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post Nov 6 2016, 17:31
Post #90861
Juggernaut Santa



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QUOTE(nobody_xxx @ Nov 6 2016, 16:26) *

you can try to bother hansvar too (IMG:[invalid] style_emoticons/default/heh.gif)

(IMG:[invalid] style_emoticons/default/duck.gif)

(IMG:[invalid] style_emoticons/default/laugh.gif) (IMG:[invalid] style_emoticons/default/duck.gif)
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post Nov 6 2016, 17:37
Post #90862
Cleavs



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QUOTE(ppp82p @ Nov 6 2016, 16:22) *

I don't know, I have it in IA since months (and since months it didn't even trigger once (IMG:[invalid] style_emoticons/default/laugh.gif) )

yep. since i threw it in, it pops once in a blue moon for me too. i could still cast it manually in the last twenty rounds and nothing would change. but i had a spare IA slot and i rarely remembered to cast it, so...

QUOTE(ppp82p @ Nov 6 2016, 16:22) *

Yup, this or what I said above.
Basically what I said above includes this...if you don't unlock jug first you have badpot > jug (IMG:[invalid] style_emoticons/default/laugh.gif)

a bit better if you're still happy with Jug3~4 - which you should be, unless you're a showoff who has to keep a certain status. but for all common mortals, Jug3~4 on average on all pieces (and maybe a decent amount of Holy/Fireproof when Jug doesn't come) would already be a fair result.
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post Nov 6 2016, 17:42
Post #90863
nobody_xxx



((´☻ω☻`) $◞౪◟$ (´☻ω☻`))
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well , if you use 1H ~ jug5 isn't that important , trust me (IMG:[invalid] style_emoticons/default/heh.gif)

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post Nov 6 2016, 17:43
Post #90864
Juggernaut Santa



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QUOTE(nobody_xxx @ Nov 6 2016, 16:42) *

well , if you use 1H ~ jug5 isn't that important , trust me (IMG:[invalid] style_emoticons/default/heh.gif)

It is if you want to have big hp (IMG:[invalid] style_emoticons/default/duck.gif)
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post Nov 6 2016, 17:46
Post #90865
Cleavs



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QUOTE(ppp82p @ Nov 6 2016, 16:43) *

It is if you want to have big hp (IMG:[invalid] style_emoticons/default/duck.gif)

i want to have Scarlett and Okita in my bed, does it help? Ai, Anna, Lucy and/or Michelle would be fine too (IMG:[invalid] style_emoticons/default/duck.gif)

This post has been edited by Scremaz: Nov 6 2016, 17:47
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post Nov 6 2016, 17:48
Post #90866
Juggernaut Santa



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QUOTE(Scremaz @ Nov 6 2016, 16:46) *

i want to have Scarlett and Okita in my bed, does it help? Ai, Anna, Lucy and/or Michelle would be fine too (IMG:[invalid] style_emoticons/default/duck.gif)

Well in that case you would want to have a big juggernaut...oh sorry I meant high, high juggernaut *coughs* (IMG:[invalid] style_emoticons/default/duck.gif)

This post has been edited by ppp82p: Nov 6 2016, 17:48
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post Nov 6 2016, 17:50
Post #90867
Cleavs



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QUOTE(ppp82p @ Nov 6 2016, 16:48) *

Well in that case you would want to have a big juggernaut...oh sorry I meant high, high juggernaut *coughs* (IMG:[invalid] style_emoticons/default/duck.gif)

a serious backup and a few drinks too. but hope that neither of them sees one of those (IMG:[invalid] style_emoticons/default/heh.gif)
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post Nov 6 2016, 22:50
Post #90868
SincSoul



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This probably isn't the correct place to post such question but I'm curious to know if it's "illegal" if I pay/ask someone to write a simple script that'll allow me to download an image from the gallery with the press of 1 key (eg: Enter, A, Z, etc), fast and easy, instead of dragging to the desktop or right-click and saving. For example, from this page https://e-hentai.org/s/7d714b5b54/993905-23 is it possible to make such a thing? Or is there something like that in existence already... (IMG:[invalid] style_emoticons/default/heh.gif)

This post has been edited by Chraunzen: Nov 6 2016, 22:53
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post Nov 6 2016, 23:26
Post #90869
Juggernaut Santa



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Isn't already on the page a button to download images without confirm?
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post Nov 6 2016, 23:31
Post #90870
Superlatanium



