Welcome Guest ( Log In | Register )

3 Pages V < 1 2 3 >  
Closed TopicStart new topic
> HV Character Simulator, For HV 0.7.3 | Updated to v 0.1.2 on 29/1/2013

 
post Dec 31 2012, 05:51
Post #21
losernyeo



Bimodal Distribution
****
Group: Gold Star Club
Posts: 340
Joined: 6-April 12
Level 280 (Godslayer)


Ahaha, oddly enough the procs are fine. Well, less work for me. Woo!
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 1 2013, 02:20
Post #22
sigo8



Clover Sprite
********
Group: Gold Star Club
Posts: 3,624
Joined: 9-November 11
Level 500 (Ponyslayer)


A few more bugs I found.
1. The red/green color for Mana Cost is backwards (higher is bad not good).
2. While I was messing with my font settings I found that imputing armor with Downloadable Fonts doesn't work, do to everything being lower case.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 2 2013, 04:06
Post #23
skillchip



Mathematical Trashcat
*********
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06
Level 496 (Godslayer)


Going to try this soon. Once I do I'll look for anything amiss.

Also, I have a nice list of additions I think you should add ready.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 2 2013, 18:30
Post #24
fernicar



Drizzt Do'Urden
****
Group: Members
Posts: 353
Joined: 9-January 09
Level 313 (Godslayer)


Great work!

I think there is no support for niten ichiryu, and the zoom out is messing the layout (ctrl+NumMin)
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 2 2013, 18:45
Post #25
Evil Scorpio



● Public Enemy ●
*********
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10
Level 444 (Godslayer)


Suggestion: two decimals for current and projected statistics numbers to allow more accurate calculation.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 3 2013, 05:56
Post #26
losernyeo



Bimodal Distribution
****
Group: Gold Star Club
Posts: 340
Joined: 6-April 12
Level 280 (Godslayer)


Sorry I went a little crazy for the new years and am sort of recovering.
I'll get back to work on this ASAP. I've noted suggestions even though I haven't edited the first post yet.

Edit:

Ok! Back to work. Please see first post for a list of what I'm doing.

@sigo8: Sorry, I do not plan on adding support for downloadable fonts.

@skillchip: Any critique is much appreciated.

@Evil Scorpio: Nothing is rounded until the end, with the specific exception of MC because that's part of the formula. I'm not sure where the inaccuracies are coming from, to be honest, but I think they are acceptable for now. Of course if you know how to fix it I will gladly do so. I have kept the number of decimal places displayed to the same as HV itself, I believe. Please feel free to correct me on that. All comparison stats are integers to save screen real estate.

Edit2: MC and niten fixed. Am I allowed to double post to bump at a time like this?

This post has been edited by losernyeo: Jan 4 2013, 02:17
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 4 2013, 03:22
Post #27
skillchip



Mathematical Trashcat
*********
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06
Level 496 (Godslayer)


You still need hp/mp bonus equips?

http://hentaiverse.org/pages/showequip.php...;key=29f1259ad2
http://hentaiverse.org/pages/showequip.php...;key=8a39131aa1

it is your topic, post as much as you want within reason
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 4 2013, 03:37
Post #28
losernyeo



Bimodal Distribution
****
Group: Gold Star Club
Posts: 340
Joined: 6-April 12
Level 280 (Godslayer)


Thanks! Yeah, I needed that. And also I do need capacitor, I got capacitor and economizer mixed up.

At any rate I'm going to run with the assumption that it is the same as juggernaut except it says MP instead of HP for now.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 4 2013, 03:40
Post #29
skillchip



Mathematical Trashcat
*********
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06
Level 496 (Godslayer)


Also, there seems to be an issue related to abilities

For example, fire:
17% fire resist no ability points in fire resist.
with 1 point, it goes to 17.3 instead of 18.66
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 4 2013, 10:50
Post #30
losernyeo



Bimodal Distribution
****
Group: Gold Star Club
Posts: 340
Joined: 6-April 12
Level 280 (Godslayer)


I currently have the elemental resists formula set to:

CODE
(1 - (1 - SIGMA(aura_bonus*aura_rank)) * PI(1 - eq_bonus)) * (1 + (ability_bonus*ability_rank))


I could not actually find a formula on the wiki, so I did the above based on the assumption that those abilities modify the resistances separately from the eq and combined aura bonus, in the same way that burden and interference affect evade and critical chances.

Based on your feedback, I'm assuming the elemental resist abilities should actually be applied as follows:

CODE
(1 - (1 - SIGMA(aura_bonus*aura_rank)) * PI(1 - eq_bonus) * (1 - (ability_bonus*ability_rank)))


As long as you are reading this thread, I'd like to confirm that the capacitor and juggernaut bonuses are applied separately from (i.e. multiplicatively with) the HP and MP tank bonuses.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 4 2013, 15:36
Post #31
skillchip



Mathematical Trashcat
*********
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06
Level 496 (Godslayer)


Yes, capacitor is added up on all equipment, then that sum of all bonuses from equipment is multiplied with the other bonuses. So 3% on one piece, and 4% on another, is a 1.07 multiplier (1+.03+.04), not 1.0712 (1.03)*(1.04)

This post has been edited by skillchip: Jan 4 2013, 15:37
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 4 2013, 20:22
Post #32
losernyeo



Bimodal Distribution
****
Group: Gold Star Club
Posts: 340
Joined: 6-April 12
Level 280 (Godslayer)


Resists fixed (man, they are much better than I thought).

