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[PC] 网页游戏HentaiVerse经验介绍,0.64版本更新情报请看3楼

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发表于 2011-8-28 10:39 | 显示全部楼层
还以为一觉醒来有好事发生······这个状况按照以往经验,一般持续多久?
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 楼主| 发表于 2011-8-28 12:32 | 显示全部楼层
通常来说是永远,自己去网上找解决方案把
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发表于 2011-8-28 15:37 | 显示全部楼层
漫区有人指点迷津了,趁在被出卖之前赶紧玩几天
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发表于 2011-8-31 15:36 | 显示全部楼层
昨天晚上恢复了,澄空也能上了。
提个醒。
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发表于 2011-9-2 04:15 | 显示全部楼层
请问item world究竟是干嘛的?

经验低,没钱,也么见到掉东西,唯一就是怪好打些
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发表于 2011-9-2 04:34 | 显示全部楼层
通关了你选的装备能升1级,买件ex品质的装备升级快
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发表于 2011-9-2 15:34 | 显示全部楼层
今天hv和论坛好慢啊...
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发表于 2011-9-2 17:44 | 显示全部楼层
话说显示怪物属性的补丁就完全不更新了么...
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发表于 2011-9-2 21:53 | 显示全部楼层
可能要等0.6.1出来之后再一起更新吧
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发表于 2011-9-3 11:12 | 显示全部楼层
作者好像是说0.6系统变化有点大,要对应新版来写的话等于重写整个程序,没精力/腻了不想继续更新
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发表于 2011-9-3 17:23 | 显示全部楼层
反正战士只要无脑砍就行了
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 楼主| 发表于 2011-9-3 18:39 | 显示全部楼层
更0.61了
官方更新情报
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) - log being the natural logarithm.

- 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.

翻译请稍等(也许会等到明天……)
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 楼主| 发表于 2011-9-3 18:41 | 显示全部楼层
翻完了,欢迎吐槽
0.6.1
核心伤害公式变更
现在伤害直接由 base damage(以下译为基础伤害)和mitigation(译为减免)算出
武器加成和熟练度奖励改为直接增加一个固定值到基础伤害

熟练度奖励伤害算法如下
单手:每点增加1.5物理基础伤害
双手:每点增加2物理基础伤害
双持:每点增加2.5物理基础伤害
法杖:每点增加1物理基础伤害,0.5魔法基础伤害

str每点增加物理基础伤害1.25,dex增加0.75
int每点增加魔法基础伤害1.25,wis增加0.75

减免奖励加成,以下分别计算并最终相乘
每点end增加0.07%物理和魔法减免,封顶90%
每点str增加0.04%物理减免,封顶50%
每点wis增加0.04%魔法减免,封顶50%
封顶值是为了避免怪物变成无敌

其他战斗调整:
修正反击伤害加成计算两次的bug(=反击伤害加成减半,tenb的修bug你懂的……)
修正反击致晕几乎会立刻醒的bug
物理攻击一个晕迷或睡眠中的怪物会造成2倍伤害
你不能再致晕一个已经晕迷的怪物(双晕杀神流完蛋了)
元素gem消失了,gem掉率减半
战斗履历区分暴击和通常命中
法术属性伤害加成仍为乘法计算(和以前没变化。估计是因为现在看起来像是固定值才专门说明一下)
附魔效果现在只能存在一个
red和indigo光环现在分别增加1%物理和魔法暴击率

水晶和水晶界

水晶界是一个新的战斗模式,与GrindFest类似,水晶界中特点如下
-所有通常掉落被替换为水晶
-没有credits掉落
-古董和token照常掉落,exp照常获取
-精力消耗比一般情况再减半(GrindFest的四分之一)

难易度决定掉落水晶数量倍率,最高是X3
hath技能Crystarium现在也影响从古董中开出的水晶数量
商店水晶的价格被减半

装备改动
投点方式改变,更容易投出高数值
Magnificent和Legendary比从前更加容易获取,当然只是比从前,这并不代表它们变成大路货了
-改版之前的一百万次掉落(包括直接掉和奖杯)产生了2个magnificent和0个legendarie
-改版之后预计一百万次掉落大约会产生500个magnificent和25个legendarie
-最高级的通常掉落(比如白金卷和面条奖杯)有2~4%产生magnificent

Exquisite, Magnificent 和Legendary 现在分别拥有5%,10%和20%的全面属性加成
装备品质现在更多的倾向于关键的装备属性,例如伤害加成,减免和回避,较少的倾向例如吸收,干涉和重量
龙皮甲现在直接变为皮甲(等于取消龙皮,旧的皮甲变为现在龙皮属性)

