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> HentaiVerse 0.70, Level ALL the things!

 
post Jul 30 2012, 19:45
Post #441
Death Grunty



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QUOTE(Ichy @ Jul 30 2012, 02:48) *

Whatever.

Does anyone know what a Staff will get at level 10. Void or do they get something more usable?


LEVEL 10 STAFF (IMG:[invalid] style_emoticons/default/dry.gif)


If you want to thank me, feel free to donate 5 featherweight shards. xD
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post Jul 30 2012, 19:59
Post #442
Sardion



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QUOTE(Maximum_Joe @ Jul 30 2012, 19:38) *

1 too many "per"s (IMG:[invalid] style_emoticons/default/tongue.gif)

CODE
All non-Primary Attribute and damage type potencies give roughly 2% per player level per potency level.

So, at my level 2Lvl butcher will give 2%*208*2=8.32 flat dmg?
somewhat small number
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post Jul 30 2012, 20:01
Post #443
hzqr



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The quality needs to be tweaked, I'm getting truckloads of Crude, Fair and Average on Battletoads
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post Jul 30 2012, 20:10
Post #444
海想列車



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QUOTE(drtylyssa @ Jul 30 2012, 10:26) *
Second, to all the credit complaints of all varieties... the game was designed to spend credits gained on e-hentai. Maybe the goal is to remind people that contributing something to the forums and the site is the point of the game. not just playing.

Thank you.

QUOTE(Death Grunty @ Jul 30 2012, 10:45) *

Void on a staff? Sounds unfair for you mages. (IMG:[invalid] style_emoticons/default/huh.gif)
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post Jul 30 2012, 20:12
Post #445
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QUOTE(aurabolt @ Jul 30 2012, 10:10) *

Sounds unfair for you mages. (IMG:[invalid] style_emoticons/default/huh.gif)

Maybe Tenb will change it to Elemental Strike.
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post Jul 30 2012, 20:12
Post #446
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Gained another level with my phase cap and now have Juggernaut 2. 2.68% for the first level but only 2% flat for the second. At least it was not an elemental resistance.

Here is a little oddity, my Superior Cotton Robe of Protection (which was a recent drop just before the change) that I held onto because it had 4PABs actually requires more XP to level than my Superior Phase robes.
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post Jul 30 2012, 20:14
Post #447
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QUOTE(Death Grunty @ Jul 30 2012, 13:45) *

LEVEL 10 STAFF (IMG:[invalid] style_emoticons/default/dry.gif)
If you want to thank me, feel free to donate 5 featherweight shards. xD



Did you level a flimsy staff just to see what would happen? I know my crude phase gloves only had 25 rounds so flimsy must have had next to nothing, but I hope you did not waste an energy drink in the process.
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post Jul 30 2012, 20:26
Post #448
Death Grunty



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QUOTE(teenyman45 @ Jul 30 2012, 12:14) *

Did you level a flimsy staff just to see what would happen? I know my crude phase gloves only had 25 rounds so flimsy must have had next to nothing, but I hope you did not waste an energy drink in the process.

It had 25 rounds. Rushed through 14 times or so on IWBTH to see what would happen.
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post Jul 30 2012, 20:54
Post #449
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CODE
- The daily dawn EXP was reduced to 5%, and now depends on the forum bonus.

- The daily dawn credits were significantly increased, by a factor of between 5 and 20.


I like this upgrade, one razon more for improve my english, "the forum bonus."

Thanks for great patch. (IMG:[invalid] style_emoticons/default/smile.gif)

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post Jul 30 2012, 21:43
Post #450
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Dear, Tenboro. I came up with more reasons why you should allow an IW potency reset.
First of all the chances of getting all 10 bonuses you want are astronomically low! In fact unfairly so. Anyone who's hoping for a Juggernaut Lv.5 and Capacitor Lv.5 should do the math. Assuming the chances for each potency are equal that's such a depressing number it'll literally make one cry.
I hope you have plans to help us control this to some extent. Maybe be presented with two or more randomly chosen potencies at the end and then let us choose one. This would increase the chances a lot. (Though even then it'd take HUNDREDS of resets to get something like Lv.5 Juggernaut + Lv.5 Capacitor.) This could be unlocked and/or amplified through some training. Eg. a training that increases the number of potencies to choose from at the end of IW, or a training that simply lowers the chances of the unwanted potencies, or perhaps something like a training that let's you choose some potencies to keep while resetting (What I mean is this: once at level 10 you can choose to pick some of the potencies you gained while the rest are removed and the item ist partially reset to whatever level the potencies you chose amount to. Though I guess that would be way too easy.)

And regarding weapons. The level 10 is random with a chance of 1/7 to get the perk you want. Which is annoyingly slim considering you'd have to restart from scratch with a reset. Thus people with legendary ethereals would have to beat thousands of rounds on iwbth (or a multiple of this on lower difficulties) to get another shot at the element they want. It seems fair to me, alright. Especially if they also want to collect a few useful potencies like Economizer along the way. To get to Lv10 is really annoying and a huge amount of grinding is required. (Truly Disgaea like.)

