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> HentaiVerse 0.73, Keep Calm and Grind On

 
post Jan 29 2013, 21:44
Post #861
TheTornPrince



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QUOTE(flint @ Jan 29 2013, 19:35) *
Which would be shit.

14.35% wouldn't make much difference, and she'd only take about as long to beat as a Giant with max End.

It would be a lot better than encountering Celestia Lindwurm as a Holy mage. She seems to have about 75% Holy mitigation.

Plus you can avoid Eila by playing on Normal, but there's no way to avoid Celestia Lindwurm.

Really though, I don't care as lone as Soul resistance is replaced with something worth the same number of levels.
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post Jan 29 2013, 22:15
Post #862
Maximum_Joe



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QUOTE(TheTornPrince @ Jan 29 2013, 11:44) *

Plus you can avoid Eila by playing on Normal

Gain 3 more levels and that stops being true.
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post Jan 29 2013, 22:41
Post #863
TheTornPrince



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QUOTE(Maximum_Joe @ Jan 29 2013, 20:15) *

Gain 3 more levels and that stops being true.

That'll probably take about 15 days and Eila will have had an upgrade long before then.

She could have an upgrade now if the Bazaar would spawn crystals faster (IMG:[invalid] style_emoticons/default/mad.gif)

BTW, Sushi has retired. Can I have his equipment since he no longer needs it?
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post Jan 29 2013, 22:52
Post #864
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Sushi retires all the time (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jan 29 2013, 23:11
Post #865
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QUOTE(TheTornPrince @ Jan 29 2013, 11:44) *

14.35% wouldn't make much difference, and she'd only take about as long to beat as a Giant with max End.

It would be a lot better than encountering Celestia Lindwurm as a Holy mage. She seems to have about 75% Holy mitigation.

Plus you can avoid Eila by playing on Normal, but there's no way to avoid Celestia Lindwurm.

Really though, I don't care as lone as Soul resistance is replaced with something worth the same number of levels.


Seriously, how can you be so stupid? That makes void the worst damage type by double the most (Slashing). Crushing and Piercing are only 3% mitigation and you want void to be 5 times as mitigated. What a joke.
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post Jan 29 2013, 23:19
Post #866
Ichy



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QUOTE(Arxdewn @ Jan 29 2013, 23:11) *

Seriously, how can you be so stupid?

Because he likes Eila more than Luccini!
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post Jan 29 2013, 23:36
Post #867
TheTornPrince



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QUOTE(Arxdewn @ Jan 29 2013, 21:11) *
Seriously, how can you be so stupid? That makes void the worst damage type by double the most (Slashing). Crushing and Piercing are only 3% mitigation and you want void to be 5 times as mitigated. What a joke.

Is this uppity little shit right? I can't see the mitigation values in the wiki so I just picked something that sounded right. 3% sounds incredibly low.

Well whatever. You could change it to (VoidResistancePoints*0.00005)*MonsterLevel, which would cut all the values in the table to a quarter. That would put most monsters' Void mitigation below 1% mitigation.

QUOTE(Ichy @ Jan 29 2013, 20:52) *
Sushi retires all the time (IMG:[invalid] style_emoticons/default/tongue.gif)

He clearly wants to retire but can't stop playing. I want to to my bit to help by taking his equipment. It's for his own good!
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post Jan 29 2013, 23:58
Post #868
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Crushing: -25, 0, 25, -25, -25, 50, -25, 50, 0, 0, 25, -25, 25
Total: 50
Average: 50/13 = 3.846%
Slashing: 50, 0, 0, -25, -25, 25, 25, 0, 25, 0, 25, 25, 0, 0
Total: 100
Average: 100/13 = 7.692%
Piercing: 0, 0, 0, -25, -25, 0, -25, -25, 0, 50, 0, 50, 50, 50
Total: 50
Average: 50/13 = 3.846%
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post Jan 30 2013, 00:38
Post #869
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QUOTE(TheTornPrince @ Jan 29 2013, 13:36) *

Is this uppity little shit right? I can't see the mitigation values in the wiki so I just picked something that sounded right. 3% sounds incredibly low.

Well whatever. You could change it to (VoidResistancePoints*0.00005)*MonsterLevel, which would cut all the values in the table to a quarter. That would put most monsters' Void mitigation below 1% mitigation.
He clearly wants to retire but can't stop playing. I want to to my bit to help by taking his equipment. It's for his own good!

We'll help him by stealing all his equipment?
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post Jan 30 2013, 01:06
Post #870
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Arxdewn: That method is clearly very good. After all, maces being ethereal matters less than bladed implements being so (IMG:[invalid] style_emoticons/default/rolleyes.gif) . Give some HVStat scan data to back up your %s. Don't forget to account for differing HPs of monsters.

Prince: With void as baseline 0, one might as well say that monsters mitigations to crush/slash/pierce get worse as they level, which makes no sense at all.

This post has been edited by Lement: Jan 30 2013, 01:06
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post Jan 30 2013, 01:27
Post #871
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QUOTE(Bunker Buster @ Jan 29 2013, 13:09) *

and have an auto-drinky bird that plays the game for us

Ssshhhhhh, stop giving away the secret to my HV Bot.
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post Jan 30 2013, 02:04
Post #872
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And thus I suggest once more, physical mitigation increase similar to elemental mitigation but with a lower value limitation. (like 25 or 50 instead of 75) That would let monsters get stronger physical mitigation.

This post has been edited by MikukoAya: Jan 30 2013, 02:04
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post Jan 30 2013, 02:12
Post #873
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QUOTE(MikukoAya @ Jan 30 2013, 00:04) *

And thus I suggest once more, physical mitigation increase similar to elemental mitigation but with a lower value limitation. (like 25 or 50 instead of 75) That would let monsters get stronger physical mitigation.


