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HV Questions Thread, For questions about how it works |
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Jan 21 2010, 23:06
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BlorgAlmighty
Group: Members
Posts: 802
Joined: 11-October 09

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Is there a way to multi-sell items, or do I have to sell each item one by one?
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Jan 21 2010, 23:10
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(BlorgAlmighty @ Jan 21 2010, 16:06)  Is there a way to multi-sell items, or do I have to sell each item one by one?
See those little numbers above the accept button? The -100 -10 -1 +1 +10 +100? Those adjust the quantity.
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Jan 21 2010, 23:15
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BlorgAlmighty
Group: Members
Posts: 802
Joined: 11-October 09

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QUOTE(cmal @ Jan 21 2010, 23:10)  See those little numbers above the accept button? The -100 -10 -1 +1 +10 +100? Those adjust the quantity.
Huh, and all this time, I've been clicking the arrows and ignoring the actual number. Man, do I fell dumb. Anyhow, thanks a lot! It's a lifesaver. Well, maybe not a lifesaver. But most definitely a timesaver. Which is also a lifesaver. Cause, you know, you put enough time together, and you can get enough to combine them into a life.
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Jan 22 2010, 05:45
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hariaku
Group: Members
Posts: 235
Joined: 20-May 08

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A quick question on the item world level up. Is it possible to gain a stat that the items didn't have before?
Weapon Damage Type Slashing Attack Damage Multiplier + 12.29 % Attack Accuracy Bonus + 34.97 % Burden + 26.24 Interference + 14.84
For instance, could this item gain a critical hit chance? Thanks in advance.
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Jan 22 2010, 06:40
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(hariaku @ Jan 22 2010, 03:45)  A quick question on the item world level up. Is it possible to gain a stat that the items didn't have before?
Weapon Damage Type Slashing Attack Damage Multiplier + 12.29 % Attack Accuracy Bonus + 34.97 % Burden + 26.24 Interference + 14.84
For instance, could this item gain a critical hit chance? Thanks in advance.
No, the stats can only be increased (if they don't exist, they don't "grow"), this exclude proc chance, although it can gain more turns This post has been edited by cmdct: Jan 22 2010, 06:41
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Jan 23 2010, 01:16
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hariaku
Group: Members
Posts: 235
Joined: 20-May 08

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Thanks again for the reply. I have another question concerning quality of an item from what Sayo stated in someone's wtb thread. QUOTE(Sayo Aisaka @ Jan 17 2010, 17:15)  The EXP doesn't go up by steps. It may be based on the equipment's original quality roll, or it might take the values of the stats into account, but whatever it is, two items of the same quality can give different amounts, and conversely (I assume) items in adjacent quality brackets could give almost the same. My guess is that your Superior item is near the top end of its range.
Is there a way to reverse the stats to determine where an item may fall? Like is it in the higher or lower end of its brackets of quality. Thanks in advance
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Jan 23 2010, 03:11
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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Sayo's idea is a very vague concept that can't really be reverse engineered. The best way to determine which item gives you the most EXP in it's Item World is to simply try several out and choose which one you like most.
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Jan 23 2010, 12:24
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mkonji
Group: Members
Posts: 296
Joined: 23-August 09

