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HV Research Thread, Let's find out how stuff really works |
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Jun 22 2020, 04:14
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BlueWaterSplash
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Looks like about 5.5% turn loss with haste this time. I did a rough calculation and estimate the overall influence of utilizing the Day of the Week element is expected to be 2% or less. It could be significant but can't explain that performance.
Maybe it's just due to randomness. A couple more trials with and without haste might be useful. When I compared haste in arena 60/65/80 I also got 1% turn loss once, but usually it was 2~3%.
One of the things I have been doing is that I always infuse holy+dark for tests. This helps for having a neutral infusion, but it also helps because I can analyze my battle log and check the ratio of holy to dark damage. There is a "normal" ratio of more dark damage, but on a rare run I would get more holy damage.
So I could sometimes identify the "bad" runs and throw away the data (I used this method for my upcoming Imperil test data). This occurs when bad luck makes you fight lots of tough HP undeads, and not enough celestial/sprite/human/etc. This method was easier for me than doing mass trials every day in the same arenas for weeks, to take an average.
P.S. - I now think your way is right to keep Haste off IA. Because I think you don't have IA on anything else, either. So it's fair, as you said before.
This post has been edited by BlueWaterSplash: Jun 22 2020, 04:24
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Jun 22 2020, 09:02
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Nezu
Group: Catgirl Camarilla
Posts: 3,931
Joined: 29-January 12

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QUOTE(BlueWaterSplash @ Jun 22 2020, 03:14)  So I could sometimes identify the "bad" runs and throw away the data (I used this method for my upcoming Imperil test data). This occurs when bad luck makes you fight lots of tough HP undeads, and not enough celestial/sprite/human/etc. This method was easier for me than doing mass trials every day in the same arenas for weeks, to take an average.
Isn't throwing away runs like this just doctoring the data to support your hypothesis? You should use all real data and just test more to get proper averages...
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Jun 22 2020, 23:42
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BlueWaterSplash
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It's a regrettable alternative if you don't have the time or desire to take averages with many trials. As long as its disclosed, more thorough tests could be done later if the results prove sufficiently close and interesting. At least the method is consistent, utilizing the dark/holy damage ratio as a predictor of abnormality.
I threw away runs in my second batch of haste tests in arenas (without infusion) but I displayed all and explained why some were (partially) ignored for analysis. Usually it was because infusions made me slower which is actually the same problem Basara just had: his latest run with infusion was about the same speed as without.
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Jun 23 2020, 01:58
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Basara Nekki
Group: Gold Star Club
Posts: 7,580
Joined: 13-September 12

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QUOTE(BlueWaterSplash @ Jun 22 2020, 18:42)  Usually it was because infusions made me slower which is actually the same problem Basara just had: his latest run with infusion was about the same speed as without.
But in my case, I said that using Infusion saves me a little time (and turns), but using Haste makes me lose a little time (and turns). This means that the use of Haste cancels the beneficial effects of using Infusion. That's why the results were similar to the one where I don't use anything. Still on the use of infusions, I did the tests below last month. The tests were done on Saturdays (Elec day), the first one I used Dark Infusion, the second Elec Infusion and the third I did not use infusions. (IMG:[ imgur.com] https://imgur.com/OuYa0aN.jpg) In the specific case of the 150 round arena (DwD), at least for me, the use of Dark Infusion has a better effect than the use of the infusion of the day. This difference is smaller for the arenas of 125 and 110 rounds. The importance of using infusions is proportional to the size of the challenge.
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Jun 23 2020, 09:24
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BlueWaterSplash
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I was referring to comparing your runs [8] vs [15]....haste without infusion vs haste with infusion. The difference is below 2% which is not how it is supposed to be (expected ~6% or more). It suggests to me that your run [15] had abnormally bad luck, so that is the first one I would re-test. A complete re-test of runs [5], [7], [8], and [15] would be better for fairness.
When I tested these same things earlier (at my lower level) on numerous occasions I had a run that was significantly faster without infusion (everything else same). So I experienced the same problem as you, and I either needed to re-test or partially ignore those results. In my case, since I tested multiple arenas, I just chose to partially ignore those results and rely on the other data a bit more.