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QUOTE(Chraunzen @ Nov 6 2016, 20:50) *
This probably isn't the correct place to post such question but I'm curious to know if it's "illegal" if I pay/ask someone to write a simple script that'll allow me to download an image from the gallery with the press of 1 key (eg: Enter, A, Z, etc), fast and easy, instead of draggin to desktop or right-click and saving. For example, from this page https://e-hentai.org/s/7d714b5b54/993905-23 is it possible to make such a thing? Or is there something like that in existence already... (IMG:[invalid] style_emoticons/default/heh.gif)
(1) Click on the "Download original..." link instead of dragging and dropping
(2) Tell Firefox to [support.mozilla.org] automatically save files of that type

Other than that, I don't think that's something a userscript alone could manage, javascript operates within your browser, and is kept completely separate from your filesystem (with good reason)
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post Nov 7 2016, 00:17
Post #90871
Genesisto



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Hello everyone. Here is it, i'm coming near my 150 (lvl not years).

And i would like if certain stuff are more optimal.

Like staff ? O-H ? T-H ? Clothes ? heavy ? niten ? well all i have to know because i don't know yet.
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post Nov 7 2016, 00:30
Post #90872
yami_zetsu



not happy yet but almost maybe
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QUOTE(Genesisto @ Nov 6 2016, 17:17) *

Hello everyone. Here is it, i'm coming near my 150 (lvl not years).

And i would like if certain stuff are more optimal.

Like staff ? O-H ? T-H ? Clothes ? heavy ? niten ? well all i have to know because i don't know yet.

1H, use a rapier of slaughter and a shield with a nice block and light armor
don't make the same mistake I did until level 150 to mix up all the different kinds of armor (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Nov 7 2016, 00:34
Post #90873
Cleavs



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QUOTE(Genesisto @ Nov 6 2016, 23:17) *

Hello everyone. Here is it, i'm coming near my 150 (lvl not years).

And i would like if certain stuff are more optimal.

Like staff ? O-H ? T-H ? Clothes ? heavy ? niten ? well all i have to know because i don't know yet.

1H with Leather. grab a Rapier (a Shortsword or a Club may be fine as well for a starter), a Shield and Leather armors.
at roughly lv250 you should migrate to Power armors.
avoid Staff and Cloth until you are to lv350 or so.

This post has been edited by Scremaz: Nov 7 2016, 01:17
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post Nov 7 2016, 01:18
Post #90874
Cleavs



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i want to check how much Resist lowers the number of incoming attacks. i mean, Parry is pretty obvious. whenever a mob uses a physical attack we have:
CODE
chance of being (physically) hit = 1 - ( 1 - block ) * ( 1 - evade ) * ( 1 - parry )


but what about Resist? from Resist Mechanics i read that whenever a mob casts a magical attack we have 3 separate Resist rolls, and depending from the number of successful rolls (0, 1, 2 or 3) we have a damage reduction (respectively 0, 50, 75 or 90%). but how to properly weight this? maybe something like:
CODE
chance of being (magically) hit = 1 - ( 1 - block ) * ( 1 - evade )
average power reduction = resist * 0.58125

with C being a parameter which considers the effect of said rolls - therefore a weighted average on 100 magical hits incoming (just like percentile chance should be, afterall)?

with this being said, such C should be roughly 58.125%.
in fact we have 3 possible rolls, with 2 results per roll = 8 possible combinations.
12.5% chance of having 0 good rolls (= 0% reduction)
37.5% chance of having 1 good rolls (= 50% reduction)
37.5% chance of having 2 good rolls (= 75% reduction)
12.5% chance of having 3 good rolls (= 90% reduction).
a mere weighted average will give the result of 58.125%. not so far from the average between 50% and 75% = 62.5%, btw. so it's plausible, if nothing else.

therefore:
CODE
chance of being (physically) hit = 1 - ( 1 - block ) * ( 1 - evade ) * ( 1 - parry )

chance of being (magically) hit = 1 - ( 1 - block ) * ( 1 - evade )
average power reduction = resist * 0.58125


any comment, anyone?

