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HV Research Thread, Let's find out how stuff really works |
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Jan 27 2020, 18:30
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

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QUOTE(Scremaz @ Jan 26 2020, 17:26)  ... makes me wonder how much a peerless ethereal shortsword costs
...just use an axe. There's absolutely no reason to use a shortsword if you don't have issues surviving. BW scales with ADB so, why use the virgin shortsword when you can use the chad axe (IMG:[ invalid] style_emoticons/default/duck.gif)
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Jan 27 2020, 20:54
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,571
Joined: 12-July 14

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QUOTE(Juggernaut Santa @ Jan 27 2020, 16:30)  There's absolutely no reason to use a shortsword if you don't have issues surviving. Oh yeah, I've forgotten that given how you play 1H, you don't deal damage with counterattacks. (IMG:[ invalid] style_emoticons/default/duck.gif) This post has been edited by decondelite: Jan 27 2020, 20:54
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Jan 27 2020, 22:15
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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Jan 27 2020, 23:15
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Noni
Group: Catgirl Camarilla
Posts: 13,135
Joined: 19-February 16

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QUOTE(Scremaz @ Jan 27 2020, 21:15)  The Cranny Axe (IMG:[ invalid] style_emoticons/default/laugh.gif) still funny after all that time But seriously, there are no games that I've played, and I've played a lot of games, where an axe is a useful weapon. HV is no exception. Here, the lack of parry makes it suck quite hard.
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Jan 28 2020, 00:49
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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yes, the Cranny Axe (IMG:[ invalid] style_emoticons/default/biggrin.gif) i still have also the Cursed Club, btw. and Axes on Rune were nice. the most useful weapon for the very last battle was the very first axe you earned in the first stages of the game (IMG:[ invalid] style_emoticons/default/cool2.gif)
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Jan 29 2020, 07:09
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BlueWaterSplash
Group: Members
Posts: 3,307
Joined: 15-March 11

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QUOTE(lestion)  Some of these things were probably already known, but they were not noted anyway, so I'm recording my changes here for posterity
Penetrated Armor is applied after the damage is, for the turn on which it was applied.
Debuff durations tick down exactly on game ticks (ie, game time = 1, 2, 3 etc, whole numbers).
The only time you will see the full duration of a debuff is when your turn starts and ends without passing over a whole game tick. I knew this about PA from the beginning. Also the SG beating tests you performed were similar to the many tests I did a couple years ago to study how Imperil stacks with PA, among other things. I tested how attack speed affects debuff durations at the beginning of this same thread. This new explanation is good. It's simple and I believe explains the random variance in debuff duration when you have small amounts of attack speed. It may also be that when you kill the last monster, the round immediately ends and the next one begins. So rounds don't start at 0 ticks, they might start at fractional tick. This is the inherent timing jitter I described previously which allows ailment durations to vary randomly (which is proper and a good thing). I would call the full duration of a debuff what you see when you have 0 attack speed. Even if the visual counter reads 1 less, in effect you make use out of the full duration because your character generally gets to use the ailment again when the counter reads "0 turns remaining."
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Jan 29 2020, 07:34
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BlueWaterSplash
Group: Members
Posts: 3,307
Joined: 15-March 11

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QUOTE(decondelite)  Bleeding wound is unaffected by physical mitigation.
8% of my base damage output per stack seems quite low, but actually it's certainly way more powerful than a rapier's Penetrated Armor against an Imperil'ed monster
Against a non-Imperiled monster, things are a bit more tough to compare. At best, a rapier can deal a stack of PA that reduces a monster's PMit from 80% to 60% to be counted for the next attack. In the meanwhile, a shortsword's Bleeding Wound will deal two/three dots of 8% each, amounting to an average total of 20% of an attack's unmitigated power. And then the rapier will have the upper hand on every subsequent hit.
Overall and contrarily to the popular belief, both weapons are rather balanced regarding their procs. Good to know that bleeding wound is not affected by Pmit, in that case I assume Imperil doesn't change it either. Let me try to double check your math comparison of PA and Bleeding Wound. I tested before that Imperil stacks multiplicatively with PA, so when Imperil is applied then PA provides half the improvement (if monster PMit is originally 80% then Imperiled PA will provide 10%). Perhaps you could argue this is still comparable to the 8% of Bleeding Wound. There are other phenomena you may not have considered. For example crits nearly double damage: when a monster has PA inflicted and gets hit by a critical on the next attack, the PA effect doubles. But such wouldn't happen to BW. Also I'm not sure that your character's overall Attack Base Damage is equal to the actual damage dealt, after mitigations. I recall that there is a huge random roll variance in the actual damage formula in this game. I'm not sure where the average falls in that range.
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Jan 29 2020, 09:32
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,571
Joined: 12-July 14