DwD isn't like regular arenas, especially regarding dark infusion vs elec infusion (even on Saturday) because of School Girls being very weak to dark. So I think it's not safe to assume that performance extends to arena 80. Though I don't know for sure how dark and electric compares on arena 80. I only estimated that the difference could be up to 2% turns (not elec vs dark damage) but it might also be less or zero.
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Jun 23 2020, 15:51
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Sapo84
Group: Gold Star Club
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Joined: 14-June 09

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QUOTE(lestion @ Jun 22 2020, 09:02)  Isn't throwing away runs like this just doctoring the data to support your hypothesis? You should use all real data and just test more to get proper averages...
Either that or do a different type of average either by trimming or winsorizing the highs and lows. It there are exceptionally bad or good runs that may be the best approach even if that was not my experience. When I used 1H, most runs were pretty comparable, and even with DWD maging where RNG plays an active role (imperil resists, number of riddlemasters, placements of SGs) I'm not seeing more than 2-3% deviation from my average result. 4+% from your expected result seems a pretty big deviation and it's quite unlikely there is no reason behind it (it can also be a bad day, when I'm sleepy or exhausted I refrain from taking time measurements, I know I would play like crap and get inconsistent results anyway).
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Jun 23 2020, 20:13
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BlueWaterSplash
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QUOTE(Sapo84)  Either that or do a different type of average either by trimming or winsorizing the highs and lows. If there are exceptionally bad or good runs that may be the best approach
4+% from your expected result seems a pretty big deviation and it's quite unlikely there is no reason behind it Exceptionally bad or good runs are indeed the problem here and make the average-taking approach require an extreme number of trials. So focusing on median runs as you recommend seems best. It's actually similar to what I suggested, by just throwing out a rare data that you can identify as abnormal. Regarding the dark/holy damage ratio as an indicator of abnormality, I forgot that since Basara has a holy rapier and I have a dark rapier, our ratios won't be the same. There is a fake ~1.5% elemental damage bias due to the order of strikes. The normal difference in elemental damage is expected to be about 1% favoring dark, so for Basara's holy rapier an average run might appear to do just barely more holy damage.
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Jul 2 2020, 23:30
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BlueWaterSplash
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Finishing up my 1H analysis of swift strike and attack speed, the final possibility is that casting a spell moves the ailment cluster into the late turns. Rather than redoing the painful calculations, I reuse the first batch of results. In this case the extra harmful stuns don't matter since they occur when nearly all enemies are dead. Added PA doesn't help either, but improved Overwhelming Strikes does. QUOTE(BlueWaterSplash @ imperil style, modified from non-imperil results)  The overall impact on offense for 1% attack speed is 0.064935% + 0.285714% - 0.443077% - 0.04% = 0.245714% or about two-thirds of a butcher in turns, and 0.2% + 0.111346% + 0.245714 = 0.445714% benefit to time due to more convenient casts. Spread wasting no longer applies since stuns are ignored in this case.
The overall impact for grindfest is 0.023923% + 0.15873% - 0.279365% - 0.055% = 0.10373% benefit in turns and 0.148148% + 0.134286% + 0.10373% = 0.251878% benefit to time.
The overall impact with haste on is 0.151515% + 0.142857% - 0.64% - 0.04% = 0.102857% benefit in turns and 0.066% + 0.1575% + 0.102857% = 0.168857% to time.
The impact with haste in grindfest is 0.044563% + 0.079365% - 0.41284% - 0.055% = 0.024365% benefit in turns and 0.04888% + 0.18888% + 0.024365% = 0.073245% benefit to time. This latest batch of results are modestly positive but more importantly safe even if I calculated imperfectly; it makes sense that if extended stuns occur at the end of rounds then there is no negative effect of swift strike, only positive. This is because counter attacks essentially don't drop at all in this case. Note that if the timing works out such that the "final" turn of extended ailments occurs even a turn beyond the end of the round, you won't get the partial amount of extended ailments that precede it. You'll simply get no ailment changes for the entire round, and no effect on offense. I didn't explain this previously but it's due to how the turns count down: the key turn in which the turns remaining counter fails to decrement is that final one. Even if you don't know how the exact timing of your spell casts work in conjunction with your particular amount of attack speed, the calculations suggest any timing is likely to have a decent result out of 3 main possibilities. The worst possible scenario is non-imperil style (no casts) but even that wasn't so bad. QUOTE(BlueWaterSplash)  There's some other interesting issues with haste and counter attack...once any enemy recovers from stun, it no longer matters whether you have haste or not in terms of the number of counter attacks you perform (except for increasing the stun duration).
