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Ask the Experts!, Ask anything about hentaiverse. Hints for beginners |
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Oct 27 2021, 08:38
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Ransotengai
Group: Members
Posts: 213
Joined: 24-February 19

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QUOTE(amaimono @ Oct 26 2021, 07:34)  Sorry for butting in, I can't help noticing your avatar. Do you actually play Dual Wield (+ presumably Light Armor)?
THAT would've been awesome (the avatar matching my play style), but actually my avatar is not holding two weapons, he is holding a sword and a severed hand (chibi hollow Ichigo is violent like that). (IMG:[ invalid] style_emoticons/default/tongue.gif) and I am currently 1H/heavy. This post has been edited by Ransotengai: Oct 27 2021, 08:49
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Oct 27 2021, 08:49
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Ransotengai
Group: Members
Posts: 213
Joined: 24-February 19

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QUOTE(Greshnik @ Oct 26 2021, 02:16)  I'll certainly give priority to OFC... with OFC you basically get a free round every 2-3 rounds... While IA3 only give you the convenience to not recast Protection, which already have low mana cost and long duration anyway...
QUOTE(killi890 @ Oct 26 2021, 08:36)  Haste. Not protection. 3 slots go to spark, spirit shield and haste.
The whole "1h doesn't want haste" is pretty outdated. Especially on pfudor.
QUOTE(jiuqi97 @ Oct 26 2021, 08:56)  Only when you're facing defensive problems, you need haste. For me, I don't need any potions and even cure in pfudor dwd. So I don't use haste in arenas. Besides, PFest is much harder for me. I'll use haste when I'm dying. https://forums.e-hentai.org/index.php?s=&am...t&p=5699559QUOTE(Greshnik @ Oct 26 2021, 13:30)  As jiuqi said... IMO it is fine to use haste as 1H to improve your survivability on arena especially when still low lv., But eventually you'll find yourself could clear all arena with minimal heal needed without using haste as your defense gradually improve... At that point, it is more beneficial to stop using haste and replace it with protection if you put it on IA slot before...
heck, I even don't remember when the last time I need health draught to clear all arena... Because nowadays I very rarely need to heal even without using health draught, as Regen is enough to cover the damage dealt by monsters...
Ok, I don't know how will this sound like, but during ANY arena I am always using ALL supportive buffs with the exception of shadow veil. and using lots of draughts.
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Oct 27 2021, 10:06
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killi890
Group: Members
Posts: 446
Joined: 19-May 11

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QUOTE(Ransotengai @ Oct 27 2021, 08:49)  Ok, I don't know how will this sound like, but during ANY arena I am always using ALL supportive buffs with the exception of shadow veil. and using lots of draughts.
That's fine. Health Draughts are just super underpowered to the point if using them does an actual difference, chances are it's not the draughts but RNG at work. Right now they restore 4.5% base for me, while regen does 17%. That's not enough of a difference to help you go from "oh crap" to "now it's better". Most of the damage comes from unblocked/parried specials hitting your spirit shield anyway, and depending on RNG you can get sometimes really screwed. And in pfudor IW you'd rather use weaken, as that has more of an impact. Haste is also generally nice with a lot of enemies around, as you can't hit more than 3 counters per turn anyway. On pfudor, without haste, enemies are going to regularly double turn you. That does not benefit you. Also a lot of tests are just looking at "turns", that you see at the end battle result screen with the battle script. But those aren't actually turns, but actions. Buffs and the likes last turns. But you can do multiple actions within a turn. Fast spells, generally when hasted and having higher attack speed can cause that. There's the whole idea that less actions -> faster -> better, but I think it's a little more complicated. The main reason why haste makes you live better is because you damage per turn (not per action) rises significantly. Counters barely damage, and even with haste you should get more or less the same amount of counters per turn (again, not per action). That means less buffing, less draughting and might provide a smoother afk experience. Bit a matter of taste I guess.
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Oct 27 2021, 10:20
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fiiz
Group: Gold Star Club
Posts: 515
Joined: 18-May 20

