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> HentaiVerse 0.70, Level ALL the things!

 
post Aug 2 2012, 21:04
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Agility is not the worst thing in the world, but I would much rather prefer Archmage or especially Economizer to go with this magnificent staff.

I know at least one other person has mentioned it, but there is almost zero impetus to complete level 10 for staff wielders since a void damage melee strike is nearly worthless.
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post Aug 2 2012, 21:07
Post #602
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QUOTE(teenyman45 @ Aug 2 2012, 21:04) *

Agility is not the worst thing in the world, but I would much rather prefer Archmage or especially Economizer to go with this magnificent staff.

I know at least one other person has mentioned it, but there is almost zero impetus to complete level 10 for staff wielders since a void damage melee strike is nearly worthless.

ur staff already have mana conservation

Potency unlocks add stats that the equipment piece does not already possess (with the exception of damage stats for weapons)


This post has been edited by FLCLocust: Aug 2 2012, 21:13
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post Aug 2 2012, 23:11
Post #603
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QUOTE(FLCLocust @ Aug 2 2012, 21:07) *

Lists int and wis bonus as melee bonus, those two should be for staff, no? Would be 7:7 potencies then, instead of 9:5 right now.
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post Aug 3 2012, 00:12
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海想列車



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QUOTE(Temchy @ Aug 2 2012, 14:11) *
Lists int and wis bonus as melee bonus, those two should be for staff, no?

Yes.
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post Aug 3 2012, 00:28
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actually it would be 9/7 because int and wis can be potencies if the original piece lacks int/wis
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post Aug 3 2012, 01:23
Post #606
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No, they can't. There's a reason why Swift Strike was added.

https://forums.e-hentai.org/index.php?s=&am...t&p=2075098
https://forums.e-hentai.org/index.php?s=&am...t&p=2075186

You posted right after them. You should know this.

This post has been edited by aurabolt: Aug 3 2012, 01:37
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post Aug 3 2012, 01:46
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QUOTE(aurabolt @ Aug 3 2012, 01:23) *

No, they can't. There's a reason why Swift Strike was added.

https://forums.e-hentai.org/index.php?s=&am...t&p=2075098
https://forums.e-hentai.org/index.php?s=&am...t&p=2075186

You posted right after them. You should know this.

are we talking about the same thing here

i was saying that if by chance (which is pretty often) that a staff is missing int/wis/both they will be part of the primary stat potency pool, instead of just agi/end

also swift strike cannot be added to staffs

This post has been edited by Bunker Buster: Aug 3 2012, 01:47
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post Aug 3 2012, 01:49
Post #608
海想列車



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QUOTE(Temchy @ Aug 2 2012, 14:11) *
Would be 7:7 potencies then, instead of 9:5 right now.

QUOTE(Bunker Buster @ Aug 2 2012, 15:28) *
actually it would be 9/7 because int and wis can be potencies if the original piece lacks int/wis

Oh. I'm blind. (IMG:[invalid] style_emoticons/default/laugh.gif)

QUOTE(Temchy @ Aug 2 2012, 14:11) *

Just in case the mess confused you . . .

I answered your question. Bunker Buster was just telling you that you meant to say 9 to 7 rather than 9 to 5. I wasn't really paying attention to that.

This post has been edited by aurabolt: Aug 3 2012, 01:56
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post Aug 3 2012, 02:02
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Awesome patch, about time for new features.
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post Aug 3 2012, 02:14
Post #610
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QUOTE(FLCLocust @ Aug 2 2012, 12:07) *

Okay, the Wiki needs to be fixed.

QUOTE(Temchy @ Aug 2 2012, 14:11) *
Lists int and wis bonus as melee bonus, those two should be for staff, no? Would be 7:7 potencies then, instead of 9:5 right now.

Currently, it lists 9 potencies for melee weapons, and 5 potencies for staff weapons. (That's where Temchy got his 9:5 from rather than Bunker Buster's 9:7.)

There should be 7 each. Intelligence and Wisdom should be moved to the staff side.
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post Aug 3 2012, 02:20
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^ exactly that's what I meant, sorry if my comment was misleading and thus lead to your "discussion" (IMG:[invalid] style_emoticons/default/tongue.gif) (for some reason I get a server error using the quote button...)
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post Aug 3 2012, 02:35
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QUOTE(Temchy @ Aug 2 2012, 17:20) *
^ exactly that's what I meant, sorry if my comment was misleading and thus lead to your "discussion" (IMG:[invalid] style_emoticons/default/tongue.gif) (for some reason I get a server error using the quote button...)

You didn't do anything wrong. We caused it ourselves. He didn't actually click the link, so he tried to correct you when you said the Wiki lists the ratio as 9:5. He thought the Wiki looked like this:

(IMG:[i.imm.io] http://i.imm.io/z1UV.jpeg)

—when in reality, the current Wiki page says only melee weapons get Intelligence and Wisdom. (IMG:[invalid] style_emoticons/default/blink.gif) And then when he said "9:7," I thought he was telling you the Wiki should be corrected to have a 9:7 ratio instead of 7:7. (IMG:[invalid] style_emoticons/default/wacko.gif)
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post Aug 3 2012, 03:12
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QUOTE
Note that the 10th level of Potency for non-void weapons is always changing its damage type to void.


Does this include elemental weapons losing their elemental damage and replacing it with void at level 10?