It seems that ~95% of all enemies we encounter are chaosed enough to have over 25% attack speed bonus...combined with the 25% attack speed bonus of PFUDOR difficulty this means that whether we have haste or not, most monsters will attack 1H players twice every time they recover from stun.
And if we approximate that 1H style deals 3 counter attacks and 2 stuns every turn, then this creates a perpetual loop. Because in many turns, 2 monsters will recover from stun, and those 2 monsters will attack 4 times, for an average of 3 counter attacks and once again 2 stuns. Unfortunately I think there is another phenomena that hurts the performance of swift strike in non-imperil style. Only enemies stunned in the first turn have increased duration, yet my prior calculation didn't take into account that when applied stun durations are not all uniform, it creates a "log jam" of enemies stuck at the counter cap when they all recover in the same turn. Thus I revise my calculation by doubling the harmful effect of the added stun duration, as an approximation. After an extra added turn of being unable to counter attack, the "log jammed" enemies will probably clear out on average. There's a lot of complexity here, as even the default behavior without any attack speed can "self jam" anyway. QUOTE(BlueWaterSplash @ revised non-imperil style)  The overall impact for 1% attack speed is 0.064935% + 0.285714% - 0.886154% - 0.04% = -0.575505% penalty to turns and 0.2% + 0.222692% - 0.575505% = -0.152813% penalty to time. A doubled spread wasting term slightly mitigates the doubled harm from stuns.
The overall impact for grindfest is 0.023923% + 0.15873% - 0.55873% - 0.055% = -0.431077% penalty to turns and 0.148148% + 0.268572% - 0.431077% = -0.014357% penalty to time. I think these are the only calculations that need revision. Haste alone by itself creates the "log jam" effect, so with haste on any additional "log jam" effect from swift strike is probably small. If spells are cast in a round the "log jam" effect does not apply to our calculation for various reasons. I'm not sure my revised non-imperil calculation is better than my original, so it's good to consider both results as this is ultimately just a way of guessing the true performance. I roughly halved the benefit of Overwhelming Strikes in some of my calculations due to killing blows, when perhaps I should not have. Finally, it should be kept in mind that these calculations were based on extrapolating my personal experiments with haste, tweaked to be pessimistic. Basara at high level has better haste results in turns. He doesn't notice turns/second boost which makes sense if using hotkeys for casting, and might generally be expected at high level due to less casts. This post has been edited by BlueWaterSplash: Jul 2 2020, 23:42
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Jul 7 2020, 04:42
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Basara Nekki
Group: Gold Star Club
Posts: 7,580
Joined: 13-September 12

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A few more simple test results. (IMG:[ invalid] style_emoticons/default/tongue.gif) [A] Arena 150 rounds, using imperil and infusion (that is, a routine run (IMG:[ invalid] style_emoticons/default/heh.gif) ) (29/06/2020 - Monday) (IMG:[ imgur.com] https://imgur.com/5IiRyuX.jpg) [B] Arena 150 rounds, using infusion but without imperil (06/07/2020 - Monday) (IMG:[ imgur.com] https://imgur.com/t3ZOJSp.jpg) [C] Arena 150 rounds, without imperil and infusion (01/06/2020 - Monday) (IMG:[ imgur.com] https://imgur.com/0MCVMyJ.jpg) Note 1: In test [C], as seen in the image, I ended up using Imperil only once in the first round, but by accident. I think that does not invalidate the result. (IMG:[ invalid] style_emoticons/default/duck.gif) Note 2: The use of Paradise Lost in tests [A] and [C] was also accidental. (IMG:[ invalid] style_emoticons/default/heh.gif) Since the use of this spell is on the same mouse button as the use of OFC, the error occurs when I try to use OFC with an Overcharge below 210. Obvious conclusion: Using Imperil helps a lot. (IMG:[ invalid] style_emoticons/default/happy.gif) Even having to perform almost 400 more actions, it still worth the effort. (IMG:[ invalid] style_emoticons/default/wink.gif) I forgot to ask this before: what is that "dot" that appears in the damage table? (IMG:[ invalid] style_emoticons/default/huh.gif)