[edit]: further edited after ppp comments

This post has been edited by Scremaz: Nov 7 2016, 01:40
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post Nov 7 2016, 01:22
Post #90875
Juggernaut Santa



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QUOTE(Scremaz @ Nov 6 2016, 23:34) *

i want to check how much Resist lowers the number of incoming attacks. i mean, Parry is pretty obvious. whenever a mob uses a physical attack we have:
chance of being hit = ( 1 - block ) * ( 1 - parry ) or ( 1 - evade ) * ( 1 - parry )

or?
Isn't easier to say ( 1 - block ) * ( 1 - parry ) * ( 1 - evade )?
Because one of the three negates the other two.
If you block, you don't parry or evade.
But if you don't block, you have a chance to parry, but only on the chances that don't get blocked.
(With 60% block and 75% parry basically you parry 30% of the time)

Wiki says it too:

QUOTE
Chance to avoid physical attack = 1 - ((1 - Evasion * (1 - Anti-evade)) * (1 - Block * (1 - Anti-block)) * (1 - Parry * (1 - Anti-Parry)))




For resist is probably like this:
( 1 - block ) * ( 1 - evade )
And that's for being hit.

When you resist, you get hit, so the resist is independent from the chances of being hit.


If you're talking about quantity of incoming damage, it's another thing then.

Wiki:
QUOTE
Chance to avoid magical attack = 1 - ((1 - Evasion * (1 - Anti-evade)) * (1 - Block * (1 - Anti-block)) * (1 - Resist * (1 - Anti-Resist)))


And your other question was so, this 1-resist, how does it work?
In my opinion: there are 3 rolls with your resist chance as chance of not failing each roll.
If the roll fails 3 times in a row, you get 0% reduction, if it fails 2 times and succeeds 1 time, you get 50%, if it fails once and succeed two times you get 75%, if you get all three succesful rolls, you get 90% reduction.
I think it's like that.


QUOTE(Scremaz @ Nov 7 2016, 00:18) *

with this being said, such C should be roughly 58.125%.
in fact we have 3 possible rolls, with 2 results per roll = 8 possible combinations.
12.5% chance of having 0 good rolls (= 0% reduction)
37.5% chance of having 1 good rolls (= 50% reduction)
37.5% chance of having 2 good rolls (= 75% reduction)
12.5% chance of having 3 good rolls (= 90% reduction).
a mere weighted average will give the result of 58.125%. not so far from the average between 50% and 75% = 62.5%, btw. so it's plausible, if nothing else.

therefore:
CODE
chance of being (physically) hit = 1 - ( 1 - block ) * ( 1 - parry )
                                  1 - ( 1 - evade ) * ( 1 - parry )

chance of being (magically) hit = 1 - ( 1 - block ) * ( 1 - resist ) * 0.58125
                                  1 - ( 1 - evade ) * ( 1 - resist ) * 0.58125


any comment, anyone?


I don't think it works like that.
You have to consider your resist chance in each roll in my opinion.
This numbers are valid only if your resist chance is 50%

This post has been edited by ppp82p: Nov 7 2016, 01:33
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post Nov 7 2016, 01:32
Post #90876
Cleavs



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QUOTE(ppp82p @ Nov 7 2016, 00:22) *

or?

yes, yes. of course. it depends on the style. hence that "or", i assumed that nobody at our levels uses both Block and Evade. not on regular base, at least.
there was also a type, btw.

QUOTE(ppp82p @ Nov 7 2016, 00:22) *

For resist is probably like this:
( 1 - block ) * ( 1 - evade )
And that's for being hit.

When you resist, you get hit, so the resist is independent from the chances of being hit.

hmmm... fair enough.

QUOTE(ppp82p @ Nov 7 2016, 00:22) *

If you're talking about quantity of incoming damage, it's another thing then.

Wiki:
And your other question was so, this 1-resist, how does it work?
In my opinion: there are 3 rolls with your resist chance as chance of not failing.
If the roll fails 3 times in a row, you get 0% reduction, if it fails 2 times and succeeds 1 time, you get 50%, if it fails once and succeed two times you get 75%, if you get all three succesful rolls, you get 90% reduction.
I think it's like that.

yep. that was clear as well. but at that point, it would simply mean that on a large enough amount of hits i have a certain chance of attack to fully connect (0 successful rolls, thus 12.5% chance), to connect at 50% power (1 successful roll, thus 37.5% chance)... and so on.
basically, a weighted power reduction of 58.125% when being hit.
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post Nov 7 2016, 01:35
Post #90877
Cleavs



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QUOTE(ppp82p @ Nov 7 2016, 00:22) *

I don't think it works like that.
You have to consider your resist chance in each roll in my opinion.

well, if we consider the same battle with the same gears and the same spells on (or at least, that Shadow Veil is on or off for a non-relevant amount of turns) i don't see how could possibly Resist vary from one hit to another. it's a static chance, like Evade, Block and Parry. only thing that vary are those three rolls.
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post Nov 7 2016, 01:35
Post #90878
Juggernaut Santa



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QUOTE(Scremaz @ Nov 7 2016, 00:32) *

but at that point, it would simply mean that on a large enough amount of hits i have a certain chance of attack to fully connect (0 successful rolls, thus 12.5% chance), to connect at 50% power (1 successful roll, thus 37.5% chance)... and so on.
basically, a weighted power reduction of 58.125% when being hit.