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QUOTE(killi890 @ Oct 27 2021, 16:06)  The main reason why haste makes you live better is because you damage per turn (not per action) rises significantly. Counters barely damage, and even with haste you should get more or less the same amount of counters per turn (again, not per action). That means less buffing, less draughting and might provide a smoother afk experience. Bit a matter of taste I guess. QUOTE Comparing columns 7 and 8, we see that the use of Haste led to a small increase in the number of turns and time, but nothing very remarkable. The biggest effects were the large reduction in the number of counter attacks (2194 vs 1680), and the amount of damage taken (764.246 vs 455.577) or damage taken per turn (450 vs 265). ---------- QUOTE(killi890 @ Oct 27 2021, 16:06)  But those aren't actually turns, but actions. QUOTE Wiki: Every player action equals one in-game turn Haste increases your action speed. With haste, monsters hit you less often, thus you'll get better survivability but less counter attacks. This post has been edited by jiuqi97: Oct 27 2021, 13:13
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Oct 27 2021, 14:36
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Greshnik
Group: Members
Posts: 669
Joined: 13-January 15

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QUOTE(Ransotengai @ Oct 27 2021, 13:49)  Ok, I don't know how will this sound like, but during ANY arena I am always using ALL supportive buffs with the exception of shadow veil. and using lots of draughts.
Which is fine considering your lv... I'm not saying you should stop using haste right now if you need it to survive... Just use anything that help you clear the arena comfortably... As you level up, you'll eventually find it easy enough to clear arena without relying on haste... Either due to additional stats which gives you better defense, or an improvement on your set... For me as 1H player haste, and shadow veil by extension, is kinda like a raincoat... Do you need to wear it when it isn't raining anymore??? QUOTE(killi890 @ Oct 27 2021, 15:06)  Also a lot of tests are just looking at "turns", that you see at the end battle result screen with the battle script. But those aren't actually turns, but actions. Buffs and the likes last turns. But you can do multiple actions within a turn. Fast spells, generally when hasted and having higher attack speed can cause that. There's the whole idea that less actions -> faster -> better, but I think it's a little more complicated. The main reason why haste makes you live better is because you damage per turn (not per action) rises significantly. Counters barely damage, and even with haste you should get more or less the same amount of counters per turn (again, not per action). That means less buffing, less draughting and might provide a smoother afk experience. Bit a matter of taste I guess.
I think I found out what feels off with your post... QUOTE Also a lot of tests are just looking at "turns", that you see at the end battle result screen with the battle script. But those aren't actually turns, but actions. Most player call this "turns"... QUOTE Buffs and the likes last turns. And this is called "ticks"... https://ehwiki.org/wiki/Action_SpeedAFAIK both are the time units used in the game... I'm not that knowledgeable about this, maybe Nezu or the others could explain it more thoroughly... But yeah, using haste will make buff and item duration feels longer... And I think most people use turns to compare their clear speed because it is easier to track compared to ticks... But who knows, maybe there is another reason??? (IMG:[ invalid] style_emoticons/default/unsure.gif)
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Oct 27 2021, 16:25
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killi890
Group: Members
Posts: 446
Joined: 19-May 11

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The term usage is all over the place, yes. I generally don't refer to actions as turns, as ingame all durations of abilities are given in turns. (i.e. a draught lasts 50 turns. Maxed out Imperil's base duration is 10 turns)
So for me a turn is what those things last. A tick must still be something different, as I currently have 20 magic regen per tick, and I can guarantee that this is not true at all if tick would actually be your standard speed for one attack with no attack speed or haste.
But yeah, the terms are all over the place. It's just important to know what the end of battle "turns" mean.
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Oct 27 2021, 16:49
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Mud attheBaseofLotus
Group: Members
Posts: 776
Joined: 25-February 15

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QUOTE(jiuqi97 @ Oct 26 2021, 06:56)  Well that particular tests prove that haste almost not affecting turn count, i mean look at result: difference 18 turns, its like 1% for 1700 total turn count. Also there is huge difference in counter atack count, but difference in turns only 1%. Idk why but on my test arount level 370 i had difference in turns ~7% for with/without haste.
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Oct 28 2021, 04:28
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Xiandora
Group: Gold Star Club
Posts: 137
Joined: 3-June 09

