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HV Questions Thread, For questions about how it works |
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Dec 24 2012, 17:50
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Coma
Group: Members
Posts: 1,575
Joined: 16-September 08

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QUOTE(ConfusedPerv @ Dec 24 2012, 16:13)  10 Hath 1x Hearth Warming Lantern (unique artifact) 1x Fire Keeper Soul (unique trophy) 3x Stocking Stuffers (trophy) In addition, everyone received a memento from the surplus stock of Mayan Desk Calendars. i got all of these except hath. why? (IMG:[ invalid] style_emoticons/default/sad.gif) Patience is virtue, it take awhile to give out to all 4000 qualified players
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Dec 24 2012, 18:42
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Kelenius
Group: Members
Posts: 154
Joined: 16-March 12

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Yeah, so here's a monster: Elemental, level 104, 1657 HP, 316 MP, 84 SP, PL 110. PL 110 gives maximum of 15% bonus HP via chaos upgrades. That's 1440 HP. According to the formula, HP = (50 + 5*level + 0.1*Base_Str*level + 0.4*Base_End*level + 5*y)*Difficulty_Mod*Class_Mod. Diff mod and class mod are 1. Y for level 104 is [(104^1.1)-10]*.293 ~= 45. Y*5 = 227. Level*5 = 520. 50+227+520=797. That leaves 643 HP for stats. Divide that by level and multiply by 10, we get 61. Base str + 4 * base end = 61. Obviously something is wrong here, if the monster have had 12-13 base str and end it would have bigger than 110 PL. Am I missing something or things have changed?
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Dec 24 2012, 19:07
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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The formula for HP should be HP = (50 + 10*level + 0.1*Base_Str*level + 0.5*Base_End*level + 6*y)*Difficulty_Mod*Class_Mod. It always follows the stat calculation of players, and it has changed over time.
This post has been edited by varst: Dec 24 2012, 19:08
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Dec 24 2012, 19:44
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Kelenius
Group: Members
Posts: 154
Joined: 16-March 12

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QUOTE(varst @ Dec 24 2012, 21:07)  The formula for HP should be HP = (50 + 10*level + 0.1*Base_Str*level + 0.5*Base_End*level + 6*y)*Difficulty_Mod*Class_Mod. It always follows the stat calculation of players, and it has changed over time.
Hm, and what's the y then, any info on that? (level^1.07 - 10) * 0.2, [(level^1.1)-10]*.293, or something else? Both options give close results, latter at st=4, en=7 (1656) and former at st=3, en=5 (1654).
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Dec 24 2012, 19:44
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Kelenius @ Dec 25 2012, 01:44)  Hm, and what's the y then, any info on that? (level^1.07 - 10) * 0.2, [(level^1.1)-10]*.293, or something else? Both options give close results, latter at st=4, en=7 (1656) and former at st=3, en=5 (1654).
Should be [(level^1.1)-10]*.293.
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Dec 24 2012, 20:52
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Kelenius
Group: Members
Posts: 154
Joined: 16-March 12

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So to sum it all up, if we skip all known vars
HP = f(STR, END) MP = g(INT, WIS) SP = h(STR, DEX, AGI, END, INT, WIS) (starting stat for the class) <= (stat) PL >= n(STR, DEX, AGI, END, INT, WIS)
We know all functions and everything on the left. Not enough to give exact answer, but probably should be enough to give very close answer. Keeping resistances in mind to lower the PL that is surely not assigned to stats will only start working when there're at least 25 crystals spent in that direction, in the best case. That's probably all; I'll see what I can do, and if that will give at least something, I'll show it. Thanks for the help.
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Dec 24 2012, 22:26
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(homicidalsage @ Dec 18 2012, 06:24)  Hmmm I sense there is great wisdom in this one you call "skillchip" thanks for the info
Thanks and you are welcome.
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Dec 25 2012, 02:32
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ConfusedPerv
Group: Members
Posts: 3,149
Joined: 1-May 12

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QUOTE(Coma @ Dec 24 2012, 22:50)  Patience is virtue, it take awhile to give out to all 4000 qualified players
alright,i'll wait. hopefully the hath will come soon. (IMG:[ invalid] style_emoticons/default/mellow.gif)
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Dec 25 2012, 07:30
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PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10

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QUOTE(ConfusedPerv @ Dec 24 2012, 19:32)  alright,i'll wait. hopefully the hath will come soon. (IMG:[ invalid] style_emoticons/default/mellow.gif) Might just be that the number's cached and hasn't updated yet. Additions applied with a quick DB script tend to be rather reliable. Now, the front end being always up to date with the back end, that's not always reliable.
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Dec 25 2012, 15:24
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ngfata
Newcomer
 Group: Members
Posts: 24
Joined: 20-December 12

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where can I get token of blood
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Dec 25 2012, 18:54
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Kelenius
Group: Members
Posts: 154
Joined: 16-March 12