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When you apply a stack of PA on an Imperiled 80%PMit monster, the PMit falls from 30% to 22.5%, which represents an increase in damage of about 7.5% of the initial, raw damage output. At that point, it's already Game Over for the rapier. As for against SGs, they have 66.04%PMit at Lvl500 (I've written that in my Excel report), reduced to 16.04%PMit once Imperiled, so a PA stack is only worth 4%. A rapier will benefit from Vital Strike's full power and duration against SGs though, if one uses that skill.
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Jan 29 2020, 13:17
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Nezu
Group: Catgirl Camarilla
Posts: 3,931
Joined: 29-January 12

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QUOTE(BlueWaterSplash @ Jan 29 2020, 05:09)  I tested how attack speed affects debuff durations at the beginning of this same thread. This new explanation is good. It's simple and I believe explains the random variance in debuff duration when you have small amounts of attack speed.It may also be that when you kill the last monster, the round immediately ends and the next one begins. So rounds don't start at 0 ticks, they might start at fractional tick. This is the inherent timing jitter I described previously which allows ailment durations to vary randomly (which is proper and a good thing). This isn't so much research as rediscovery at this point, but I have a few sources for some time-related functions of the game I'll be updating the wiki with later. This quote is from the change notes for the update that reworked action speed, it has not been noted to have changed since: QUOTE(Tenboro @ Feb 23 2013, 12:33)  - Effect duration as well as heal- and damage-over-time ticks have been partially decoupled from the round counter, and now tick every 100 time units, independent of speed-affecting effects and actual action time.
From my own testing, I am quite confident new rounds start from 0 - however, there is some very slight imprecision with my numbers (to the tune of around 5 time units) so I will not post about this until I've discovered exactly what factor(s) I'm missing... I suspect it has something to do with rounding, but no approach I've attempted so far has fixed it. This post has been edited by lestion: Jan 29 2020, 13:18
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Jan 29 2020, 20:54
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BlueWaterSplash
Group: Members
Posts: 3,307
Joined: 15-March 11

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However you decide to formulate it, all I know is that when you have some amount of attack speed, the effective durations of all your status ailments becomes slightly random, such that your PA duration might be 7.01 turns instead of 7 turns. And that's a good thing because it helps attack speed do what it is supposed to. QUOTE(decondelite)  When you apply a stack of PA on an Imperiled 80% PMit monster, the PMit falls from 30% 40% to 22.5% 30%, which represents an increase in damage of about 7.5% 10% of the initial, raw damage output. It's not much of a difference but that's how I calculate it, not sure which is right. Ah I see where the difference originates from. Are you sure Imperil reduces an original PMit of 80% down to 30%? I believe either Imperil or PA2 would reduce the PMit to 40%.
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Jan 30 2020, 06:57
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BlueWaterSplash
Group: Members
Posts: 3,307
Joined: 15-March 11

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In that case Imperil is better than I previously thought. However I went to check my old initial test data on this and (?)I feel it matches the "old" Imperil better(?) I may eventually try to test this particular question more directly sometime. Comparing void damage ranges for plain PA2 versus plain Imperil on a school girl would be best. edit: After further thought I realized I made a logical error in my original analysis of my test data. So I think decondelite is right now. edit2: I'm confused again. Let's step through this. At my lower level a school girl has about 60% Pmit instead of 66%. With Penetrated 3 that would be 15% Pmit remaining. With decondelite's way, PA3 + Imperil would be 2.5% Pmit remaining. So by decondelite's way, every stack of PA increases damage by about 15% of the full unmitigated damage. Throwing on Imperil at the very end like I did in my test would increase damage by 12.5% almost the same. Maybe I was right to begin with. I don't know. I should test at some point. This post has been edited by BlueWaterSplash: Jan 30 2020, 10:19
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Feb 8 2020, 21:31
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sssss2
Group: Gold Star Club
Posts: 3,955
Joined: 11-April 14