其他
快捷键栏和装备set挂钩(每个自己设定的套装都可以设定一套对应的快捷栏位,省去了换打法时换快捷栏的操作)
高等级装备的iw计算方法从100级开始改变为(log($level, 1.01)-363) (减少升级高等级装备需要打的回合数)
增加mp药瓶掉落率,以前为hp40%,mp20%,现在则是hp30%,mp30%
Cake难度被移除
IWBTH难度掉落品质奖励改为高于Battletoads
自制怪物属性改变
-巨人降低25穿刺抗性
-sprite(精怪族?)增加2点AGI和DEX
-元素增加1点int和2点wis
-天使增加1end和1int
自制怪物送的东西现在可以交易了
修正新人创号时精力为0的bug
技能和训练导致的经验值加成变动现在是立即生效了(以前须等1小时)
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发表于 2011-9-3 18:46 | 显示全部楼层
CrysFest看来是新练级圣地了?
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发表于 2011-9-3 18:58 | 显示全部楼层
目测战士攻击力大幅上升,怪的攻击力好像也变高了
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发表于 2011-9-3 19:57 | 显示全部楼层
轻甲双持流碉堡了
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发表于 2011-9-3 20:19 | 显示全部楼层
怎么办 看的我想练战士了
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发表于 2011-9-3 20:20 | 显示全部楼层
元素gem消失了,gem掉率减半...... 我这等脸丑的人是见不到MP gem了
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发表于 2011-9-3 20:24 | 显示全部楼层

Re:网页游戏HentaiVerse经验介绍,对应0.6版本略作修改

现在敌我伤害都大幅增加,法师打*25的gf轻松不少,3级火出暴击打undead伤害2w5
scroll of shielding更有用了,shield法术价值也上升了
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发表于 2011-9-3 20:51 | 显示全部楼层
战士要怎么打高难度,完全扛不住啊。。。
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发表于 2011-9-3 21:33 | 显示全部楼层
中了睡眠的怪被打也不会醒吗?还有那个睡眠和晕的伤害是不是分开算的,如果是那岂不4倍伤害······
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发表于 2011-9-3 22:25 | 显示全部楼层
经验值的问题修复了吗
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发表于 2011-9-4 00:44 | 显示全部楼层
顶着infusion法术盾迷惑满血被1096秒了...
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发表于 2011-9-4 01:00 | 显示全部楼层
加点要平衡啊,加点所需经验是递增的,所以平均地加点是性价比最高的
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发表于 2011-9-4 01:03 | 显示全部楼层
噗........开着hard忘了切回去了我说咋这么厉害...
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发表于 2011-9-4 10:00 | 显示全部楼层
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发表于 2011-9-4 10:14 | 显示全部楼层
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发表于 2011-9-4 10:56 | 显示全部楼层
估计是更新后出的装备比以前性能好啊,情报里不是说新装备的伤害加成、减免、回避占更多比例吗?还有龙甲变成皮甲了,但属性不变,而且依照以前皮甲的价格出售。我以前穿的一套皮甲也废了,这简直是逼你换新的装备啊······
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发表于 2011-9-4 11:50 | 显示全部楼层
法师表示比以前好打多了
法术威力大幅上升
打normal的arena基本可以一发清场,打x25的gf也比以前效率高多了.以前我带9个godly mana一般打到13层,现在可以打到18层,以前经常打到最后剩个恶心的巨人半天打不死,现在三两下一样秒.就是要注意保持怪物处于weaken状态,自己hp接近满血,要不很容易直接被秒.没weaken的话经常一个skill直接打出3000+伤害

不过经验似乎低了不少?
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发表于 2011-9-4 12:54 | 显示全部楼层
怪不得今天的怪特凶猛。。。。。原来更新了
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发表于 2011-9-4 12:56 | 显示全部楼层
轻甲战士表示今天的怪好凶猛
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发表于 2011-9-4 13:09 | 显示全部楼层
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发表于 2011-9-4 13:52 | 显示全部楼层
有没有搞错啊,小怪法术伤害提升的太多了吧,1.0难度打小怪居然360血被一发火球打死,晕,我的500c啊魂淡
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发表于 2011-9-4 13:56 | 显示全部楼层
二连编辑掉
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发表于 2011-9-4 15:31 | 显示全部楼层
现在流行开场秒人,不是我秒他们就是他们秒我
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发表于 2011-9-4 15:31 | 显示全部楼层
求晒trainer页
70多级小战士不晓得训练啥了,球参考

现在时这样

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发表于 2011-9-4 16:59 | 显示全部楼层
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发表于 2011-9-4 17:17 | 显示全部楼层

Re:网页游戏HentaiVerse经验介绍,0.61版本更新情报请看2楼

我觉得战士应该优先把ABILITY BOOST和PACK RAT训练了,前者补充技能点,后者可以在战斗时多带药,毕竟药不像卷轴和附魔可以在战斗时从仓库自动补充。
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发表于 2011-9-4 17:37 | 显示全部楼层
战士 aura 加什么好
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发表于 2011-9-4 17:46 | 显示全部楼层
战士大概就加红色、橙色、黄色和绿色的Aura,黄色的可选吧,穿轻甲应该必加它,其它的就不知道了。
听说开着5个光环还是多少个光环会增加额外的经验获取率,有人知道么?
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