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> HV Questions Thread, For questions about how it works

 
post Nov 18 2011, 06:13
Post #3221
Blacksheep_Eldric



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I am slightly confused about what it says about Mage Style under Fighting Styles. "After that the electrical element is the most important of the 4 elements, since it's what the monsters are resistant."

I can see that means getting a staff with Elemental Proficiency & Elec Elemental Damage, BUT it also states that Mobs are resistant to electrical attacks. How is that supposed to work?

thx.
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post Nov 18 2011, 06:31
Post #3222
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It's some old advices that doesn't work today.
Use the element you like, because basically for every type of elements there's some monsters which are resistant to that.
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post Nov 18 2011, 06:44
Post #3223
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QUOTE(varst @ Nov 18 2011, 06:31) *

It's some old advices that doesn't work today.
Use the element you like, because basically for every type of elements there's some monsters which are resistant to that.


Thanks for the reply, cleared things up for me. I had a hunch that the information was outdated, considering how sparsely the Staff section appeared compared to the other styles.

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post Nov 18 2011, 14:50
Post #3224
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QUOTE(Razorflame @ Nov 15 2011, 09:13) *

Does full physical mitigation have it's merits now, or does full mage still work good?

It's got it's merits.
But it doesn't really match up with the hits you take to interference and burden.

Light armor rules supreme, with kevlar, when it comes to physical mitigation.
Heavy armors only real advantage seems to lie in shield armor, giving block bonus, which isn't all that good due to 1-H not having the same damage output as other styles.
And while block makes up for burden, meaning you get hit less and get extra attacks from counter-hits, despite having slower action time, it doesn't make up for the high interference.


QUOTE(DragonRanger @ Nov 16 2011, 15:12) *

It doesn't seem consistent though. Sometimes when I run, I'm restored the same amount of HP I lose while running; sometimes I'm restored a much greater amount; and sometimes I don't regain any HP.

QUOTE(varst @ Nov 16 2011, 16:48) *
Hm....my experience:
When I perform testings in crysfest, my character's HP get fully replenished every time I escape from it, no matter how much hp I've left.

So it's safe to assume that for crysfest/grindfest/random encounter (they have similar battle system), HP will be replenished when you escapes.
(Easy to test: Go into a battle, get some hits, escape)
And I just tried, HP doesn't replenish when I'm killed.
So it gives escaping a bit of advantage.

From my testing, it seems like a bug.
You seem to get health equal to that you had when you started the grindfest/crysfest.
OR the amount of health you got after your last healing spell.

In other words, doing a quick test on a crysfest with full health, and doing no heals, and when you flee out, you will have full health again.
Do it again, but let the mobs hit you and wear your health down, cast a healing spell, continue fighting for a while and then flee out, and you will have the health you had immediately after your cast that healing spell (it updates with each tick of a regen as well).

So it only seems to register your health when you enter the crysfest/grindfest, when your health gets replenished, or when it gets depleted (dead).
But not when you get hit and it decreases.


QUOTE(cybchaos @ Nov 16 2011, 16:32) *

Does Domino Strikes not have an indicating effect (like Overwhelming Strikes)?

I just reached level 70 only using 2-handed weapons and I have never seen Domino Strikes proc.
I do however sometimes see splash damage distributed once, but I was always under the impression these were 2-handed crits. Are these Domino Strikes?

It's already been answered, but yes. Whenever any monster other than that you are targetting takes damage, that is domino strikes that does it.
Since it is instant, and not a buff, there is no indicating effect.
Just like when you use a weapon with vampire proc, there is also no indicating icon, you just see it in your battle log, that something more happened than just 1 attack on your target.

Crits, as far as I know, has no effect on procs from fighting style, like domino strikes, but only on the weapon specific proc (stun, bleed, penetrated armor).

This post has been edited by Randommember: Nov 18 2011, 14:52
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post Nov 18 2011, 14:56
Post #3225
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QUOTE(Randommember @ Nov 18 2011, 20:50) *

You seem to get health equal to that you had when you started the grindfest/crysfest.
OR the amount of health you got after your last healing spell.


Okay, I tested it, and it's true.
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post Nov 18 2011, 15:02
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I reported the health thing some time ago in the 0.6.0 thread, I assume it's not a bug since it's not been fixed (or maybe Tenboro hasn't come around to it yet, I don't know).
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post Nov 20 2011, 16:05
Post #3227
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I added a section about how to calculate drop rolls on different items to the wiki. Could people who both know maths and understand the system glance over the formulae?

[Link]

I am fairly sure they are correct, but I might have misunderstood the system a bit. Also, if those skills affect arena bonuses in any way, or possibly other things, that would be nice to see added.
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post Nov 20 2011, 16:32
Post #3228
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QUOTE(Ichizon @ Nov 20 2011, 22:05) *

I added a section about how to calculate drop rolls on different items to the wiki. Could people who both know maths and understand the system glance over the formulae?

[Link]

I am fairly sure they are correct, but I might have misunderstood the system a bit. Also, if those skills affect arena bonuses in any way, or possibly other things, that would be nice to see added.


I agree to all those formulas except for one important matter:
Base drop chance = 5%?
Somehow I can't find any reference to that, but it seems that's the most important assumption in your equations.

It would be better if you state that those percentages are estimated values and can be outdated.

