Battles: Difference between revisions
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==Recovering== | ==Recovering== | ||
While out of combat HP, MP, and SP regenerate over time at various rates based on | While out of combat HP, MP, and SP regenerate over time at various rates based on the player's [[Character_Stats#Primary_Attributes|primary attributes]]. While out of battle the [[Image:restoratives.png]] option, located beneath the SP bar, is also available. It allows players to consume a few [[Items#Restoratives|potions]] to fully restore any of these points. This uses Lesser potions of the appropriate type and will only use stronger ones if the Lesser potions are insufficient in number. Players may also recover all 3 points completely by using a single [[Items#Tokens|Heal Token]]. | ||
A single potion restores | A single potion restores the player's base points in that stat multiplied by the following: | ||
{|class="wikitable" | {|class="wikitable" | ||
!Potion Type | !Potion Type | ||
Revision as of 16:15, 11 August 2012
Setup
HentaiVerse battles are initiated by the player entering one of the battle modes manually or via Random Encounters which happen approximately once per hour while browsing the E-Hentai site if the player is not already in combat. Each battle will spawn a number of monsters to fight. The player always acts first. The difficulty of the HentaiVerse battles may be selected out of battle.
A "round" refers to a single fight with a set of monsters that ends once they are defeated or the players flees or dies. A "battle series" refers to a set of battle rounds that last until completed or until the player flees or dies. e.g. The "Graduation" Arena challenge is a battle series with 5 rounds. Random Encounters, the Ring of Blood challenges, and the first Arena challenge all contain only 1 round.
Stamina is consumed slightly at the end of every successfully cleared round; the amount consumed depends on which battle mode is being fought and the player's existing amount of stamina.
Combat
When it is the player's turn to perform an action, they may choose between 7 different actions:
- Attack: Basic physical attack, applying physical attack stats against the target's physical defense stats. Hotkey is 'Q'.
- Magic: Prompts the player to select a spell to cast. Spells are divided into Offensive and Tactical categories. Offensive spells deal damage to monsters while Tactical spells include healing spells, supportive buffs, and debuffs against monsters. Hotkey is 'W'.
- Pressing the hotkey 'R' will recast the previously cast spell on the previously selected target, or on the player if a supportive/curative spell was cast. If no spell was cast, hitting R will have same effect as selecting Magic. If the previous target is dead, it will open the Magic menu and select the previously cast spell, but not cast it. Recast works even if the player performs other actions in between.
- Spirit: Toggles Spirit Stance. Hotkey is 'E'.
- Skills: Prompts the player to select a skill. Note that these take a full turn to execute. Hotkey is 'A'.
- Items: Prompts the player to use an item from their battle inventory. Note that items in the item inventory must be moved to the battle inventory before they can be used this way. This is accomplished from the Battle Inventory page. Infusions and Scrolls can be set to restock themselves during the battle but restorative items can only do so once a battle series has ended. Hotkey is 'S'.
- Defend: Increases the player's defenses for the turn (+25% physical and magical mitigation), but skips the player's action for the turn. If possible, 10% Overcharge is consumed to recover 10% base health. Hotkey is 'D'.
- Focus: Increases the player's chance of landing a spell on the following turn (+50% hit chance, -25 effective interference), but reduces their evade, block, and parry chances to 0% for the current turn. If possible, 25% Overcharge is consumed to recover 5% base mana. Hotkey is 'F'.
Enemies can also be targeted using the hotkeys '1' through '0' (either on the home row or number pad), with 1 corresponding to the Monster A and 0 to Monster J. Targeting is important for certain Fighting Styles that can hit multiple targets.
The Quickcast spells can also be selected using the hotkeys 'Alt+1' through 'Alt+0', where the number corresponds to the spell's slot number. Note that these bars are linked with to the player's Equipment Set and will be blank when switching to a new set for the first time.
After selecting a command and executing it, each enemy may perform an attack, spell, or spirit attack. Most of the time, this will result in the end of a turn, though sometimes certain abilities take longer to perform than others, like Area-of-Effect spells. In these cases, some enemies may act a second time before the player can respond. Combat ends when either the player or all enemies' health are reduced to 0, or if the player successfully flees from battle.
Criticals
Critical hits have the following properties:
- Player's attacks (physical & magical) do 1.5x damage. For monsters it's 1.2x. This is calculated after all other damage factors.
- Cannot miss.
- Will proc any equipment proc including siphoning.
Losing
Losing occurs when the player's Hit Points are reduced to zero and Spark of Life does not proc. The player will be given a message to indicate their defeat and will be ejected from the battle series in which they were fighting. Entering any new battle series without recovering at least 1 HP will result in another immediate loss. Fleeing allows the player to leave a battle at any time (given a few turns) with slightly less penalties.
- There is no direct penalty for being defeated, except for the ejection from the battle series in which the player was fighting.
- Any progress made in a multi-round battle series will be lost. No credits, EXP, or drops are given for the incomplete round.
- Any powerups held will be lost.
- Arena and Ring of Blood challenges may not be attempted again until the next Dawn of a New Day and any Tokens of Blood used will not be refunded.
- User-created monsters besides the player's will gain a "Battle Won" if they were alive during the round in which the player was killed and a "Killing Blow" if they were the monster that dealt the final hit that defeated the player.