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QUOTE(sssss2 @ Oct 25 2019, 02:28)  Monsters Statistics- 2,513 monsters / 167,318 times for 20 x PFUDOR grindfest CODE ================================================================== PL | Count | Average | Encounter | Ratio | Accumulated ------------------------------------------------------------------ 2250 | 46 | 479 | 22,049 | 13.18 % | 13.18 % 2150 | 2 | 479 | 957 | 0.57 % | 13.75 % 2100 | 3 | 459 | 1,378 | 0.82 % | 14.57 % 2050 | 1 | 410 | 410 | 0.25 % | 14.82 % 2000 | 2 | 401 | 802 | 0.48 % | 15.30 % 1950 | 5 | 361 | 1,806 | 1.08 % | 16.38 % 1900 | 1 | 309 | 309 | 0.18 % | 16.56 % 1850 | 4 | 302 | 1,209 | 0.72 % | 17.28 % 1800 | 89 | 232 | 20,685 | 12.36 % | 29.65 % 1750 | 5 | 261 | 1,304 | 0.78 % | 30.43 % 1700 | 29 | 162 | 4,699 | 2.81 % | 33.23 % 1650 | 221 | 129 | 28,558 | 17.07 % | 50.30 % 1600 | 156 | 100 | 15,675 | 9.37 % | 59.67 % 1550 | 323 | 70 | 22,611 | 13.51 % | 73.19 % 1500 | 564 | 50 | 28,480 | 17.02 % | 90.21 % 1450 | 327 | 24 | 8,010 | 4.79 % | 94.99 % 1400 | 301 | 16 | 4,939 | 2.95 % | 97.95 % 1350 | 117 | 11 | 1,329 | 0.79 % | 98.74 % 1300 | 291 | 4 | 1,152 | 0.69 % | 99.43 % 1250 | 6 | 1 | 6 | 0.00 % | 99.43 % ------------------------------------------------------------------ 1200 | 5 | 59 | 295 | 0.18 % | 99.61 % # MONSTER DATA IS OUT OF DATE 1150 | 1 | 14 | 14 | 0.01 % | 99.62 % # MONSTER DATA IS OUT OF DATE 1100 | 1 | 112 | 112 | 0.07 % | 99.68 % # MONSTER DATA IS OUT OF DATE 1050 | 2 | 33 | 65 | 0.04 % | 99.72 % # MONSTER DATA IS OUT OF DATE 1000 | 2 | 61 | 121 | 0.07 % | 99.80 % # MONSTER DATA IS OUT OF DATE 950 | 1 | 100 | 100 | 0.06 % | 99.85 % # MONSTER DATA IS OUT OF DATE 900 | 4 | 52 | 209 | 0.12 % | 99.98 % # MONSTER DATA IS OUT OF DATE ------------------------------------------------------------------ 0 | 4 | 9 | 34 | 0.02 % | 100.00 % # BOSS ==================================================================
================================================ Rank | Trainer | Count | Encounter ------------------------------------------------ 1 | Nero-Arc | 200 | 16,332 2 | serorin | 127 | 14,135 3 | morineko | 182 | 13,296 4 | sssss2 | 200 | 12,230 5 | gc00018 | 97 | 11,336 6 | FreeloaderV | 101 | 9,213 7 | MidNightPass | 78 | 8,951 8 | RoadShoe | 200 | 6,409 9 | NerfThis | 200 | 6,384 10 | Koaen | 7 | 3,298 11 | danixxx | 17 | 2,953 12 | qdjseh001 | 66 | 2,874 13 | Mantra64 | 27 | 2,250 14 | Sushilicious | 116 | 1,980 15 | Hina Amano | 175 | 1,969 16 | DJNoni | 33 | 1,943 17 | Godde?? | 32 | 1,901 18 | Petal_Kiss | 7 | 1,744 19 | .@_@.@_@. | 49 | 1,663 20 | cylinnia | 28 | 1,490 21 | tempasdf | 14 | 1,428 22 | StonyCat | 4 | 1,423 23 | Honeycat | 5 | 1,345 24 | ddwiki | 4 | 1,255 25 | Kira.Yoshikage | 22 | 1,180 26 | lestion | 10 | 1,133 27 | Void Domain | 6 | 1,030 28 | sabregimp | 12 | 1,025 ================================================
100 days after... - 2,672 monsters / 167,241 spawned for 20 x PFUDOR grindfest CODE ================================================================== PL | Count | Average | Encounter | Ratio | Accumulated ------------------------------------------------------------------ 2250 | 54 | 472 | 25,485 | 15.24 % | 15.24 % 2150 | 3 | 438 | 1,315 | 0.79 % | 16.02 % 2100 | 8 | 434 | 3,470 | 2.07 % | 18.10 % 2050 | 1 | 369 | 369 | 0.22 % | 18.32 % 2000 | 3 | 390 | 1,171 | 0.70 % | 19.02 % 1950 | 6 | 343 | 2,059 | 1.23 % | 20.25 % 1900 | 1 | 283 | 