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Ask the Experts!, Ask anything about hentaiverse. Hints for beginners |
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May 8 2022, 11:28
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what_is_name
Group: Gold Star Club
Posts: 1,028
Joined: 5-May 19

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QUOTE(abc12345678901 @ May 8 2022, 14:21)  what's the most efficient (cost and/or time wise) way to level up the forge? Have it at level 41 atm.
In short, for your level now Most cost efficient way: about 1.2M credits + 7K Low-Grade mats + 400-ish sub-Exquisite equips, forge each of their stat to 5 and salvage them, if you do have enough mats and equips. Faster way: forge one or two Legendary Plates/Leathers until cap, cost you maybe 3M~4M credits.
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May 8 2022, 16:30
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kotitonttu
Group: Members
Posts: 723
Joined: 11-April 16

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Is there a way to pin consumable items to the quickbar? I couldn't find one.
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May 8 2022, 17:40
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jantch
Group: Gold Star Club
Posts: 3,704
Joined: 13-May 12

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QUOTE(kotitonttu @ May 8 2022, 10:30)  Is there a way to pin consumable items to the quickbar? I couldn't find one.
The monsterbation script has a second quickbar for items. 
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May 9 2022, 07:28
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aaadka
Group: Gold Star Club
Posts: 283
Joined: 21-October 19

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Can peerless cores got from the lottery be traded?
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May 9 2022, 07:29
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Basara Nekki
Group: Gold Star Club
Posts: 7,642
Joined: 13-September 12

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QUOTE(aaadka @ May 9 2022, 02:28)  Can peerless cores got from the lottery be traded?
No.
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May 9 2022, 13:12
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kotitonttu
Group: Members
Posts: 723
Joined: 11-April 16

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1. The wiki says leveling INT and WIS grant bonuses to Magical Damage and Magical Mitigation, but they do nothing for healing abilities, correct? 2. What does AP refer to in the QUOTE Base health restored = base_health * (AP / 100) * MIN (1.5, MAX ((0.8 + supportive_proficiency / player_level * 0.2), (1 + (supportive_proficiency - player_level) / player_level * 0.5))) formula? Is it the total sum of AP earned for the character or the AP spent into the Ability corresponding with that spell?
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May 9 2022, 14:47
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what_is_name
Group: Gold Star Club
Posts: 1,028
Joined: 5-May 19

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QUOTE(kotitonttu @ May 9 2022, 19:12)  1. The wiki says leveling INT and WIS grant bonuses to Magical Damage and Magical Mitigation, but they do nothing for healing abilities, correct?
2. What does AP refer to in the
formula?
Is it the total sum of AP earned for the character or the AP spent into the Ability corresponding with that spell?
1. correct 2. it should means the ability boost, for Cure it's 100 if you max the Cure ability, means you usually will restore 1.x base_health per cure, max at 1.5 x base_health when your supportive_proficiency is double to your level. BTW the base_health means the HP without ability boost and IW boost This post has been edited by what_is_name: May 9 2022, 14:49
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May 10 2022, 18:17
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Sakura Ayane
Newcomer
  Group: Members
Posts: 67
Joined: 24-October 18

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Hi, I'm just wondering if some random low-level mage junk like this is sellable: Magnificent Phase Glove Thank you.
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May 10 2022, 18:35
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Noni
Group: Catgirl Camarilla
Posts: 13,306
Joined: 19-February 16

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QUOTE(Sakura Ayane @ May 10 2022, 18:17)  Hi, I'm just wondering if some random low-level mage junk like this is sellable: Magnificent Phase Glove Thank you. could be, because it's so low level.
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May 10 2022, 20:15
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Sakura Ayane
Newcomer
  Group: Members
Posts: 67
Joined: 24-October 18

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QUOTE(Noni @ May 10 2022, 12:35)  could be, because it's so low level.
Got it, TYSM
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May 11 2022, 01:35
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anon7631
Newcomer
 Group: Members
Posts: 44
Joined: 30-April 15

