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> HentaiVerse 0.6.7, On this balancing rollercoaster of life

 
post May 6 2012, 20:43
Post #141
skillchip



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QUOTE(Tenboro @ May 6 2012, 10:32) *

0.6.7

Deprecating Spells are Magic

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

- Filling in for Bewilder, a new spell named Imperil was added. This reduces both the physical and magical mitigations, as well as elemental (fire/cold/wind/elec) mitigations on the target.

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



Same as everyone else? Why is Nerf weaker and more expensive then weaken?

QUOTE(Tenboro @ May 6 2012, 10:32) *

DOT and Weapon Effects

- Damage Over Time effects are now all calculated as a percentage of your effective physical or magical damage at the time the effect was applied, multiplied by a factor determined by the effect itself.
-- For Bleed, this is also affected by a damage factor from your weapon. It will also no longer completely dominate damage at higher levels.

- The Breached Armor effect now eliminates physical mitigation entirely (up from 50% reduction).

- The damage bonus from Stun and Sleep was reduced to 25%.

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


Well that rapes bleed, oh well. Changes aren't bad though. Makes sense for styles, except that 25% for stun seems low.

QUOTE(Tenboro @ May 6 2012, 10:32) *

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.


Fun, now they have a bit more of a role in our characters like they should! So good change here (IMG:[invalid] style_emoticons/default/smile.gif). Too bad they were increased for monsters as well... Guess the same would happen if the amount of mitigation on characters from stats was increased as well.

QUOTE(Tenboro @ May 6 2012, 10:32) *

Infusions

- Infusions no longer change the damage type of your weapon. Instead, it adds an Elemental Strike effect to the main weapon that does additional damage in the corresponding element.


Got to play test this (IMG:[invalid] style_emoticons/default/smile.gif)

QUOTE(Tenboro @ May 6 2012, 10:32) *

Misc

- The character page now shows base health/magic/spirit instead of the augmented values.

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


We now people can figure that out for themselves instead of being confused as to why regen/cure doesn't heal as much as it says it should. Then again they will probably ask anyway.

Awesome on the trophies. Can you tell us which ones have which ratios (IMG:[invalid] style_emoticons/default/smile.gif)

QUOTE(LangTuTaiHoa @ May 6 2012, 11:31) *

OK this is really getting out of hand...
All the existing equips seem to have gotten serious boost...
I feel sorry for Skillchip, seems like the equipment range is screwed...


Meh, he only seemed to change factors, not ratios, much easier to manage. Just need to figure out if he changed the scaling one, or the base one.
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post May 6 2012, 20:57
Post #142
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QUOTE(Tenboro @ May 6 2012, 04:32) *

DOT and Weapon Effects

- Damage Over Time effects are now all calculated as a percentage of your effective physical or magical damage at the time the effect was applied, multiplied by a factor determined by the effect itself.
-- For Bleed, this is also affected by a damage factor from your weapon. It will also no longer completely dominate damage at higher levels.

Question: Does this mean that having let's say Paradise Lost will also affect bleed? (And by 30% at that..) (IMG:[invalid] style_emoticons/default/huh.gif)
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post May 6 2012, 21:01
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Zoro the Gallade



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QUOTE(eqwer @ May 6 2012, 20:11) *

then utilize the life spark, this was it meat to be


I was in the middle of the arena when I turned level 100, so I didn't have it :|
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post May 6 2012, 21:02
Post #144
Tenboro

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QUOTE(skillchip @ May 6 2012, 20:43) *
Same as everyone else? Why is Nerf weaker and more expensive then weaken?


Because, it's an additional damage reduction spell which stacks with Weaken, and you can all-cast it. Though I'm not sure it'll survive future patches.
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post May 6 2012, 21:12
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Does imperial decrease mitigation/resistances by as much as weaken, bewilder, nerf, or more? Because weaken/bewilder+nerf was a good way to reduce both damage and mitigation of the monsters.
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post May 6 2012, 21:13
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Am I the only one that thinks the 2H chain doesn't suck that hard?
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post May 6 2012, 21:19
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No, I like it a lot too.
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post May 6 2012, 21:22
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QUOTE(Tenboro @ May 6 2012, 11:02) *

Because, it's an additional damage reduction spell which stacks with Weaken, and you can all-cast it. Though I'm not sure it'll survive future patches.