Which would only make voided weapons and eth weapons more valuable, since most melee just get to ignore the specific mitigation (IMG:[invalid] style_emoticons/default/smile.gif)

Though it would make TTP have a way to get some easy PLs and make him untrolled for a short while
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post Jan 30 2013, 02:33
Post #874
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QUOTE(Lement @ Jan 29 2013, 15:06) *

Arxdewn: That method is clearly very good. After all, maces being ethereal matters less than bladed implements being so (IMG:[invalid] style_emoticons/default/rolleyes.gif) . Give some HVStat scan data to back up your %s. Don't forget to account for differing HPs of monsters.

Prince: With void as baseline 0, one might as well say that monsters mitigations to crush/slash/pierce get worse as they level, which makes no sense at all.


Why would you scan anything? All the data is clearly listed on the wiki or each time you make a monster in the lab. The numbers are right there, and are independent of any level or scaling. They cannot be upgraded or changed and only depend on monster class.
http://ehwiki.org/wiki/Monster_Lab#Colored_Chart
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post Jan 30 2013, 03:11
Post #875
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QUOTE(Arxdewn @ Jan 30 2013, 00:33) *

Why would you scan anything? All the data is clearly listed on the wiki or each time you make a monster in the lab. The numbers are right there, and are independent of any level or scaling. They cannot be upgraded or changed and only depend on monster class.
http://ehwiki.org/wiki/Monster_Lab#Colored_Chart


Easier to have a visual that you can see as you play then having to tab back and forth
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post Jan 30 2013, 03:12
Post #876
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QUOTE(Arxdewn @ Jan 29 2013, 19:33) *

Why would you scan anything? All the data is clearly listed on the wiki or each time you make a monster in the lab. The numbers are right there, and are independent of any level or scaling. They cannot be upgraded or changed and only depend on monster class.
http://ehwiki.org/wiki/Monster_Lab#Colored_Chart


Anything with a mitigation of 0% or lower effectively doesn't contribute at all because they die to domino strike even in the 4th place faster than your primary target with a 50% mitigation. If void doesn't exist, I'd rather have every class be 10% resistant to everything than the current distribution.
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post Jan 30 2013, 04:33
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I DW personally.
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post Jan 30 2013, 05:07
Post #878
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The main point is that going from 0% mit to 50% mit, you need 100% more damage to kill the target. Going from 0% mit to 10% mit means you only need 11% more damage. Hypothetically, assuming a round has 13 (impossible, but only for reference) monsters, one of each type, equal mitigation, every monster has 100 hp, you would need to deal x damage using each type to kill everything.

Crushing: 5*80+3*100+2*200+3*133.3 = 1500 damage
Slashing: 2*80+1*200+6*100+4*133.3 = 1492 damage
Piercing: 4*80+6*100+3*200 = 1520 damage

Void (every monster has 10% mit): 10/9*13*100 = 1444 damage
Which still wins out despite having much higher average resistance, and slashing beats the other two despite having double the average resistance.

Think of it this way, would you rather have [10 monsters all 50% resistant] or [9 monsters with -100% resistance and 1 monster with 100% resistance]? (IMG:[invalid] style_emoticons/default/laugh.gif)

Edit: Void resistance will probably never happen, but simply averaging resistances isn't a very convincing argument. (Neither is mine tbh, considering I don't know how many of each monster class or how much stats affect calculations.)

This post has been edited by fishinsea: Jan 30 2013, 05:16
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post Jan 30 2013, 07:18
Post #879
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QUOTE(fishinsea @ Jan 29 2013, 23:07) *

The main point is that going from 0% mit to 50% mit, you need 100% more damage to kill the target. Going from 0% mit to 10% mit means you only need 11% more damage. Hypothetically, assuming a round has 13 (impossible, but only for reference) monsters, one of each type, equal mitigation, every monster has 100 hp, you would need to deal x damage using each type to kill everything.

Crushing: 5*80+3*100+2*200+3*133.3 = 1500 damage
Slashing: 2*80+1*200+6*100+4*133.3 = 1492 damage
Piercing: 4*80+6*100+3*200 = 1520 damage

Void (every monster has 10% mit): 10/9*13*100 = 1444 damage
Which still wins out despite having much higher average resistance, and slashing beats the other two despite having double the average resistance.

Think of it this way, would you rather have [10 monsters all 50% resistant] or [9 monsters with -100% resistance and 1 monster with 100% resistance]? (IMG:[invalid] style_emoticons/default/laugh.gif)

Edit: Void resistance will probably never happen, but simply averaging resistances isn't a very convincing argument. (Neither is mine tbh, considering I don't know how many of each monster class or how much stats affect calculations.)


Yours is far better than simply averaging them, as 50% resist matters far more than -25% vulnerability. To get a really good argument going you'd need a decent count of mob types at high levels though. Noting every mob encountered in say 10 T&T runs would be statistically sufficient (and perhaps keeping separate stats on the top 20 or so mobs since they matter more to actual performance).

Fortunately, I doubt Void resistance will happen (and if it does, I'd expect it as a 0.5%/level Chaos Upgrade for 0 PL for maximum Frith trolling).

Hmm, I should do an EHP averaging on the elements and element pairings.
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post Jan 30 2013, 08:20
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You make a fair point, though it does neglect one important factor. The more vulnerable mobs die much faster, reducing damage sooner. You wouldn't start killing schoolgirls while the other 5 mobs wail on you, you kill the easier ones first to reduce incoming damage. When there's only one left it can have 95% reduction (an extreme case of a FSM)and you'll still win, eventually. Still, calculating that way makes it more like a 12-13% increase which helps more.
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