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How do I compute the length of a "round" versus a "tick"? My stats say I have +15 magic regen per tick, and my Innate Arcana says upkeep is 1.44MP/round. So how do I compute my net rate of magic consumption compared to actual in-combat actions? The wiki page for Action Speed doesn't mention the length of a "round".
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May 11 2022, 07:17
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Noni
Group: Catgirl Camarilla
Posts: 13,306
Joined: 19-February 16

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QUOTE(anon7631 @ May 11 2022, 01:35)  How do I compute the length of a "round" versus a "tick"? My stats say I have +15 magic regen per tick, and my Innate Arcana says upkeep is 1.44MP/round. So how do I compute my net rate of magic consumption compared to actual in-combat actions? The wiki page for Action Speed doesn't mention the length of a "round".
You're talking about this page, right? https://ehwiki.org/wiki/Action_SpeedA round is until all monsters are defeated. During a round, the player has turns. Monsters as well. Their speed determines how many actions they can do in each tick. For you as a player, it's hard / impossible to see when a tick ends. You only see turns happening. Ticks are happening in the background. So at the end of a round, you can see how many turns you had in the round. With the action speeds mentioned in the wiki, combined with your own speed, you could estimate how many ticks have passed during that round. In any case, your magic regen should be way more than your arcana upkeep if you don't use any spells. But you probably do use spells, like cure and imperil.
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May 11 2022, 08:36
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killi890
Group: Members
Posts: 446
Joined: 19-May 11

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QUOTE(Noni @ May 11 2022, 07:17) 
In any case, your magic regen should be way more than your arcana upkeep if you don't use any spells. But you probably do use spells, like cure and imperil.
Not really. I have 24 mp/tick and 2.57 MP/round. I definitely use more than I gain. But first and foremost, those terms are used in inconsistent ways in the verse. Yes, a round is in theory until all enemies are dead, but upkeap is done per "tick". That said, the mp/tick isn't really true either, as you gain much less. Easily visible with spirit stance, where you lose 1 SP per action, but once in a while you don't. I have 8 sp/tick, so that shouldn't be if that number is actually true. Don't ask me how this really works, but it's really really weird. I ended up with the conclusion, that it doesn't really matter. This post has been edited by killi890: May 11 2022, 08:39
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May 11 2022, 08:57
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what_is_name
Group: Gold Star Club
Posts: 1,028
Joined: 5-May 19

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QUOTE(Noni @ May 11 2022, 13:17)  You're talking about this page, right? https://ehwiki.org/wiki/Action_SpeedA round is until all monsters are defeated. During a round, the player has turns. Monsters as well. Their speed determines how many actions they can do in each tick. For you as a player, it's hard / impossible to see when a tick ends. You only see turns happening. Ticks are happening in the background. So at the end of a round, you can see how many turns you had in the round. With the action speeds mentioned in the wiki, combined with your own speed, you could estimate how many ticks have passed during that round. In any case, your magic regen should be way more than your arcana upkeep if you don't use any spells. But you probably do use spells, like cure and imperil. That's not that correct here. The "Turn/Round/Tick" not always means the same things in different place, actually the "Round" for upkeep MP should means 1 tick, or in other word 1 standard time unit, and for the regen per "tick", the wiki say "it represents 100 time units" here, but you can also see that the PAB table say "1 point = +0.04 Magic Regen per minute", and I remembered somewhere said "1 minute" in battle is always set to 24 or 12 time units or so. In anyway the "tick" here is absolutly not means 1 time unit, otherwise even the mage can play without any draughts, as you can have 100+ natural mp regen per tick but a T3 spell spent less than that. I do a test in battle, with +84 magic regen per tick, 1.69 MP/round Upkeep, without other spells use my MP goes up 1.x per time unit, so the "regen per tick" should means "per minute", and "1 minute" represents about 24 time units in battle This post has been edited by what_is_name: May 11 2022, 09:19
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May 11 2022, 10:06
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anon7631
Newcomer
 Group: Members
Posts: 44
Joined: 30-April 15

