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> HentaiVerse 0.6.7, On this balancing rollercoaster of life

 
post May 6 2012, 19:02
Post #121
Cronauron



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QUOTE(Rei-Tenshi @ May 6 2012, 11:28) *

From Final Fantasy? FF had Holy and Dark(Shadow) as "elements".

In many cases, yes. But not the two that had Imperil. I just said it wouldn't be as true.
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post May 6 2012, 19:03
Post #122
Ichy



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QUOTE(Tenboro @ May 6 2012, 18:58) *

People with no data don't know that the ratio of bleed:stun:ap two-handers before the patch for high-level players was roughly 10:7:1, so I'll forgive their ignorance.

We'll see if this combined with the skill changes shifts the ratio any.

For Higher Difficulty settings weaker Players will go back to mace while the guys with good gear will pick a Estoc.
Bleed damage is too low now. Well at least on IWBTH those 2,5K are not much (IMG:[invalid] style_emoticons/default/sleep.gif)
I tested it an not upgraded Estoc flat out destroys a fully upgrades Scythe.

QUOTE(AbaDe Nath @ May 6 2012, 18:59) *

hey hito and ich , any ideas how to win with a malee attack base up point..... some ideas would be gold dust .....

BTW , if go on with a harder level , will the game become easier ..... current level Heroic

ANy insight on it (^..^)

At your Level: Get a Ethereal Mace.

This post has been edited by Ichy: May 6 2012, 19:05
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post May 6 2012, 19:11
Post #123
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QUOTE(Tenboro @ May 6 2012, 11:58) *

People with no data don't know that the ratio of bleed:stun:ap two-handers before the patch for high-level players was roughly 10:7:1, so I'll forgive their ignorance.

We'll see if this combined with the skill changes shifts the ratio any.

Change my eth scythe into an estoc and I'll forgive your ignorance of the effort and cost it takes to forge a weapon so much.



QUOTE(AbaDe Nath @ May 6 2012, 11:59) *

hey hito and ich , any ideas how to win with a malee attack base up point..... some ideas would be gold dust .....

BTW , if go on with a harder level , will the game become easier ..... current level Heroic

ANy insight on it (^..^)

Heroic + Lv.81

this
QUOTE(Ichy @ May 6 2012, 12:03) *
Get a(n) Ethereal Mace.

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post May 6 2012, 19:16
Post #124
buktore



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The nerfed to 2H skill and the buff to Penetrated Armor would be great if not for the bleed & stun nerfed IMO. The PA buff is huge already without the need to nerfed to the other style.
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post May 6 2012, 19:17
Post #125
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QUOTE(Tenboro @ May 6 2012, 18:58) *

People with no data don't know that the ratio of bleed:stun:ap two-handers before the patch for high-level players was roughly 10:7:1, so I'll forgive their ignorance.

We'll see if this combined with the skill changes shifts the ratio any.

I've done a few hundred rounds on each type, and I'd have to say:

AP: Slaughters low difficulties, though (intentionally?) lacking in defense during high round counts and higher difficulties.
Mace: Still pretty good at high difficulties. Far less efficient in lower difficulties unless you have a fetish for not dying at all.
Bleed: Effectiveness pretty mediocre now as-is. I suggest making a supportive sub-debuff like reducing enemy offensive capability (lowered hit rate? lowered overall damage? lowered magic defense trololol battlecaster option?) since you don't want to just add more damage to bleeding.
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post May 6 2012, 19:22
Post #126
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Also the damage improvement from Penetrated Armor is more or less back to how it was under the rating system, so kudos for making rapiers/estocs King Of Suicide Damage again.
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post May 6 2012, 19:29
Post #127
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A few hundred don't count anymore, you gotta do a few thousand rounds.
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post May 6 2012, 19:30
Post #128
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That's what Sushi's for.
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post May 6 2012, 19:31
Post #129
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Is it just me, or do monsters give more exp now? I got 170k exp in a random encounter that would have given me 85k a day ago.

