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> HV Questions Thread, For questions about how it works

 
post Dec 24 2012, 17:50
Post #4701
Coma



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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?
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Patience is virtue, it take awhile to give out to all 4000 qualified players
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post Dec 24 2012, 18:42
Post #4702
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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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post Dec 24 2012, 19:07
Post #4703
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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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post Dec 24 2012, 19:44
Post #4704
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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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post Dec 24 2012, 19:44
Post #4705
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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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post Dec 24 2012, 20:52
Post #4706
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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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post Dec 24 2012, 22:26
Post #4707
skillchip



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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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post Dec 25 2012, 02:32
Post #4708
ConfusedPerv



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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.
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post Dec 25 2012, 07:30
Post #4709
PK678353



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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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post Dec 25 2012, 15:24
Post #4710
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where can I get token of blood
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post Dec 25 2012, 16:54
Post #4711
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QUOTE(ngfata @ Dec 25 2012, 21:24) *

where can I get token of blood

http://ehwiki.org/wiki/Items#Tokens
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post Dec 25 2012, 18:54
Post #4712
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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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post Dec 26 2012, 00:35
Post #4713
GanGun



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Is it possible to use the "Quick bar" with hotkeys (Cure,Weaken, etc.)?
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post Dec 26 2012, 06:48
Post #4714
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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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post Dec 26 2012, 07:21
Post #4715
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How to post screenshot ( equipment popup ) to sell in hentaiverse market ?

just like this > http://hentaiverse.org/pages/showequip.php...;key=926df9e2c7

Please someone who knows help

Thanks (IMG:[invalid] style_emoticons/default/smile.gif) (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Dec 26 2012, 07:23
Post #4716
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QUOTE(Frostbite @ Dec 26 2012, 13:21) *

How to post screenshot ( equipment popup ) to sell in hentaiverse market ?

just like this > http://hentaiverse.org/pages/showequip.php...;key=926df9e2c7

Please someone who knows help

Thanks (IMG:[invalid] style_emoticons/default/smile.gif) (IMG:[invalid] style_emoticons/default/biggrin.gif)


Point at the equip and press 'c'. Or use the equip shop helper if you have many items to show/sale.
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post Dec 26 2012, 07:43
Post #4717
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QUOTE(varst @ Dec 25 2012, 18:23) *

Point at the equip and press 'c'. Or use the equip shop helper if you have many items to show/sale.


Thanks a lot !

Experiment :
http://hentaiverse.org/pages/showequip.php...;key=51f26856ce

How 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 )

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post Dec 26 2012, 10:22
Post #4718
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QUOTE(Frostbite @ Dec 26 2012, 13:43) *

Thanks a lot !

Experiment :
http://hentaiverse.org/pages/showequip.php...;key=51f26856ce

How 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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post Dec 26 2012, 10:54
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QUOTE(Frostbite @ Dec 26 2012, 06:43) *

Thanks a lot !

Experiment :
http://hentaiverse.org/pages/showequip.php...;key=51f26856ce

How 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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post Dec 27 2012, 21:32
Post #4720
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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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