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QUOTE(Noni @ May 11 2022, 01:17)  You're talking about this page, right? https://ehwiki.org/wiki/Action_SpeedA round is until all monsters are defeated. During a round, the player has turns. Monsters as well. Their speed determines how many actions they can do in each tick. For you as a player, it's hard / impossible to see when a tick ends. You only see turns happening. Ticks are happening in the background. So at the end of a round, you can see how many turns you had in the round. With the action speeds mentioned in the wiki, combined with your own speed, you could estimate how many ticks have passed during that round. In any case, your magic regen should be way more than your arcana upkeep if you don't use any spells. But you probably do use spells, like cure and imperil. Right, that's the page I meant. But I lose mana over time, not regain it. I just did some testing. With IA disabled, I regained 7MP in 18 normal attacks. So 0.4 per attack. With IA as I have it normally, I lost 10MP in 30 normal attacks, or 0.33 per attack. If upkeep is U=–1.44/"round" as stated in the IA part of the Settings page, and mana recovery is R=0.4/attack, then by knowing R+U=–0.33/attack, that would imply one "round" is roughly equivalent to two attacks. At least, with the attack sped bonus stats I had at the time. Unless it is also affected by that and fixed at a factor of 2? Looking another way, since the net loss means IA's upkeep was 1.83 times the natural recovery rate, that's (-1.44/round) / (+15/tick) = -1.83 tick = 19 rounds with "rounds" as defined for IA upkeep and "ticks" as defined for mana recovery. Again, that's the relation for my attack speed bonus. If one of those two units takes that into account, then that conversion might change. This definition of a "round" is, clearly, entirely separate from a battle round. After all, a round is not a fixed length, but IA's upkeep is paid throughout the fight, so it has no way of knowing how long the battle round will be. Certainly in a long battle like the FSM RoB, IA eats up far, far more than 1.44MP despite being a single battle-round. Meanwhile, the Character Stats page says: "A 'tick' is not equivalent to a turn; it represents 100 time units in the game, which is equivalent to the base action time before any speed bonuses are applied." Since it was previously shown that 1 tick is 19 IA-rounds, and one IA-round was two of my normal attacks, then clearly it's 38 of my attacks to a tick. My speed bonus at the time was 73.6% (23.6% from stats plus 50% from Haste), so converting to a base speed with no bonus, that would be 22 base attack time units per tick. Meaning that the "base action time" is between a quarter and a fifth of the basic attack time, according to that wiki page, which seems at odds with the one you link which says they should be 1:1 (and that would be the logical assumption too). It's late and I'm tired so I might be missing something, but it seems like the nomenclature for time units isn't consistent. Edit: Guess I should have refreshed the thread before posting my own findings. But from a quick glance, things seem in line. If the recovery rate's "tick" is actually a "minute" of 24 base time units, then that "22 base attack time units per tick" I found makes far more sense, since it turns into 22 base attack time units per minute, with the difference between 22 and 24 probably just being rounding error since I'm taking ratios of small integers. So that gives the strongly-expected fact that one basic attack time is equal to one basic action time. This post has been edited by anon7631: May 11 2022, 10:21
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May 11 2022, 14:30
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Noni
Group: Catgirl Camarilla
Posts: 13,306
Joined: 19-February 16

