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HentaiVerse 0.71, The newest flavor from your local micropatchery |
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Sep 29 2012, 19:39
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Tiap @ Sep 29 2012, 19:11)  How have they been undermined? He still has the same number of tokens he had before (probably in the hundreds by now)
QUOTE Oh well, I've already got 1200 Chaos Tokens and the removal of Healing Tokens will mean I get them even faster. It was about 800 the last time I asked so he must play 8 hours a day. This post has been edited by Ichy: Sep 29 2012, 19:40
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Sep 29 2012, 19:46
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Kinsei
Group: Members
Posts: 168
Joined: 18-June 11

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Alright, awesome.
I was wondering if we could get an infusion drop upgrade soon.
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Sep 29 2012, 19:47
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Maximum_Joe @ Sep 29 2012, 13:14)  Not everyone wants them.
That really isn't a good reason.
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Sep 29 2012, 19:49
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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QUOTE(Maximum_Joe @ Sep 29 2012, 17:33)  501 is capped. He's been harvesting Chaos Tokens for a while in anticipation of Monster Lab Part 2 If Tenboro really wanted to undermine his efforts, he could just play the long troll and make Part 2 require something other than tokens QUOTE(sigo8 @ Sep 29 2012, 17:35)  If I under stand right you need to make this change to your monster lab script for this update. Nah, the script never considered the 1% chance anyway
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Sep 29 2012, 19:50
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teenyman45
Group: Gold Star Club
Posts: 1,588
Joined: 12-July 10

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So another update that does essentially nothing for mages.
Depending on my equipment load out my Magic Accuracy is normally between ~145% - ~180% and those numbers are without the use of shards or pre-nerf arcane focus. At this point my spells essentially never miss. This issue however, is where monsters in a mob can repeatedly resist cast spells.
On IWBTH the extra castings of top tier spells and the extra cures when those are resisted cause me to routine burn an extra ~100 - ~300 MP per arena round that begins with a mob of three or more monsters. The change to focus does little to alter this in any meaningful way. Activating focus leaves my character essentially undefended; with shadow veil and protection cast, or auto-cast, I am still almost certain to suffer several thousands of points of damage when there is even just one monster left in the mob. Should this be done at the beginning of a round then all I have done is found a quick way to trigger spark of life. Any MP "saved" is likely to be redirected towards the casting of cure or spark (or using a scroll of life). Moreover, I have now wasted at least two turns of favorable status effects. all with their own per turn costs. This all presumes a focused spell actually pierces the resistance as focus does not guarantee anything.
To those who say, well what about carrying godly healing potions instead of casting cure, there are two major issues. First, the heal displaces a mana potion and so is less efficient. Second much of the healing potion's effects will be wasted either while casting deprecating spells at the start of the next round or when the character is already dead after unwisely trying to focus as the first action in a new round.
As it stands about the only thing this new counter-resist feature is good for is taking a gamble when there is no more than two monsters left, both of which have already been weakened, slowed, and probably already hit with another deprecating spell all of which were placed without having to rely on the focus trap.
What is needed is a way for the player to reduce monster resist on a prolonged basis that continues between multiple arena, IW, or fest rounds. It would be much better is some of that accuracy over 100% went towards counter-resist.
This post has been edited by teenyman45: Sep 29 2012, 19:55
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Sep 29 2012, 19:59
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(hitokiri84 @ Sep 29 2012, 12:01)  Disapproval for: forgot an obvious one: 6) no anti-resist/parry for players QUOTE(Tiap @ Sep 29 2012, 12:11)  How have they been undermined?
QUOTE(Maximum_Joe @ Sep 29 2012, 12:33)  501 is capped.
QUOTE(Maximum_Joe @ Sep 29 2012, 12:14)  Other people can get them more easily. Clearly QUOTE(Tiap @ Sep 29 2012, 12:49)  If Tenboro really wanted to undermine his efforts, he could just play the long troll and make Part 2 require something other than tokens I've suggested that some weeks/months ago, but I'm sure it was ignored. It should require a new token type, or better yet, require Ability Points to force you to choose between upgrading yourself or your monsters.
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Sep 29 2012, 20:13
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sigo8
Group: Gold Star Club
Posts: 3,660
Joined: 9-November 11

