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HentaiVerse 0.6.1, Now with 20% more friendship |
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Sep 3 2011, 11:54
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Tenboro

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0.6.1
Changes to core system damage calculations
The old and mysterious Attack/Magic/Shield/Barrier rating values have now been removed from the system. Instead, the stats that previously contributed to these values now contribute directly towards Physical/Magical Base Damage and Physical/Magical Mitigation.
Weapons and Proficiency bonuses have been changed from adding a percentage value to the overall damage to adding a fixed value to the Base Damage. Note that raw values for weapons haven't changed, only their representation and scaling.
Proficiency bonuses are now as follows:
- One-Handed: +1.5 Physical Base Damage per point - Two-Handed: +2.0 Physical Base Damage per point - Dualwield: +2.5 Physical Base Damage per point - Staff: +1.0 Physical Base Damage per point, +0.5 Magical Base Damage per point
For Physical Base Damage, one point of Strength adds +1.25 and one point of Dexterity adds +0.75.
For Magical Base Damage, one point of Intelligence adds +1.25 and one point of Wisdom adds +0.75.
For mitigation bonuses, these are applied separately in a multiplicative manner:
One point of Endurance adds +0.07% Physical and Magical Mitigation, capped to 90%. One point of Strength adds +0.04% Physical Mitigation, capped to 50%. One point of Wisdom adds +0.04% Magical Mitigation, capped to 50%.
Note that the caps are there for monsters that would otherwise turn invincible at some point.
These changes will have quite a bit of effect on damage output, but for the most part it should be for the better. Let me know if you encounter damage that seems way off.
Other battle changes
- Fixed a bug where certain damage bonuses were counted twice for counter attacks.
- Fixed a bug where the stun effect from a counter would expire almost immediately.
- Striking a monsters that is Stunned or Sleeping with a physical attack will now cause twice the normal damage.
- You can no longer Stun a target that is already Stunned. (That is, permastunning will no longer work.)
- Elemental gems were removed, and gems now drop half as often.
- The battle log now distinguishes between offhoof hits and crits. (Earlier, it just wrote "hit" for both.)
- Spell elemental bonus is now multiplicative instead of being added with the spell damage bonus - since that one is no longer a percentage value.
- Infusion effects are now exclusive. Using an infusion will dispel any other infusion effects that are running.
- Red and Indigo auras now add 1% attack/magic crit chance per rank. (+2 damage seemed a bit negligible.)
Crystals and Crystal Fests
- CrysFest, a new battle mode, has been added. This works just like a GrindFest, with some key differences: -- All normal drops are replaced with Crystals. -- Monsters drop no credits. -- Artifact and token drops as well as EXP gains are as normal. -- Stamina drain is half the normal rate, or 1/4th of Grindfest.
- Difficulty level now affects how many crystals you get for each drop. The highest multiplier is x3.
- Crystal drops for artifacts are now affected by the Crystarium hath perk.
- Because crystals are now easier to get, their Bazaar value was cut by half.
Equipment changes
- The way the equipment generator rolls on stats has been changed. Rolling higher stats is now much more likely. Of course, this means that...
- Magnificent and Legendary drops are now significantly more common. Not in the "they are now common" sense, but in the "the chance of getting one is no longer mathematically insignificant" sense. -- The last one million equipment drops for monsters and trophies combined saw a whooping 2 magnificent pieces and 0 legendaries. Slightly less than intended. -- According to my simulations, the next million drops from monsters alone should see about ~500 magnificents and ~25 legendaries. Still rare. Not unobtainable. -- The highest tier of normally obtainable trophies (like the Platinum Ticket and Noodly Appendage) have a ~2-4% chance of yielding magnificent or higher. (The odds vary somewhat depending on the number of stats the equipment piece has.)
- Exquisite, Magnificent and Legendary equipment now get an additional bonus to all stats, just to make them more awesome. The stat bonus makes them about 5%, 10% and 20% cooler, respectively.
- The "quality" of an equipment piece is now weighted more heavily towards the more important stats. That is, stats like absorption, burden and interference now count less towards the quality than damage, physical/magical mitigation and avoidance.
- Dragon Hide Armor has been rolled into Leather Armor. Leather therefore assumes the role of elemental protection for light armor, without being worse at anything than the old Leather.
Misc
- Quickbars are now tied to the currently selected equipment set - in other words, each equipment set has its own quickbar setting. Note that you will have to set it again.
- The number of levels in the Item World now tapers off somewhat for very high level items. At level 100, the number of rounds changes from $level to round(log($level, 1.01)-363).
- Consumable drop rates have been shifted somewhat from health potions towards mana potions. Instead of consumable drops being 40% health and 20% mana, it's now 30% health and 30% mana.
- Added several missing bindings and added descriptions. Not that you can do anything with them just yet.
- Since several tweaks have made the game easier on lower levels, the "Cake" difficulty was removed.
- The loot quality bonus is now higher for IWBTH than Battletoads.
- Some monster stats were tweaked slightly: -- Giants lost 25 points of piercing resistance. -- Sprites gained 2 points of AGI and 2 points of DEX. -- Elementals gained 1 point of INT and 2 points of WIS. -- Celestials gained 1 point of END and 1 point of INT.
- Monster lab rewards can now be traded.
- Fixed a bug where new members could start out with 0 stamina if their HV user was initialized outside of HV itself.
- Changes to experience bonuses from training and abilities should now be instant.
As for the forge, it's taking a bit longer than expected. It'll be done eventually.
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Sep 3 2011, 11:56
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TenguPhule
Newcomer
 Group: Members
Posts: 36
Joined: 18-November 08

