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> HV Questions Thread, For questions about how it works

 
post Apr 23 2010, 04:50
Post #1461
Ponifornication



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QUOTE(Boggyb @ Apr 23 2010, 03:46) *

This isn't a HV related question.

(IMG:[invalid] style_emoticons/default/huh.gif) Oh yeah, dont know why I thought it was. sry
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post Apr 24 2010, 03:35
Post #1462
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Were Bosses always capable of showing up in Crude items? I was always under the impression that they only showed up in Normal Average and higher.
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post Apr 24 2010, 03:41
Post #1463
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QUOTE(BlorgAlmighty @ Apr 23 2010, 18:35) *

Were Bosses always capable of showing up in Crude items? I was always under the impression that they only showed up in Normal Average and higher.

They can show up in any level of item as long as the level you play is normal or higher. If you're worried about bosses, you need to play cakefest or easy
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post Apr 24 2010, 03:45
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Mmm, I was simply surprised. Didn't expect a Dalek to pop out in a Crude item, especially since I was using a staff.

EDIT: Just where did I get the notion that they only popped out on Normal+, anyways? o_O

This post has been edited by BlorgAlmighty: Apr 24 2010, 03:46
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post Apr 25 2010, 16:05
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Is it just me, or is the CoD fee at 20% now?
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post Apr 25 2010, 18:03
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Is there some cap on magic accuracy? Because I have 80% base accuracy (on the character screen) and +60.2% magic hit chance from items and sometimes I really wonder how the hit chance works (like when I can't hit a tiny little cockatrice for 5 rounds - that happened a while ago).
Is this +m.hit equipment even useful or should I just throw it away and take some +m.damage elementalist staff instead?
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post Apr 25 2010, 18:32
Post #1467
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QUOTE(odine @ Apr 25 2010, 12:03) *

Is there some cap on magic accuracy? Because I have 80% base accuracy (on the character screen) and +60.2% magic hit chance from items and sometimes I really wonder how the hit chance works (like when I can't hit a tiny little cockatrice for 5 rounds - that happened a while ago).
Is this +m.hit equipment even useful or should I just throw it away and take some +m.damage elementalist staff instead?

Accuracy is multiplicative, so +Accuracy stats on equipment have less effect the higher your base and any other +Accuracy you have are.

EDIT:
Wiki entry on it.

This post has been edited by cmal: Apr 25 2010, 18:33
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post Apr 25 2010, 18:35
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In the HentaiVerse, 80% + 60% = 92%.
QUOTE(cmal @ Apr 25 2010, 15:05) *

Is it just me, or is the CoD fee at 20% now?

Still 10%. Did you forget the 10C base fee?
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post Apr 25 2010, 18:39
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QUOTE(Sayo Aisaka @ Apr 25 2010, 12:35) *

Still 10%. Did you forget the 10C base fee?

Wait, did it always used to charge you that extra 10C?
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post Apr 25 2010, 19:51
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QUOTE(cmal @ Apr 25 2010, 09:39) *

Wait, did it always used to charge you that extra 10C?

Yes.

Does anyone know the ratio of points of proficiency to additional turns with spells? (i.e. how many proficiency points do I need to get an additional turn) I know it varies between spells; however, I want to know for all of them.
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post Apr 25 2010, 20:39
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Is there a difference in the item/euqipment drop chance/quality, between the different modes? (I get way better stuff in grindfests than in the itemworlds)

This post has been edited by HybridGuardian: Apr 25 2010, 20:43
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post Apr 25 2010, 20:57
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The difficulty setting affects item quality. I don't know if anything else does.
QUOTE(Boggyb @ Apr 25 2010, 18:51) *

Does anyone know the ratio of points of proficiency to additional turns with spells? (i.e. how many proficiency points do I need to get an additional turn) I know it varies between spells; however, I want to know for all of them.

From Sonic's calculator thread it would appear that Shield, Barrier, Regen and Arcane Focus (with 5 AP invested where applicable) all have a proficiency scaling of /100. In other words, the base duration is doubled at 100 proficiency.

It should be easy enough to work them all out if you have pieces of equipment that boost each of the relevant proficiencies.
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post Apr 25 2010, 21:09
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QUOTE(Sayo Aisaka @ Apr 25 2010, 19:57) *

The difficulty setting affects item quality. I don't know if anything else does.

And equipment quality effects it too, I get much more godlys with exquisite than I get with fine.
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post Apr 25 2010, 22:09
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QUOTE(Sayo Aisaka @ Apr 25 2010, 11:57) *

It should be easy enough to work them all out if you have pieces of equipment that boost each of the relevant proficiencies.