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QUOTE(hariaku @ Jan 23 2010, 01:16)  Is there a way to reverse the stats to determine where an item may fall? Like is it in the higher or lower end of its brackets of quality.
Thanks in advance
If you know the level scaling value, you can determine the base stat (or rather, its level 0 stat) using the formula: CODE base_value = scaled_stat / (1 + level / level_factor) The level factors are: CODE Attack/Magic Damage Multiplier - 100 Attack/Magic Accuracy Bonus - 2000 Attacl/Magic Critical Bonus - 2000
Parry/Block/Resist/Evade Chance - 400 Physical/Magical Absorption - 20 Physical/Magical Mitigation - 400 Other Mitigations (Slashing, Crushing, Piercing, Elemental) - 400 Magical Proficiency Bonuses - 50 Elemental Damage Bonuses - 50
Primary Attributes - 10 Bleed Damage - 12 Alternately you could just view the item with a lvl 0 character and look at the stats in parenthesis. As for determining whether its good for its type or not, I don't think anyone knows the possible rolls for each item type (much less for each quality and each suffix). I've been working on finding out, but some data's easier to come by than others. For now just compare it directly to whatever other items you find.
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Jan 23 2010, 12:32
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(mkonji @ Jan 23 2010, 02:24)  If you know the level scaling value, you can determine the base stat (or rather, its level 0 stat) using the formula: CODE base_value = scaled_stat / (1 + level / level_factor) The level factors are: CODE Attack/Magic Damage Multiplier - 100 Attack/Magic Accuracy Bonus - 2000 Attacl/Magic Critical Bonus - 2000
Parry/Block/Resist/Evade Chance - 400 Physical/Magical Absorption - 20 Physical/Magical Mitigation - 400 Other Mitigations (Slashing, Crushing, Piercing, Elemental) - 400 Magical Proficiency Bonuses - 50 Elemental Damage Bonuses - 50
Primary Attributes - 10 Bleed Damage - 12 This is great info! But how'd you get these? I'd love to put them up on the wiki page for Level Scaling, but I want to make sure they're legit first.
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Jan 23 2010, 13:04
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hakkibulut69
Group: Members
Posts: 642
Joined: 8-November 08

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Do the drop rates in general rise during weekends, or is it just me? For the past couple of weeks, I've noticed that I get more loot/equipment/artifact drops on weekends. (No change in drop chance training levels)
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Jan 23 2010, 14:36
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nick321
Group: Gold Star Club
Posts: 1,549
Joined: 24-May 08

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Officially no... Or at least he's not said anything and no one has speculated this that I'm aware of.
However I would not be suprised... for instance this is something I would not put past him:
EXP gains based on how our our the letters in our nick name + number of posts and the letters of the 3rd person born as listed on wikipedia for the date that the 500th person to join before us joined.
Now given those letters how closely they re-arange to get a company on the dow johnes stock market that had a change in value the last trading day.
If more then one company has a best match and the x* number of closest matches, the number of sunspots that day determins which in the list when the comanies are ordered alternating aphabitically and anti aphabitically to pick the comany.
Example companies: A, C, X, F, M 1.A 2.X 3.C 4.M 5. F
The listed sunspots actually get rounded to the nearest prime and that prime's order number determins the company from the above list.
Also offset with a scaling factor that corresponds with the moons predicted liberations for the founding companies city.
*X Is how many people died on the day before the last dawn event.
This post has been edited by nick321: Jan 23 2010, 14:38
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Jan 23 2010, 15:07
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mkonji
Group: Members
Posts: 296
Joined: 23-August 09

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QUOTE(coredumperror @ Jan 23 2010, 12:32)  This is great info! But how'd you get these? I'd love to put them up on the wiki page for Level Scaling, but I want to make sure they're legit first. Calculated them myself using the level scaling formula and some fairly simple rounding assumptions. I am personally 100% confident in their accuracy. If you want to verify, look at a high level item, calculate the base and then from that calculate the your-level stat and see if they match. There might be a rounding error of 0.01, but otherwise it should be accurate. Alternately, I have [ pastebin.com] this (extremely messy) userscript that I'm working on that shows the base value inside the item's stat box. You could install it (manually via creating a new script and pasting it in) and compare it to a level 0 character. Note: burden and interference are wrong as haven't completely narrowed down their factor yet (between 700 and 900) and the elemental mitigations are wrong because the script thinks they are elemental damage bonuses. I'm still working on calculating other things, but feel free to enter the values I have to the wiki if you trust them.
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Jan 23 2010, 18:24
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08