283 | 0.17 % | 20.42 % 1850 | 11 | 290 | 3,192 | 1.91 % | 22.33 % 1800 | 90 | 208 | 18,704 | 11.18 % | 33.51 % 1750 | 25 | 209 | 5,225 | 3.12 % | 36.64 % 1700 | 31 | 152 | 4,726 | 2.83 % | 39.46 % 1650 | 226 | 118 | 26,604 | 15.91 % | 55.37 % 1600 | 220 | 85 | 18,798 | 11.24 % | 66.61 % 1550 | 488 | 58 | 28,503 | 17.04 % | 83.65 % 1500 | 825 | 28 | 22,882 | 13.68 % | 97.34 % 1450 | 371 | 8 | 2,869 | 1.72 % | 99.05 % 1400 | 205 | 4 | 766 | 0.46 % | 99.51 % 1350 | 33 | 5 | 158 | 0.09 % | 99.60 % 1300 | 56 | 8 | 421 | 0.25 % | 99.86 % 1250 | 4 | 15 | 61 | 0.04 % | 99.89 % 1200 | 3 | 1 | 4 | 0.00 % | 99.89 % 1150 | 1 | 24 | 24 | 0.01 % | 99.91 % 1100 | 1 | 39 | 39 | 0.02 % | 99.93 % 1000 | 1 | 16 | 16 | 0.01 % | 99.94 % 900 | 1 | 67 | 67 | 0.04 % | 99.98 % 0 | 4 | 8 | 30 | 0.02 % | 100.00 % ==================================================================
- The number of pl 2250 monsters increased from 46 to 54. - The average pl of monsters increased from 1712 to 1753. CODE ================================================||====================================================== Rank | Trainer | Count | Encounter || Rank | | Trainer | Count | Encounter ------------------------------------------------||------------------------------------------------------ 1 | Nero-Arc | 200 | 16,332 || 1 | - | Nero-Arc | 200 | 15,111 2 | serorin | 127 | 14,135 || 2 | ▲ 1 | morineko | 200 | 13,372 3 | morineko | 182 | 13,296 || 3 | ▽ 1 | serorin | 113 | 12,802 4 | sssss2 | 200 | 12,230 || 4 | ▲10 | Sushilicious | 153 | 11,147 5 | gc00018 | 97 | 11,336 || 5 | - | gc00018 | 96 | 10,059 6 | FreeloaderV | 101 | 9,213 || 6 | ▽ 2 | sssss2 | 200 | 9,659 7 | MidNightPass | 78 | 8,951 || 7 | - | MidNightPass | 87 | 7,871 8 | RoadShoe | 200 | 6,409 || 8 | ▲10 | Petal_Kiss | 200 | 7,853 9 | NerfThis | 200 | 6,384 || 9 | ▽ 3 | FreeloaderV | 101 | 7,759 10 | Koaen | 7 | 3,298 || 10 | ▽ 1 | NerfThis | 198 | 5,474 11 | danixxx | 17 | 2,953 || 11 | ▲10 | tempasdf | 20 | 4,096 12 | qdjseh001 | 66 | 2,874 || 12 | ▽ 4 | RoadShoe | 197 | 3,576 13 | Mantra64 | 27 | 2,250 || 13 | ▽ 3 | Koaen | 7 | 3,099 14 | Sushilicious | 116 | 1,980 || 14 | ▽ 3 | danixxx | 17 | 2,489 15 | Hina Amano | 175 | 1,969 || 15 | ▽ 3 | qdjseh001 | 67 | 2,094 16 | DJNoni | 33 | 1,943 || 16 | ▲10 | lestion | 18 | 2,037 17 | Godde?? | 32 | 1,901 || 17 | ▽ 4 | Mantra64 | 17 | 1,851 18 | Petal_Kiss | 7 | 1,744 || 18 | ▲24 | moanim | 27 | 1,839 19 | .@_@.@_@. | 49 | 1,663 || 19 | ▽ 3 | DJNoni | 34 | 1,592 20 | cylinnia | 28 | 1,490 || 20 | ▽ 1 | .@_@.@_@. | 19 | 1,518 21 | tempasdf | 14 | 1,428 || 21 | ▽ 4 | Godde?? | 45 | 1,444 22 | StonyCat | 4 | 1,423 || 22 | ▲ 1 | Honeycat | 5 | 1,342 23 | Honeycat | 5 | 1,345 || 23 | ▽ 1 | StonyCat | 4 | 1,322 24 | ddwiki | 4 | 1,255 || 24 | - | ddwiki | 4 | 1,141 25 | Kira.Yoshikage | 22 | 1,180 || 25 | ? | ???? | 7 | 1,069 26 | lestion | 10 | 1,133 || 26 | ▲ 1 | Void Domain | 4 | 1,018 27 | Void Domain | 6 | 1,030 || 27 | ▲ 6 | in memory | 30 | 1,016 28 | sabregimp | 12 | 1,025 || 28 | ▲ 1 | another planet | 2 | 1,006 ================================================||======================================================
- Some players are training their monsters. - It is harder to meet my monsters than before.
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Feb 10 2020, 21:21
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Noni
Group: Catgirl Camarilla
Posts: 13,135
Joined: 19-February 16

