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> HV Research Thread, Let's find out how stuff really works

 
post Jan 1 2021, 15:24
Post #314
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I got a new cookie and silver award, and run a grindfest, but 2020 cookie doesn't seem to give an exp bonus.


Yesterday I had 7 cookies = 140% exp bonus and acquired 5.76b in a GF.

So

base_exp (including goldstar bonus) = 5.76b / 2.4 = 2.4b


As I got an additional cookie and award, I should have gotten 8b exp.

expected_exp_bonus = 8*20% + 75% = 235%
base_exp 2.4b * 3.35 = 8.04b


But I actually got only 7.56b exp.

7.56b / 2.4b = 3.15
current_exp_bonus = 215%


How did the number 215 come out?

7*20% + 75% = 215%


The same case happened in 2018.
2017's cookie bonus was not applied at all through 2018.

https://forums.e-hentai.org/index.php?s=&am...t&p=5691912
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post Jan 1 2021, 20:33
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Noni



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QUOTE(sssss2 @ Jan 1 2021, 14:24) *

I got a new cookie and silver award, and run a grindfest, but 2020 cookie doesn't seem to give an exp bonus.
Yesterday I had 7 cookies = 140% exp bonus and acquired 5.76b in a GF.

So

base_exp (including goldstar bonus) = 5.76b / 2.4 = 2.4b
As I got an additional cookie and award, I should have gotten 8b exp.

expected_exp_bonus = 8*20% + 75% = 235%
base_exp 2.4b * 3.35 = 8.04b
But I actually got only 7.56b exp.

7.56b / 2.4b = 3.15
current_exp_bonus = 215%
How did the number 215 come out?

7*20% + 75% = 215%
The same case happened in 2018.
2017's cookie bonus was not applied at all through 2018.

https://forums.e-hentai.org/index.php?s=&am...t&p=5691912


Congratulations on your silver award
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post Jan 1 2021, 20:37
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chjj30



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Attached Image
That's why Parry istn't that useful for 1H-Mage.
Specail Thanks to lololo16.

Nezu edit: big image -> attachment

This post has been edited by Nezu: Feb 14 2021, 01:05
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post Feb 14 2021, 01:04
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After a year I was able to get the last radiant piece I needed to run one of the last tests I'm interested in: how can an optimally equipped non-imperil elemental mage perform compared to holy?

For some background on the non-imperil setup, I chose to use my PSWD with an Elementalist robe, because it's the closest you can get to 1.0 with Willow - but it only comes to 0.966, with 600 base prof. I plan to also test it with PSRD, to see if the 1.0 prof factor is more important than Willow's CR, but unlike my earlier propositions regarding the effect of CR on average damage, I think CR probably plays a bigger effect on turn times than I previously thought, so I'm expecting that test to perform worse. However, if it does turn out to be better, the optimal setup would be elementalist pants rather than robe.

Some stats on the different equip setups:

Non-imp elec: 44,764 arcane score, 32,939 magic score, 0.966 prof factor
Non-imp holy: 43,462 arcane score, 31,984 magic score, 1.0 prof factor
Imperil elec: Unknown - I salvaged some of the gear pieces used in it since then, as I planned to replace them anyway. Prof factor was around 0.85 and the arcane score was similar to the non-imp elec set, I believe.

As you'll see from the results I choose not to use gems or draughts (except spirit draughts as non-imperil). I have my Monsterbation HP threshold set to 0.4 for the non-imperil setups - it's a hundred or so turns faster with it set to 0.3, but there are more deaths to unexpected spirit overconsumption from spirit shield eating multiple crits when at low health, then triggering spark in the same turn. I am currently safe(ish) to play holy on any day, with maybe occasional deaths on Fridays.

Holy 1 is non-imperil on Sunday (holy day). Holy 2 is non-imperil on days that aren't Sunday or Friday. Elec 1 is non-imperil on Saturday (elec day). Elec 2 is my standard imperil set on days that aren't Sunday or Friday, for performance comparison against a very average imperil run.