Supportive- 0 -> 46.34
Haste- 57 -> 66 turns
Shadow Veil- 57 -> 66 turns
Arcane Focus- 283 -> 329 turns
Absorb- 85 -> 99 turns
Spark of Life- 85 -> 99 turns
Shield- 42 -> 49 turns

Haste/Shadow Veil- 1 turn per 5 points proficiency
Arcane Focus- 1 turn per point proficiency
Absorb/Spark of Life- 1 turn per 3.31 points proficiency (I bet this is actually 3)
Shield- 1 turn per 6.62 points proficiency (I bet this is actually 6)

Deprecating- 0 -> 10.56 -> 16.91
Poison- 38 -> 39 -> 40
Slow- 17 -> 17 -> 18
Weaken- 27 -> 28 -> 28
Bewilder- 27 -> 28 -> 28
Silence- 38 -> 39 -> 40
Nerf- 27-> 28-> 29
X-Nerf- 27 -> 28 -> 29

Poison/Silence/Nerf/X-Nerf are somewhere between 1 turn for ever 6 to 8 points.
More data is needed for Slow/Weaken/Bewilder - More than 10 points needed per turn
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post Apr 27 2010, 01:27
Post #1475
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QUOTE(Boggyb @ Apr 25 2010, 21:09) *

Absorb/Spark of Life- 1 turn per 3.31 points proficiency (I bet this is actually 3)

This is why people who don't understand maths shouldn't gamble. (IMG:[invalid] style_emoticons/default/tongue.gif) You're coming at it the wrong way. It isn't one turn for x points of proficiency, rather each spell has a base duration, which is then modified by proficiency as follows.

actual duration = base duration * (1 + proficiency / scaling factor)

The duration is rounded... somehow. It looks like it's to the nearest whole number, except that the mechanics of deprecating spells seem to make them all last one turn longer. I worked out the base durations of these spells:

Deprecating

Weaken 10
Bewilder 10
Sleep 6

Supportive

Shield 15
Haste 20
Shadow Veil 20
Absorb 30
Spark of Life 30
Flame Spikes 20
Arcane Focus 100

Curative

Regen 10

All of those numbers are for 5 AP invested, where applicable. Duration with 5 AP is double that with 1 AP. (I checked it once after an ability reset, and it applied to every spell I acquired at that time. There's no reason to suppose it doesn't apply to all spells with a duration.)

All of the above spells have a scaling factor of 100. In other words, a proficiency of 100 doubles the duration.

And then there's Poison, which is bugging me because it doesn't fit. A scaling factor of 100 doesn't work, and I haven't worked out what does. Yet.
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post Apr 27 2010, 01:41
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QUOTE(Sayo Aisaka @ Apr 26 2010, 16:27) *

You're coming at it the wrong way. It isn't one turn for x points of proficiency, rather each spell has a base duration, which is then modified by proficiency as follows.

actual duration = base duration * (1 + proficiency / scaling factor)

I get that. But, if a spell has a base duration of 20 turns and a scaling factor of 100, then that comes out to 1 turn for every 5 points of proficiency.
21= 20 * (1 + 5/100)
21= 20 * (1.05)
21= 21

Basically: Scaling Factor/ Base Duration= Proficiency needed per additional turn.

I'm basically doing the same, only differently. Other than with Weaken/Bewilder which I screwed up when writing my conclusion, my math comes out to approximately the same.

This post has been edited by Boggyb: Apr 27 2010, 01:46
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post Apr 27 2010, 05:27
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... What the fuck?

I always thought that 9 was the maximum amount of monsters you could fight at once. I'm currently in IW, fighting a Dalek, and only on turn 115 do I realize that I'm also being whacked by a Blue Slime along with the Dalek.

Has it always been this way, or does the appearance of the boss bring forth more monsters than usual?
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post Apr 27 2010, 05:35
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QUOTE(BlorgAlmighty @ Apr 26 2010, 23:27) *

... What the fuck?

I always thought that 9 was the maximum amount of monsters you could fight at once. I'm currently in IW, fighting a Dalek, and only on turn 115 do I realize that I'm also being whacked by a Blue Slime along with the Dalek.

Has it always been this way, or does the appearance of the boss bring forth more monsters than usual?

10 is the max number of monsters possible (a few of the 100+ arenas have 10 in the final round). Bosses aren't counted towards the normal mob size in the random spawns.
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post Apr 28 2010, 02:01
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It's me or the less total HP we have, more the mobs hit like they miss less or our evasion is reduced or something?
I'm asking this because it appears many times that at some point with the HP on the red zone regen can't keep up with the damage taken, but if cast cure suddenly regen start to keep or even raise the HP.


Edit:
New and more serious question, does 1-handed/shield prof also effects Curative rating?

Interference in both settings are below 25.

1HS:
INT 135 3 6
WIS 135 2 3

I have 287 magic rating
Regen restores you with 111 points of health

Staff:
INT 135 8 6
WIS 135 4 3

I have 296 magic rating
Regen restores you with 110 points of health.

Prof:
1-handed 124.17
Shield 124.87
Staff 94.99
Cloth 131.67
Curative 119.43

+10% Holy Rating

This post has been edited by cmdct: Apr 28 2010, 23:38
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post Apr 29 2010, 16:44
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See Sonic's calculator thread for my theory on how Regen works.

Update on spell durations: Turns out my calculations for Poison were thrown off by my base Deprecating prof being at the point where it was just about to increase by one turn. The scaling factor is 100, just like everything else, and the base duration is 14.
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