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Jul 7 2020, 07:19
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Noni
Group: Catgirl Camarilla
Posts: 13,135
Joined: 19-February 16

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QUOTE(Basara Nekki @ Jul 7 2020, 04:42)  A few more simple test results. (IMG:[ invalid] style_emoticons/default/tongue.gif) [A] Arena 150 rounds, using imperil and infusion (that is, a routine run (IMG:[ invalid] style_emoticons/default/heh.gif) ) (29/06/2020 - Monday) (IMG:[ imgur.com] https://imgur.com/5IiRyuX.jpg) [B] Arena 150 rounds, using infusion but without imperil (06/07/2020 - Monday) (IMG:[ imgur.com] https://imgur.com/t3ZOJSp.jpg) [C] Arena 150 rounds, without imperil and infusion (01/06/2020 - Monday) (IMG:[ imgur.com] https://imgur.com/0MCVMyJ.jpg) Note 1: In test [C], as seen in the image, I ended up using Imperil only once in the first round, but by accident. I think that does not invalidate the result. (IMG:[ invalid] style_emoticons/default/duck.gif) Note 2: The use of Paradise Lost in tests [A] and [C] was also accidental. (IMG:[ invalid] style_emoticons/default/heh.gif) Since the use of this spell is on the same mouse button as the use of OFC, the error occurs when I try to use OFC with an Overcharge below 210. Obvious conclusion: Using Imperil helps a lot. (IMG:[ invalid] style_emoticons/default/happy.gif) Even having to perform almost 400 more actions, it still worth the effort. (IMG:[ invalid] style_emoticons/default/wink.gif) I forgot to ask this before: what is that "dot" that appears in the damage table? (IMG:[ invalid] style_emoticons/default/huh.gif) damage-over-time. Like bleeding wound etc.
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Jul 16 2020, 10:30
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BlueWaterSplash
Group: Members
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Joined: 15-March 11

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QUOTE(sssss2 @ Research for 1H)  A counter-attack's damage is 75% of normal attack ( http://ehwiki.org/wiki/Fighting_Styles#One-Handed) I've been fundamentally using this fact for 1H calculations for a long time, but now that I check the wiki, it does not state that counter-attack damage is 75% of the main hit. Did anyone ever verify it? (If not, I will try to verify on school girls sometime). A related question that I've been asking for a while: what is the probability of a stun to be inflicted upon a successful counter attack? (This is best to investigate with customized script). This post has been edited by BlueWaterSplash: Jul 16 2020, 10:34
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Jul 16 2020, 10:34
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,571
Joined: 12-July 14

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Counter-attacks don't have the elemental strikes. This is where the real difference is. And this is also why Domino Strikes sucks as 2H: no elemental strikes either.
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Jul 16 2020, 13:42
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BlueWaterSplash
Group: Members
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CODE 8827 base damage, level 391, Thursday Spirit Stance, Overwhelming Strikes always active
Main Attack 11552 ~ 17738 Void Strike 5921 ~ 8592
Main Attack 22018 ~ 31454 crit Counter 11552 ~ 17328
Penetrated Armor 3
Main Attack 24971 ~ 36994 Void Strike 12332 ~ 18497
Main Attack 44770 ~ 67155 crit Counter 24971 ~ 36994 Counter attacks do the same damage as the main hit. As explained the real difference is the lack of elemental strikes and crits. This still throws off many of the calculations I have done in the past; eventually I may redo some. I also manually counted that 82 out of 100 counter attacks on school girls created a stun. Better tests should be done, and this could also depend on player or monster stats in some way.