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QUOTE(Mud attheBaseofLotus @ Oct 27 2021, 16:49)  Well that particular tests prove that haste almost not affecting turn count, i mean look at result: difference 18 turns, its like 1% for 1700 total turn count. Also there is huge difference in counter atack count, but difference in turns only 1%.
Idk why but on my test arount level 370 i had difference in turns ~7% for with/without haste.
As a rule of thumb you always make multiple tests whenever possible to reduce the possibility of inaccurate results. In general a larger sample size = more accurate statistics. Also, iirc from what I read in the thread where they did the tests, they also mention that the turn count difference is even smaller than that because that turn difference also includes the turns casting haste. If you wanted to test something out yourself - especially if you're just doing a test of two different variations (haste vs not haste) you'd likely want to make at least 5 different tests, also making sure that you're doing everything with similar efficiency/procedure as you did in whatever sample you're going to compare it to. In general, Haste for 1H builds means; 1) More player actions taken within a certain "timeframe" (in-game time, or 'ticks') 2) More required inputs from the player as well as more opportunities to proc weapon effects and stacking them on multiple targets relative to the duration of said effects (not relevant for grinding). The first half is only true for turns where you're not hitting the counter-attack cap. 3) Because of your increased speed, you're receiving less enemy attacks between your turns, which makes it less likely for you to hit the counter-attack cap. This in turn feeds into #4; 4) Less overcharge income/turn or more overcharge upkeep/tick, unless you're still hitting the Counter cap even with haste. Because the overcharge cost is a fixed rate for each action (turn) you take regardless of speed, you end up effectively either gaining less overcharge, or you end up losing overcharge faster if you were losing it in the first place. This point shouldn't really matter much unless it causes you to drop out of Spirit Stance or you're actively trying to use skills to speed up the battle - in which case it could make a significant difference to how often you can pump out OFCs and the like. I may have forgotten something, but those are the things I know I can confirm. #4 should be the most notable decrease in DPS if any when using haste, which is less noticeable the higher your level and block+parry rate is, since enemies are faster and you're more likely to have counter-attack opportunities. That directly translates into more possible counter opportunities/turn which = more overcharge/turn. The more attacks you're taking and the higher your block rate is, the less noticeable a speed increase will be on your overcharge. On top of all of this, it also matters because increasing your own action speed artificially makes your counter-attack stuns last longer (I.E more turns), which again translates to less attacks taken=less counters=less overcharge. Notably at any point where you're not hitting the counter cap, any speed increase for 1H is likely to decrease your damage/turn (even if it may not necessarily decrease your damage/second). I originally came here to ask what the comma in the math formulas on the wiki mean, to help me calculate the base damage formula effect of Str+Dex... But in the stubborn process of trying to check, double-check, confirm and theorizing my reply about Haste on 1Hs I ended up also figuring out how to arrive not on the exact answer I was seeking, but still a way to (roughly) reach the result I was going to use the formula to reach. I did 4 grades of Maths in school (here called Maths A-D), but I've never seen a comma used in math in my entire life (at least nowhere besides online). If that seems weird to anyone, it's also worth noting that we use commas in Sweden instead of dots for decimals in math. Why, I do not know. Neither do I know how many (if any) other countries do. Heck, it could've even changed in the past 7 or so years that I haven't had any form of contact with school connected math. I also get a feeling we used dots as thousand seperators to make matters worse, but I cannot remember if that is true - if it is then I likely stopped doing so almost immediately after confusing both myself and others on the internet. It took years for me to even get used to using dots instead of commas for math. So yeah, I don't really need the answer anymore, although I could still appreciate it. And yes, if it wasn't for the internet I would still be writing 1,07 instead of 1.07. For anyone curious of what I wanted to use the formula for, I wanted to figure out just how much damage I would get from a point of "base damage formula" (2 for Str, 1 for Dex) to figure out if the extra Crit Chance+Parry of Dex would be worth more than the extra raw damage from Str. Instead I tested a few things and managed to get a rough estimate of a 0.9997^X (X being your current combined 2*Str+Dex) as your current multiplier to the 2/1 damage from Str/Dex. Probably not entirely accurate, but accurate enough to get me an answer. Also, god damnit hyperfocus, you're neat at times but not when you make me spend several hours just to figure out stuff I didn't *really* care about (IMG:[ invalid] style_emoticons/default/biggrin.gif) *Edit* Yup, checking my history I started this "research trip" around just about 8½ hours ago. This post has been edited by Xiandora: Oct 28 2021, 04:57
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Oct 28 2021, 09:51
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akir44
Newcomer
  Group: Members
Posts: 51
Joined: 9-August 17

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hello. can i ask where HV server located? i want to try using vpn to play HV to reduce delay while playing. so which region should i connect to get fastest ping? thank you.
This post has been edited by akir44: Oct 28 2021, 09:52
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Oct 28 2021, 18:22
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Mud attheBaseofLotus
Group: Members
Posts: 776
Joined: 25-February 15

