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> HentaiVerse 0.6.8, Monsters need love too

 
post Jun 10 2012, 21:17
Post #141
Evil Scorpio



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QUOTE(MidNightPass @ Jun 10 2012, 23:16) *
Another nightmare patch for melees.

Nah, I think mages are in worse situation now.
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post Jun 10 2012, 21:28
Post #142
HaliZorat



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So I'm guessing this patch essentially undoes all the extra Evade I got from the previous patch (Shade Armor) AND makes monsters absurdly hard to fight? Guess I'll be on Hard/Heroic forever. (IMG:[invalid] style_emoticons/default/heh.gif)
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post Jun 10 2012, 21:42
Post #143
Bunker Buster



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Pretty sure the level HP boost is meant to make the game tedious and very little else.
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post Jun 10 2012, 22:06
Post #144
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QUOTE(Bunker Buster @ Jun 10 2012, 21:42) *

Pretty sure the level HP boost is meant to make the game tedious and very little else.

You are so positive. At least it is not like Diablo Act 3-4 in Inferno Mode (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 10 2012, 22:09
Post #145
Honeycat



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QUOTE(Tenboro @ Jun 10 2012, 01:45) *

- The first half of the monster upgrade system was added. This allows you to spend Chaos Tokens on 11 different upgrades to further improve your monster.

So once the tokens are in the Chaos Upgrades, they're in, I found out. Is there no way to remove them? There's a + button but no - button. You should add that and then have an "apply" button to lock it in once we make up our minds.


Also, this has been happening for a while now whenever I toggle spirit channeling.

(IMG:[i2.lulzimg.com] http://i2.lulzimg.com/f5e6eab098.png)
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post Jun 10 2012, 22:09
Post #146
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and at the same time decrease the number of active players...
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post Jun 10 2012, 22:09
Post #147
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QUOTE(Ichy @ Jun 10 2012, 16:06) *

You are so positive. At least it is not like Diablo Act 3-4 in Inferno Mode (IMG:[invalid] style_emoticons/default/laugh.gif)


No, but it's getting pretty close to "Ghosts n Goblins". (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jun 10 2012, 22:13
Post #148
4EverLost



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QUOTE(hentai_fusion @ Jun 10 2012, 20:09) *

and at the same time decrease the number of active players...


lag fix

QUOTE(jcullinane @ Jun 10 2012, 20:09) *

No, but it's getting pretty close to "Ghosts n Goblins". (IMG:[invalid] style_emoticons/default/rolleyes.gif)



haha i've dumped a lot of coins into that game.

btw I lost over 200 spirit points in this patch (IMG:[invalid] style_emoticons/default/cry.gif)
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post Jun 10 2012, 22:18
Post #149
Hoheneim



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QUOTE(hitokiri84 @ Jun 10 2012, 19:54) *

agitated skills make power armor paper thin.


Power Armor has always been paper-thin.

QUOTE(hitokiri84 @ Jun 10 2012, 19:54) *

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?


The owner of supa-dupa critters should face 50% boosted up versions of them. With fully charged skill bars.

QUOTE(Mr. Plow @ Jun 10 2012, 21:16) *

Maybe the increased difficulty, decreased equipment value, and decreased material value will help bring our inflation under control.


I hope so, but I can't see how increasing the difficulty has (or should have) any bearing on inflation.

Anyways, all that's happened till now is that the materials' bazaar has been raided.

This post has been edited by Hoheneim: Jun 10 2012, 22:55
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post Jun 10 2012, 23:11
Post #150
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QUOTE(Tiap @ Jun 10 2012, 14:09) *

Know what we need?
Summons.


That would be the best thing ever.

Just had and idea. Will dual-wielding two Battlecaster weapons give you the mana conservation from both?

