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> HentaiVerse 0.6.5, Strive Like Applejack

 
post Mar 3 2012, 22:17
Post #301
varst



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QUOTE(skillchip @ Mar 4 2012, 04:13) *

I wonder, if I didnt post any data on monster vs player growth, if these arguments would have still happened


Yes, because a lv.130 guy can 1-shot everything while we can't (IMG:[invalid] style_emoticons/default/dry.gif)
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post Mar 3 2012, 22:41
Post #302
grumpymal



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QUOTE((Cheater) Tiap @ Mar 3 2012, 14:38) *

I would do away with the Spamhaus as well, but that's just me (IMG:[invalid] style_emoticons/default/rolleyes.gif)

No, we need the Spamhaus to keep some of the more undesirable posters from shitting all over the rest of the forums.

Removing the posting bonus would also curtail some of the idiots who spam the Intro forum just for the bonus. Saying hello to new people is okay, but pasting a canned response to every thread is all kinds of stupid. Even more stupid when you necro an intro thread.
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post Mar 3 2012, 22:43
Post #303
Maximum_Joe



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QUOTE((Cheater) Tiap @ Mar 3 2012, 12:14) *

Despairing yet?


Edit: Fucking embed broke... This image is now doubly applicable.

https://forums.e-hentai.org/uploads/post-58...-1330807402.png

This post has been edited by Maximum_Joe: Mar 3 2012, 23:05
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post Mar 3 2012, 22:46
Post #304
skillchip



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QUOTE(varst @ Mar 3 2012, 20:17) *

Yes, because a lv.130 guy can 1-shot everything while we can't (IMG:[invalid] style_emoticons/default/dry.gif)


I can still 1-shot for the most part on normal while having great status on occasion

This post has been edited by skillchip: Mar 3 2012, 22:48
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post Mar 3 2012, 22:49
Post #305
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I actually like the exp bonus at dawn a lot, I just wish there was an easier way to keep equipment in line with your level. All those IWs use up a lot of time, especially if you're using more than one set.
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post Mar 3 2012, 22:54
Post #306
hzqr



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QUOTE(Maximum_Joe @ Mar 3 2012, 20:43) *
[­attachembed=12219]

Can't see shit captain
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post Mar 4 2012, 00:19
Post #307
Bunker Buster



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QUOTE(Maximum_Joe @ Mar 3 2012, 22:00) *

Let's see...

- Monsters can be strengthened faster than players stat-wise. The stat and resistance caps are very high for monsters whilst players have to deal with diminishing returns.
- Leveling up has no real benefits outside of ability and aura points (both of which cease to be useful at certain points). Proficiencies going up by 1 matters less the higher you go.
- Gear still takes too much to effort to level as quickly as the player levels.

Yeah, the diminishing returns is implemented in a way that inflates monster strength relative to player strength (players have up to 8 values all inversely multiplied together whereas monsters only have one, not to mention player skills still don't reduce evasion chances, only add 3-5% to hit), since your avoidance and resistance is pretty much exactly as good as your best pieces are. That said, there are woefully underpowered existing stats that could be tweaked, like absorptions.

I'd personally want to see the pitifully small absorptions buffed (for example, Heavy armor and shields getting a 8x multiplier relative to current absorption values or have high scaling coefficients, Light armor getting a 4x multiplier, Cloth armor getting a 3x multiplier, or a 6x multiplier across the board) so Protection wouldn't be as much of a joke as it is now, at least for heavy armor. Calculating absorptions after mitigation would also increase their relative values substantially, as each point of absorption becomes more valuable with more mitigation.

There could also be ability points boosting Absorption.

Also, have each Endurance point add +0.75 to total absorption (IMG:[invalid] style_emoticons/default/duck.gif)

This post has been edited by Bunker Buster: Mar 4 2012, 00:27
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post Mar 4 2012, 00:20
Post #308
skillchip



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and str/wis add 0.25 to phys/mag (IMG:[invalid] style_emoticons/default/smile.gif)
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post Mar 4 2012, 00:34
Post #309
buktore



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I've asked for this ages ago: Why not have absortion work like this-

QUOTE
(dmg roll - xx% of_all_the_various_mitigation) - absorb = dmg taken


Instead of ...

QUOTE
(dmg roll - absorb) - xx% of_all_the_various_mitigation = dmg taken



I don't really cared about it anymore though...
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post Mar 4 2012, 01:14
Post #310
skillchip



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Going dmg*(1-Mitigation)-abs instead of (dmg-abs)*(1-mitigation) would make absorption much stronger, since it wouldn't get weaker as the player levels or gets more mitigation.

Anyone know if Mana Conservation is additive, or subject to diminishing returns?

This post has been edited by skillchip: Mar 4 2012, 01:19
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post Mar 4 2012, 02:54
Post #311
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And I leveled up. DESPAIR.
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post Mar 4 2012, 03:18
Post #312
Sushilicious



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Can I has your cookie? It's not much but it'll help in delaying your mad leveling rate and reduce some of your mental anguish.
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post Mar 4 2012, 04:23
Post #313
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Only if you trade your Snowflake for it.
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post Mar 4 2012, 04:46
Post #314
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I just had an encounter and it went blank. Closed the page and opened HV again since the link goes away after clicking it now. When I clicked on the battle tab it said I wasn't in a battle.