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QUOTE(Xiandora @ Oct 28 2021, 02:28)  As a rule of thumb you always make multiple tests whenever possible to reduce the possibility of inaccurate results. In general a larger sample size = more accurate statistics.
Yes there up to 5% error in turns count from run to run. And i did very lazy test just for myself. Still 7% and 1% difference too large, must be some other cause. Also i noticed that those tests was on legacy 80 round arena(which was not SG arena), and i did test on DwD after patch(90 rounds but fully packed with SGs), maybe for SG arena haste have higher impact on turn count. Here officially we have comma as float point separator, but people use dot or coma, and we dont have separator for thousands so everything is easy - if you see comma or dot, its decimal separator. Very rarely i saw usage of ' for separating thousands(1'234'567), but here its rare. I guess when people from different countries modify wiki you would have such things. Usually context show you right scale of numbers.
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Oct 28 2021, 19:17
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Mindflayer88
Group: Members
Posts: 335
Joined: 9-June 08

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Is combining trophies actually worth it? I feel like I used to get more magnificent and legendary equipment when I shrined many trophies than I do with combined trophies.
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Oct 28 2021, 19:54
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Nezu
Group: Catgirl Camarilla
Posts: 3,932
Joined: 29-January 12

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QUOTE(akir44 @ Oct 28 2021, 08:51)  hello. can i ask where HV server located? i want to try using vpn to play HV to reduce delay while playing. so which region should i connect to get fastest ping? thank you.
The Netherlands.
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Oct 29 2021, 02:37
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Xiandora
Group: Gold Star Club
Posts: 137
Joined: 3-June 09

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QUOTE(Mud attheBaseofLotus @ Oct 28 2021, 18:22)  Yes there up to 5% error in turns count from run to run. And i did very lazy test just for myself. Still 7% and 1% difference too large, must be some other cause. Also i noticed that those tests was on legacy 80 round arena(which was not SG arena), and i did test on DwD after patch(90 rounds but fully packed with SGs), maybe for SG arena haste have higher impact on turn count.
Well, based on the data I talk about in my post, it could potentially be the loss in overcharge - depending on if you lose Spirit Stance or normally use Skills.
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Oct 29 2021, 03:28
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Mud attheBaseofLotus
Group: Members
Posts: 776
Joined: 25-February 15