EDIT: Dang, I had the IWBTH difficulty instead of Battletoads. That's funny though, I hardly noticed it while fighting.

This post has been edited by Dan31: May 6 2012, 21:05
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post May 6 2012, 19:36
Post #130
Mi-Ala Starbreeze



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Meh.

Yeah, thats pretty much all I can say right now.
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post May 6 2012, 19:43
Post #131
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QUOTE(Bunker Buster @ May 6 2012, 19:17) *


Bleed: Effectiveness pretty mediocre now as-is. I suggest making a supportive sub-debuff like reducing enemy offensive capability (lowered hit rate? lowered overall damage? lowered magic defense trololol battlecaster option?) since you don't want to just add more damage to bleeding.

Lowered Damage coooouuuld make Light Armor usable again. Well at least Kevlar of Protection.
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post May 6 2012, 19:44
Post #132
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this reversion looks like help low level(below 200) mages a lot,

in x25-hourlie battle, now i can directly cast magic spells to mobs (after the buffs) instead weaken them all before i do anything
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post May 6 2012, 19:55
Post #133
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QUOTE(Tenboro @ May 6 2012, 06:32) *

- The effects of Bewilder was rolled into Weaken, which now works on both physical and magical attacks. The mitigation decrease was removed.

Need to change Weaken's tooltip, 10-bro.

QUOTE(Tenboro @ May 6 2012, 06:32) *

- Nerf was changed from a mish-mash of minor effects to straight -25% attack/spell damage.

So....shittier, more expensive version of Weaken then. /echo

QUOTE(Tenboro @ May 6 2012, 06:32) *

-- For Bleed, this is also affected by a damage factor from your weapon. It will also no longer completely dominate damage at higher levels.

So instead of "base damage" that scales, its now a flat non-scaling percentage like the Focus mana reduction.

QUOTE(Tenboro @ May 6 2012, 06:32) *

- The full chain for Two-Handed was added. This basically adds an initial attack, and splits the effects of Shatter Strike in two.

QUOTE(derpymal @ Apr 26 2012, 20:16) *

inb4 Cleave.


QUOTE(Tenboro @ May 6 2012, 06:32) *

- The effects of some stats were modified:
-- STR now adds +2 physical damage per point (from +1.25)
-- DEX now adds +1 physical damage per point (from +0.75)
-- INT now adds +2 magical damage per point (from +1.25)
-- WIS now adds +1 magical damage per point (from +0.75)
-- Magic crit was reduced from /25 WIS and /50 INT to /35 WIS and /70 INT

Fuck. Yes.

QUOTE(Tenboro @ May 6 2012, 06:32) *

- Primary stat and proficiency bonuses from equipment were significantly increased.

- Physical attack damage bonus from equipment was somewhat increased.

Thank god these were done to the internal scaling and not a tweak to the loot generator.
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post May 6 2012, 19:56
Post #134
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QUOTE(eqwer @ May 6 2012, 18:44) *

this reversion looks like help low level(below 200) mages a lot,

in x25-hourlie battle, now i can directly cast magic spells to mobs (after the buffs) instead weaken them all before i do anything


This, but I'd also like to add something:

Has anybody noticed that either monsters have been buffed through the roof or weaken is next to pointless now?

Before the patch during an IWBTH hourly I'd haste > shadow veil > spark of life and do an arcane focus if I got a channeling, followed by weakening every monster while healing myself before killing them off and recasting spark as needed. They'd do about 400/500 damage normally, 1k on a crit and around 200 weakened. Now suddenly after weakening then they are still doing 1000 damage so I've taken to just quickly killing them instead of weakning, though that doesn't train up my depreciating proficiency.


So do monsters now hit like trucks anyway or is weaken next to worthless suddenly?

This post has been edited by KCzz15: May 6 2012, 19:58
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post May 6 2012, 20:08
Post #135
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QUOTE(KCzz15 @ May 6 2012, 19:56) *

This, but I'd also like to add something:

Has anybody noticed that either monsters have been buffed through the roof or weaken is next to pointless now?