This post has been edited by kingwolf: Jun 10 2012, 23:32
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post Jun 10 2012, 23:33
Post #151
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Hmmmmm

Lucky I reached lvl 240 and did THE TWILIGHT before the update in the morning. (IMG:[invalid] style_emoticons/default/smile.gif)
Now got killed by 3 bad ass monsters in GRADUATION with RegenII, Haste and Shadow Veil which used to get me even thru 6-7 mob no problem, now it's worth shit and folks barely started upgrading their pups.
Lets hope next update will come real soon to even things out again or I'll have to get back to my real life (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jun 10 2012, 23:38
Post #152
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what does double gift do? can't find any references on the forums or in the wiki
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post Jun 10 2012, 23:40
Post #153
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QUOTE(hitokiri84 @ Jun 10 2012, 13:54) *

I always thought it was a placeholder for this chaos token upgrade patch.

I did, too. But since it wasn't taken out with the patch....
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post Jun 10 2012, 23:44
Post #154
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QUOTE(r3pt1le @ Jun 10 2012, 21:38) *
what does double gift do? can't find any references on the forums or in the wiki

You get two gifts instead of one.
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post Jun 11 2012, 00:02
Post #155
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QUOTE(Tenboro @ Jun 10 2012, 10:45) *

0.6.8 Monster Lab

- The first half of the monster upgrade system was added. This allows you to spend Chaos Tokens on 11 different upgrades to further improve your monster.
-- Upgrades unlock as the power level of your monster increases. They do however not increase power level directly.

Nice with a little diversity in monster creation makes it more interesting after you have gotten 13 monsters (one of each kind) and puts the chaos tokens to good use. Scaling of the effects of the new Chaos Upgrades might need some tweaking though from what I have seen so far.
QUOTE
- The skill editor has been beefed up somewhat. Monsters now get additional skills at PL 200 (a more powerful MP skill) and PL 400 (which uses SP).
-- Some monster classes also get magical skills at these levels. Other classes will be able to unlock this in the future, through specific upgrades.

Different skills for higher PL monsters is a good idea. It livens up the game. Magical skills should be more common, to make magical mitigation, resistance and elemental damage mitigation more useful, but at least this makes them is slightly less pointless.
QUOTE
- Naming monsters in the monster lab is now delayed to when the monster has reached powerlevel 25. Note that monsters won't be activated until they have reached PL 25 and been given a name.

People sitting on monster names while doing nothing with them is annoying and this clears the slate nicely and cut down the number of custom monsters to a more managable amount.
QUOTE
- The system no longer allows typographically similar numerical substitutions on names of existing monsters (that is, o=0 and i=1=l)
-- Existing monsters that took advantage of this need to set a new name.

Seem a very limited bandage on a wider problem.
QUOTE
- Monster lab drops were increased, but bazaar value was reduced.

Nice now it might he plausible for a "normal player" to upgrade his/her equipment. Who sells them to the bazaar anyway? People buy them in the bazaar so this is only a positive change in my book.
QUOTE
- Scanning a monster will now also display its owner.

Good to know who to complain to when you die or when the name is just stupid.
QUOTE
- Fleeing from a battle now counts as a victory for the monsters involved. However, a cooldown has been added to how often a player can count towards a win.

- Metals now drop more often than the other materials, as they are used by several equipment classes.

Logical change=good change
QUOTE
Equipment

- Willow and Oak staffs were changed to tier 1 in the loot table.

Now people will perhaps stop complaining that they only get redwood now that willow and oak should be equally common.
QUOTE

- Equipment prices were adjusted so that the values of the same tier from different equipment classes are roughly the same.

Equality between styles. Equal rights movements gone mad.
QUOTE
- Equipment drop chance was doubled, but equipment bazaar value was halved.

So monetary effect will even out but sadly I had a lot of equipment in storage which lost half its value. Double drop rates of course means double chance of getting something nice. GRRREAAAAAAT!!!
QUOTE

- Battlecaster weapons have traded the bonus to spell damage for a bonus to mana conservation.