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Jul 25 2020, 11:22
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BlueWaterSplash
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Probably some people already knew this but it occurred to me today to check: and apparently you cannot counter attack after blocking a monster spell, only monster physical attacks. So in this respect, counter attacks are like spike shields (except spikes also do damage every time a physical attack hits you). This concept probably has minimal effect on gameplay. I can't think of much, but in particular I suppose the following might be true: - For the purposes of 1H offense, parry and block are no different.
- If you use 1H light armor, parry and block might be effectively identical.
- If you use 1H light armor, buckler of nimble and barrier could be almost equally good.
- If people make more magical monsters, 1H does slightly fewer counter attacks.
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Aug 14 2020, 20:24
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dnbdave
Group: Gold Star Club
Posts: 2,010
Joined: 16-June 08

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TL;dr: the game is unbalanced in a manner that now prevents you from selecting any difficulty less than what it's overclocked itself to become over time and patches huh.
"1781 avg plvl" hurr nope, not without significant rebalancing to accomodate and we can all be assured that that's not on the table anytime soon or ever (properly done top to bottom)
Shit if I go out there now in my bling ass full forged set I'mna get creamed and become a cult of the mage convert.
Fuck a bunch of that. I will never mage.
[Turtles away fast as top turtle speed will go]
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Aug 14 2020, 23:00
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Noni
Group: Catgirl Camarilla
Posts: 13,135
Joined: 19-February 16

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QUOTE(dnbdave @ Aug 14 2020, 20:24)  TL;dr: the game is unbalanced in a manner that now prevents you from selecting any difficulty less than what it's overclocked itself to become over time and patches huh.
"1781 avg plvl" hurr nope, not without significant rebalancing to accomodate and we can all be assured that that's not on the table anytime soon or ever (properly done top to bottom)
Shit if I go out there now in my bling ass full forged set I'mna get creamed and become a cult of the mage convert.
Fuck a bunch of that. I will never mage.
[Turtles away fast as top turtle speed will go]
hi there dave! Nice of you to drop by. Yeah, melee could really use a rebanance, but on the other hand, hentaiverse is not dead yet. If you want to play melee, you still can. But not with your outdated gear, sadly. I do understand the enormous investment you had to make to collect and forge it, though. Dude, I hope my mage set will not become as obsolete soon... Oh well. Then I'd just start grinding again, I guess.
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Aug 17 2020, 22:08
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Basara Nekki
Group: Gold Star Club
Posts: 7,580
Joined: 13-September 12

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QUOTE(BlueWaterSplash @ Jun 23 2020, 04:24)  I was referring to comparing your runs [8] vs [15]....haste without infusion vs haste with infusion. The difference is below 2% which is not how it is supposed to be (expected ~6% or more). It suggests to me that your run [15] had abnormally bad luck, so that is the first one I would re-test. A complete re-test of runs [5], [7], [8], and [15] would be better for fairness.
When I tested these same things earlier (at my lower level) on numerous occasions I had a run that was significantly faster without infusion (everything else same). So I experienced the same problem as you, and I either needed to re-test or partially ignore those results. In my case, since I tested multiple arenas, I just chose to partially ignore those results and rely on the other data a bit more.
DwD isn't like regular arenas, especially regarding dark infusion vs elec infusion (even on Saturday) because of School Girls being very weak to dark. So I think it's not safe to assume that performance extends to arena 80. Though I don't know for sure how dark and electric compares on arena 80. I only estimated that the difference could be up to 2% turns (not elec vs dark damage) but it might also be less or zero.
As you suggested, I repeated some tests and added a few more. (IMG:[ invalid] style_emoticons/default/wink.gif) In fact, I was already forgetting to post the results (they had been completed for some time). (IMG:[ invalid] style_emoticons/default/heh.gif) However, I am already saying that the conclusions I made at that time did not change at all. (IMG:[ invalid] style_emoticons/default/sleep.gif) Haste and Neutral infusion (Dark)(IMG:[ imgur.com] https://imgur.com/zq4GuUj.jpg) Haste without infusion(IMG:[ imgur.com] https://imgur.com/Iou2gln.jpg) No Haste and Infusion of the day(IMG:[ imgur.com] https://imgur.com/yVPaHLG.jpg) No Haste and Neutral infusion (Dark)(IMG:[ imgur.com] https://imgur.com/X9ZYc9W.jpg) No Haste and No Infusion(IMG:[ imgur.com] https://imgur.com/UCXvCmv.jpg) And as you can see from the results of the third and fourth tables, there is practically no difference in the type of infusion that is used, regardless of the day of the week. Really, Dark and Holy Infusions only make a difference in SG arenas.