Well for now, I really only care about the reset so I know I haven't screwed up my items.

I had multiple reasons, but I forgot them along the way. (IMG:[invalid] style_emoticons/default/sleep.gif)
I blame the math! It's depressing.
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post Jul 30 2012, 21:56
Post #451
Ichy



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QUOTE(Death Grunty @ Jul 30 2012, 19:45) *

LEVEL 10 STAFF (IMG:[invalid] style_emoticons/default/dry.gif)
If you want to thank me, feel free to donate 5 featherweight shards. xD

Thanks (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jul 30 2012, 22:01
Post #452
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QUOTE(kserox @ Jul 30 2012, 17:48) *

Nice idea, but it will be too simple too level equipment that way, don't you think?


Ah, I'm only using one equipment set. Because till now I had no urge to collect some different types of equipment sets. Perhaps, I should start doing so.

QUOTE(arnwerker @ Jul 30 2012, 17:56) *

Dont feel bad I did the same thing yesterday,with my main weapon no less.Guess their definition of salvage was different from mine.Thought it would just salvage the materials(if there was any salavagable) from the weapon and that would be it,but oh hell no lol bye bye weapon.Sorry for your lose

PLUS:There was nothing saying you would lose your weapon so looking would have done no good.Guess we should have asked someone first.


Nah, I ment waiting for the frequently posters to try it out and report the benefit of this action. Right now, I can't really see what good it does beside of the chance to get some decent material or at least something worthier than selling the item to the shop. But "No usable savage item" still hurts.
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post Jul 30 2012, 22:04
Post #453
Tenboro

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QUOTE(Death Grunty @ Jul 30 2012, 21:43) *
Anyone who's hoping for a Juggernaut Lv.5 and Capacitor Lv.5 should do the math.


What makes you think I want everyone running around in full Jug5/Cap5 gear?

Though technically the odds aren't astronomical, just very low, seeing as it's biased towards picking a potency level-up over a completely new one.
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post Jul 30 2012, 22:08
Post #454
arnwerker



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QUOTE
Nah, I ment waiting for the frequently posters to try it out and report the benefit of this action. Right now, I can't really see what good it does beside of the chance to get some decent material or at least something worthier than selling the item to the shop. But "No usable savage item" still hurts.


I hear that .I did at least make a couple new friends here I think,but wasnt expecting my weapon to go pooof into thin air

This post has been edited by arnwerker: Jul 30 2012, 22:20
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post Jul 30 2012, 22:27
Post #455
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QUOTE(Tenboro @ Jul 30 2012, 14:04) *

What makes you think I want everyone running around in full Jug5/Cap5 gear?

Obviously. (IMG:[invalid] style_emoticons/default/tongue.gif)
That's why it shouldn't be easy. But even with an option to reset it's not something accomplished very easily. It would take forever.
Btw. Spelunker is still there right? How about you link it to the reset option. 24h cooldown minus training reduction.

QUOTE(Tenboro @ Jul 30 2012, 14:04) *
Though technically the odds aren't astronomical, just very low, seeing as it's biased towards picking a potency level-up over a completely new one.

Good to know. Also coincides with the potencies I got. (IMG:[invalid] style_emoticons/default/sleep.gif)
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post Jul 30 2012, 22:29
Post #456
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Can't we just see potencies as bonuses instead as must-haves on a equipment? (IMG:[invalid] style_emoticons/default/dry.gif) If you get what you want, cool. Else, deal with it.

(IMG:[invalid] style_emoticons/default/duck.gif)

This post has been edited by aurabolt: Jul 30 2012, 22:30
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post Jul 30 2012, 22:31
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QUOTE(Tenboro @ Jul 30 2012, 12:04) *

What makes you think I want everyone running around in full Jug5/Cap5 gear?

Players will strive for the min/max as long as you make it possible.
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post Jul 30 2012, 22:37
Post #458
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QUOTE(Tenboro @ Jul 30 2012, 16:04) *

What makes you think I want everyone running around in full Jug5/Cap5 gear?

Fact is everyone that plays this game seriously for anything except getting hath for gallery perks is an addict or munchkin.
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post Jul 30 2012, 22:42
Post #459
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Now that all items scale to level, is there any longer a point to hanging on to trophies untill you reach a reasonably high level before turning them in?
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post Jul 30 2012, 22:43
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For all those concerned with equipment leveling through IW, I've noticed that forging equipment will also increase it's XP. It wasn't mentioned in the patch notes, so I hope it's not a bug. Seems like a viable alternative for those who don't want to grind in IW... If you got the Materials.

Would be nice if Spelunker training was replaced with something that effects equipment XP somehow such as reducing number of rounds required in IW. Perhaps increasing the level of the Forge can increase the amount of XP forging items gives you.
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