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QUOTE(Tiap @ Sep 29 2012, 10:49)  Nah, the script never considered the 1% chance anyway
QUOTE(Tenboro @ Sep 29 2012, 02:23)  - Monsters now have a small chance of bringing materials even if they have not killed anything. (+1 is added to the kill count for the purpose of calculating the probability.)
The 1% wasn't significant, If I read this right it means that after waiting for 50 hours even the lamest of monsters is guaranteed to bring a gift.
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Sep 29 2012, 20:14
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(derpymal @ Sep 29 2012, 09:47)  That really isn't a good reason.
Putting them on Normal is worse.
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Sep 29 2012, 20:23
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Tenboro

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You really don't have to remind me about stuff that's still on my list.
Sometimes I wonder if people think the code is forged by magical unicorns and delivered in its final state to my doorstep by way of pegasus, and that all I have to do is post it. It does take actual development time, something that competes with literally hundreds of other things I need to do. Like finalize moving the uploaders, which has been pending for 5 months. Or finish restructuring the way gallery files are stored in the database, which has been pending for 14 months. So don't you dare give me shit about not prioritizing reworking your abilities or adding stuff to the monster lab.
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Sep 29 2012, 20:39
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Honeycat
Group: Catgirl Camarilla
Posts: 61,647
Joined: 25-February 07

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Sep 29 2012, 20:43
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Tenseigamoon @ Sep 29 2012, 20:39)  ouch
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Sep 29 2012, 20:48
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hentai_fusion
Group: Gold Star Club
Posts: 33,644
Joined: 14-August 09

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QUOTE(Tenboro @ Sep 30 2012, 02:23)  You really don't have to remind me about stuff that's still on my list.
Sometimes I wonder if people think the code is forged by magical unicorns and delivered in its final state to my doorstep by way of pegasus, and that all I have to do is post it. It does take actual development time, something that competes with literally hundreds of other things I need to do. Like finalize moving the uploaders, which has been pending for 5 months. Or finish restructuring the way gallery files are stored in the database, which has been pending for 14 months. So don't you dare give me shit about not prioritizing reworking your abilities or adding stuff to the monster lab.
you mean the codes were done by you and not the magical ponies?! (IMG:[ invalid] style_emoticons/default/faint.gif)
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Sep 29 2012, 20:49
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Honeycat
Group: Catgirl Camarilla
Posts: 61,647
Joined: 25-February 07

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I guess this isn't a good time to whine to him about adding some more Crystalarium hath perks in. But yay, I got the Tokenizer thingy. Uh...anyway, Happy Saturday Patch Day, everyone! (IMG:[ invalid] style_emoticons/default/unsure.gif)
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Sep 29 2012, 20:50
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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Evil pony magic is at fault, and this. Not legitimate site operations.
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Sep 29 2012, 20:50
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Tenseigamoon @ Sep 29 2012, 20:49)  Uh...anyway, Happy Saturday Patch Day, everyone! (IMG:[ invalid] style_emoticons/default/unsure.gif) Yeah today is a strange day. I'm not drunk at all! QUOTE(hitokiri84 @ Sep 29 2012, 20:50)  Evil pony magic is at fault, and this. Not legitimate site operations. You know Tenb deserves some free time as well. He has not to code 24/7. This post has been edited by Ichy: Sep 29 2012, 20:52
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Sep 29 2012, 20:52
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watisthis
Group: Members
Posts: 1,310
Joined: 20-April 10

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QUOTE(Tenboro @ Sep 29 2012, 05:23) 
- Monsters now have a small chance of bringing materials even if they have not killed anything.
Didn't they already do this?
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Sep 29 2012, 20:52
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Honeycat
Group: Catgirl Camarilla
Posts: 61,647
Joined: 25-February 07

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QUOTE(hitokiri84 @ Sep 29 2012, 11:50)  Evil pony magic is at fault, and this. Not legitimate site operations. Hito Boo Boo knows what's up. (IMG:[ invalid] style_emoticons/default/happy.gif)
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Sep 29 2012, 21:08
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Rah
Group: Members
Posts: 2,467
Joined: 18-November 08

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I read over the notes and the posts. Good patch, thanks for the changes. I also support the idea of having a slight mana cost reduction on the Arcane Focus and Heartseeker spells. It just seems fitting since the spell's "power and efficiency" have been slightly cut.
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Sep 29 2012, 21:09
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watisthis
Group: Members
Posts: 1,310
Joined: 20-April 10

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Tooltips/descriptions for heartseeker/arcane focus still say they give accuracy, might wanna fix this
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