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> [Request] HV Stamina to Rounds Converter Script, Do you know how stamina works?

 
post Feb 14 2016, 08:56
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EnTriel



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Hi,

I know that every 25 rounds of battle we lose 1 stamina, and we restore 1 every hour. And if we drop to 89(edit:79) stamina we lose 100% bonus experience.

So, I generally try to choose the arena I will be fighting in according to my remaining stamina and round number of the arenas.

But there is something I couldn't find anywhere.

Let's say I have 90 stamina. If I understood correctly it means that I can fight 24 rounds before I lose 1 stamina and drop down to 89.

If I were to fight 12 rounds and wait for an hour to gain 1 stamina, I would have 91 stamina then. So, would it take another 13 rounds for me to drop down to 90 again, or do I have 25 rounds?

In other words, is there a way to know how many rounds I have remaining to hit rock bottom 0?

Because if there is a way to calculate that, I would use a converter script to replace the stamina indicator. That way I can choose my battles more accurately (IMG:[invalid] style_emoticons/default/smile.gif).

I will be thankful for your help (IMG:[invalid] style_emoticons/default/blush.gif).

EDIT : Here is the current script Attached File  HV___Stamina_Round_Tracker.user.js.txt ( 6.59k ) Number of downloads: 32


PS : It's not always showing the correct number for stamina 99, since we couldn't find a way to get the exact number, but as soon as you spend a stamina it will correctly track your remaining turns (IMG:[invalid] style_emoticons/default/smile.gif). At least that's the idea.

This post has been edited by EnTriel: Feb 24 2016, 02:11
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post Feb 14 2016, 09:11
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mozilla browser



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You can treat Stamina as though it is stored internally as a floating point even though it is displayed as an integer.

So in your example, you have 13 more rounds to drop back to 90. This assumes, of course, that you are not in battle.

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post Feb 14 2016, 09:18
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DIEGOarnanta



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80-99 +100% exp.

so dont drop below 80. not 90.
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post Feb 14 2016, 09:28
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EnTriel



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QUOTE(mozilla browser @ Feb 14 2016, 07:11) *

You can treat Stamina as though it is stored internally as a floating point even though it is displayed as an integer.

So in your example, you have 13 more rounds to drop back to 90. This assumes, of course, that you are not in battle.

Thanks, do you know where or how can I find that floating point value?

QUOTE(diegodiego13 @ Feb 14 2016, 07:18) *

80-99 +100% exp.

so dont drop below 80. not 90.

Oh yes, my bad. You know it was not a typo, I really thought that it was 90, and I was playing the game according to that (IMG:[invalid] style_emoticons/default/blush.gif). Thanks for pointing my mistake out (IMG:[invalid] style_emoticons/default/smile.gif).
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post Feb 14 2016, 16:13
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Maximum_Joe



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post Feb 15 2016, 02:14
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EnTriel



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QUOTE(Maximum_Joe @ Feb 14 2016, 14:13) *

Ok, then as a guru of the wiki, could you please link me to the page which has the information I want? Instead of being judgmental I mean...
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post Feb 15 2016, 04:14
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tatarime



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It is impossible.

Attached Image

This post has been edited by tatarime: Feb 15 2016, 04:15
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post Feb 15 2016, 11:28
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QUOTE(EnTriel @ Feb 14 2016, 14:28) *

Thanks, do you know where or how can I find that floating point value?


No there's none..
Also you still get 100% bonus exp at 80 stamina, so if you aim for 80 stamina (not 79) then you'll safe anyway - unless missing riddlemaster. also if you're really concerned with exp bonus, instead of "wasting" that 1 stamina in 25 round arena. better save it for next day 100 round arena. doing all 70-100 round arena will drop your 99 stamina to early 80-ish anyway, why bother with 1x exp multiplier arena?

In case you miss it, you get stamina regen but it wouldn't credited to your stamina pool unless you leave the battle, so doing 100 round arena at 81 stamina, stopping when reaching round 25/80stamina then continuing after waiting for 3 hours wouldn't work, the 3 stamina will be credited after you spent another 3 stamina (round 26-100) or fleeing (or defeated).
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post Feb 15 2016, 12:11
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Well, you can't actually get the right decimal, but you can kind of guess ...

Let's start at 99, which can be anywhere in between 99.0 and 99.99
Then wait for stamina to reach 98, which could be somewhere in between 98.0 and 98.99 like before.
But we know that 25 rounds equal 1 stamina between 80 and 99 stamina, thus -0.04 per round, so in effect, the moment the counter switches over we can assume, that stamina is somewhere between 98.96 and 98.99.
As the difference is smaller than the step difference, we can safely use the value at its lower bound.

Once you go below 80 stamina, step difference becomes 0.02

If you want to predict outside of combat, you can only use flat numbers so if it displays 95 stamina this could be anywhere between 95.00 and 95.99 so the safe thing is to assume 95.0 for calculation, once inside combat and stamina switches over you can get a more accurate number.

Problems to handle:
- What happens when stamina caps? Cap at 99.0, 99.5, 99.99 etc?
- If you use decimal numbers outside for predication, how to treat stamina increases?