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Does Godslayer give magic damage boost? Conclusion (preliminary): No, looks like it doesn'tHow this was tested - test at low difficulty, to see less effect of the 3% evade that godslayer brings - Hell 2 runs IW - Nintendo 3 runs IW - Comparing damage per turn, corrected for number of cures at Nintendo CODE Hell - 81 round IW (avg 2 run s) Godslayer Dohavin delta % turns damage/turn turns damage/turn 335,5 327129 348,5 314586 + 4% for godslayer
Nintendo - 81 round IW (avg 3 runs) Godslayer Dohavin delta % turns damage damage/turn* turns damage damage/turn* 401 129362867 338349 385 128600593 348543 -3%, godslayer does less damage
*corrected for number of cures and health potions
This post has been edited by DJNoni: Feb 10 2020, 21:24
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Feb 26 2020, 18:19
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Ming28561
Group: Catgirl Camarilla
Posts: 1,262
Joined: 7-July 17

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[attachmentid=138869] Grindefest within 5989t, 13 horses, as charged cold mage with DDXI on cold attribute day, no flower vase and bubble gem. (IMG:[ invalid] style_emoticons/default/tongue.gif) I tied to full imperil on all monster, by using both down wheel and keyboadrs. I splitted my T3 from cast to better use it. I didn't use gem, draught, mp and later sp. I used hp, he before full cure and cure. My basic prof was 552.6, and it took me 3529 turns to get monster full imperilled. I think less than 30 turns could be optimized through my action and strategy. Under ideal conditions(full prof), a charged cold mage could possiblel reach 56XXt or even less. At the worst imp case I used 8 times to full imperil on 8 monster, 7 times on 7 monster. The full imp strategy had led to 138 full cures and 26 cures. --- I think I should full imperil all monster, I have tried to ingore some monster with poor(i.e 21, 28) cold migitation. But I finally found these monster might have too much magic migitate, involved by their tokens of chaos. ( I wonder know if imp could influence monster's CR ) I could recalled over 10 times 90% resists after I casted my Tier 3. (In old vesion of mb, it might be normal that your T3's icon showed prepared after use items, which results in 6 attacks form my data,) I was very close to fail this time as previous sereval tries. Only one health at a moment where both of my LE, HE ,HP, FC and cure were in cd. The only thing I could try is to cast my T3 on 9 imperilled monsters. Luckly, I was alive by evade 3 monsters attack.
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Feb 26 2020, 21:26
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Nezu
Group: Catgirl Camarilla
Posts: 3,931
Joined: 29-January 12