All of these numbers are an average of 10 runs of PFUDOR grindfest:

CODE
=================================================
|       | Holy 1  | Holy 2  | Elec 1  | Elec 2  |
-------------------------------------------------
| Turns | 5615.2  | 5798.3  | 6,345.7 | 5,987.4 |
-------------------------------------------------
|       |         |         |         |         |
-------------------------------------------------
| T3    | 1,001.2 | 1,031.5 | 1,151.8 | 989.8   |
-------------------------------------------------
| T2    | 1,452.9 | 1,501.2 | 1,696.3 | 716.4   |
-------------------------------------------------
| T1    | 2,074.3 | 2,136.3 | 2,461   | 93.8    |
-------------------------------------------------
| Imp.  | 0       | 0       | 0       | 3,408.6 |
-------------------------------------------------
|       |         |         |         |         |
-------------------------------------------------
| HP    | 113.4   | 115.7   | 122.7   | 101.4   |
-------------------------------------------------
| HE    | 24.1    | 23.5    | 21.5    | 4       |
-------------------------------------------------
| MP    | 107     | 110.6   | 118.7   | 125.3   |
-------------------------------------------------
| ME    | 11.1    | 11.7    | 0       | 10.8    |
-------------------------------------------------
| SD    | 16.6    | 18.2    | 20.9    | 0       |
-------------------------------------------------
| SP    | 64.5    | 65.7    | 59.7    | 52.1    |
-------------------------------------------------
| SE    | 9.1     | 10.9    | 3.7     | 3.2     |
-------------------------------------------------
| LE    | 10.9    | 10.1    | 5.8     | 0       |
-------------------------------------------------
|       |         |         |         |         |
-------------------------------------------------
| Cure  | 417.2   | 430.8   | 392.4   | 218.5   |
-------------------------------------------------
| F.C.  | 192.1   | 205     | 176.4   | 179.3   |
-------------------------------------------------
|       |         |         |         |         |
-------------------------------------------------
| A.F.  | 4.2     | 4.9     | 5       | 3.8     |
-------------------------------------------------
| Regen | 12.6    | 13      | 13.7    | 9.6     |
-------------------------------------------------
| A./G. | 13.1    | 14      | 12      | 8.2     |
-------------------------------------------------
| Life  | 26      | 27.7    | 22.3    | 21.8    |
-------------------------------------------------
| Inf.  | 51.2    | 53      | 45.6    | 31.7    |
=================================================


(A.F. = arcane focus, A./G. = avatar/gods sccrolls, inf. = infusions)

My non-imperil elec set is as close as I can get to perfect; it has very very high rolls, I have all relevant profs maxed, it's max forged (obviously), I am DD9, etc. There's not really much room for it to improve (pending results on the PSRD test). In comparison, my holy set is visible in my sig - there's a PHOH, yes, but you'll notice my cap at time of posting is still just a high-roll mystic, my pants are only 66% EDB, and I'm a pretty long way away from being able to run 4+1 holy (568 prof at the moment, need at least 590 with a peerless robe for the average damage score to break even with 3+2). There is a lot of room to improve it, and I anticipate a gain of about 200-300 turns depending on how much it improves survival.

However you'll also note the consumable usage. I don't really like spending all those elixirs - especially the last elixirs, which I try to use if my spirit is low after sparking (very efficient to restore both HP and SP at the same time, right?), and otherwise as a backup when SP elixir is on cooldown. To that end non-imp elemental is more viable than I expected, though still miles behind holy.

I'll try to update this when I run some other tests, to provide some idea of what turn counts mage can offer if you have enough equipment etc.

This post has been edited by Nezu: Feb 14 2021, 09:22
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post Mar 15 2021, 00:57
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QUOTE(BlueWaterSplash @ Nov 19 2020, 07:30) *
Thanks for showing me the crude axe. The most important thing to know is that it is condition 1/203 (1%) and sells for 102 credits.

As a wild guess, perhaps the base cost of every equipment is 100 (nice number) and that axe was worth 2 credits in that state?

QUOTE(Basara Nekki @ Dec 6 2020, 11:13) *
The initial condition [of peerless shocking shortsword of slaughter] is 800 and the starting price is 5,420 credits.

The minimum price was 632 credits...the minimum value of 632 credits is reached when the condition of the equipment is 80, that is, 10%.

Sorry for the very late response, I am very busy in real life this year but fortunately HV 0.87 has delayed everyone's research. Unfortunately HV 0.87 changed the equipment cost formulas, but in a somewhat documented way, so we will need to be careful of it in the future.

Thanks for the terrific data! I wonder if we could generalize the equipment sell cost to be the starting price x condition % + 90 credits?

---------------------------------------

Back to the related topic of trying to learn how to calculate PXP0 from all an equipment's base stats. I have various formulas for this that seem close but generally have errors. (This topic is related because we're also interested in learning how to calculate bazaar cost from PXP0, or vice versa).

Magnificent Shade Breastplate of the Fleet (352 PXP0, 4 PABs)
Magnificent Shade Leggings of the Shadowdancer (351 PXP0, 4 PABs, suffix adds crit chance)
Magnificent Savage Shade Boots of the Shadowdancer (335 PXP0, 3 PABs, suffix adds crit chance, prefix adds crit damage)

I recently noticed the above 3 isekai equipments in auction. I didn't bother to write down all the stats, but note the relatively large differences in PXP0. It's always been known that having an extra PAB greatly increases PXP0. It's a whole extra stat (as opposed to just a higher or lower rolled stat) thus a very big addition into the PXP0 total.