Isn't that Focus?
QUOTE
- The Ox, Raccoon, Cheetah, Turtle, Fox and Owl suffixes have been retired.

Instead, there are now separate rolls for the various primary attribute bonuses that can be applied to an equipment piece. Since it rolls against a probability for each given stat, a given piece will usually not have every bonus it can have.

Note that most equipment types can now have bonuses they didn't have before, and the maximum bonuses have been increased. This should increase loot diversity a fair bit.

Strange to buff the stat bonus suffixes in the last patch and remove them in this but whatever. There removal of the suffixes will of course give a better chance to get the good suffixes and now you get stats bonuses as a bonus on them. So good all around change.
QUOTE
Battle

- Fixed damage from Backstab poison.

- 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.

Fixing broken things is nice whether the solution works is another thing entirely.
QUOTE

- Damage bonus from stun and sleep were removed entirely.

Nerf to my mace. Doesn't seem to make a big difference though. Nobody uses sleep so why nerf it?
QUOTE
- Proficiency bonuses for damage for melee classes were adjusted as such:
-- One-handed: 1.5 => 3.0 per point
-- Two-handed: 2.0 => 3.0 per point
-- Dual-Wield: 2.5 => 5.0 per point

Why does every single patch increase the importance of proficiency? Perhaps Tenboro hate power leveling?
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.

Hated them when I was low level now I don't care.
QUOTE
Misc

- Four new stats were added to the game; for want of better words, anti-evade, anti-block, anti-resist and anti-parry. These reduce the corresponding effective stat of a target by a percentage amount.
-- A target with 20% evade will have effective 15% evade against an attacker with 25% anti-evade.
-- This is currently only used by custom monsters.

This could lead to serious problems for me. Hope the range for them isn't to high to make my evade useless against a significant number of monsters.
QUOTE

- The "posting bonus" for EXP has been revamped. Instead of being based on the number of posts during the last day, it's now based on activity over the last month. A single post per day is enough, and it maxes at being "active" 20 of the last 30 days.

This is a really nice change. No more incentivising of spamming while activity on the forum is still rewarded.
QUOTE
- The power bonus from posting has similarly been replaced by a factor based on total number of active days.

Better to reward being active for a long time then for being an early member.

All in all a nice patch.
Thank you for all your efforts Tenboro.
To make the game balanced a review of the spawn pattern and the chaos upgrade ranges might be needed.
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post Jun 11 2012, 00:15
Post #156
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QUOTE(kingwolf @ Jun 10 2012, 16:11) *

Just had and idea. Will dual-wielding two Battlecaster weapons give you the mana conservation from both?


I would really like to know this.
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post Jun 11 2012, 00:24
Post #157
4EverLost



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QUOTE(kingwolf @ Jun 10 2012, 22:15) *

I would really like to know this.


yes
79.2 % mana cost
Fine Wakizashi of the Battlecaster 10.73%
Average Buckler of the Battlecaster 12.63%
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post Jun 11 2012, 00:37
Post #158
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time to update the shop ^^

This post has been edited by dcherry: Jun 11 2012, 00:38
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post Jun 11 2012, 00:43
Post #159
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Huh.. I can't 1-shot things anymore.
Actually, I can't even hit them most of the time neither. Even with 99.3% hit chance plus arcane focus.

Heck, mobs can 'dodge' even channeling spells, which were supposed to hit no matter what. (IMG:[invalid] style_emoticons/default/sleep.gif)


This patch makes everything harder.
With pretty much the same offensive capabilities, we're supposed to kill mobs that have potentually up to 100% more health and a shitload of other defensive buffs.
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post Jun 11 2012, 01:00
Post #160
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QUOTE(r3pt1le @ Jun 11 2012, 00:38) *

what does double gift do? can't find any references on the forums or in the wiki

Link to attachment again not working (IMG:[invalid] style_emoticons/default/sleep.gif);

This post has been edited by eleeinos: Jun 11 2012, 01:57
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