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I can confirm that I get the same values for all the stats I've looked at. The maths isn't very complicated, so I would expect the others to be correct too. @core: Go ahead and edit my article if you like. Someone's already changed it to read like a college textbook rather than an informal guide found on a porn site, so I no longer care what happens to it. (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Jan 23 2010, 19:20
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(Sayo Aisaka @ Jan 23 2010, 08:24)  @core: Go ahead and edit my article if you like. Someone's already changed it to read like a college textbook rather than an informal guide found on a porn site, so I no longer care what happens to it. (IMG:[ invalid] style_emoticons/default/tongue.gif) QUOTE For example, for Physical Absorption, which has a level scaling factor of 20, the value increases by 1/20 of its "level 0" value per level. Inserting the equipment's level into the formula gives the actual stats of the item. Substituting a lower level player's level into the formula gives the "scaled down" stats (which strictly speaking are actually scaled up from the base stats of the item by a smaller amount than the item itself). The base value for Physical Absorption for the example equipment shown above is approximately 1.566. The calculation of the other base values, and the scaling factors, is left as an exercise for the reader. (IMG:[ invalid] style_emoticons/default/tongue.gif) That last part DEFINITELY SOUNDS LIKE A COLLEGE TEXT BOOK.
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Jan 23 2010, 23:36
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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I did most of that edit, but ironically enough, not the line Boggy bolded. Someone put that in before I did my polishing job.
I'll go ahead and update the page with mkonji's data.
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Jan 23 2010, 23:43
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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mkonji have ya found the factor for proc duration?
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Jan 24 2010, 01:14
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mkonji
Group: Members
Posts: 296
Joined: 23-August 09

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QUOTE(marcho @ Jan 23 2010, 23:43)  mkonji have ya found the factor for proc duration?
That's a tricky one because proc duration is so dominated by rounding concerns that it's not only exceedingly difficult to calculate, but it's almost pointless because some items with 1 turn proc at lvl 0 have 2 turn by 100, but I've seen items as high as lvl 232 with still only 1 turn proc. And there's no way to tell which your item is. But if you want a ballpark, it's more than 200 and less than 400. As a rule of thumb: -Items with 1-turn proc may not get to 2-turn but definitely won't go higher (at least not before level 250). -Items with 2-turn proc at lvl 0 will surely be 3-turn by level 200 or so and may be 4-turn -Items with 3-turn proc at lvl 0 will surely be 5-turn by 200 or so and may be 6-turn -Items with 4-turn proc at lvl 0 will surely be 7-turn proc by 200 or so and I think I've heard there's a cap at 7-turn proc.
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Jan 24 2010, 15:23
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Sayo Aisaka
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Posts: 4,556
Joined: 27-September 08

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QUOTE(Boggyb @ Jan 23 2010, 17:20)  That last part DEFINITELY SOUNDS LIKE A COLLEGE TEXT BOOK.
IT WAS SUPPOSED TO. QUOTE(coredumperror @ Jan 23 2010, 21:36)  I did most of that edit, but ironically enough, not the line Boggy bolded. Someone put that in before I did my polishing job.
That was you? I thought it was Bogby.
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Jan 24 2010, 15:55
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C411
Group: Members
Posts: 2,472
Joined: 18-July 08

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Is the Physical Damage mitigation in Damage Mitigations additive to the Physical Defense mitigation? Or is it calculated seperately (i.e. XX.X % Physical Defense mitigation is calculated first, then XX.X % Physical Damage mitigation from the result, not counting the raw deductions from XX.X points absorbed). If so, does this stat reduce physical damage on the whole? Or does it only reduce physical attacks (Scary ghost?) and not piercing, slashing and crushing. Only asking cos I saw this stat on [Fine Titanium Chainmail Hauberk of the Hulk].
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Jan 24 2010, 16:43
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08

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Mitigation combines multiplicatively (i.e.one after the other), and this one's Scary Ghost only.
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