- The player will keep all remaining MP and SP, as well as any proficiency points gained during the round.
Recovering
While out of combat HP, MP, and SP regenerate over time at various rates based on the player's primary attributes. While out of battle the
option, located beneath the SP bar, is also available. It allows players to consume a few potions to fully restore any of these points. This uses Lesser potions of the appropriate type and will only use stronger ones if the Lesser potions are insufficient in number. Players may also recover all 3 points completely by using a single Heal Token.
A single potion restores the player's base points in that stat multiplied by the following:
| Potion Type | Quality | Restores |
|---|---|---|
| Health | Lesser | 1.2 |
| Average | 1.9 | |
| Greater | 2.6 | |
| Superior | 3.3 | |
| Godly | 4 | |
| Elixir | 7 | |
| Mana/Spirit | Lesser | 0.4 |
| Average | 0.5 | |
| Greater | 0.6 | |
| Superior | 0.8 | |
| Godly | 1 | |
| Elixir | 2 |
Battle Window

Player Side
- Status Effects: Displays all the status effects (mostly from supportive spells or items) currently on the player. A maximum of 8 effects can be shown, though more can be active. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left after Auto-cast spells. Effects that expire in 1 turn will blink. Placing the cursor over the icon provides information on the status effect.
- Health Points: If this is reduced to 0 the battle series will end. Health can be restored in battle via Restorative Items or healing spells. Will turn silver if Spark of Life is active and has sufficient Spirit Points (50%+) to proc. Will flash red at 35%.
- Mana Points: Used to cast Spells.
- Spirit Points: Used for Spirit Stance, and as a cost to proc the supportive spells Spark of Life and Spirit Shield.
- Overcharge Gauge: Displays the player's current Overcharge level, used for Spirit Stance and Fighting Skills.
- Actions: Buttons for executing the basic battle actions.
Battle Log
A log of all the events during the battle. Only shows the last 100 lines.
When a battle starts, the system prints information about the battle, which includes the type of battle, the current round (if in a multi-round battle series such as the Arena), and monsters' spawn information.
Monsters' spawn information contains the following:
- MID: The monster's ID number. The monster's name is also listed in parentheses.
- LV: The monster's level.
- HP: The monster's starting health.
Monster Side
Each monster has its own row with the following:
- Monster Letter
: Refers to the monster's position for targeting purposes. - Monster Level: Can be at or slightly lower than the player's level.
- Monster Color: Indicates the monster's class/rarity.
- No color = Ordinary (Common; all player created monsters are of this class)
- Orange = Boss (Rare)
- Red = Schoolgirl (Legendary)
- Purple = God (Ultimate)
- Monster HP: If reduced to 0, the monster is dead and can no longer take any action. Once all monsters' health are reduced to 0, the player is victorious in the battle round.
- Determined by the following formula:
Monster HP = (50 + 10 * level + 0.1 * base_STR * level + 0.5 * base_END * level + 5 * y) * difficulty_mod * class_mod)
y = ((level ^ 1.07) - 10) * 0.2
class_mod = 201 for Flying Spaghetti Monster, 101 for Real Life, and 1 for Monster Lab monsters and common monsters.
- Monster MP: Indicates how close a monster is to possibly using its magic attack. Monsters can potentially use their skill when they have at least 50% mana.
- All monsters regenerate mana at a rate of roundup(max_mp / 20) per action.
- Monster SP: Only monsters with a PL of 400+ or Boss-class or higher monsters have these. Monsters can only use their spirit attack when they have 100% spirit.
- Status Effects: Displays the status effects (usually from deprecating spells) with which the monster is afflicted. A maximum of 6 effects can be shown, though more may be active. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left. Effects that expire in 1 turn will blink. Placing the cursor over the icon provides information on the status effect.
- See here for a list of known beneficial status effects.
Agitation
- Monsters become Agitated when they are below 20% health. This is indicated when their name turns red. Agitated monsters do 20% more damage.
- Monsters at or above 80% health do 25% less damage.
Spawning Pattern
- Monsters are picked according to their Power Level vs. the player's level.
- A monster won't appear more than once every ten rounds (roughly).
Battle Modes
| Name | # of rounds | Drop Conditions | Base Difficulty | EXP Mod | Notes |
|---|---|---|---|---|---|
| Random Encounter | 1 | High chance bonus | Normal | High | Can be triggered only once per hour outside of dawn |
| Arena | Depends on challenge | Bonus drop on clear | Higher challenges have more high-class monsters | Depends on challenge | Challenges are unlocked by clearing previous ones. Level requirements |
| Ring of Blood | 1 | Only face boss-class or higher monsters | Normal | Costs Tokens of Blood to enter. Level requirements | |
| Grindfest | ∞ | Normal | Increases each round | Consumes the most Stamina | |
| CrysFest | Almost everything becomes crystals | Consumes the least Stamina | |||
| Item World | Depends on equipment quality | No credits | Depends on equipment quality. Increases each round | For increasing equipment potency |
See Also
- HentaiVerse Settings - Allows the adjustment of difficulty.
- HentaiVerse Hotkeys
- Abilities
- Spells
- Skills