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Seems that I'm being dumb somewhere again... CODE function assumeStats(HP, MP, SP, PL, clas, level){ var y = (Math.pow(level,1.1) - 10) * 0.293; var minstats = baseClassStat(clas, 'all'); var probstats = minstats; var maxhpbonus = Math.floor((PL + 45) / 50); var fixedHP = 50 + 10*level + 6*y; var mindiff = HP; var probbonus; for (var bonus = 1; bonus < (1 + 0.05*maxhpbonus); bonus = bonus + 0.05){ var statHP = HP - (fixedHP * bonus); statHP = statHP / bonus; statHP = statHP * 10 / level;//statHP = baseSTR + 5 * baseEND var uniHPstat = Math.round(statHP); var baseSTR = minstats[0]; var baseEND = minstats[3]; uniHPstat -= (baseSTR + baseEND * 5); var probablymin = Math.floor(uniHPstat/6); uniHPstat = uniHPstat % 6; baseSTR += probablymin; baseEND += probablymin; if (uniHPstat < 4) baseSTR += uniHPstat; if (uniHPstat == 5) ++baseEND; if (uniHPstat == 4) {if (probablymin == 0) baseSTR += 4; else {--baseSTR; ++baseEND;}} var calcHP = (50 + 10*level + 0.1*baseSTR*level + 0.5*baseEND*level + 6*y)*bonus; var diff = Math.abs(calcHP - HP); if (diff < mindiff){ probbonus = bonus; probstats[0] = baseSTR; probstats[3] = baseEND; mindiff = diff; } } return probstats.concat(probbonus); }
Basically, it works like this: first, it finds the part independent of the stats, and using it finds the part that's added by stats. Then it "merges" stats into a single variable, finds it variable and then gets stats from variable, trying to make them as close to each other as possible. This seems to work fine; at least it gives the answer that doesn't looks horribly wrong and matches the one I've got before: CODE alert (assumeStats(1657, 316, 84, 110, getMonClass('Elemental'), 104)); is 3,6,6, 5,8,12,1. However, when I try to add INT and WIS calculation in a similar manner CODE var fixedMP = 10 + level + y;// 10 + Level + INT * 0.25 + WIS * 0.75; INT = (0.1*level*baseINT + y) var mindiff = MP; var statMP = MP - fixedMP;//statMP = 0.1*level*baseINT*0.25 + 0.1*level*baseWIS*0.75 = level*(baseINT + baseWIS*3)/40 statMP = statMP * 40 / level;//statMP = baseINT + baseWIS*3 var uniMPstat = Math.round(statMP); var baseINT = minstats[4]; var baseWIS = minstats[5]; uniMPstat -= (baseINT + baseWIS*3); var probablymin = Math.floor(uniMPstat / 4); uniMPstat = uniMPstat % 4; baseINT += probablymin; baseWIS += probablymin; if (uniMPstat < 2) baseINT += uniMPstat; if (uniMPstat == 3) ++baseWIS; if (uniMPstat == 2) {if (probablymin == 0) baseINT += 2; else {--baseINT; ++baseWIS;}} probstats[4] = baseINT; probstats[5] = baseWIS;
It gives 3,6,6,5, 12, 16,1. +4/+4 addition for INT and WIS, but only +0/+1 to STR and END, huh? Seems unlikely to me. I was assuming that MP = 10 + Level + INT * 0.25 + WIS * 0.75, INT = (0.1*level*baseINT + y) and WIS = (0.1*level*baseWIS + y). Anyone sees any mistakes?
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Dec 26 2012, 00:35
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GanGun
Group: Gold Star Club
Posts: 428
Joined: 26-July 10

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Is it possible to use the "Quick bar" with hotkeys (Cure,Weaken, etc.)?
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Dec 26 2012, 06:48
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Kelenius @ Dec 26 2012, 00:54)  It gives 3,6,6,5,12,16,1. +4/+4 addition for INT and WIS, but only +0/+1 to STR and END, huh? Seems unlikely to me. I was assuming that MP = 10 + Level + INT * 0.25 + WIS * 0.75, INT = (0.1*level*baseINT + y) and WIS = (0.1*level*baseWIS + y). Anyone sees any mistakes?
You can't call that abnormal; since it gives elemental normal attacks, his maker may (incorrectly) thinks it works like the normal players (when INT/WIS increase the attacks' power) and pour all the crystals into INT/WIS. Unless you can contact the maker and confirm that it's not the composition, well then... (IMG:[ invalid] style_emoticons/default/smile.gif) QUOTE(GanGun @ Dec 26 2012, 06:35)  Is it possible to use the "Quick bar" with hotkeys (Cure,Weaken, etc.)?
Yes, it's alt+number, then if it's an offensive spell, you need to choose the target.
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Dec 26 2012, 10:22
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Frostbite @ Dec 26 2012, 13:43)  Thanks a lot ! Experiment : http://hentaiverse.org/pages/showequip.php...;key=51f26856ceHow do you value item to sell in shop ? (IMG:[ invalid] style_emoticons/default/smile.gif) ( sorry if this is a noob question, I just want to open new shop ( or perhaps collect it first ) People will love the general stats but hate the lack of PAB. Difficult to say. Maybe better if someone offers you a price, or just auction that.
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Dec 26 2012, 10:54
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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QUOTE(Frostbite @ Dec 26 2012, 06:43)  Thanks a lot ! Experiment : http://hentaiverse.org/pages/showequip.php...;key=51f26856ceHow do you value item to sell in shop ? (IMG:[ invalid] style_emoticons/default/smile.gif) ( sorry if this is a noob question, I just want to open new shop ( or perhaps collect it first ) Personally, I'd never buy that, simply because of the lack of PABs. Because there aren't more, you're much less likely to get a good Potency if you Item World it. But, other people might want it. What varst said, try auctioning it.
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Dec 27 2012, 21:32
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crapstain
Group: Members
Posts: 109
Joined: 20-February 10

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Is there a formula for calculating how much total experience it takes for an item to go to level 10?
On a related note, is there a formula for figuring out the amount of experience needed at level 0 if an item is already at a higher level?
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