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QUOTE(anon7631 @ May 11 2022, 10:06)  Right, that's the page I meant. But I lose mana over time, not regain it. I just did some testing. With IA disabled, I regained 7MP in 18 normal attacks. So 0.4 per attack. With IA as I have it normally, I lost 10MP in 30 normal attacks, or 0.33 per attack. If upkeep is U=–1.44/"round" as stated in the IA part of the Settings page, and mana recovery is R=0.4/attack, then by knowing R+U=–0.33/attack, that would imply one "round" is roughly equivalent to two attacks. At least, with the attack sped bonus stats I had at the time. Unless it is also affected by that and fixed at a factor of 2? Looking another way, since the net loss means IA's upkeep was 1.83 times the natural recovery rate, that's (-1.44/round) / (+15/tick) = -1.83 tick = 19 rounds with "rounds" as defined for IA upkeep and "ticks" as defined for mana recovery. Again, that's the relation for my attack speed bonus. If one of those two units takes that into account, then that conversion might change. This definition of a "round" is, clearly, entirely separate from a battle round. After all, a round is not a fixed length, but IA's upkeep is paid throughout the fight, so it has no way of knowing how long the battle round will be. Certainly in a long battle like the FSM RoB, IA eats up far, far more than 1.44MP despite being a single battle-round. Meanwhile, the Character Stats page says: "A 'tick' is not equivalent to a turn; it represents 100 time units in the game, which is equivalent to the base action time before any speed bonuses are applied." Since it was previously shown that 1 tick is 19 IA-rounds, and one IA-round was two of my normal attacks, then clearly it's 38 of my attacks to a tick. My speed bonus at the time was 73.6% (23.6% from stats plus 50% from Haste), so converting to a base speed with no bonus, that would be 22 base attack time units per tick. Meaning that the "base action time" is between a quarter and a fifth of the basic attack time, according to that wiki page, which seems at odds with the one you link which says they should be 1:1 (and that would be the logical assumption too). It's late and I'm tired so I might be missing something, but it seems like the nomenclature for time units isn't consistent. Edit: Guess I should have refreshed the thread before posting my own findings. But from a quick glance, things seem in line. If the recovery rate's "tick" is actually a "minute" of 24 base time units, then that "22 base attack time units per tick" I found makes far more sense, since it turns into 22 base attack time units per minute, with the difference between 22 and 24 probably just being rounding error since I'm taking ratios of small integers. So that gives the strongly-expected fact that one basic attack time is equal to one basic action time. I guess the wiki could use some rewording?
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May 11 2022, 15:15
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what_is_name
Group: Gold Star Club
Posts: 1,028
Joined: 5-May 19

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QUOTE(anon7631 @ May 11 2022, 16:06)  ... If the recovery rate's "tick" is actually a "minute" of 24 base time units, then that "22 base attack time units per tick" I found makes far more sense, since it turns into 22 base attack time units per minute, with the difference between 22 and 24 probably just being rounding error since I'm taking ratios of small integers. So that gives the strongly-expected fact that one basic attack time is equal to one basic action time.
To be clear I'm not so sure about the 24 time units per minute is the correct number, as I can't find where I saw it before, it could maybe another number but not far from 24 according to the caculation. One base Physical Attack time(without the speed bonus) equal to one base time unit is correct I think
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May 12 2022, 04:01
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nek
Group: Members
Posts: 441
Joined: 22-June 08

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hi how can i increase the Effective Proficiency of 1h ?
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May 12 2022, 08:03
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Noni
Group: Catgirl Camarilla
Posts: 13,306
Joined: 19-February 16

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QUOTE(nek @ May 12 2022, 04:01)  hi how can i increase the Effective Proficiency of 1h ?
only by playing the style more. Get Assimilator training maxed (or at least very high), and then get all the EXP perks and trainings that you can affford to speed it up. But you do need assimilator.
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May 12 2022, 17:23
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Melovfemale
Group: Gold Star Club
Posts: 275
Joined: 6-March 12

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My phase armour as a mage has crushing mitigation upgraded to 5 on each piece, but I haven't gone any further. Will upgrading this realistically make enough of a difference to justify spending 13/14k on HGC? I've done all the other relevant upgrades to about level 20. I'm thinking I might upgrade the relevant stats until 50, then finish off crushing mit once I'm done. Is this a naive approach? Would upgrading it now help much with damage reduction?
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