This post has been edited by varst: Nov 20 2011, 16:34
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post Nov 20 2011, 16:41
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QUOTE(varst @ Nov 20 2011, 06:32) *

Base drop chance = 5%?
Somehow I can't find any reference to that, but it seems that's the most important assumption in your equations.


https://forums.e-hentai.org/index.php?s=&am...t&p=1402732

*shrug*
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post Nov 20 2011, 16:55
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QUOTE(Maximum_Joe @ Nov 20 2011, 22:41) *


Yeah I know that; When I said reference, I am talking about something Tenb have probably said.
What I mean is to add some form of notice like in the item roll page, so people can be aware that there's a chance those percentages are outdated across versions.
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post Nov 20 2011, 16:55
Post #3231
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QUOTE(varst @ Nov 20 2011, 15:32) *
Base drop chance = 5%?
Somehow I can't find any reference to that, but it seems that's the most important assumption in your equations.


Hmm, I thought it was a known fact. It's been stated several times in the forums and is written elsewhere in the wiki. Of course, if it's just an estimate, that can be elaborated on (and the formulas even be changed to accommodate a different estimate). It doesn't really break the formulae though. It's just one static number.

I am thinking of rewording the LQB formula a bit as well as add some references to forum posts about it. It's not exactly easy to understand, with "loot_factor" coming out of nowhere, and "monster stat bonus" not properly defined.
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post Nov 20 2011, 17:00
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Added disclaimers.
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post Nov 20 2011, 17:04
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I have no more concerns then, and those formula's actually splendid.

Good job Joe and Ichizon
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post Nov 20 2011, 17:53
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Changed the LQB bit. Because the previous formula seemed very uncertain, the new (almost identical) formula is also uncertain. I added a disclaimer to it as well, as well as a couple of points about difficulty bonuses. Any concerns about the change?

@Maximum_Joe: I reverted some of your seemingly insignificant changes to the other formulae. The reason I split the numbers like that was that they'd make sense to anyone who used their mind a bit. Combining the static drop rate and the percentage modifier into one number would be hard to derive.

In addition, I changed drop percentages in the formulae to variables, which required them to be separate anyway, and I wrote the estimates outside the equations. Now, they should be correct as long as the system or skills themselves don't change.
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post Nov 20 2011, 18:04
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QUOTE(Ichizon @ Nov 20 2011, 23:53) *

Changed the LQB bit. Because the previous formula seemed very uncertain, the new (almost identical) formula is also uncertain. I added a disclaimer to it as well, as well as a couple of points about difficulty bonuses. Any concerns about the change?


No, difficulty bonus = difficulty modifier.
So you don't need to add that difficult_bonus.

This post has been edited by varst: Nov 20 2011, 18:06
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post Nov 20 2011, 18:04
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Looks fine to me.
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post Nov 20 2011, 18:17
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QUOTE(varst @ Nov 20 2011, 17:04) *

No, difficulty bonus = difficulty modifier.
So you don't need to add that difficult_bonus.


Well, this was basically what I changed from the original formula, apart from the wording.

Thing is: I interpret the old difficulty_bonus (now named difficulty_factor) as the multiplier (i.e. 0.5, 1.0 or 2.0 above). What I didn't see mentioned anywhere is the fact that someone had written that Battletoads gives +500 LQB. I do not know where this number comes from, but that's basically why I added a separate, raw "difficulty_bonus".

Any clarification for this +500 bonus?
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post Nov 20 2011, 18:31
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QUOTE(Ichizon @ Nov 20 2011, 08:17) *

I do not know where this number comes from

https://forums.e-hentai.org/index.php?s=&am...t&p=1397171
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post Nov 20 2011, 18:44
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My best guess is that different modifiers apply to various components of LotD, and then they're added together and multiplied by LotD bonus.
Some of the modifiers may be additive, while some of them may be multiplicative.

My advice's not to touch that original equation though. There are too many things we don't understand about the loot system, let alone perform any test on that.
Those figures are supposed to tell people how you can get better equipments. They're not intended to derive the full equation.
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post Nov 20 2011, 19:07
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QUOTE(Maximum_Joe @ Nov 20 2011, 17:31) *


Noted, and added the correct reference for the article.

QUOTE(varst @ Nov 20 2011, 17:44) *

My best guess is that different modifiers apply to various components of LotD, and then they're added together and multiplied by LotD bonus.


Well, from the utterings in 2009, I am 99% certain that LotD bonus is multiplied to all bonus factors, and that the initial 1-1000 roll is untouched by any bonuses. The base bonuses are uncertain (the ones that get added together in the current formula). The difficulty multiplier is also a direct, referenced uttering from Tenboro in 2009.

Assuming the system remains roughly the same as back then, even after the revamp, I think the formula is pretty spot on (Tenboro even commented on it here (on the subject of this formula).

QUOTE(varst @ Nov 20 2011, 17:44) *
My advice's not to touch that original equation though. There are too many things we don't understand about the loot system, let alone perform any test on that.
Those figures are supposed to tell people how you can get better equipments. They're not intended to derive the full equation.


As it is now, not much changed from the old formula. I mainly changed some wording to make it more understandable in terms of the article, and corrected some stuff, like monster stat bonus being multiplied when it's actually concealed as a raw number in the old "loot factor bonus", and made the ambiguity of the LotD factor more clear.

Basically, it's DemonEyesBob's old, semi-confirmed formula, but with Arena_bonus and raw Difficulty_bonus added, as these have been specifically mentioned by Tenboro in other posts (now cited in the article).
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