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> HentaiVerse 0.70, Level ALL the things!

 
post Jul 29 2012, 11:40
Post #61
watisthis



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Can you do a quick update telling me the name of the equipment that actually got increased in potential after I finished item world? I completely forgot what item I was in after 90 rounds so I'm clueless which random item I went into.
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post Jul 29 2012, 11:40
Post #62
tsusai



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total block chance from my equipment is 73.8%

and my current block chance is 57.3%

how you explain this lol
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post Jul 29 2012, 11:40
Post #63
Tenboro

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QUOTE(xenexegesis @ Jul 29 2012, 11:33) *

Does this mean if you have an Elemental weapon and you get it to Level 10, it'll deal Void damage on normal hit and have a bonus Elemental hit after that?


Uh-huh.

QUOTE(ChosenUno @ Jul 29 2012, 11:36) *

Tenboro, can you give us a list of what each potential do?

I have no idea wtf Butcher lv.1 is supposed to give me (IMG:[invalid] style_emoticons/default/biggrin.gif)



Naw. Most are self-explanatory, and I decided to keep them limited to stats to avoid confusing stuff with future Forge additions. Buut, Butcher increases damage.

QUOTE
Or, just have a tooltip of the potential when you hover over it? (IMG:[invalid] style_emoticons/default/biggrin.gif)


... I herd you liek tooltips so I put tooltips in your tooltips?
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post Jul 29 2012, 11:41
Post #64
McLOVINu



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I also prefer the old item pop-ups, it WAS much more easy to read TOP to BOTTOM.

But, we all probably have to get re-used to it.
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post Jul 29 2012, 11:43
Post #65
watisthis



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random scythe selling for 200c instead of the usual 1k? OK I MAD
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post Jul 29 2012, 11:43
Post #66
nyuue



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QUOTE(Tenboro @ Jul 29 2012, 11:33) *

I reused the "level" field from the database for the experience counter for potential, so it could potentially have cached the old value until you re-equipped it. Shouldn't affect anything non-visual.

Everything else in my inventory was at 0 / whatever so that was kinda confusing...
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post Jul 29 2012, 11:43
Post #67
ChosenUno



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QUOTE(Tenboro @ Jul 29 2012, 16:40) *

Uh-huh.
Naw. Most are self-explanatory, and I decided to keep them limited to stats to avoid confusing stuff with future Forge additions. Buut, Butcher increases damage.
... I herd you liek tooltips so I put tooltips in your tooltips?


Butcher increase damage? I thought that couldn't happen on a weapon?
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post Jul 29 2012, 11:44
Post #68
prettynwpu



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Why HV became a completely new game after my dinner?(PS:GMT8+)
There are so many new interesting things
I can't wait to try them! (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jul 29 2012, 11:44
Post #69
varst



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Okay, so after some trail...

INT no longer gives magical accuracy bonus. WIS gives you 1% accuracy bonus per 25 points.
Seems fine.
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post Jul 29 2012, 11:46
Post #70
midvalley



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Wow, this is huge. I always thought equipment-leveling was disproportionately hard for tiny gains, but now this is more like it! Hallelujah! (IMG:[invalid] style_emoticons/default/laugh.gif)

Also, yay, accuracy bonuses are worthwhile now! (IMG:[invalid] style_emoticons/default/smile.gif) (Or "again", as the case may be.)
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post Jul 29 2012, 11:47
Post #71
海想列車



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My head's going to explode.
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post Jul 29 2012, 11:49
Post #72
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Super happy, good problem solving, better look, feels great!
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post Jul 29 2012, 11:49
Post #73
yupan



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The amount of potency the item gains depends both on the challenge level and the number of rounds that have been cleared.


what do you mean "number of rounds that have been cleared." ?
do you mean the number of times clearing the weapon?
or do you mean that the farther level you go the more EXP you get
like at round 200 you get the most EXP?
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post Jul 29 2012, 11:51
Post #74
cheapman



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nice patch
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post Jul 29 2012, 11:54
Post #75
Raaby



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Salvaging seems like a bust. My Fine shit may not get me some big bucks at an auction, but they do add up and are worth more than getting a few low grade materials.
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post Jul 29 2012, 11:55
Post #76
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Don't have time to try out everything, but I'll do some more testing tomorrow when I'm more awake.

