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HentaiVerse 0.6.4, The Rise of the Ethereal Staffs |
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Jan 22 2012, 16:36
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wr4st3r
Group: Members
Posts: 1,099
Joined: 26-June 11

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QUOTE(varst @ Jan 22 2012, 15:14)  @wr4st3r Well you need to notice that as you level up, you also get better AGI and thus getting more evade. And When your burden is lowered, your evade also improves.
That's for granted, but it doesn't change a thing: you got those even pre-0.6.4, it's not like AGI didn't go up back there. That Evade goes down with Armor prof building up is pretty much why I said it's tough to evaluate things atm. How does it work now? From T's changelog is: QUOTE Evade is reduced by 4/3rd of a percent for every point of burden, capping at 75 where no evade remains. Is '4/3rd of a percent' 0.33, meaning that -10 Burden = -3.33 % Evade? That shouldn't be the case because with ~40 Burden I lost 9 % Evade, not 13+ %. My point seems to stay though, because a 350 Heavy proficiency user still loses some (whether this is negligeable or not depends on the answer to my above question) Evasion, but doesn't really get speed compared to before - so he's not much faster, but he loses survivability. This post has been edited by wr4st3r: Jan 22 2012, 16:37
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Jan 22 2012, 16:56
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JJ_Zalem
Group: Members
Posts: 234
Joined: 22-July 11

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Mercifull blow auto-kills opponent with bleeding and below 25%. Axes got a little buff with this, or this is me? Does it kill rare, legendary etc. as well ? I Think i should throw away that tower shield (IMG:[ invalid] style_emoticons/default/sad.gif) This post has been edited by JJ_Zalem: Jan 22 2012, 16:57
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Jan 22 2012, 16:58
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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Not noticing the title bonus damage fix, is it a straight up 10% or added to some other variable?
Playing through some arena and EOD, feels like the difficulty levels have all been shifted up a level. Hell feels like Nintendo, Normal like Hard. Except IWBTH FSM whose HP was cut in half.
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Jan 22 2012, 17:01
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ExTe
Group: Members
Posts: 9,716
Joined: 6-April 09

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EOD -____- it take even long then ever before
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Jan 22 2012, 17:02
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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@nanohasan Not sure about the monster damage, sorry. Maybe you're hit more often, but I don't know why you receive more damage. As for spell cost, try to cast spells when you're in spirit mode stance @wr4st3r Another thing you need to consider is that -10 action speed is different for a lv.50 player and a lv.350 player. For lv.50 player, his original speed maybe 450, so -10 seems to be a 2% improvement. For lv.350 player, his action speed maybe around 250, so -10 will be a 4% improvement. And 4/3 of a percent should mean 1.33%, so -10 burden = -13.33% evade (IMG:[ invalid] style_emoticons/default/wacko.gif) And yes, it's difficult to evaluate things now, so I'm waiting for some long-term conclusion for you guys (IMG:[ invalid] style_emoticons/default/smile.gif)
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Jan 22 2012, 17:03
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Tenboro

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Fixed Scan, FWIW.
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Jan 22 2012, 17:06
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dlhmmr
Group: Catgirl Camarilla
Posts: 2,577
Joined: 20-March 09

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QUOTE(Tenboro @ Jan 22 2012, 08:03)  Fixed Scan, FWIW.
Thanks, How about fixing the rest (IMG:[ invalid] style_emoticons/default/dry.gif)
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Jan 22 2012, 17:12
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bakabombdood
Group: Members
Posts: 584
Joined: 10-March 11

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This patch works out quite well for me, as a heavy armor user anyways. Though the cost of spells is increased somewhat dramatically (148.5% for me), I really have no problem with it, given that I now get full use of my action speed (which I rose greatly to somewhat negate the effect of heavy armor) as well as perks from the spirit stance thingy. The loss of the critical hurts a bit (I originally had ~22 crit chance, now at 12.9), I can say the introduction of the new skills is a rather welcome addition. Though I can't speak for the spell users in the game, I do enjoy the twists you put into the game to keep it challenging and allow for the use of tactical thinking (applying spells/skills/spirit/overcharge in an efficient manner in this case), thank you Tenboro, for keeping this game enjoyable.
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Jan 22 2012, 17:27
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dlhmmr
Group: Catgirl Camarilla
Posts: 2,577
Joined: 20-March 09

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One other thing I've noticed, with the increased difficulty, item drops have gone right into the crapper (IMG:[ invalid] style_emoticons/default/sad.gif)
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Jan 22 2012, 17:28
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wr4st3r
Group: Members
Posts: 1,099
Joined: 26-June 11