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Aug 18 2020, 00:20
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BlueWaterSplash
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Joined: 15-March 11

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Thanks, this is amazing data! I will only use your [average] column for the following discussion, but it's an average of 5 trials, so now the same number of samples as my own haste tests last year. QUOTE(Basara Nekki)  And as you can see from the results of the third and fourth tables, there is practically no difference in the type of infusion that is used, regardless of the day of the week. Really, Dark and Holy Infusions only make a difference in SG arenas. Your result is actually a 1625/1611 ≈ 1% difference which matches what I predicted earlier from theoretical considerations. I had actually stated "expected to be 2% or less" and I indeed expected less; I hadn't showed the math anyway. It's a tiny difference but should be excluded from haste tests because it's large enough to skew the already-close results. QUOTE(Basara Nekki)  However, I am already saying that the conclusions I made at that time did not change at all. Thus excluding that group of elec infusion data, let's study your main data. Your new data shows that with neutral dark infusion, haste worsens your turns by 1690/1625 = 4% exactly, this is down from your initial result of 5.5% worsening, as expected. I suspect your true value might be smaller still. In comparison my haste tests at lower level had 1%~3%. Your new data shows that without infusion, haste worsens your turns by 1734/1688 = 2.7% which is up from your initial result of 1%. I don't know what your true value should be. In comparison my haste tests at lower level had 4%~6%. In comparison our datas are reversed from each other, which means we both need more trials to get the true answer. (I am not suggesting we do more trials. It's too much work, I think we have done enough. And my level is not the same as before.) In theory, haste should perform better with infusion, because infusion makes your main hand do more damage and counters are less important. This matches my data, while Basara is backwards. However, my data might have too much difference. I can't think of any game reason why the true result would be Basara's way. In theory, haste might perform slightly better at higher level, compared to on a low level player. Because high level players have more enemy PMit to deal with, and also hit the counter attack cap more often. But I'm not absolutely sure, because high level players also have slightly more counters in total. So far our data suggests that Basara's haste is slightly better than mine, but it's hard to tell. Haste is still bad enough that a high level player shouldn't use it, and it should be even worse on most (smaller swarms) arenas and (larger swarms) grindfest, according to my tests and theory.
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Aug 23 2020, 10:34
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Ming28561
Group: Catgirl Camarilla
Posts: 1,262
Joined: 7-July 17

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Is there anyone who played holy mage with charged set in non-imperil PFUDOR Grindfest? It seems these works better than imp element mage mode, at least when someone have good profs, isn't it?