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Woot! Crystal Grinds!
Hmm, noticing the new calculations are either mitigating shield's effect or bumping damage on the monsters. because I'm seeing hits of 50+ on me where I used to only get 1-2.
Also, Giants seem to be dying a bit easier, even taking in the reduction on their physical resist. I just one-shot one in Crystal Grind.
Test Result: 16 rounds of Crysfest, 3 crystal drops.
Wow, there really is a major difference in physical damage giving and receiving. Damage outputs have doubled or tripled giving and gone up by a factor of 10 receiving. Giant Types are dying in 1-2 hits instead of 5-10.
This post has been edited by TenguPhule: Sep 3 2011, 12:13
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Sep 3 2011, 12:08
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chivoef

Group: Gold Star Club
Posts: 4,063
Joined: 12-January 10

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Looks good, especially the equipment and monster stat changes. brb, testing.
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Sep 3 2011, 12:09
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Leon007

Group: Members
Posts: 1,185
Joined: 27-June 06

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Oh no, the newbie's heaven "Cake" has been gone, pitty  and gems drop rate down to half, another pitty  but now only HP MP SP gems, to me it's good  I'll have a test. This post has been edited by Leon007: Sep 3 2011, 12:10
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Sep 3 2011, 12:12
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Madican

Group: Members
Posts: 223
Joined: 19-August 11

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Holy crap I am now just carving through monsters like no tomorrow with 2H Superior Longsword of Slaughter.
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Sep 3 2011, 12:13
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Bunko

Group: Members
Posts: 1,262
Joined: 19-September 10

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Some serious changes there. Guess asking to reset my base values so I can actually change them, would be too much ? I want to reallocate my points. Not that I have calculated my wanted stats yet, but I will. I like the way weapon damages are now represented. ToothpickJust thought of asking some extra "Reduce Primary Stats" - clicks before I get down to business. They might be roughly the same, if so, no need to reset anyone's primary stats but mine  Still reading patch notes, will surely find something to nag about. -------------- - Striking a monsters that is Stunned or Sleeping with a physical attack will now cause twice the normal damageWut ! Test time. - You can no longer Stun a target that is already StunnedAww. Let's change is to: Striking a stunned target kills it. That's realistic, just try it on humans walking outside and you'll see. - Elemental gems were removed, and gems now drop half as often.Horay for that. - The battle log now distinguishes between offhoof hits and crits. (Earlier, it just wrote "hit" for both.)I don't have hooves thanks very much. I has tentacles. - CrysFest, a new battle mode, has been added. This works just like a GrindFest, with some key differencesSomething that needs a lot of testing by me. - Difficulty level now affects how many crystals you get for each drop. The highest multiplier is x3.Makes me want to ask: What is the first difficulty level with x3 multiplier ? - Because crystals are now easier to get, their Bazaar value was cut by half.Can I has my millions back ? - Quickbars are now tied to the currently selected equipment set - in other words, each equipment set has its own quickbar setting. Note that you will have to set it again.If I were a cursing man, I would say Shit ! - here. but since I'm not and some may find it useful... neat. Could have copied current spell set to nonexistant ones. - The number of levels in the Item World now tapers off somewhat for very high level items. At level 100, the number of rounds changes from $level to round(log($level, 1.01)-363) - log being the natural logarithm.Someone explain to me what is written above ? Just write it as a reply here. the "Cake" difficulty was removed. OMG !! Ragequit ! Nothing for me to complain here. Although I haven't checked yet, I suspect the Effing mazes are still there. At least before this patch, when I did arenas, I got 14 mazes in 30 minutes, which is a maze every minute. Included is solving time. for 14 mazes. Is this correct ? Agility now does nothing for melee defense ? Instead it now only exists for speed ?This post has been edited by Bunko: Sep 3 2011, 13:08
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Sep 3 2011, 12:14
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Madican

Group: Members
Posts: 223
Joined: 19-August 11

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Domino Hits now tend to completely wipe out several monsters at once. Suddenly leveling up doesn't seem so tedious. And the Crysfest is just delightful.
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Sep 3 2011, 12:18
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mkonji

Group: Members
Posts: 296
Joined: 23-August 09

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log(*level, 1.01)? That means base 1.01? Well then it's not a natural log, now, is it?
Ha, but the change is greatly appreciated. leveling 180+ equipment is a real drain on time and stamina.
Also, regardless of whether this is a nerf or buff to damage, glad those attack/shield/barrier ratings that no one understood are outa there. As well as those useless elemental gems. And feasible high quality equipment? This patch just keeps giving.
Though makes me wish I had the Crystal HATH perks even more.
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Avatar courtesy Evil Scorpio who's prejudice against no-avi's.
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Sep 3 2011, 12:22
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dkplee
Group: Members
Posts: 1,540
Joined: 13-May 10