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QUOTE(varst @ Jan 22 2012, 16:02)  @nanohasan Not sure about the monster damage, sorry. Maybe you're hit more often, but I don't know why you receive more damage. As for spell cost, try to cast spells when you're in spirit mode stance
I don't really think damage changed for monsters (or I do not seem to notice, though I only played like 250 rounds on Heroic)... Most likely, Evasion drop + monsters reportedly being kinda tougher due to the HP boost, which should translate in a higher chance for critters to cast spells and such. That's the only thing I can find anyway lol QUOTE(varst @ Jan 22 2012, 16:02)  @wr4st3r Another thing you need to consider is that -10 action speed is different for a lv.50 player and a lv.350 player. For lv.50 player, his original speed maybe 450, so -10 seems to be a 2% improvement. For lv.350 player, his action speed maybe around 250, so -10 will be a 4% improvement. And 4/3 of a percent should mean 1.33%, so -10 burden = -13.33% evade (IMG:[ invalid] style_emoticons/default/wacko.gif) And yes, it's difficult to evaluate things now, so I'm waiting for some long-term conclusion for you guys (IMG:[ invalid] style_emoticons/default/smile.gif) I agree it's kinda tough to look at the whole picture, we need some time. And yeah, I really don't get the Evasion numbers... Maybe something else changed? I'm fairly sure about my numbers, I don't have any screenshot but Evade was 16.6 (or 16.7) yesterday, now down to 7.9 %. Maybe Tenboro can shed some light or this? Nice to have Scan fixed though, added yesterday a couple new faces to my HV Sensor script and wanted to check them again :]
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Jan 22 2012, 17:30
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Bunko
Group: Members
Posts: 1,262
Joined: 19-September 10

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QUOTE(bakabombdood @ Jan 22 2012, 17:12)  This patch works out quite well for me, as a heavy armor user anyways thank you Tenboro, for keeping this game enjoyable.
Humm.. That won't give you a free aura. Post comparison of your credit gain in Grindfest. From before this patch versus after this patch, until death. If you don't have any stats recorded, then forget ever reading this. If I sound just ever so SLIGHTLY ! Pissed off. It's because my creditgain in grindfest got halved. This post has been edited by Bunko: Jan 22 2012, 17:46
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Jan 22 2012, 17:35
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Randommember
Group: Gold Star Club
Posts: 3,446
Joined: 13-November 10

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This patch hits light armor users pretty hard since it removes the grace values for burden and interference, which LA users lived on. With good gear it was possible to get burden close to the grace limit and interference just a few steps above the limit, meaning minimum impact from these two things.
With an etheral weapon and really good gear, you could even get below these limits and have no negative impact from burden or interference at all.
But now, there is no grace limit, so they go from no hit to a big hit. Heavy armor users, especially sword and board boys, gets less affected since they were already above the limit and the difference in mana cost for a supportive spell when you are at 50 interference is pretty small before and after (just going on math), and the hit to evade from burden is mitigated by the removal of the action speed thing.
But it makes ethereal weapons even better, and not just staffs for mages, but for melees especially since now every point of burden and interference counts (and not just those over the grace limits), which for LA 2-handers the biggest value comes from the weapon.
Melees got a bit of love with the changes to skills and and overcharge, which is nice, and the "nerfs" affects both melees and mages fairly evenly. Gonna be fun to see how it plays out when I got some time to test it, the changes to HP seems to point out that we should play at higher difficulties, where the HP will be the same as before while the lower in difficulty you get, the bigger the bonus they got.
For example, if you are playing against level 200 monsters, they would now have double their HP at normal difficulty. But play it at IWBTH and they will actually have less HP than before the patch. So for me, less arenas and more grindfests.....
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Jan 22 2012, 17:39
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Randommember
Group: Gold Star Club
Posts: 3,446
Joined: 13-November 10

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QUOTE(wr4st3r @ Jan 22 2012, 16:28)  And yeah, I really don't get the Evasion numbers... Maybe something else changed? I'm fairly sure about my numbers, I don't have any screenshot but Evade was 16.6 (or 16.7) yesterday, now down to 7.9 %.
Maybe Tenboro can shed some light or this?
Nice to have Scan fixed though, added yesterday a couple new faces to my HV Sensor script and wanted to check them again :]
For every point of burden, your evasion decreases with 1.33% of it's value. So with 38 in burden, you would get a 50% hit to evasion. Not 50 points of evasion, that means noone would have any evasion left at all if they got more than 25 burden, but 50% of the value. So with 38 in burden, your evasion would be sliced in half. With your values, I predict your burden to be somewhere around 35-36.
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Jan 22 2012, 17:40
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aiwotorimodose
Group: Members
Posts: 7,012
Joined: 23-December 11

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Ok, before the patch with crappy heavent-sent gossamer set, I was able to purge+secondaryAoE+MM to clear a round on normal.
With those HP recalculation and etc (mow my gossamer proudly giving 20 burden in addition to 12 from staff), I met many round that after purge+1 secondary AoE a lot of monster still there to beat me (few in red and hitting harder). Secondary AoE deals so much less damage% to monster now, unless it was the monster weakness element. just regen & haste/sv can't make me stay healthy and alive for even 5 rounds, so mana wasted on cure raised greatly now.
I spent 4 greater on normal twisted plot before patch but depleting the same for normal power flux after the patch. Oh, it got so much harder for a poor newbie mage like me LoL
tried my 2H set, got harder but ain't that bad compared to mage set raising pot usage.
This post has been edited by aiwotorimodose: Jan 22 2012, 17:44
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Jan 22 2012, 17:44
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ユカ
Group: Members
Posts: 3,072
Joined: 27-March 11