My friends test it recently, with only PFOH and charged holy set. And the result is amazing, pertty good, completely over my charged snowman set (IMG:[invalid] style_emoticons/default/sad.gif) We have the same DD level, both full forged, the only difference is that his basic prof is much higher, about 30 over mine. emmm, I just find 23th is the day of holy, which gives him additional holy damage by reduce monster's 10% holy resist. This post has been edited by Ming28561: Aug 24 2020, 05:15
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Aug 29 2020, 21:55
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Nezu
Group: Catgirl Camarilla
Posts: 3,931
Joined: 29-January 12

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It's been about 4 and a half months since the last monster analysis, so here's some new data. This time, I expanded my recording tool to gather more information from the combat log, so there's some additional data I'll put in the next post. You should see that post if you want some more information on the damage-related statistics in this post. For now, just the standard follow-up from the last time: CODE 24/10/19 - 2,513 unique monsters, 167,318 total appearances, 1712 avg plvl (sssss2 data) 23/12/19 - 2,631 unique monsters, 175,606 total appearances, 1739 avg plvl (my data, 1 too many runs) 08/02/20 - 2,672 unique monsters, 167,241 total appearances, 1753 avg plvl (sssss2 data) 12/04/20 - 2,686 unique monsters, 167,225 total appearances, 1781 avg plvl (my data) 29/08/20 - 2,790 unique monsters, 167,268 total appearances, 1821 avg plvl (this post) The total number of unique monsters seen was 2790. I fought a total of 167,268 monsters. ('Total appearances'.) The average power level per appearance was 1821. (Total power level / appearances.) The average power level per unique monster was 1612. (Total power level / unique monsters.) 178 different players have monsters high level enough to show in max-level PFests. The number of appearances made by level 2250 monsters was 30,948. This is 18.5% of all appearances. Highly subjective stat (see next post): the average 'damage score' per appearance was 740. Player ranking data: CODE | Rank | Trainer | Monsters | Counted | % of Total Apps | Avg/Count | Avg/Monster | Total pLvl | Total Dmg | % of Total Dmg | Dmg/Count | |--------|------------------|------------|-----------|-------------------|-------------|---------------|--------------|-------------|------------------|-------------| | 1 | Sushilicious | 200 | 16561 | 9.901 | 1728 | 1720 | 344036 | 8598430 | 6.943 | 519 | | 2 | FreeloaderV | 190 | 14836 | 8.87 | 1784 | 1727 | 328158 | 11344306 | 9.16 | 764 | | 3 | morineko | 200 | 14641 | 8.753 | 1741 | 1673 | 334659 | 12879751 | 10.4 | 879 | | 4 | Nero-Arc | 200 | 14563 | 8.706 | 1692 | 1687 | 337523 | 10679902 | 8.624 | 733 | | 5 | serorin | 105 | 10564 | 6.316 | 1697 | 1694 | 177927 | 8909586 | 7.194 | 843 | | 6 | sssss2 | 200 | 10177 | 6.084 | 2074 | 1600 | 320040 | 9728638 | 7.855 | 955 | | 7 | gc00018 | 96 | 7892 | 4.718 | 1736 | 1667 | 160102 | 7346038 | 5.932 | 930 | | 8 | Petal_Kiss | 200 | 6058 | 3.622 | 2000 | 1552 | 310443 | 4032490 | 3.256 | 665 | | 9 | MidNightPass | 100 | 5870 | 3.509 | 1655 | 1611 | 161142 | 3980743 | 3.214 | 678 | | 10 | NerfThis | 141 | 4534 | 2.711 | 2006 | 1506 | 212427 | 3949960 | 3.189 | 871 | | 11 | lestion | 43 | 4338 | 2.593 | 1822 | 1675 | 72057 | 3506737 | 2.832 | 808 | | 12 | moanim | 60 | 3332 | 1.992 | 1617 | 1585 | 95118 | 2161449 | 1.745 | 648 | | 13 | Koaen | 7 | 2997 | 1.792 | 2214 | 2209 | 15469 | 2717166 | 2.194 | 906 | | 14 | danixxx | 15 | 1992 | 1.191 | 1723 | 1688 | 25331 | 1434426 | 1.158 | 720 | | 15 | ???? | 9 | 1810 | 1.082 | 2073 | 1827 | 16445 | 910176 | 0.735 | 502 | | 16 | .