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> HentaiVerse 0.6.8, Monsters need love too

 
post Jun 11 2012, 10:45
Post #221
buktore



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Why would a stronger monster made a power-up'ed Defense/Focus worst? (IMG:[invalid] style_emoticons/default/huh.gif)

Oh well... It's human logic, I guess...

QUOTE(buktore @ May 8 2012, 09:16) *
But that's normal, I guess... After all, human perception is not based only on the stimuli itself, but also the difference between it and another stimuli. (IMG:[invalid] style_emoticons/default/rolleyes.gif)


I kinda like the new Focus, in fact...

This post has been edited by buktore: Jun 11 2012, 10:47
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post Jun 11 2012, 10:47
Post #222
hentai_fusion



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this is one of those patches that attempts to curb the godly-ness for really high level players but causes the mid-high level players to suffer a lot.

in the end all it has done is force the really high level players to lower their difficulty by 1 grade while the mid-high level players are having trouble surviving even on normal difficulty.


also this patch seems to (once again) buff melee and nerf mages.
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.

a mage that attempts to melee with a staff is just suicidal. so now mages practically can't defend and focus, in addition to that overcharge skill. at least make mages gain overcharge when using magic missile.

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

prof damage boost for melee but not mage. no love for mages?...

QUOTE

- 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.

the only defense mages ever had against the monsters is its evade. now with anti-evade, the only line of defense the mages have is as good as none.

sure, anti-block will affect those shield and shield armour players but they still have mitigation to rely on should their shields get anti-block by the monsters.
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post Jun 11 2012, 10:48
Post #223
varst



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QUOTE(buktore @ Jun 11 2012, 16:45) *

Oh well... It's human logic, I guess...


(IMG:[www.emotionalcompetency.com] http://www.emotionalcompetency.com/images/blame.gif)
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post Jun 11 2012, 10:57
Post #224
cs987987



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QUOTE
- 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.

QUOTE
-- Upgrades unlock as the power level of your monster increases. They do however not increase power level directly.


in HentaiVerse 0.6.8

we can improve the monster's stats

but didn't increase their PL

didn't it mean the exp increase too

maybe can fix the maximum PL of monsters

Player's Level Max Monster PL
1-99 Player's current level
100-299 ((Player's current level ^ 1.2) - 151)
300+ Any

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post Jun 11 2012, 10:57
Post #225
Evil Scorpio



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QUOTE(varst @ Jun 11 2012, 11:53) *
Change in PAB is okay, though the % for certain PAB to appear on equips needs to be adjusted. Right now it's too random.

Randomness is okay, but we need a minimal PAB's quantity (at least 2) to get rid of no-PAB or 1-PAB equipment, 'cause it's useless.
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post Jun 11 2012, 11:00
Post #226
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I didn't say that Defend is worse than before, just that a "mere" 10% of base health per Defend isn't really that much when majorly buffed up monster can generally do more than that + Regen's amount in even Heroic.

For Focus, I can leave one monster alive and essentially guarantee an MP profit even if the monster damages me enough to force me to cast a healing spell. So far, I can usually use it safely in all difficulties.

Defend seems like a slow way to attempt to recover HP, and if it fails, you've cost yourself MP to heal and Overcharge. It's something that seems only viable on maybe Easy-Heroic, and you probably don't even need Defend on Easy or Normal.

That being said, I hope that one of the things Tenboro will tweak is the damage boost, so then Defend can be used safely more often.

This post has been edited by HaliZorat: Jun 11 2012, 11:03
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post Jun 11 2012, 11:04
Post #227
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QUOTE(cs987987 @ Jun 11 2012, 08:57) *
in HentaiVerse 0.6.8

we can improve the monster's stats

but didn't increase their PL

didn't it mean the exp increase too

maybe can fix the maximum PL of monsters

Player's Level Max Monster PL
1-99 Player's current level
100-299 ((Player's current level ^ 1.2) - 151)
300+ Any

All this would do is filter out 4-5 monsters at best.
Beefed up (with tokens, that is) PL800- monsters would still pose the same threat as before.
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post Jun 11 2012, 11:05
Post #228
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Is there a reason why some monsters cannot be renamed?
My PL 133 needs to be, but option is not there, and while the wiki has been updated, it does not say...
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post Jun 11 2012, 11:06
Post #229
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QUOTE(Tenboro @ Jun 11 2012, 09:41) *

Since many monsters have been upgraded by now there are some temporary buffs that need to be tweaked down somewhat.