I edited after seeing your calcs.
You're assuming that the rolls have 50/50 to go bad or good.
But in that case, why your resist chance is called "resist chance"?
It's more likely if that chance is considered in the rolls.

If not, even with 1% evade you should see "a lot of" 75% and some 90%, in your 1% of evades, but you almost never see them, with low evade, you mostly see 50% rolls.


Edit:
QUOTE(Scremaz @ Nov 7 2016, 00:35) *

well, if we consider the same battle with the same gears and the same spells on (or at least, that Shadow Veil is on or off for a non-relevant amount of turns) i don't see how could possibly Resist vary from one hit to another. it's a static chance, like Evade, Block and Parry. only thing that vary are those three rolls.




ALSO, with your calc being right, that would mean that you can have a very solid chance (1/8) to get a 0% resist roll.
Basically a string that says "X casts Y and hits you for Z damage (0% resisted)"
But that can't happen.

So I'm even more convinced that resist chance factors in the rolls, and not as a chance to consider 3 fifty/fifty rolls.




But let's assume once more that you're right.
In that case that cuts your effective resist chance by 1/8. That would be bad though.



We should have a way to reach 100% resist or as close as possible to 100%, to see how the resist rolls behave.

This post has been edited by ppp82p: Nov 7 2016, 01:47
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post Nov 7 2016, 01:46
Post #90879
Cleavs



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QUOTE(ppp82p @ Nov 7 2016, 00:35) *

I edited after seeing your calcs.

and i edited mine, lol (IMG:[invalid] style_emoticons/default/laugh.gif)

latest revision:
CODE
chance of being (physically) hit = 1 - ( 1 - block ) * ( 1 - evade ) * ( 1 - parry )

chance of being (magically) hit = 1 - ( 1 - block ) * ( 1 - evade )
average power reduction = resist * 0.58125


QUOTE(ppp82p @ Nov 7 2016, 00:35) *

You're assuming that the rolls have 50/50 to go bad or good.

yep. when you flip a coin, it's quite unlikely that neither head or cross will exit. when you switch a light, it's quite unlikely that it't neither on or off. unless your name is Schrodinger, of course (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE(ppp82p @ Nov 7 2016, 00:35) *

But in that case, why your resist chance is called "resist chance"?
It's more likely if that chance is considered in the rolls.

and it is, indeed. when a magical attack lands, then Resist come into play. hence, those three rolls = three coins flipped. you look at the number of heads and you'll see how much damage has been reduced. this is what you and wiki are saying (IMG:[invalid] style_emoticons/default/smile.gif)

QUOTE(ppp82p @ Nov 7 2016, 00:35) *

ALSO, with your calc being right, that would mean that you can have a very solid chance (1/8) to get a 0% resist roll.
Basically a string that says "X casts Y and hits you for Z damage (0% resisted)"
But that can't happen.

why not? Resist is a gamble. when you gamble, it can even go wrong. don't tell me you never saw (0% resisted) on your battle log (IMG:[invalid] style_emoticons/default/huh.gif)

QUOTE(ppp82p @ Nov 7 2016, 00:35) *

In that case the 0% resists are hidden, and that cuts your effective resist chance by 1/8. That would be bad though.

please check your FSM (just because it's a mob that frequently unleashes magical attacks, so a decent ground to collect datas) log next time you do it. i'm pretty sure i saw that 0% pop out many times.

QUOTE(ppp82p @ Nov 7 2016, 00:35) *

We should have a way to reach 100% resist or as close as possible to 100%, to see how the resist rolls behave.

i still bet on the flippin' coin.

This post has been edited by Scremaz: Nov 7 2016, 01:49
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post Nov 7 2016, 01:47
Post #90880
Juggernaut Santa



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Never saw "0% resisted" (IMG:[invalid] style_emoticons/default/huh.gif)

Tried now with my shade set with 70% resist chance...most resists are 75% and 90%, some are 50% (IMG:[invalid] style_emoticons/default/laugh.gif)
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