@_@.@_@. | 23 | 1645 | 0.983 | 1787 | 1578 | 36296 | 1155932 | 0.933 | 702 | | 17 | RoadShoe | 150 | 1570 | 0.939 | 1728 | 1480 | 222121 | 419592 | 0.339 | 267 | | 18 | kamio11 | 10 | 1563 | 0.934 | 1878 | 1696 | 16962 | 546189 | 0.441 | 349 | | 19 | DJNoni | 35 | 1557 | 0.931 | 1565 | 1565 | 54787 | 520928 | 0.421 | 334 | | 20 | Honeycat | 4 | 1412 | 0.844 | 2233 | 2055 | 8220 | 661992 | 0.535 | 468 | | 21 | Mantra64 | 14 | 1390 | 0.831 | 1759 | 1645 | 23033 | 549133 | 0.443 | 395 | | 22 | kzh125 | 5 | 1367 | 0.817 | 2203 | 1944 | 9720 | 1596404 | 1.289 | 1167 | | 23 | threekoala | 24 | 1303 | 0.779 | 1932 | 1582 | 37978 | 356530 | 0.288 | 273 | | 24 | StonyCat | 3 | 1264 | 0.756 | 2176 | 2161 | 6483 | 901539 | 0.728 | 713 | | 25 | hellweekdays | 11 | 1243 | 0.743 | 1670 | 1668 | 18354 | 387456 | 0.313 | 311 | | 26 | zhenterzzf | 5 | 1165 | 0.696 | 2052 | 1821 | 9109 | 1276744 | 1.031 | 1095 | | 27 | jantch | 9 | 1061 | 0.634 | 1686 | 1679 | 15114 | 300304 | 0.242 | 283 | | 28 | qdjseh001 | 90 | 996 | 0.595 | 1502 | 1502 | 135190 | 469652 | 0.379 | 471 | | 29 | ddwiki | 4 | 992 | 0.593 | 2006 | 1876 | 7504 | 1177225 | 0.951 | 1186 | | 30 | 15112006 | 14 | 982 | 0.587 | 1626 | 1604 | 22456 | 213291 | 0.172 | 217 | | 31 | another planet | 2 | 973 | 0.582 | 2250 | 2250 | 4500 | 1019751 | 0.823 | 1048 | | 32 | Void Domain | 2 | 949 | 0.567 | 2250 | 2250 | 4500 | 894293 | 0.722 | 942 | | 33 | warachiasion | 3 | 784 | 0.469 | 1961 | 1899 | 5697 | 900313 | 0.727 | 1148 | | 34 | EsotericSatire | 3 | 779 | 0.466 | 2040 | 1898 | 5696 | 287922 | 0.232 | 369 | | 35 | Ichy | 3 | 752 | 0.45 | 2063 | 1877 | 5632 | 648572 | 0.524 | 862 | | 36 | Godde?? | 69 | 743 | 0.444 | 1512 | 1506 | 103932 | 164498 | 0.133 | 221 | | 37 | foobarwtf | 2 | 671 | 0.401 | 2094 | 2016 | 4033 | 651935 | 0.526 | 971 | | 38 | KINOSHITAMIKOTO | 5 | 669 | 0.4 | 2048 | 1731 | 8658 | 504538 | 0.407 | 754 | | 39 | fihero | 2 | 654 | 0.391 | 2009 | 1840 | 3681 | 362189 | 0.292 | 553 | | 40 | Hina Amano | 110 | 643 | 0.384 | 1507 | 1469 | 161619 | 307103 | 0.248 | 477 | | 41 | mouisaac | 16 | 591 | 0.353 | 1560 | 1560 | 24960 | 239089 | 0.193 | 404 | | 42 | ashimoto | 3 | 557 | 0.333 | 1778 | 1766 | 5298 | 120004 | 0.097 | 215 | | 43 | HTTP/308 | 5 | 506 | 0.303 | 2191 | 1648 | 8240 | 537659 | 0.434 | 1062 | | 44 | Dreamophobia | 1 | 496 | 0.297 | 2250 | 2250 | 2250 | 527564 | 0.426 | 1063 | | 45 | arialinnoc | 6 | 490 | 0.293 | 2053 | 1601 | 9606 | 507838 | 0.41 | 1036 | | 46 | SakiRaFubuKi | 1 | 480 | 0.287 | 2250 | 2250 | 2250 | 644974 | 0.521 | 1343 | | 47 | tibus1979 | 1 | 476 | 0.285 | 2250 | 2250 | 2250 | 220764 | 0.178 | 463 | | 48 | Ming28561 | 1 | 463 | 0.277 | 2250 | 2250 | 2250 | 440212 | 0.355 | 950 | | 49 | biborobi | 1 | 462 | 0.276 | 2250 | 2250 | 2250 | 495789 | 0.4 | 1073 | | 50 | eliudnir | 1 | 462 | 0.276 | 2250 | 2250 | 2250 | 334330 | 0.27 | 723 | This post has been edited by lestion: Oct 13 2020, 04:24
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