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QUOTE(Mindflayer88 @ Oct 28 2021, 17:17)  Is combining trophies actually worth it? I feel like I used to get more magnificent and legendary equipment when I shrined many trophies than I do with combined trophies.
Leg and mag seems the same, here results of simulation: CODE T3 (8000/8000) [6] Legendary [49] Magnificent [813] Exquisite [3613] Superior [3519] Average #310: Magnificent Ethereal Axe of Slaughter #375: Magnificent Tempestuous Shortsword of Slaughter #581: Magnificent Shortsword of the Illithid #739: Magnificent Ethereal Club of Balance #1230: Magnificent Hallowed Rapier of the Nimble #1656: Legendary Demonic Shortsword of the Illithid #1678: Magnificent Arctic Club of Balance #1871: Legendary Fiery Rapier of Slaughter #1985: Magnificent Axe of the Vampire #2026: Magnificent Wakizashi of the Nimble #2056: Magnificent Axe of the Banshee #2132: Magnificent Axe of Slaughter #2268: Magnificent Arctic Rapier of Slaughter #2290: Magnificent Hallowed Rapier of Slaughter #2318: Magnificent Ethereal Rapier of Slaughter #2356: Magnificent Club of Slaughter #2990: Magnificent Shortsword of the Illithid #2992: Magnificent Wakizashi of the Nimble #3245: Magnificent Rapier of the Nimble #3296: Magnificent Tempestuous Shortsword of Balance #3343: Magnificent Ethereal Shortsword of the Vampire #3438: Magnificent Rapier of the Nimble #3468: Legendary Ethereal Rapier of the Illithid #3491: Magnificent Club of Balance #3646: Magnificent Ethereal Club of the Nimble #3648: Magnificent Shortsword of Balance #3713: Magnificent Club of the Illithid #3924: Magnificent Arctic Rapier of Slaughter #4002: Magnificent Shortsword of Balance #4054: Magnificent Fiery Shortsword of the Illithid #4159: Magnificent Hallowed Club of Slaughter #4214: Magnificent Ethereal Rapier of Slaughter #4255: Magnificent Arctic Axe of the Illithid #4306: Legendary Shocking Club of the Illithid #4580: Magnificent Wakizashi of the Nimble #4664: Magnificent Rapier of the Nimble #4734: Magnificent Axe of Slaughter #5075: Magnificent Shortsword of Swiftness #5103: Legendary Ethereal Shortsword of Slaughter #5338: Magnificent Rapier of Slaughter #5834: Magnificent Tempestuous Shortsword of Balance #6133: Magnificent Club of Slaughter #6134: Magnificent Wakizashi of Swiftness #6605: Magnificent Club of the Nimble #6853: Magnificent Rapier of the Banshee #7055: Magnificent Shortsword of Swiftness #7197: Magnificent Axe of Slaughter #7229: Magnificent Tempestuous Rapier of Balance #7462: Magnificent Tempestuous Wakizashi of the Battlecaster #7506: Magnificent Tempestuous Wakizashi of Balance #7523: Magnificent Rapier of Balance #7557: Magnificent Arctic Club of the Banshee #7605: Legendary Fiery Shortsword of Balance #7770: Magnificent Demonic Rapier of the Nimble #7847: Magnificent Tempestuous Wakizashi of Slaughter
CODE T5 (1000/1000) [5] Legendary [48] Magnificent [487] Exquisite [460] Superior #20: Magnificent Arctic Shortsword of Balance #28: Magnificent Axe of Slaughter #42: Magnificent Club of Slaughter #51: Magnificent Rapier of Slaughter #82: Magnificent Ethereal Axe of the Illithid #85: Magnificent Rapier of Slaughter #110: Magnificent Wakizashi of Balance #128: Magnificent Shortsword of Balance #165: Magnificent Axe of Slaughter #173: Magnificent Club of Slaughter #176: Magnificent Wakizashi of the Nimble #187: Magnificent Arctic Axe of the Vampire #193: Magnificent Rapier of the Illithid #260: Magnificent Wakizashi of the Nimble #276: Magnificent Tempestuous Shortsword of the Vampire #279: Magnificent Demonic Wakizashi of the Nimble #299: Magnificent Demonic Rapier of Balance #304: Magnificent Shortsword of the Banshee #305: Legendary Arctic Axe of Slaughter #351: Magnificent Shocking Wakizashi of Swiftness #356: Magnificent Arctic Shortsword of Balance #447: Magnificent Axe of the Illithid #488: Magnificent Rapier of Balance #513: Magnificent Rapier of Balance #517: Magnificent Tempestuous Shortsword of Slaughter #522: Magnificent Axe of Slaughter #525: Legendary Fiery Shortsword of the Vampire #543: Magnificent Demonic Club of the Nimble #571: Magnificent Fiery Rapier of the Illithid #581: Magnificent Shocking Wakizashi of Balance #582: Magnificent Arctic Club of Slaughter #598: Magnificent Ethereal Rapier of the Illithid #599: Magnificent Ethereal Club of the Nimble #627: Magnificent Shocking Shortsword of Balance #634: Legendary Tempestuous Club of the Nimble #642: Magnificent Ethereal Club of the Vampire #643: Magnificent Hallowed Shortsword of Slaughter #668: Legendary Fiery Wakizashi of Balance #694: Legendary Tempestuous Axe of the Illithid #701: Magnificent Arctic Axe of the Illithid #757: Magnificent Axe of the Illithid #773: Magnificent Rapier of Slaughter #774: Magnificent Fiery Rapier of the Illithid #788: Magnificent Wakizashi of the Nimble #802: Magnificent Ethereal Shortsword of the Illithid #830: Magnificent Club of Slaughter #836: Magnificent Shortsword of Balance #883: Magnificent Axe of the Illithid #920: Magnificent Shortsword of Slaughter #931: Magnificent Shortsword of Slaughter #932: Magnificent Ethereal Rapier of Balance #953: Magnificent Tempestuous Shortsword of the Vampire #982: Magnificent Ethereal Club of Slaughter
Couldn't find spoiler thing to hide this wall of text... (IMG:[ invalid] style_emoticons/default/rolleyes.gif) QUOTE(Xiandora @ Oct 29 2021, 00:37)  Well, based on the data I talk about in my post, it could potentially be the loss in overcharge - depending on if you lose Spirit Stance or normally use Skills.
I didnt used skills/OFC on DwD so spirit stance nonstop from early rounds. Must be some other factors. This post has been edited by Mud attheBaseofLotus: Oct 29 2021, 03:30
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Oct 29 2021, 12:52
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Mindflayer88
Group: Members
Posts: 335
Joined: 9-June 08

