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> HentaiVerse 0.6.8, Monsters need love too

 
post Jun 10 2012, 18:09
Post #101
Kinsei



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Interesting Shifts. It should be fun.
I think I'm going to like the better drops for my moster
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post Jun 10 2012, 18:14
Post #102
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Not sure what to feel just yet. Hope it doesn't suck when I die against buffed up mobs.
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post Jun 10 2012, 18:18
Post #103
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Holy s.... damn? So many changes. Time for some experimenting!
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post Jun 10 2012, 18:34
Post #104
Panuru



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QUOTE(Tenboro @ Jun 10 2012, 03:45) *

- Equipment drop chance was doubled, but equipment bazaar value was halved.

Bawwww there goes my credit source. I'm also not sure if my Binding of the Turtle became rare and valuable or outdated and useless.

My IWBTH hourly took about 50% more rounds and twice as many spirit points (with 7 opponents). If I face 9 or 10 monsters in IWBTH I might actually have to heal myself during battle. Which is as it should be - never having to cast cure at the highest difficulty was a little silly. Extrapolating down to lower difficulties, though, this is going to make the 100-round arenas more of a bitch (I'm looking at you, End of Days).

Generally, there are so many changes that I'm reserving judgement until things shake out.

edit: While I realize that having twice as much of something that's worth half as much still comes out as the same amount of money in terms of the bazaar, my original thought was along the lines of person-to-person sales dropping. At this point I'm thinking that having twice as many chances to update my personal equipment might turn out to be good.

This post has been edited by Panuru: Jun 10 2012, 18:41
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post Jun 10 2012, 18:37
Post #105
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I guess I didn't have to rename anything, even though I did have a couple breaking the o=0, i=l=1 rule. Does that mean the originals were under PL 25 and were removed? I can't try to rename them either since they have too high of a PL.
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post Jun 10 2012, 18:43
Post #106
eqwer



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without auto-cast and magnet(and it's impossiple to get the magnet any near soon), looks like i'm going straight to hell.....
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post Jun 10 2012, 18:50
Post #107
cs987987



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QUOTE
- "Minibosses" have been retired, since they were fairly wimpy compared to most user created monsters by now. -- Tweaked the spawn patterns for arenas to compensate for this.


The Minibosses was were fairly wimpy compared to most user created monsters

remove Minibosses but add more monsters

LV 200 up

in the Battle almost user created monsters

now monster can use token up the stats

the arena remove a Miniboss

add more user created monsters

Will the Difficulty be too hard
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post Jun 10 2012, 18:57
Post #108
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Good changes
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post Jun 10 2012, 18:59
Post #109
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So, for Club or Mace users, this update isn't actually all that bad. Sure, the stun damage bonus was removed, but...

QUOTE
- Using Defend will now additionally trade 10% overcharge to recover 10% base health.

- Using Focus will now additionally trade 25% overcharge to recover 5% base mana.


If you can keep the monsters stunned for long enough, you can recover quite a bit of health or mana essentially for free. Since overcharge is pretty much free for non-mages anyway, this is quite helpful.


Also: Fine dagger of balance... With Wisdom? wat.

This post has been edited by Drksrpnt: Jun 10 2012, 19:07
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post Jun 10 2012, 19:11
Post #110
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The PABs are all over the place (IMG:[invalid] style_emoticons/default/blink.gif)
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post Jun 10 2012, 19:13
Post #111
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This is a very well considered and exceptional patch. Thank you, Tenboro, for your continued work on HentaiVerse.
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post Jun 10 2012, 19:13
Post #112
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0.6.7 - Primary Attributes get a buff! Yay~
0.6.8 - Equipment no longer automatically get PABs. lolwut?

With the monster upgrades, I'm thinking their HP modifier's gonna need to be toned down again or removed entirely soon.

This post has been edited by derpymal: Jun 10 2012, 19:13
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post Jun 10 2012, 19:15
Post #113
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QUOTE(Tenboro @ Jun 10 2012, 05:45) *

- Equipment drop chance was doubled, but equipment bazaar value was halved.



Seeing the results, for me it looks like you exchanged 6 for half-dozen (IMG:[invalid] style_emoticons/default/tongue.gif)

The tweak on the hourlies was a really nice thing. It's nice to feel challenged in them again.

I also vote for bringing the minibosses back, buffed in one or other way. Our monsters aren't the only ones that deserve some love.

This post has been edited by zzyzzyxx: Jun 10 2012, 19:18
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post Jun 10 2012, 19:19
Post #114
Death Grunty



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QUOTE(Drksrpnt @ Jun 10 2012, 10:59) *

So, for Club or Mace users, this update isn't actually all that bad. Sure, the stun damage bonus was removed, but...
If you can keep the monsters stunned for long enough, you can recover quite a bit of health or mana essentially for free. Since overcharge is pretty much free for non-mages anyway, this is quite helpful.

Yeahh. Been there. Tried that.
Conclusion: impractical on iwbth
I guess the action speed of both actions is just too bad to be useful.
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post Jun 10 2012, 19:27
Post #115
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Funny how stun itself is now actually shittier than before it got any buff at all. (IMG:[invalid] style_emoticons/default/laugh.gif)

BTW... Overcharge is free!? ... It cost turn to produce OC, and each turn cost you your sanity, hence it's not free; quite costly, in fact...

This post has been edited by buktore: Jun 10 2012, 19:33
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post Jun 10 2012, 19:30
Post #116
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Spirit Shield needs to change, monster skills reach easily into the 15-20k+ damage range now
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post Jun 10 2012, 19:30
Post #117
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QUOTE(Death Grunty @ Jun 10 2012, 19:19) *

Yeahh. Been there. Tried that.
Conclusion: impractical on iwbth
I guess the action speed of both actions is just too bad to be useful.


Eh, I don't play on IWBTH though. Way too difficult for me. In higher arenas I usually hover between Normal and Heroic/Nightmare. In lower arenas I might play on IWBTH, but even so, monsters do so much damage now...

What happened before, I think Hitokiri84 (the monster) did some skill and did a crit, taking up 60 spirit points. That's insane. And that was on Hell difficulty, normally not that difficult. The monster damage is just way too high now.
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post Jun 10 2012, 19:38
Post #118
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Addendum: I'm not recovering spirit points quickly enough for them to refill between hourly battles. That is a bad thing.
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post Jun 10 2012, 19:52
Post #119
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QUOTE(Drksrpnt @ Jun 10 2012, 12:59) *

Also: Fine dagger of balance... With Wisdom? wat.


It's a very wordly dagger (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Everything's f'd up now.
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post Jun 10 2012, 19:54
Post #120
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QUOTE(derpymal @ Jun 10 2012, 12:13) *
With the monster upgrades, I'm thinking their HP modifier's gonna need to be toned down again or removed entirely soon.

I always thought it was a placeholder for this chaos token upgrade patch. The damage growth needs to be toned down too. On one Normal-IW as a mage, I was getting hit for 12k+ damage and sometimes needed 3-4 tier 3 AoE attacks on some previously high resist monsters because my attack either did next to no damage with non-directly targeted attacks, or they just flat missed several times (monsters I'm sure have been loaded with tokens already.)

And trying to melee anything on IWBTH? Yikes, agitated skills make power armor paper thin. Looks like I'm stuck with slower shield armor again.

It's definitely not fun anymore, and something needs to be toned down or people will start disappearing pretty fast.


EDIT:
Also, now that we've been given so much incentive to create beastly monsters, how about that patch where all my own monsters don't come to bash my face in?

This post has been edited by hitokiri84: Jun 10 2012, 20:03
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