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> HV Questions Thread, For questions about how it works

 
post Mar 17 2010, 13:20
Post #1141
hgbdd



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QUOTE(BlorgAlmighty @ Mar 17 2010, 04:59) *

As for the second, I always have the same armor on for all three sets - the only thing that differs are the weapons. While it may be bad luck, I don't think that explains how a Weakened monster can smack me for over 100 damage in Baby Steps.

Just a question, it's possible, they started to hit you harder when you hit L50?
I just remember that, mobs start to hit a little harder when you reach level 20/40/70 (meaning the difficulty was a little harder), or at least it's what used to be on the beginning of HV.

Also, don't forget that unlike on arena (boggyb already how it works) on IW/GrindFest the difficulty start 50% below, in the first round, and increase 1% each level, so only at round 51 is when they hit you with the same strength, that you encounter on the arena.
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post Mar 17 2010, 19:43
Post #1142
buktore



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I have 80% hit chance and +76.4% from items, I would have..

80 + (76.4 / 100) * (100 - 80) = 95.28% >> 95% because it of the cap.

And from what I remember, + Crit % bonus from items are calculated like the Hit % bonus, right?

So, if I have 8% Crit chance in the character screen and +10.9% from items, I would have..

8 + (10.9 / 100) * (100 - 8) = 18.028% ~ 18.03% when hit

Now, I don't know how the game calculated what happened when you hit the mob but let's assume that critical chance are roll before weapon proc chance, since critical = 100% proc, it would mean that my 21% proc rapier would have..

18.03 + (21 / 100) * (100 - 18.03) = 35.24% overall chance to proc when hit.

To sum up, I have 95% hit, 18.03% crit when hit, 35.24% weapon proc chance when hit, correct?

And does anyone know what critical actually do? bypass defense? increase damage?
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post Mar 17 2010, 19:57
Post #1143
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Critical hits bypass defense, do increased damage, and apparently proc weapon effects (not sure about spell effects or ether theft).
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post Mar 17 2010, 21:52
Post #1144
Sayo Aisaka



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QUOTE(Thanos008 @ Mar 17 2010, 02:27) *

I could've sworn that I once read in a Thread here that the script calculates the DMG that you deal out to other monsters based on a % of the DMG dealt to the main target when an AoE Spell is cast.

Assuming for the sake of argument that I'm correct on that first premise......can I inflict even more DMG on the secondary targets by first proccing Penetrated Armor on the Primary and then attacking him with AoE magic??

No. Damage done to a secondary target is reduced relative to what it would be if that monster were the primary target.
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post Mar 17 2010, 22:01
Post #1145
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QUOTE(Cronauron @ Mar 18 2010, 00:57) *

Critical hits bypass defense, do increased damage, and apparently proc weapon effects (not sure about spell effects or ether theft).


Take a look

QUOTE
13 2 Amphibious Sperm Whale has been defeated.
13 1 You crit Amphibious Sperm Whale for 737 piercing damage.
12 2 Amphibious Sperm Whale hits you for 17 crushing damage.
12 1 Amphibious Sperm Whale evades your attack.
11 3 Amphibious Sperm Whale hits you for 14 crushing damage.
11 2 Amphibious Sperm Whale gains the effect Penetrated Armor.
11 1 You crit Amphibious Sperm Whale for 401 piercing damage.


One thing for sure is that it does increase damage but I'm not too sure about bypass defense, if it does bypass defense both hit should do the same damage.

Or it might reduced defense instead and not completely bypass it?
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post Mar 17 2010, 23:54
Post #1146
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QUOTE(buktore @ Mar 17 2010, 13:01) *

Take a look
One thing for sure is that it does increase damage but I'm not too sure about bypass defense, if it does bypass defense both hit should do the same damage.

Or it might reduced defense instead and not completely bypass it?

First off, if criticals completely bypassed defense, then wouldn't they do full damage to legendaries and other physical damage resistant enemies? Secondly, even if they did bypass defense, there would still be variability in the atttack roll, so they would not all do the same damage.
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post Mar 18 2010, 19:00
Post #1147
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I should have been more clear. When I said bypassed defense, I meant defenses like parry, resist and evade, not shield or barrier ratings.
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post Mar 18 2010, 23:59
Post #1148
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I seem to recall from somewhere else that one's chance of better Item/Weapon/Armor Quality goes up as one progresses in levels in an Item World or Grindfest (IIRC "capping" at Level 100).


Does this characteristic also apply to high-level Arenas, since their difficulty stays the same throughout??

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post Mar 19 2010, 00:20
Post #1149
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QUOTE(Thanos008 @ Mar 18 2010, 21:59) *

I seem to recall from somewhere else that one's chance of better Item/Weapon/Armor Quality goes up as one progresses in levels in an Item World or Grindfest (IIRC "capping" at Level 100).
Does this characteristic also apply to high-level Arenas, since their difficulty stays the same throughout??

I don't think so, because arenas already have a chance to give an bonus for clearing it (Tokens/Equipment/Items)
Also the bonus are better (not sure about chance though), for the further challenges.
Ex: First blood probably never drop an elixir, but EndGame it's impossible to drop an lesser item.
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post Mar 19 2010, 02:01
Post #1150
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Does anyone here know if Tenboro's Script counts the grand total of all the H@H Clients you're running at home, or if it calculates them separately??

That is to say, if you have one Client that is running at 350 KBPS, and another that is running at 150 KBPS, do you get the Hath/GP Accrual Multiplier benefits equivalent to a single client running at 500 KBPS, or separate Hath/GP accruals (with the appropriate multiplier) for each individual one??
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post Mar 19 2010, 02:13
Post #1151
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QUOTE(Thanos008 @ Mar 19 2010, 00:01) *

Does anyone here know if Tenboro's Script counts the grand total of all the H@H Clients you're running at home, or if it calculates them separately??