Should this be a concern? Before this patch I would just click on the link again and it would work fine.
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post Mar 4 2012, 05:16
Post #315
LangTuTaiHoa



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QUOTE(derpymal @ Mar 4 2012, 01:44) *

At dawn today, I'm going to level up again. It hasn't even been a week since I last leveled up. =C

Tenboro, could you turn down the exp bonus to something more reasonable, like 5%?


QUOTE((Cheater) Tiap @ Mar 4 2012, 02:38) *

I would do away with the Spamhaus as well, but that's just me (IMG:[invalid] style_emoticons/default/rolleyes.gif)
And for what it's worth, I second the Dawn EXP reduction


Negative (IMG:[invalid] style_emoticons/default/sleep.gif) . Boost it to 50% (IMG:[invalid] style_emoticons/default/heh.gif) (IMG:[invalid] style_emoticons/default/heh.gif) (IMG:[invalid] style_emoticons/default/heh.gif)
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post Mar 4 2012, 06:34
Post #316
Bunker Buster



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Instead of reducing EXP for the dawn event (reducing it just because high level players are complaining about it is dumb), how about fixing the scaling problem by changing the encounter level range? Since the rating system is gone, monster levels mean a whole lot less than they used to because the stat calculations aren't exponential as they were in the rating system.

Make the monster encounter levels a wider range, like 20% below to same level, with a bell curve distribution at the midpoint (most monsters would spawn at 8-12% below). The rule could be waived for midboss, boss creatures or above, which could simply be clamped at a fixed level, possibly equal to player level.

For example, a level 100 character would encounter monsters as high as 100, or as low as 80, but most monsters would be level 88-92. A level 400 character would encounter monsters as high as 400, as low as 320, but most would be 352-368. This would partially alleviate the difference in power problem, as instead of monsters outstripping players collectively at around level 325, monsters would remain a step or two behind the player in normal circumstances.

Higher difficulties can scale the monster level range upwards instead of giving them a blanket stat and HP boost. For example, Easy would have a 25% below to 0% diff. level range, Hard could have -15% to +10%, Heroic -5% to +20%, Nightmare +5% to +30%, etc etc. (This is too long to describe.) Alternatively, you could just do the -20% to +0% thing with most monsters being 8-12% below and keep the current difficulty scales as is.

The EXP gains for defeated monsters, and equipment level drops would have to be tweaked, but that would be pretty easy to resolve. Alternatively, trophies could just be the only reliable means to receive same-level equipment while most monsters drop 8-12% below level equipment (IMG:[invalid] style_emoticons/default/tongue.gif)

e: Also I'm not sure why the HP by level bonus wasn't also given to the players.

This post has been edited by Bunker Buster: Mar 4 2012, 06:55
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post Mar 4 2012, 07:04
Post #317
buktore



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The 'surprise' I mentioned earlier that would make all the exp desirable... I was thinking something like ... (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE
... 13 New! Super-Duper-Awesome Spell & Ability tiers, begin at tier 19 at lv.260 and new tier at every 20 level to tier 31 at lv.500 - Pony included in every tier! ...


Or something along this line. Now that would fixed a lot of thing! (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by buktore: Mar 4 2012, 07:04
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post Mar 4 2012, 07:16
Post #318
Bunker Buster



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Yeah simply expanding the trees and spell repertoire would work, but that's more effort than reworking the encounter system from the looks of things.
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post Mar 4 2012, 07:18
Post #319
skillchip



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QUOTE(Bunker Buster @ Mar 4 2012, 04:34) *

For example, a level 100 character would encounter monsters as high as 100, or as low as 80, but most monsters would be level 88-92. A level 400 character would encounter monsters as high as 400, as low as 320, but most would be 352-368. This would partially alleviate the difference in power problem, as instead of monsters outstripping players collectively at around level 325, monsters would remain a step or two behind the player in normal circumstances.


Wouldn't this screw the players who have very high PL monsters?
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post Mar 4 2012, 07:22
Post #320
Bunker Buster



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QUOTE(skillchip @ Mar 4 2012, 07:18) *

Wouldn't this screw the players who have very high PL monsters?

Not really. They'd have 8-12% less damage for their skills which are the real killing blows, and with that they're still one-shotting a poorly prepared player.

Their exponentially-more-effective mitigations and avoidances are the real problem at this point. Whereas players have to stack several 20% and 10% pieces to get up to 65% mitigation, all monsters need is double the endurance (with Monster Lab monsters scaling by level, this isn't really hard.) to go from 33% to 66%, which makes their effective hitpoints go from 150% to 300% (putting this in perspective, this is quadrupling the bonus time-to-live they have, +50% to +200%) *on top* of the current HP bonus they have. Not even counting the bullshit evade they have that never actually gets reduced by lightning. MagNet is the only surefire way to guarantee hits, but we don't have an X-version of that spell. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Monsters having a different system for stat points which enforce diminishing returns on their stats would be harder to code since it becomes a separate system from player stats.

This post has been edited by Bunker Buster: Mar 4 2012, 16:31
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