Just my 2 cents (IMG:[invalid] style_emoticons/default/duck.gif)
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post Feb 15 2016, 20:17
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EnTriel



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QUOTE(tatarime @ Feb 15 2016, 02:14) *

It is impossible.

Attached Image

Do you know that for a fact or are you just guessing?

And I can't see the relevance of the attached image to our topic, am I missing something?

QUOTE(Fudo Masamune @ Feb 15 2016, 09:28) *

No there's none..
Also you still get 100% bonus exp at 80 stamina, so if you aim for 80 stamina (not 79) then you'll safe anyway - unless missing riddlemaster. also if you're really concerned with exp bonus, instead of "wasting" that 1 stamina in 25 round arena. better save it for next day 100 round arena. doing all 70-100 round arena will drop your 99 stamina to early 80-ish anyway, why bother with 1x exp multiplier arena?

In case you miss it, you get stamina regen but it wouldn't credited to your stamina pool unless you leave the battle, so doing 100 round arena at 81 stamina, stopping when reaching round 25/80stamina then continuing after waiting for 3 hours wouldn't work, the 3 stamina will be credited after you spent another 3 stamina (round 26-100) or fleeing (or defeated).

Again, do you know that for a fact or are you just guessing?

Btw I do not ask it for a 25 round arena, but I'm asking it for a situation where I have 82 stamina and I had to choose between a 70 round and 100 round arena. Because 82 stamina means that the bonus will be lost anywhere between 75 and 99 rounds.

QUOTE(simrock87 @ Feb 15 2016, 10:11) *

Well, you can't actually get the right decimal, but you can kind of guess ...

Let's start at 99, which can be anywhere in between 99.0 and 99.99
Then wait for stamina to reach 98, which could be somewhere in between 98.0 and 98.99 like before.
But we know that 25 rounds equal 1 stamina between 80 and 99 stamina, thus -0.04 per round, so in effect, the moment the counter switches over we can assume, that stamina is somewhere between 98.96 and 98.99.
As the difference is smaller than the step difference, we can safely use the value at its lower bound.

Once you go below 80 stamina, step difference becomes 0.02

If you want to predict outside of combat, you can only use flat numbers so if it displays 95 stamina this could be anywhere between 95.00 and 95.99 so the safe thing is to assume 95.0 for calculation, once inside combat and stamina switches over you can get a more accurate number.

Problems to handle:
- What happens when stamina caps? Cap at 99.0, 99.5, 99.99 etc?
- If you use decimal numbers outside for predication, how to treat stamina increases?

Just my 2 cents (IMG:[invalid] style_emoticons/default/duck.gif)

So your answer in fact means that it is possible for a script to keep track of it.

As long as we can detect a one point drop in stamina, that means we have 24 more turns until the next drop, so we can keep decreasing that 24 value (mod 25 of course) with each passing turn.

We don't even need to keep track of hourly gains. Because if we had 83.0 stamina + 12 turns, an hourly gain means that we have 84.0 stamina+12 turns. That way we would lose track of it at max stamina, but we could just get synced with it at the next 1 point stamina drop.

PS: So instead of just saying it's impossible, we could just try and find ways around it.

PPS: And it may even be possible to get the exact value if it's returned from the server as the exact value and gets converted to stamina by calculation at client side by javascript.

This post has been edited by EnTriel: Feb 15 2016, 20:18
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post Feb 18 2016, 05:22
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EnTriel



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I edited my first post and added the script there, if you have any other ideas about the topic, or if you find a bug, please share it here with us (IMG:[invalid] style_emoticons/default/smile.gif).

This post has been edited by EnTriel: Feb 20 2016, 00:56
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post Feb 18 2016, 10:03
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QUOTE
added the script there

Great! Can you tell what this script exactly do. please ^^
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post Feb 18 2016, 21:57
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EnTriel



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QUOTE(f4tal @ Feb 18 2016, 08:03) *

Great! Can you tell what this script exactly do. please ^^

It tracks the remaining rounds you have before you lost 1 point of stamina, and displays that information right below the stamina indicator. Thus, you could know exactly at which turn your 100% bonus will be depleted, or you will stop receiving experience at all (IMG:[invalid] style_emoticons/default/smile.gif).

It can display wrong information when your stamina is 99 though...
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post Feb 19 2016, 00:47
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If you like playing, then there is absolutely no downside to playing below 80 stamina. You gain the same amount of XP in the end, but you gain far more income. IMO it's not worth worrying about, unless you get to 10 stamina, but anywhere near that point it should be obvious many hours in advance that you can either stop playing for some time, or use an energy drink.
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post Feb 19 2016, 02:40
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Very nice script. It works well, but there are a couple of issues >.<

Every time I attack the page partially refresh, and that's normal, and all the scripts refresh too, disappearing for a moment and reappearing, and that's normal too.
But the other scripts normally are put in the bottom left, so when they blink, they only blink.
This script instead makes the whole "difficulty/level/exp/credits" part go up in its original place, and then go back down when the script's text reappears.
Maybe it's annoying only for me, but that's an issue.