The interesting observation is that adding the crit chance stat or crit damage stat may not affect PXP0. So maybe those two stats don't go into the mystery PXP0 sum calculation (although they do still presumably benefit from the PXP0 quality bonus contribution to their scaled stat, in my view that can be considered an entirely separate calculation and phenomena).

Alternatively, it might be possible that crit chance and crit damage do go into the mystery PXP0 sum calculation in a lesser weighted amount compared to a PAB, but there would have to be some reason for it, and I cannot find that reason. If we look at the equipment ranges base rolls column on the left, crit chance and crit damage have large base rolls. Note that this "base roll" number is different from what we traditionally consider the "base stats" that we see in equipment popups. If we consider the "base stats" then crit chance and crit damage have comparable values to "base stats" for PABs.

The only way in which PABs are greater than crit chance and crit damage, are when they scale. Because many probably realize that PABs (and ADB/MDB) scale a lot with level, while most other stats like crit chance and crit damage only scale slightly with level. But PXP0 is a fixed value per equipment, so I do not think the game would use scaled stats to calculate PXP0.
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post Mar 15 2021, 01:52
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QUOTE(BlueWaterSplash @ Mar 14 2021, 22:57) *

Thanks for the terrific data! I wonder if we could generalize the equipment sell cost to be the starting price x condition % + 90 credits?


The current formula is:

CODE
round( 400 + 1.2 * $base_value * $quality_factor * clamp($wear_factor, 0.25, 0.75) )


Clamp is a php function that establishes a minimum & maximum value, so it's capped between 25% and 75% essentially. Base value is just 1 for common equipment and 4 for rare equipment.

With that, you should be able to calculate quality factors and relate that back to PXP.

This post has been edited by Nezu: Mar 15 2021, 02:00
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post Mar 15 2021, 04:30
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Can we get the analogous previous version formula? I presume it would have been similar to:

round(90?? + $base_value * $quality_factor * clamp($wear_factor, 0.1, 1.0)
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post Mar 15 2021, 04:54
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QUOTE(BlueWaterSplash @ Mar 15 2021, 02:30) *

Can we get the analogous previous version formula? I presume it would have been similar to:

round(90?? + $base_value * $quality_factor * clamp($wear_factor, 0.1, 1.0)


It was this:

CODE
round( 500 + $base_value * $quality_factor * max(0.1, $wear_factor) )


In the previous patch the base value used to range between 1.0-1.3 for normal equipment, and 2.7-3.5 for rare equipment. Quality factor was unchanged.

Your clamp would be technically correct as the 1.0 involved would be 100% durability (I think).

This post has been edited by Nezu: Mar 15 2021, 04:54
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post Mar 15 2021, 05:18
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I'm pretty sure Nezu is posting the formula for the buy price and BlueWaterSplash is looking at the sell price.

IIRC the difference is a factor of 5.
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post Mar 15 2021, 08:14
Post #323
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Thanks sigo8, you perfectly answered an important question that had been bothering me!

QUOTE(BlueWaterSplash @ Nov 19 2020, 07:30) *
Thanks for showing me the crude axe. The most important thing to know is that it is condition 1/203 (1%) and sells for 102 credits.

As a wild guess, perhaps the base cost of every equipment is 100 (nice number) and that axe was worth 2 credits in that state?

QUOTE(Basara Nekki @ Dec 6 2020, 11:13) *
The initial condition is 800 and the starting price is 5,420 credits.

The minimum price was 632 credits...the minimum value of 632 credits is reached when the condition of the equipment is 80, that is, 10%.

QUOTE(BlueWaterSplash @ Mar 14 2021, 12:57) *
I wonder if we could generalize the equipment sell cost to be the starting price x condition % + 90 100 credits?

I just realized I made a small math error, so indeed the base global equipment sell price was a nice number of 100 credits, not 90 credits.

5420 credits - 100 credits = 5320 credits at 100% condition. At 10% condition this would become 532 credits + 100 credits = 632 credits. Bingo!

So now what's left to wonder is what the $base_value are. Well, according to Nezu this part of the formula is actually simpler now (just 1 or 4) whereas I'm not sure what determined the exact value within the ranges of 1~1.3 or 2.7~3.5 in the prior game version.

And then we can figure out various $quality_factor and try to relate them to observed PXP0.
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post Mar 15 2021, 15:37
Post #324
Nezu



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QUOTE(sigo8 @ Mar 15 2021, 03:18) *

I'm pretty sure Nezu is posting the formula for the buy price and BlueWaterSplash is looking at the sell price.