Understatement of the year.
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post Jun 11 2012, 11:11
Post #230
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It's true that the game IS harder than before. But I can't believe someone would be mad enough to bring up the mage/melee thing... (IMG:[invalid] style_emoticons/default/mellow.gif)
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post Jun 11 2012, 11:17
Post #231
Tenboro

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- Chaos Tokens now drop more often than other tokens, and the token drop rate has been increased somewhat.

- The temporary HP boost added some time ago has been halved. As the upgrades get applied more widely, it will likely be removed entirely.
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post Jun 11 2012, 11:18
Post #232
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QUOTE(Evil Scorpio @ Jun 11 2012, 16:57) *

Randomness is okay, but we need a minimal PAB's quantity (at least 2) to get rid of no-PAB or 1-PAB equipment, 'cause it's useless.


Of course it's a good idea, though IMO it gives too much advantage to players.
In order to have more PAB, there should be some (but not equal) chance of getting less PAB

QUOTE(chume @ Jun 11 2012, 17:05) *

Is there a reason why some monsters cannot be renamed?
My PL 133 needs to be, but option is not there, and while the wiki has been updated, it does not say...


Once a monster reaches PL 100 it can't be renamed.

QUOTE(buktore @ Jun 11 2012, 17:11) *

It's true that the game IS harder than before. But I can't believe someone would be mad enough to bring up the mage/melee thing... (IMG:[invalid] style_emoticons/default/mellow.gif)


People should test both styles before giving their comments, for obvious reasons.
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post Jun 11 2012, 11:21
Post #233
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QUOTE(Tenboro @ Jun 11 2012, 17:17) *

- Chaos Tokens now drop more often than other tokens, and the token drop rate has been increased somewhat.


Mind to tell the composition of tokens now? (they have equal chance previously)
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post Jun 11 2012, 11:33
Post #234
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QUOTE(Tenboro @ Jun 11 2012, 03:17) *

- Chaos Tokens now drop more often than other tokens, and the token drop rate has been increased somewhat.

- The temporary HP boost added some time ago has been halved. As the upgrades get applied more widely, it will likely be removed entirely.


Awesome! Would you please add a note in the wiki that monsters cannot be renamed after PL100 (My PL133 monster breaks one of the listed naming rules and cannot be renamed now...)?
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post Jun 11 2012, 11:37
Post #235
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Wait, the newly-unnamed monsters over PL 100 can't be renamed?
Is that the reason E1la is not around?
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post Jun 11 2012, 11:49
Post #236
Drksrpnt



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QUOTE(Tenboro @ Jun 11 2012, 11:17) *
- The temporary HP boost added some time ago has been halved. As the upgrades get applied more widely, it will likely be removed entirely.


Ohh god THANK YOU. It was really just crazy before. This makes IWBTH a LOT more viable... at least for me, anyway.
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post Jun 11 2012, 12:18
Post #237
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Perhaps the Defend and Focus changes are more for the lower levels? Recovering health and mana is more difficult for them, and they usually play on easier difficulties.
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post Jun 11 2012, 12:26
Post #238
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QUOTE(varst @ Jun 11 2012, 13:18) *
Of course it's a good idea, though IMO it gives too much advantage to players. In order to have more PAB, there should be some (but not equal) chance of getting less PAB

Considering the new monster boosts - it doesn't give too much advantage.
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post Jun 11 2012, 12:27
Post #239
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Me gusta, me gusta MUCHO.
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post Jun 11 2012, 12:40
Post #240
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QUOTE(wooty @ Jun 11 2012, 15:57) *

Me gusta, me gusta MUCHO.


Whats that ...... (IMG:[invalid] style_emoticons/default/blink.gif)
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