And this creates another issue, the script text overlaps with the restoratives when I open their menu to restore hp/mp/sp, and that's not good.

Besides that, it's perfect (IMG:[invalid] style_emoticons/default/tongue.gif)
Moving the text part to the bottom left under the credits would be a solution (IMG:[invalid] style_emoticons/default/biggrin.gif)

P.S. I'm not able to do that, I'm able to change some text parts but that's all, so I'm asking for help (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by ppp82p: Feb 19 2016, 02:45
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post Feb 20 2016, 00:54
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QUOTE(Superlatanium @ Feb 18 2016, 22:47) *

If you like playing, then there is absolutely no downside to playing below 80 stamina. You gain the same amount of XP in the end, but you gain far more income. IMO it's not worth worrying about, unless you get to 10 stamina, but anywhere near that point it should be obvious many hours in advance that you can either stop playing for some time, or use an energy drink.

I don't want to spend too much time playing it, and I want to get the most experience I could. And I use it as a control mechanism too. If I'm below 80, then that's more than enough for the day. At least for me it is.

Btw, I don't know what you mean by gaining the same amount of XP in the end, but with far more income.

QUOTE(ppp82p @ Feb 19 2016, 00:40) *

Very nice script. It works well, but there are a couple of issues >.<

Every time I attack the page partially refresh, and that's normal, and all the scripts refresh too, disappearing for a moment and reappearing, and that's normal too.
But the other scripts normally are put in the bottom left, so when they blink, they only blink.
This script instead makes the whole "difficulty/level/exp/credits" part go up in its original place, and then go back down when the script's text reappears.
Maybe it's annoying only for me, but that's an issue.

And this creates another issue, the script text overlaps with the restoratives when I open their menu to restore hp/mp/sp, and that's not good.

Besides that, it's perfect (IMG:[invalid] style_emoticons/default/tongue.gif)
Moving the text part to the bottom left under the credits would be a solution (IMG:[invalid] style_emoticons/default/biggrin.gif)

P.S. I'm not able to do that, I'm able to change some text parts but that's all, so I'm asking for help (IMG:[invalid] style_emoticons/default/tongue.gif)


Just because I liked your signature (kidding (IMG:[invalid] style_emoticons/default/tongue.gif)), I updated the script for you (IMG:[invalid] style_emoticons/default/smile.gif). You just change the option "var addDisplayToEnd = false;" to "var addDisplayToEnd = true;", and it will add the info below the other elements. I fixed the restoratives bug for both cases too, so no worries (IMG:[invalid] style_emoticons/default/smile.gif)...

PS: Umm, your signature... ...do you mind if I ask you where it is from?

This post has been edited by EnTriel: Feb 20 2016, 01:08
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post Feb 20 2016, 01:53
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QUOTE(EnTriel @ Feb 19 2016, 22:54) *
I don't want to spend too much time playing it, and I want to get the most experience I could. And I use it as a control mechanism too. If I'm below 80, then that's more than enough for the day. At least for me it is.

Btw, I don't know what you mean by gaining the same amount of XP in the end, but with far more income.
Consume 10 stamina while above 80 stamina: get XP equivalent to 10*25*2 = 500 rounds, acquire drops from 250 rounds

Consume 10 stamina while below 80 stamina: get XP equivalent to 10*50 = 500 rounds, acquire drops from 500 rounds

Over a week: Same XP gained, double the income gained
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post Feb 20 2016, 01:57
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QUOTE(Superlatanium @ Feb 19 2016, 23:53) *

Consume 10 stamina while above 80 stamina: get XP equivalent to 10*25*2 = 500 rounds, acquire drops from 250 rounds Time wasted : 1 unit

Consume 10 stamina while below 80 stamina: get XP equivalent to 10*50 = 500 rounds, acquire drops from 500 rounds Time wasted : 2 units

Over a week: Same XP gained, double the income gained

The time is the breaking point for me, so while you are absolutely correct, it's just not for me (IMG:[invalid] style_emoticons/default/smile.gif)...

This post has been edited by EnTriel: Feb 20 2016, 01:58
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post Feb 20 2016, 02:02
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Do nothing at all: Time wasted : 0 units

(IMG:[invalid] style_emoticons/default/tongue.gif)
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post Feb 21 2016, 03:18
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EnTriel



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QUOTE(Superlatanium @ Feb 20 2016, 00:02) *

Do nothing at all: Time wasted : 0 units

(IMG:[invalid] style_emoticons/default/tongue.gif)

That's an option too (IMG:[invalid] style_emoticons/default/tongue.gif)..


Well, I have a question about the stamina recovery. We know that it recovers 1 point every 1 hour. But how does it work exactly? Do we get a point every hour at hundreds (I mean 1:00, 2:00, 3:00 etc.), or is there a counter dedicated to us which starts counting as soon as we played a turn after a full recovery?

If I learn the answer of this question, I can provide a more accurate script, which would even show the right value at the max stamina 99.

So does anyone know the answer?

This post has been edited by EnTriel: Feb 21 2016, 03:19
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