That is to say, if you have one Client that is running at 350 KBPS, and another that is running at 150 KBPS, do you get the Hath/GP Accrual Multiplier benefits equivalent to a single client running at 500 KBPS, or separate Hath/GP accruals (with the appropriate multiplier) for each individual one??

Sorry Thanos008 but what this have with HV?
Shouldn't you ask here:
https://forums.e-hentai.org/index.php?showforum=8
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post Mar 20 2010, 16:59
Post #1152
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Quick question: Does Penetrated Armor increase bleed damage? Assuming bleed is procced after PA, of course (duh).
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post Mar 20 2010, 18:02
Post #1153
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QUOTE(ChosenUno @ Mar 20 2010, 14:59) *

Quick question: Does Penetrated Armor increase bleed damage? Assuming bleed is procced after PA, of course (duh).

No, bleed damage only depends of proficiency and the bleed stat of the weapon
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post Mar 20 2010, 18:05
Post #1154
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Unfortunately, it does not but poison does do more damage with PA up.
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post Mar 20 2010, 18:08
Post #1155
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QUOTE(xenon22 @ Mar 20 2010, 16:05) *

Unfortunately, it does not but poison does do more damage with PA up.

Fortunately, because it gives the same damage to all enemies, even the physical immune gods (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Mar 20 2010, 18:30
Post #1156
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What do you think would be more important in these pairs for grinding?
Bleed turns vs bleed damage
Attack accuracy vs bleed percentage
Attack multiplier vs attack accuracy
phys mitgation vs phys absorption
Also, how should I treat a monster that has a bleed that will be fatal in 2-3 turns, should I finish it off, or move onto another monster?
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post Mar 21 2010, 00:24
Post #1157
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QUOTE(Marvin666 @ Mar 20 2010, 16:30) *

What do you think would be more important in these pairs for grinding?
Bleed turns vs bleed damage
Attack accuracy vs bleed percentage
Attack multiplier vs attack accuracy
phys mitgation vs phys absorption

That depends of certain aspects, like gear you wear, and fighting style, but in my opinion:
1-bleed damage
2-attack accuracy
3-they can be considered equal, but I prefer damage
4- depend how much the mobs are hitting you, if is +100 damage mitigation wins, otherwise is absorption.

QUOTE
Also, how should I treat a monster that has a bleed that will be fatal in 2-3 turns, should I finish it off, or move onto another monster?

Explain one thing first, are you talking about a bleeding 2H weapon?
If it is, I usually move to another mob is bleed is enough to kill. If not, I just kill it to death.
1H weapons, I prefer to kill to death, but then again my preference is PA (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Mar 21 2010, 02:46
Post #1158
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QUOTE(Marvin666 @ Mar 20 2010, 23:30) *

What do you think would be more important in these pairs for grinding?
Bleed turns vs bleed damage
Attack accuracy vs bleed percentage
Attack multiplier vs attack accuracy
phys mitgation vs phys absorption
Also, how should I treat a monster that has a bleed that will be fatal in 2-3 turns, should I finish it off, or move onto another monster?


1. Bleed damage, definitely. You'll get damaged less that way.
2. Depends. If you're a 2H user and a Domino Strike whore like me (IMG:[invalid] style_emoticons/default/laugh.gif) then I think bleed percertage is better. Otherwise Attack accuracy. Personally, with attack chance of 79% accuracy + 30% hit chance, I'm averaging 85% accuracy according to STATS, which is really not much.
3. Again depends. For 2H attack multiplier is the way to go (Domino Strike!!!). As for DW and 1HS, I dunno, never tried those (IMG:[invalid] style_emoticons/default/tongue.gif)
4. Low levels, definitely absorbtion. I love absorbtion. When I go cakeworld these days mobs don't hurt me until I'm about round 50. As always, YMMV.

You should leave mobs dying for efficiency when grinding. The damage to you will be minimal, especially when you have high bleed damage. When you should kill them because they're hurting you too much, it's almost time to hit the flee button anyway (IMG:[invalid] style_emoticons/default/laugh.gif)

A question for the experts: Is the name of the item a much better indication of the kind of mobs you'll fight inside compared to its price?

This post has been edited by ChosenUno: Mar 21 2010, 03:02
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post Mar 21 2010, 03:25
Post #1159
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For the second one, I meant parry vs accuracy. I have a dagger with 40.64 accuracy, but only 5.88 parry. I have another dagger with 11.76 parry, but only 18.69 accuracy. I can't figure out which one would be better. For my gear, I've been working on low burden. It has 3 pieces of kevlar, 1 of phase, and 1 of silk. I wield an axe, and a dagger in my off hand, but sometimes I use a katana, and wakizashi. My new axe is going to be 23%, 3T, and 73 damage. Also, what monsters are immune to fire, I've been considering switching back to fire instead of elec, because 2 pieces of my gear have fire bonuses.

This post has been edited by Marvin666: Mar 21 2010, 03:32
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post Mar 21 2010, 03:34
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QUOTE(ChosenUno @ Mar 20 2010, 19:46) *

A question for the experts: Is the name of the item a much better indication of the kind of mobs you'll fight inside compared to its price?

If you mean bosses, then the "quality" of the the item tells you what to expect. It seems to work the same way the difficulty does. Below "average" items won't produce bosses, but "average" will and above "average" items even more so. I grind EXP in an "exquisite" item and see bosses in, maybe, 25% of my Item World runs. Maybe a little more...(This assumes that you have HV set on Normal)
If you mean mob strength/EXP, then it seems that is determined by the stats of the item, I assume that the way the system determines the stat worth of the item is the same way it determines sale value, so, out of two similar items, the one that sells for more will give you mobs worth more EXP.
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