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You crystal nerds are going to be dancing in heaven.
I'm testing this new crysfest thing, and I'm getting a stack of 3 crystals every round, on hard with only 1 perk. If I'm understanding this right, higher levels should be getting what, 10-15 crystals, depending on their difficulty?
Tenboro, you wanna disclose exactly how difficulty modifies the crystal drops?
hard = 1.5x?
IWBTH = 3.0x?
everything else in between?
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Sep 3 2011, 12:25
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Madican

Group: Members
Posts: 223
Joined: 19-August 11

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Uh, a Dalek just popped up in Crysfest.
And I pretty much obliterated it once my defenses were up. No tiny slivers of health this time, I took nice chunks from it with each blow.
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Sep 3 2011, 12:25
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n125

Group: Gold Star Club
Posts: 6,281
Joined: 23-May 08

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Hm, wow, is this what being a mage used to be like? I missed that boat. I mean, on Hard I cast one Thunderstorm on something and it's on to the next round. It feels like my damage doubled, or tripled in some cases. Now I'm thinking I could regularly play on at least Nightmare. Well, I noticed that I'm actually taking a lot more damage too, so maybe not...
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Sep 3 2011, 12:32
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MidNightPass

Group: Catgirl Camarilla
Posts: 5,163
Joined: 20-March 11

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Monsters are dealing a lot more damage than before 
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Sep 3 2011, 12:34
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Madican

Group: Members
Posts: 223
Joined: 19-August 11

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And we're dealing out even more than that.
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Sep 3 2011, 12:35
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Tenboro

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QUOTE(dkplee @ Sep 3 2011, 12:22)  Tenboro, you wanna disclose exactly how difficulty modifies the crystal drops? The crystal modifier is equal to the damage modifier. Sooo.. Easy: x0.5 Normal: x1.0 Hard: x1.2 Heroic: x1.4 Nightmare: x1.6 Hell: x1.8 Nintendo: x2.0 Battletoads: x2.5 IWBTH: x3.0
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Sep 3 2011, 12:40
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dkplee
Group: Members
Posts: 1,540
Joined: 13-May 10

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And that's rounded up too.
Good deal, I say
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Sep 3 2011, 12:41
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Mi-Ala Starbreeze

Group: Gold Star Club
Posts: 2,024
Joined: 7-March 09

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WHAT.
THAT MUCH? Oh god. Sweet. I only wonder of one thing now. My nice Protection Kevlar set is no more critical for me to farm IWBTH, since most of my mitigation will now come from END stat? That means Kevlar itself is no more needed THAT much and we all should just grab our Shadies?
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What am I even doing here? ._.
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Sep 3 2011, 12:44
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Tenboro

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QUOTE(MiAla @ Sep 3 2011, 12:41)  I only wonder of one thing now. My nice Protection Kevlar set is no more critical for me to farm IWBTH, since most of my mitigation will now come from END stat? That means Kevlar itself is no more needed THAT much and we all should just grab our Shadies? Well, mitigation armor still is just as effective as it always was. Going from 0% to 50% mitigation will cut your damage by half. Going from 50% to 75% mitigation will also cut your damage by half. It's just a less complex way of doing things. 
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Sep 3 2011, 12:45
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dkplee
Group: Members
Posts: 1,540
Joined: 13-May 10

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Oh yeah, I'm definintely doing more damage.
1 20 Wrath of Thor blasts Dalek for 24521 elec damage.
That's half of it's HP on the first round on hard (from a crit, but whatever). I think I was killing any non-Mithra bosses in 5 or so hits. I can't really remember, since even when I was actively playing, I'd usually be using them to farm proficiency with smite/soul reaper.
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Sep 3 2011, 12:48
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CeroSan

Newcomer
 Group: Members
Posts: 34
Joined: 27-August 07

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I was grinding my staff Proficiency in Grindfest as the update hit. After the update was complete I ran away from battle to set my quickbar slots again. Cant live without 'em! When I re-entered Grindfest, I seemed to be doing a lot more damage with magic missile. I was also taking much more damage then before. Ouch. This was on Normal Difficulty. I guess you can say battle feels more fast paced now. Although this is just what I have observed from a few quick rounds. Who knows what kind of fun awaits me in the arenas later tonight. This post has been edited by CeroSan: Sep 3 2011, 12:52
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Sep 3 2011, 12:51
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Mi-Ala Starbreeze

Group: Gold Star Club
Posts: 2,024
Joined: 7-March 09

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Hmm. Set my quick bars, went into Crysfest to check things out, fled after some rounds, ate some mana pots, went into the IWBTH arena. No quick bars. Seriously? I have to flee the one and only chance of the arena? Awsum.
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What am I even doing here? ._.
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