Capacitor and juggernaut added.

Still looking for help! How to accept equipment links as input? I need something that either gets me the source without CORS or preferably can emulate a ctrl+A, ctrl+C into a variable.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 4 2013, 21:02
Post #33
skillchip



Mathematical Trashcat
*********
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06
Level 496 (Godslayer)


Things I think should be added

Metrics or Statistics tab which would contain:
Curative spell strengths and amount restored per turn by potions
Mage Score calculations
Overall avoidance and hit chances

Maybe a Melee score or HP score
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 4 2013, 22:43
Post #34
losernyeo



Bimodal Distribution
****
Group: Gold Star Club
Posts: 340
Joined: 6-April 12
Level 280 (Godslayer)


Ok, let me see if I can squeeze that stuff into the proficiency box. There should be room. If not I'll need to play with the UI a bit.

I'd use the same formula as Tiap for magic scores, but what were you thinking for melee and HP scores?
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 5 2013, 00:41
Post #35
nedja



Newcomer
*
Group: Members
Posts: 47
Joined: 15-September 09
Level 382 (Lord)


Seems pretty (IMG:[invalid] style_emoticons/default/happy.gif)

I will try it

Thx
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 5 2013, 01:22
Post #36
skillchip



Mathematical Trashcat
*********
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06
Level 496 (Godslayer)


HP Score (PHY): Total HP/(1-phy mitigation)/(1-evade)/(1-parry)/(1-block)
HP Score (MAG): Total HP/(1-mag mitigation)/(1-evade)/(1-resist)/(1-block)

This post has been edited by skillchip: Jan 5 2013, 01:22
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 5 2013, 14:35
Post #37
PK678353



Old Marshal Winter
*******
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10
Level 345 (Godslayer)


QUOTE(skillchip @ Jan 4 2013, 19:22) *

HP Score (PHY): Total HP/(1-phy mitigation)/(1-evade)/(1-parry)/(1-block)
HP Score (MAG): Total HP/(1-mag mitigation)/(1-evade)/(1-resist)/(1-block)


Good old EHP (Effective HP). Not sure how I'd rate Crush/Slash/Pierce resist for Physical EHP, since the bonus from those is certainly significant once you hit 300 Heavy Prof (no customs throw Void damage, right?).

So long as we're going for broke, potentially EHP with Protection/SV.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 5 2013, 18:30
Post #38
skillchip



Mathematical Trashcat
*********
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06
Level 496 (Godslayer)


Thats why I use in my spreadsheet to rate gear against eachother in my melee set
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 6 2013, 18:04
Post #39
losernyeo



Bimodal Distribution
****
Group: Gold Star Club
Posts: 340
Joined: 6-April 12
Level 280 (Godslayer)


I see, so you meant EHP when you were talking about an HP score.
Actually this reminds me of EFT's function to evaluate your tank based on a damage type distribution.

Instead of separating EHP into physical and magical components, you allow the user to create a damage distribution and give an EHP based on that.
I'd also be able to estimate a damage sustainable per turn without breaking tank, using that method.

The only thing is I that I don't really know what a good baseline damage distribution would be, because that is affected by the population of custom monsters out there.
I suppose I could get to work on it assuming 50/50 for physical/magical, and then equal proportions all elements within magic and equal proportions crush/slash/pierce within physical.
And I could create some kind of method for the user to change this distribution. But I'd need to overhaul the UI a bit. Which I should probably do anyway.

Also, I'm still wondering what you mean by a 'melee score'.

Edit:

Does protection modify the 'completed' mitigation or does it get multiplied together with the equipment and all that?

Zoom out fixed.

This post has been edited by losernyeo: Jan 6 2013, 19:45
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

 
post Jan 6 2013, 20:21
Post #40
skillchip



Mathematical Trashcat
*********
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06
Level 496 (Godslayer)


right now it is around 90/10 phy/mag since there are only a few monsters who actually "cast"

melee score would be a way to compare pa/bleed/stun/(staff lol), im working on correct formulas right now, way too many variables: pmi (important because one ignores it)
%proc chance
%crit chance
%hit chance
monster avoidance
prof
stats
player speed vs monster speed (and monster slow down)

once I figure out a way to make an accurate representation of how the weapons work in the field vs the numbers generated I will send it your way

This post has been edited by skillchip: Jan 6 2013, 20:29
User is offlineProfile CardPM
Go to the top of the page
+Quote Post


3 Pages V < 1 2 3 >
Closed TopicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 


Lo-Fi Version Time is now: 8th June 2025 - 03:07