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I suppose it makes little difference but I get a bit more scrap without having to go to the shop if I don't combine the trophies. Thanks.
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Oct 29 2021, 13:36
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killi890
Group: Members
Posts: 446
Joined: 19-May 11

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QUOTE(Mindflayer88 @ Oct 29 2021, 12:52)  I suppose it makes little difference but I get a bit more scrap without having to go to the shop if I don't combine the trophies. Thanks.
In Isekai trophy value makes it worth combining though. Get to 10 mil and you get a peerless voucher. Combinable trophies (as in everything below tier 5) upgraded to tier 5 gives a +30% trophy value increase. That's pretty nice for all those school girl trophies, normal boss trophies and saplings. In isekai you can also do other robs for maybe some shirts.
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Oct 29 2021, 13:58
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Mindflayer88
Group: Members
Posts: 335
Joined: 9-June 08

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I suppose it would be but I only played for a bit during the first season. it's just a bit too much to do both isekai and persistent.
Edit:
Is adding more monsters to my lab the most sensible way to use chaos tokens if I want to increase the chance to receive phazons and other useful materials? Or is it more worthwhile to try to increase my existing monsters' effective power level with upgrades?
This post has been edited by Mindflayer88: Oct 29 2021, 18:05
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Oct 29 2021, 22:05
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Ransotengai
Group: Members
Posts: 213
Joined: 24-February 19

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QUOTE(Mindflayer88 @ Oct 28 2021, 19:17)  Is combining trophies actually worth it? I feel like I used to get more magnificent and legendary equipment when I shrined many trophies than I do with combined trophies.
QUOTE(Mindflayer88 @ Oct 29 2021, 12:52)  I suppose it makes little difference but I get a bit more scrap without having to go to the shop if I don't combine the trophies. Thanks.
QUOTE(killi890 @ Oct 29 2021, 13:36)  In Isekai trophy value makes it worth combining though. Get to 10 mil and you get a peerless voucher. Combinable trophies (as in everything below tier 5) upgraded to tier 5 gives a +30% trophy value increase. That's pretty nice for all those school girl trophies, normal boss trophies and saplings. In isekai you can also do other robs for maybe some shirts.
Quick qustio, what is combining trophies? and how you do it? (and yes, I've been living under a rock up untill recently). This post has been edited by Ransotengai: Oct 29 2021, 22:05
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Oct 29 2021, 22:19
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Mindflayer88
Group: Members
Posts: 335
Joined: 9-June 08

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QUOTE(Ransotengai @ Oct 29 2021, 22:05)  Quick qustio, what is combining trophies? and how you do it? (and yes, I've been living under a rock up untill recently).
When you go into your settings in Hentaiverse you can find the option to combine trophies like in Isekai Hentaiverse. QUOTE SHRINE TROPHY UPGRADES By default, as you gain levels, Snowflake will start accepting more lower-tier trophies for a higher-trophy roll in the Shrine. You can override this behavior here.
Use Default
Upgrade to Tier 3
Upgrade to Tier 4
Upgrade to Tier 5
Do Not Upgrade
It takes more trophies at once but apparently the roll is not just combining the value but adding a bit to it to make up for the lower chances to roll well from rolling once instead of 2x, 8x or whatever times. E.g. you can basically turn 32 manbearpig tails into a noodle with a bonus to the roll.
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Oct 30 2021, 03:03
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Greshnik
Group: Members
Posts: 669
Joined: 13-January 15

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QUOTE(Mindflayer88 @ Oct 29 2021, 18:58)  Is adding more monsters to my lab the most sensible way to use chaos tokens if I want to increase the chance to receive phazons and other useful materials? Or is it more worthwhile to try to increase my existing monsters' effective power level with upgrades?
The meta for monster lab still Quantity > Quality... The power level only affect the grade of mats like HGC & HGW gift chance while the bindings and rare mats like phazon chance are still the same... So most people usually have a lot of low PL monsters rather than having a few high PL ones... Maybe there is a certain point where a few lv of scavenger will be better than unlocking a new monster slot, but I'm not sure if that already researched before... This post has been edited by Greshnik: Oct 30 2021, 03:05
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