giving Undeads 1 attribute point to compensate for 100 resistance simply doesn't do them justice. The reason why they start out with such low base attributes is because of their naturally high ER and now that it's reduced, their stats should be changed accordingly. I think a good value would be 2 attribute points for the 100 resistance, in the same vein as Mechanoids where you increased 1 STR in exchange for 50 resistance.


Overall, I'm pretty neutral regarding this patch. If I have to choose sides, I'd lean more towards the positive side rather than the negative, but it's pretty close. I consider 0.6.4 to be just a filler patch to when we finally get the good stuff.
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post Jan 25 2012, 00:59
Post #410
grumpymal



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QUOTE(Randommember @ Jan 24 2012, 05:41) *

With changes to combat skills, they really should be moved from innate skills to spells, and have both those things combined into one, with the "magic menu" having three tabs, offensive, tactical and skills, which of course also should give skills an icon and be able to be put into the spell hotbar.

No. The Skill/Magic system and Quickbar are getting revamped to use more common elements to make a unified system. Eventually. No point in making a band-aid patch that'll just screw up the actual cure.
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post Jan 25 2012, 01:35
Post #411
Slobber



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Sushi repeated my thoughts very accurately except

I don't take hits like a boss - but w/e, it's not that big a deal. I assume the balance was done so that the light armor users would have *the* best evasion (which makes sense flavorwise - since when are mages supposed to dodge better than sins?)

I have no clue what my dovahkiin does. :sadface: I'll hold onto the godslayer though since I don't tank like a boss and need to evade like a kitty cat. (IMG:[invalid] style_emoticons/default/happy.gif)

I'm glad Giants are getting nerfed. They've been the 1shot solution for anyone who wants to farm materials simply due to their efficiency. IMO they need a bigger Achilles heel though. Especially a melee one.

As for Undeads I think they're fine as is. In fact I don't think they really need any +stats. +1str and +1 to another stat isn't going to make/break the creature in its most important function - getting you materials. 100 PL worth of potential will though. The -resist is a *good* thing and I don't think a +stat increase is necessary.

Edit: A mechanic for dishing damage to a creature based on their END comes to mind. Whether it be through equipment, weapon proc (maybe an upgrade to bleed?), or skill. Would make mincemeat out of Giants. Ofc this would need balancing so it doesn't get blown out of proportion but it would specifically neuter the END whores

This post has been edited by dcherry: Jan 25 2012, 01:37
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post Jan 25 2012, 03:36
Post #412
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Well, I'm playing another game right now and what I like about this one is that you've got a dude that actually reads the forums and the players' suggestions and make changes quickly and efficiently. He also seems to know how to code well, as apparently with all the bugs in the other game, the coders have no idea what they're doing.
Anyways, onto something else partially hv-related. Owner of the game likes income right? Where's donation button to hentaiverse? It's technically not porn, and it says when you login that the game itself is appropriate for kids under 13 or something like that.
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post Jan 25 2012, 04:23
Post #413
grumpymal



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Rename HV, add Donate button. Everypony wins.
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post Jan 25 2012, 06:40
Post #414
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QUOTE(bravomanxx @ Jan 24 2012, 18:48) *

(MY ENGLISH IS VERY BAD.... (IMG:[invalid] style_emoticons/default/sad.gif) )

1.I THINK THIS PATCH's ARENA's MONSTER's HP UP IS VERY VERY VERY BAD IDEA

(JUST....NO ANYONE FARM ARENA NOW!.....IT IS TURE....

NOW,ONLY NO-LIFE CAN FARM FULL-ARENA NOW)
WARRIOR CAN FARM X1 X2 ARENA , IT IS OK...BUT JUST TOOOOOOO SLOW
(SO I SAY ONLY NO-LIFE CAN FARM ARENA NOW)

MAGE.....IF YOU NO UP YOUR TRAIN-Pack Rat(NEWBIE NO CP TO TRAIN THIS!)....

YOU CANNOT CLEAR X1/X2 ARENAS NOW(YOU CAN TRY THIS...)

IT IS VERYVERY HARD.....THIS IS VERY BAD IDEA.... ARENA TOO HARD FOR MAGE

(I THINK THIS PATCH NEED SET "X0.5 OR X0.1" TO BALANCE ALL-ARENA

OR UP ARENA CP BOUNS TO 3000~5000+ )
2.IF YOU "JUST NEED TO NERF" LV3XX+UBER GEAR-PLAYER TO FARM X1~X2 GF "FOR 1000+ ROUND"

YOU NO NEED UP ARENA'S MONSTER HP (THIS PATCH IS KILL ALL HAVE-LIFE PLAYERS...ALL....)

(NO MAN LIKE FARM ARENA NOW...ONLY NO-LIFE CAN FARM THIS PATCH's ARENAFOR3~4 HOUR EVERY DAY NOW)
OR NO NEED UP GF/CF/OR ANY MONSTER's HP


Game Rules Change, Player Change, Your pieces of Equipments change, Your Tactics / Strategies should be Changed, everything change and the ...
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There is something never change. Tenbony always with HV. (IMG:[invalid] style_emoticons/default/smile.gif)

P.S. My English is very very poor like you. (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by purng: Jan 25 2012, 07:43
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post Jan 25 2012, 07:19
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You should probably take out the out of potions from the sig, the buying horders all went broke from the last patch either by buying too many pots or upgrading their stuff. mana pots are still in the double digits in the bazaar atm.

nm. someone went and bought the the mana pots.

This post has been edited by trikon000: Jan 25 2012, 07:22
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post Jan 25 2012, 07:21
Post #416
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Looking at mana cost underneath magical attack, is it possible to go below 100%? I know changing that aspect will cause mages to become more powerful due to their equipment and nerf melee users due to interference. I was wondering if it could be linked to staff prof. since hitting an enemy does have a chance for ET after CM.
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post Jan 25 2012, 07:23
Post #417
grumpymal



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inb4 Amulet of the Reduced Mana Cost
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post Jan 25 2012, 07:25
Post #418
trikon000



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It is probably there for new gear stats that reduce it. aka place holder. other than that your guess is as good as any.






So is the amulet going to be an equipment slot or just something you keep in inventory.

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post Jan 25 2012, 07:38
Post #419
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QUOTE(Sushilicious @ Jan 25 2012, 06:00) *
You're not doing it right. You forgot to increase the price of destruction bindings.

High-grade mats were increased to compensate for that, I assume. Also slaughter bindings.
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post Jan 25 2012, 08:00
Post #420
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When using spirit point in battle, sometime stop at 3~5.
It happens quite often.
It really affect the battle when playing in the Grindfest. (IMG:[invalid] style_emoticons/default/cry.gif)

I am using Chrome, could it be a problem with Chrome, such problem never happen when I use Firefox.

PS: The equipment menu cannot display all the stat of the items when the list is too long. Personally like the previous version... drop item more often in the past (IMG:[invalid] style_emoticons/default/cool.gif) (although not as user-friendly as the recent one) (IMG:[invalid] style_emoticons/default/wink.gif)
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