Just add something like "Reduces monsters' damage done via Magic Attacks & Spirit Attacks by 5%" per AP.
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post May 6 2012, 21:30
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QUOTE(Maximum_Joe @ May 7 2012, 03:22) *

Just add something like "Reduces monsters' damage done via Magic Attacks & Spirit Attacks by 5%" per AP.


That would be worse than -25% damage, right? (IMG:[invalid] style_emoticons/default/blink.gif)
The more important thing: we now have silence+weaken+imperil to give 90% the effect of weaken+bewilder+nerf before patch, with the additional benefit of disabling monsters to make MP/SP attacks.

I would like nerf to keep that evade and resist reduction though. It's something like slow vs magnet, where you get something (monster unable to evade) in exchange for something (-25% action speed instead of -50%)
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post May 6 2012, 21:30
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QUOTE(Eospaien @ May 6 2012, 20:13) *

Am I the only one that thinks the 2H chain doesn't suck that hard?

You have tier 3 though. I'm only at tier 2. And without stun, it just seems worthless.
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post May 6 2012, 21:41
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QUOTE(varst @ May 6 2012, 11:30) *

That would be worse than -25% damage, right? (IMG:[invalid] style_emoticons/default/blink.gif)

I said "add".
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post May 6 2012, 21:44
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QUOTE(MizuhoChan @ May 6 2012, 21:30) *

You have tier 3 though. I'm only at tier 2. And without stun, it just seems worthless.

SS stuns
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post May 6 2012, 21:45
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QUOTE(Maximum_Joe @ May 7 2012, 03:41) *

I said "add".


Okay, my fault. Still not a good idea though IMO when you can simply use silence. I would still prefer evade debuff to be back (IMG:[invalid] style_emoticons/default/tongue.gif)
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post May 6 2012, 21:46
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QUOTE(Eospaien @ May 6 2012, 15:44) *

SS stuns


Shatter Strike is the tier 3 skill, which s/he doesn't have access to.
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post May 6 2012, 21:50
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QUOTE(Tenboro @ May 6 2012, 05:32) *

- Filling in for Bewilder, a new spell named Imperil was added. This reduces both the physical and magical mitigations, as well as elemental (fire/cold/wind/elec) mitigations on the target.

Just to be clear, this exlcudes Dark, Holy, and lolSoul?
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post May 6 2012, 21:53
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QUOTE(Sushilicious @ May 7 2012, 03:50) *

Just to be clear, this exlcudes Dark, Holy, and lolSoul?


Those spells are freaking strong now even without imperil (IMG:[invalid] style_emoticons/default/blink.gif)
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post May 6 2012, 21:56
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Well now I REALLY need to get my deprecating prof raised if it's linked to spell failure.

So Nerf is intended to be gravy on top of Weaken or a lighter AoE alternative to Weaken. I can see that making sense for X-Nerf, but less for single-target Nerf. X-Imperil would be awesomesauce,

Still, it's hard to complain when my Magic Base Damage was 638 yesterday and is 1123 today (IMG:[invalid] style_emoticons/default/ohmy.gif)
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post May 6 2012, 22:05
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QUOTE(Sushilicious @ May 6 2012, 19:50) *

Just to be clear, this exlcudes Dark, Holy, and lolSoul?


From what I read, yeah. Though dark/holy/soul still benefit from the reduced mitigation
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post May 6 2012, 22:16
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QUOTE(Eospaien @ May 6 2012, 21:13) *

Am I the only one that thinks the 2H chain doesn't suck that hard?


It's good to kill a typical mooks+boss group: you use Great Cleave on the boss to give it more damage, and then sweep the board with the second attack, and if that's not enough you use the third to stun the monsters and pick them off.

The only downside is that now you need around 200% OC to use it effectively :| but I guess that's the whole point of using melee.
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post May 6 2012, 22:22
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not sure if any posted this up yet but...

57 5 Regen II restores 503 points of health.
57 4 Spreading Poison hits Flying Spaghetti Monster for 5 damage.
57 3 Flying Spaghetti Monster hits you for 691 dark damage.
57 2 Flying Spaghetti Monster gains the effect Weakened.
57 1 You cast Weaken.

from backstab poison

edit: channeling can also cause curse weaving to fail (not 100 % chance)

This post has been edited by qqaaqq: May 6 2012, 22:25
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