This post has been edited by mrttao: Aug 3 2012, 03:13
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post Aug 3 2012, 03:49
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QUOTE(mrttao @ Aug 3 2012, 04:12) *

Does this include elemental weapons losing their elemental damage and replacing it with void at level 10?


Nope they keep both.

@lvl.10 Elementals get voided while Ethereals get a random element.
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post Aug 3 2012, 05:25
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A blank spot on the wiki means it's not confirmed, I just added those as I saw them.
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post Aug 3 2012, 11:34
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This has probably been suggested before, but how about a way to... "swap" multiple "low-grade" materials for mid-grade, and then mid-grade materials for high-grade? I have tons of low-grade leather now from my salvaging, and not enough mid-grade, so it'd be helpful for me at least. And what else am I gonna use that leather for anyway?
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post Aug 3 2012, 14:19
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QUOTE(teenyman45 @ Aug 2 2012, 12:04) *

I know at least one other person has mentioned it, but there is almost zero impetus to complete level 10 for staff wielders since a void damage melee strike is nearly worthless.


Maybe Tenboro could adjust the staves' features such that getting a staff to Level 10 has signficant differences that would also support long-term stability (reduction of "inflation" effects upon the HV game mechanics).

1. Unless Level 10, all bonus features for staves operate at 90% for mags, 80% for legendary, 70% for exquisite, 60% for superior, etc, rounded down to the next whole number.

2. Unless Level 10, transferring staves to another player causes all bonus features to reset (erased). Of course, this also implements the reset feature that a bunch of players wanted in starting over. So it's not an entirely unwelcome feature. Of course, this means that last bonus feature the staff got when getting to level 10 is stuck on there, so a player has to consider more seriously at level 9 whether to keep all or go ahead with the final leveling in order to create a staff for sale to other players.

This feature discourages bot leveling of staves by a third party bot leveler. It also makes detection of bot levelers easier since there won't be passing of staves around for laundering. This suggestion is similar to ones suggested in mmorpg where bots are used to fight in special gear leveling arena battles in order to level up a weapon or armor before passing it on to the actual main character. It's a serious problem in one particular mmorpg that I've played in especially since some guilds have multiple players participate in "laundering" items to create plausible deniability. It doesn't matter that guilt is 99% certain, because the botters keep pointing to the 1% chance of wrong conviction as proof of innocence. It's a perplexing problem espcially if you are a GM from the John Adams constitutional school where it is better to let the 99 guilty people out of a 100 suspects go free than to wrongly convict the 1 out of 100 suspects that is truly innocent. John Adams (bill of rights writer for the usa constitution) said something much like that, and got into many vehement bitter arguments with Jefferson.

3. Unless Level 10, the bonus levels of a staff have no positive effect on the price of selling it to the bazaar. You can't sexpect the Moogle merchant to give you the value of the bonus features when they disappear off the staff when transferring it to him, do you?

4. General Feature: Upon reaching level 10, the name of the leveler is added to the gear's description (weapon or armor). At the time the item reaches Level 10 in Item World, if the person leveling the gear has level 3 or higher forging experience (this would be one of those future benefits of leveling up your forging skills), a name can be inscribed onto the gear that is shown on the data listing for the item. Each character inscribed uses one "low-grade" material of the type pertaining to that item. If the person leveling the gear has level 5 or higher forging experience, the name can be made more prominent with use of mid-grade material instead; such a name would appear in the title of the gear and not just the data listing (e.g. Eila Illmatar Juutilainen's Magnificent Ethereal Mace of Destruction). If the person leveling the gear has level 8 forging experience, the gear name would be allowed to be adjustable to just the item type such as "Eila Illmatar Juutilainen's Mace". This allows for more varied use of the lower grades of materials and increases their desirability.

5. If your char name is Kirito or Asuna, upon the gear reaching Level 10, this gear gets a special +46 enhancement. All bonus skills listed will be unlocked from the normal level 5 maximum and be set to +46 as a canon feature. If the gear is a weapon, it will never miss, does critical damage +51% chance, and provides +99 to all stats. If armor, it has burden and interference set to zero and provides +99 to all stats. Stat unlock is provided such that the player's maximum stats are allowed up to 99,999 each. The gear also supersedes server limitations and may be imported into other online games created by other companies (canon feature).
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post Aug 3 2012, 14:26
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post Aug 3 2012, 16:55
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QUOTE(Drksrpnt @ Aug 3 2012, 11:34) *

This has probably been suggested before, but how about a way to... "swap" multiple "low-grade" materials for mid-grade, and then mid-grade materials for high-grade? I have tons of low-grade leather now from my salvaging, and not enough mid-grade, so it'd be helpful for me at least. And what else am I gonna use that leather for anyway?


Ha, one can dream but probably, Tenboro is going to say no. Altough I have to admit that this would be a great feature indeed.
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post Aug 3 2012, 17:54
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Is it just me or has the moogle merchant not been adjusted to the new prices and as a result is giving out a pittance?

I turned in several hundred of items before noticing that... Many are now selling for 20 c like they did when I just started out at level 0.

I had also used up 50 out of my ~150 trophies and sold most of the junk they provided.

Speaking of trophies, the window says pressing space bar will make another offering but that does not work. I tried it on chome and on IE9 and in neither case did spacebar do anything.

This post has been edited by mrttao: Aug 3 2012, 17:56
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