Before the patch during an IWBTH hourly I'd haste > shadow veil > spark of life and do an arcane focus if I got a channeling, followed by weakening every monster while healing myself before killing them off and recasting spark as needed. They'd do about 400/500 damage normally, 1k on a crit and around 200 weakened. Now suddenly after weakening then they are still doing 1000 damage so I've taken to just quickly killing them instead of weakning, though that doesn't train up my depreciating proficiency.
So do monsters now hit like trucks anyway or is weaken next to worthless suddenly?


I can say for sure that enraged skill attacks from IWBTH monsters are now enough to kill me one time and half, as opposed to knocking off 80-90% of my HP.

But maybe that's just me reaching level 100 and getting attacked by higher PL monsters.

This post has been edited by Zoro the Gallade: May 6 2012, 20:10
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post May 6 2012, 20:11
Post #136
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QUOTE(Zoro the Gallade @ May 6 2012, 20:08) *

I can say for sure that enraged skill attacks from monsters are now enough to kill me one time and half, as opposed to knocking off 80-90% of my HP.

then utilize the life spark, this was it meat to be
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post May 6 2012, 20:12
Post #137
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I like this patch as a pure mage. This is the first time since I joined the game that I can feel myself being stronger after a patch, now weaker. (IMG:[invalid] style_emoticons/default/smile.gif)

The monsters do hit for more damage, but now I'm also dealing a shit ton of damage on them. And with the PAB buff on equips, I can finally finish my arenas without any need to worry about my mana supply. That's awesome because now ragnarok and soul burst are no longer a beast with rediculous cost, but a spell with appropriate cost that can deal tons of damage.

I should thank you, Tenb, to at least bring me back some good memories (IMG:[invalid] style_emoticons/default/smile.gif)
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post May 6 2012, 20:19
Post #138
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From playing just a bit I can already tell that curse-weaving is buggy as fuck: It either counts the effect as a separate third one when all you're doing is renewing one of the two existing, counts melee effects like stun, PE, BW and etc. as deprecating spells or maybe even BOTH.

This post has been edited by Ser6IjVolk: May 6 2012, 20:27
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post May 6 2012, 20:20
Post #139
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QUOTE(Tenboro @ May 6 2012, 05:32) *

- The full chain for Two-Handed was added. This basically adds an initial attack, and splits the effects of Shatter Strike in two.

Stats and Equipment Tweaks

- The effects of some stats were modified:
-- STR now adds +2 physical damage per point (from +1.25)
-- DEX now adds +1 physical damage per point (from +0.75)
-- INT now adds +2 magical damage per point (from +1.25)
-- WIS now adds +1 magical damage per point (from +0.75)
-- Magic crit was reduced from /25 WIS and /50 INT to /35 WIS and /70 INT

- Primary stat and proficiency bonuses from equipment were significantly increased.

- Physical attack damage bonus from equipment was somewhat increased.

Oh hey, all my suggestions got implemented, can't say I really expected that.

QUOTE(Tenboro @ May 6 2012, 05:32) *

- Higher tier trophies now have a higher (2-5x) chance of dropping rare equipment types.

Right after I dumped all my noodles? I'm calling shenanigans on the timing. Besides that, great addition.

QUOTE(Tenboro @ May 6 2012, 11:58) *

People with no data don't know that the ratio of bleed:stun:ap two-handers before the patch for high-level players was roughly 10:7:1, so I'll forgive their ignorance.

We'll see if this combined with the skill changes shifts the ratio any.

That's actually a much better ratio than I expected. Initially I was estimating it to be at 70:30:1 in favor of bleed, but apparently I didn't give enough credit to the mace users. I have a feeling this might be reversed in the near future though. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post May 6 2012, 20:31
Post #140
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Soooo... Seeing I'm being eaten alive in later rounds, what with insane crits, mad monster skillz and no SS, how exactly does one go about making heavy gear? Of protection, of turtle, power of slaughter, or smth else? I use eth mace and am too poor to hit auctions for best items....
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