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- Monster health now scales by an additional factor of 1/200 per level. Monster health bonus for increasing difficulty was decreased. --------------------------------------------------------------------------- oh no in 0.6.4, no moster will have above 10K health but now I will see many monsters with above 15K health in hard level how terrible. (IMG:[ invalid] style_emoticons/default/blink.gif)
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Jan 22 2012, 17:47
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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QUOTE(Ballistic9 @ Jan 22 2012, 16:58)  Not noticing the title bonus damage fix, is it a straight up 10% or added to some other variable?
What happened just confirmed what I suspected--as Godslayer my stats melee damage went down a meager 10 points while I actually do more damage during fights. Basically instead of a percentage damage bonus it added an integer damage bonus of etc/10/15. Out of the usual thousand-or-more damage values. Unintentional trolling, really.
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Jan 22 2012, 17:48
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wr4st3r
Group: Members
Posts: 1,099
Joined: 26-June 11

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QUOTE(Randommember @ Jan 22 2012, 16:35)  This patch hits light armor users pretty hard since it removes the grace values for burden and interference, which LA users lived on. With good gear it was possible to get burden close to the grace limit and interference just a few steps above the limit, meaning minimum impact from these two things.
With an etheral weapon and really good gear, you could even get below these limits and have no negative impact from burden or interference at all.
But now, there is no grace limit, so they go from no hit to a big hit.
Not sure about this, at least as far as Shade goes... I mean every new piece will essentially get the Shadowdancer treatment, so Burden wise you are still at max Action Speeds and Evasion - and as far as ASPs go, that wasn't hard even before, you just needed an Ethereal weapon. If really we wanted to sum it up, it'd be +15 % (that's the value I saw reported a couple pages ago, don't know if accurate) increase in mana cost due to the changes to Shade armor, but you get +10 % damage from the Godslayer title, while keeping max Evade and Speed. That's no big hit if you ask me. Kevlar of course is a different story, but as the updated material price confirm, that's more of a cheaper choice when it comes to Light... QUOTE(Bunker Buster @ Jan 22 2012, 16:47)  What happened just confirmed what I suspected--as Godslayer my stats melee damage went down a meager 10 points while I actually do more damage during fights.
Basically instead of a percentage damage bonus it added an integer damage bonus of etc/10/15. Out of the usual thousand-or-more damage values.
Unintentional trolling, really.
It's in the changelog actually QUOTE - Fixed title bonus damage. Note that this is applied live in battle, and will not show up on the stat screen. This post has been edited by wr4st3r: Jan 22 2012, 17:50
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Jan 22 2012, 17:51
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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QUOTE(wr4st3r @ Jan 22 2012, 17:48)  If really we wanted to sum it up, it'd be +15 % (that's the value I saw reported a couple pages ago, don't know if accurate) increase in mana cost due to the changes to Shade armor, but you get +10 % damage from the Godslayer title, while keeping max Evade and Speed.
15% increase to the mana cost penalty (ex. 20% additional mana cost * 1.15 -> 23% additional mana cost), which for most melee (hovering around 25-35%) would be around a total 4% mana cost increase. Which isn't much all things considered.
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Jan 22 2012, 17:58
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nanohasan
Newcomer
 Group: Recruits
Posts: 12
Joined: 17-November 09

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QUOTE(varst @ Jan 22 2012, 16:02)  @nanohasan Not sure about the monster damage, sorry. Maybe you're hit more often, but I don't know why you receive more damage. As for spell cost, try to cast spells when you're in spirit mode stance I'm definitely being hit more often, i didn't mention that because i thought it was kinda obvious with less evade :D QUOTE(wr4st3r @ Jan 22 2012, 16:28)  I don't really think damage changed for monsters (or I do not seem to notice, though I only played like 250 rounds on Heroic)... Most likely, Evasion drop + monsters reportedly being kinda tougher due to the HP boost, which should translate in a higher chance for critters to cast spells and such. Dunno about heroic, i can barely survive in normal. Just did a quick test there, while yesterday i could do 19 rounds in grindfest without potions I now die after 14. It's of course entirely possible that this is from increased hit/crit chance alone but loosing 25% survivability (-25% rounds) still is very hard for me, especially because even _with_ potions i still die after a few rounds more, not even talking about arenas :x (gonna have to do more testing >_>, also wish somebody had a comprehensive guide to powerleveling :p) Using spirit mode for spells to save 4 mana per cast of cure isn't really an option because a) it takes too long to enable/disable. Unless I'm already in spirit mode where i loose a significant damage boost every time i have to use heal instead of hitting a monster. Besides spirit mode barely brings me back to the cost i had yesterday so _AT BEST_ i'd be back to what i was doing before _during spirit mode only_. That still doesn't offset the significant cost increase in normal mode (and i can't use spirit mode all the time cos it's limited by points/recharging overcharge)
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Jan 22 2012, 18:12
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danixxx
Group: Catgirl Camarilla
Posts: 7,340
Joined: 3-September 10

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Monsters have 33% more hp on BT for me, that hurts my mana bar a lot, i think the price of mana pots will skyrocket soon.
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