QUOTE(Tenboro @ Jul 29 2012, 03:47) *

-- Forge level scaling was altered slightly due to this change.

What's the new level scaling compared to the old one? Lost a few forge levels but I guess it's intentional. It doesn't appear to be majorly different, though some of my gear are now over the upgrade limit as a result.

QUOTE(Tenboro @ Jul 29 2012, 03:47) *

- Forge EXP is now more closely tied to the level of the materials used for the upgrade. It now gives +0.2 per low-grade, +1 per mid-grade and +4 per high-grade, as well as +5 for a special item, giving an effective cap of 25 per upgrade.

Would it be too much to ask to make this change retroactive for 0.6.9? Considering the old cap was 10 and the new one being 25, a lot of forge EXP would have been lost for the early testers that were trying out the forge leveling system. I'm pretty sure you will say no but it's worth a shot.

QUOTE(Tenboro @ Jul 29 2012, 04:20) *

Also, already-void weapons will get an elemental strike when they reach level 10.

Will the elemental strike be randomly generated or do we get to choose?

QUOTE(Tenboro @ Jul 29 2012, 03:47) *

- Monsters now get a higher rate of binding drops as their power level increases.

Maybe switch out bindings and put special items in its place? Of all the bindings, there are only two that are on par with high-grade materials as far as value goes.

QUOTE(Tenboro @ Jul 29 2012, 03:47) *

Accuracy is back to being an additive stat for players. Attack and Spell accuracy above 100% will never "miss", and whatever accuracy you have above 100% is applied as Counter-Evade against the target.

In other words, a spell accuracy of 150% will never fail the "miss" roll, and reduces the target's effective Evade by 50%.

Any plans to implement a similar system for resists and parry?

Guess that's it for now, it's 5 AM and I'm pretty tired.
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post Jul 29 2012, 11:58
Post #77
JJ_Zalem



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Superior cold redwood staff od destruction - low grade wood. OMI GOD. I almost shat myself because of happiness.
Got some free time to grind arena, but now i must learn that damn thing.

PS. I'm NOT complaining.
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post Jul 29 2012, 11:59
Post #78
MizuhoChan



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Oh well. No reason to even daily bonus anymore now. I don't post here, so I guess I'm done with HV. All I did was collect daily and monster items, since the game has sucked for quite some time already.
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post Jul 29 2012, 12:00
Post #79
Tenboro

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QUOTE(Robbie Pie @ Jul 29 2012, 11:54) *

Salvaging seems like a bust. My Fine shit may not get me some big bucks at an auction, but they do add up and are worth more than getting a few low grade materials.


Selling is supposed to be a viable choice. There were several trade-offs between monsters still mattering, the equipment shop not being raided, and the higher-grade mats not being flooded to hell and back.

QUOTE(Sushilicious @ Jul 29 2012, 11:55) *

What's the new level scaling compared to the old one? Lost a few forge levels but I guess it's intentional. It doesn't appear to be majorly different, though some of my gear are now over the upgrade limit as a result.


The linear scaling went from 20 to 25.

The newer leveling systems (forge and equipment) don't actually store your level, they just use some fancy basic math to calculate an effective level from the total EXP.

QUOTE(Sushilicious @ Jul 29 2012, 11:55) *
Would it be too much to ask to make this change retroactive for 0.6.9? Considering the old cap was 10 and the new one being 25, a lot of forge EXP would have been lost for the early testers that were trying out the forge leveling system.


Not really possible, even if I wanted to. And when did you ever see me make something like that retroactive?

QUOTE(Sushilicious @ Jul 29 2012, 11:55) *
Any plans to implement a similar system for resists and parry?


General plans, yes. Specific plans, no.
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post Jul 29 2012, 12:02
Post #80
arialinnoc



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I love this patch. Thx.
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