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QUOTE(Ming28561 @ Feb 26 2020, 16:19)  ...
Did you mean to post the screenshot of your stats, or was it meant to be the end of battle monsterbation readout?? Impressive numbers. I was not expecting fests to be able to go that low.
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Feb 29 2020, 01:25
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BlueWaterSplash
Group: Members
Posts: 3,307
Joined: 15-March 11

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Returning to the question we asked a month ago, I repeated my method of beating down School Girls, this time comparing the damages with Penetrated Armor 2 versus Imperil directly. CODE 1H level 383 overwhelming strikes and spirit stance 8569 attack, Friday
12074~17738 main attack 21538~32306 crit 6112~8944 void strike 6261~8198 crit 6019~8803 dark strike 6095~9029 crit
Penetrated Armor 2
21537~31137 main attack 38899~55771 crit 10898~15569 void strike 10379~14791 crit 10478~15717 dark strike 10609~15717 crit
Imperil
21278~30359 main attack 37692~53428 crit 10380~15569 void strike 10509~15439 crit 11133~15455 dark strike 10478~15717 crit A few more trials would make this data perfectly match but it's enough for our purposes. I believe this proves that Penetrated Armor 2 and Imperil reduce PMit by the exact same amount, consistent with my earlier damage tests.
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Feb 29 2020, 01:48
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,571
Joined: 12-July 14

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Congratulations. You have managed to prove that 50% is equal to 50%. (IMG:[ invalid] style_emoticons/default/unsure.gif) More importantly. I thought that Imperil was additive, and given the stats of a SG, that doesn't appear to be the case. How many attacks have you recorded? This post has been edited by decondelite: Feb 29 2020, 01:57
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Feb 29 2020, 03:52
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BlueWaterSplash
Group: Members
Posts: 3,307
Joined: 15-March 11

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I do these by going through one of the SG arenas manually, without hover. Depending on what data I'm going for, one arena would be enough. I did Arena 110 for this test and it wasn't quite enough to get perfect data. Most of the data has to be thrown out, because I only want to accept data with the correct amount of PA or Imperil. Each SG gets poked a few times then she gets too messed up and I kill her with Vital Strike.
However you don't need many hits if you study damages in this way, because the randomness is highly discrete: there are only 10~20 possible different random damage values. Luck eventually reveals the exact endpoints.
The proper way to do this is to reduce stamina first, because otherwise damages creep up due to proficiency increasing within the same arena. This is noticeable because it eventually increases the damages by 1, not the discretized amount. I don't actually do this though because my tests don't need to be ultra perfect in most cases.
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Feb 29 2020, 04:22
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Nezu
Group: Catgirl Camarilla
Posts: 3,931
Joined: 29-January 12

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QUOTE(BlueWaterSplash @ Feb 29 2020, 01:52)  I do these by going through one of the SG arenas manually, without hover. Depending on what data I'm going for, one arena would be enough. I did Arena 110 for this test and it wasn't quite enough to get perfect data. Most of the data has to be thrown out, because I only want to accept data with the correct amount of PA or Imperil. Each SG gets poked a few times then she gets too messed up and I kill her with Vital Strike.
However you don't need many hits if you study damages in this way, because the randomness is highly discrete: there are only 10~20 possible different random damage values. Luck eventually reveals the exact endpoints.
The proper way to do this is to reduce stamina first, because otherwise damages creep up due to proficiency increasing within the same arena. This is noticeable because it eventually increases the damages by 1, not the discretized amount. I don't actually do this though because my tests don't need to be ultra perfect in most cases.
Did you remember to exclude Konata from these tests (she has different stats to the others)? Did you make sure you only took values from turns after applying PA2 (as the damage occurs before the debuff, on the turn it is applied on)? Why are there such significant differences in the top-end comparing PA to imperil? Not that I think any of these things are large enough to challenge the conclusion (that imperil is multiplicative, rather than additive) but I would like to ensure the test is as thorough as possible before making any edits to the wiki. (I think this was probably known at some point in the past and has just been misinterpreted when working on page updates!) This is notably odd in one fashion, though: imperil is observably additive for specific mitigations (as can be seen with simple scanning before and after). I wonder why pmit (and presumably mmit) are applied differently, despite the same wording in the spell description? This post has been edited by lestion: Feb 29 2020, 04:24
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