IIRC the difference is a factor of 5.


It's just a generic 'equipment value' formula. This was given while we were rebalancing sale value of equipments, for what it's worth.

QUOTE(BlueWaterSplash @ Mar 15 2021, 06:14) *

Well, according to Nezu this part of the formula is actually simpler now (just 1 or 4)...


I should hope it's right, because it's not actually according to me, it's Word of God. (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Mar 15 2021, 20:54
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Basara Nekki



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@BlueWaterSplash

Just to let you know that the current patch has changed equipment prices. The value of my Peerless Shortsword dropped from 5,420 to 4,432 credits.

And, I don't think I intend to repeat those tests. (IMG:[invalid] style_emoticons/default/heh.gif)
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post Mar 27 2021, 06:37
Post #326
Basara Nekki



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I should have posted this a month ago, but laziness overwhelmed me. (IMG:[invalid] style_emoticons/default/heh.gif)

Comparison between different sword combinations for DW-shade set.

(IMG:[imgur.com] https://imgur.com/6mx1Qtk.jpg)

Arena chosen: 150 rounds
Equipment forge: Club Slaughter, Rapier Balance, Rapier Slaughter and Shortsword Slaughter (full forge); Shade Fleet Set (forge level 50)
Hath Perks: Dæmon Duality V and Innate Arcana V (Spirit Shield, Protection, Spark of Life and Haste)(slot 5 not assigned) (no other "game perk" more)
Supportive Spells in continuous use: Regen and Heartseeker
Deprecating Spell in continuous use: Imperil
Shock Spike Shield
Use of Featherweight Shard and Infusion on swords

To avoid variations due to the type of element and also the day of the week, I tried to use infusions in order to always have the same elements in the swords, that is, 2 Holy + 1 Fire + 1 Elec.

Although the statistics of the sets are not exactly from the same time I performed the tests, the numbers have not changed significantly. The test dates, for the same set, are not continuous because in some cases I had to retake the test due to connection problems or inconsistent results (very different from the others).

Links of my equipment can be found in my signature.

[ 1 ] Club Slaughter (Main Hand) + Rapier Balance (Off Hand)

(IMG:[imgur.com] https://imgur.com/hbdrjmw.jpg)

[ 2 ] Club Slaughter (Main Hand) + Rapier Slaughter (Off Hand)

(IMG:[imgur.com] https://imgur.com/8r9rnMj.jpg)

[ 3 ] Club Slaughter (Main Hand) + Shortsword Slaughter (Off Hand)

(IMG:[imgur.com] https://imgur.com/neSPSUw.jpg)

[ 4 ] Shortsword Slaughter (Main Hand) + Rapier Balance (Off Hand)

(IMG:[imgur.com] https://imgur.com/qBrEciU.jpg)

[ 5 ] Shortsword Slaughter (Main Hand) + Rapier Slaughter (Off Hand)

(IMG:[imgur.com] https://imgur.com/a6SHcYu.jpg)

[ 6 ] Rapier Slaughter (Main Hand) + Shortsword Slaughter (Off Hand)

(IMG:[imgur.com] https://imgur.com/uX6apiS.jpg)

[ 7 ] Rapier Slaughter (Main Hand) + Rapier Balance (Off Hand)

(IMG:[imgur.com] https://imgur.com/Fnc4EL0.jpg)

Simple conclusions:

Comparing the results of [1], [2] and [3]
Even with a higher ADB of the set [3], the absence of Penetrated Armor made a negative difference of more than 300 turns. Between sets [1] and [2], the first has the advantage of having more Offhand Strike on hit, crit chance and crit damage, compensating for the lack of ADB (this also applies in comparison to the set [3]). This highlights the importance of using a Rapier Balance as an Off Hand weapon.

Comparing the results of [4], [5] and [6]
Comparing sets [4] and [5], the situation is similar to what was observed between sets [1] and [2]. Even the turn difference was very close (121 between [4] and [5]; 125 between [1] and [2]).
The comparison between the sets [5] and [6] was made to see what would happen if the swords were to be inverted. The observed difference was not very large. The set [6] was worse mainly because using a Rapier Slaughter as the Main Hand produces a weaker attack.

Comparison between [1] and [4]
In the past, when I purchased my Shortsword Slaughter, I thought it would be superior to a Club when used as a Main Hand for the DW style. This thought came from the comparison based on the 1H style, where Bleeding Wound is much more efficient and useful than Stun. However, seeing in practice, for the DW style the exact opposite occurs. And the difference was big (365 turns; the same occurred between [2] and [5] with 361 turns).

About the set [7]
I decided to test the use of two Rapiers, and from the results you can see that they were terrible. This set lacked attack power.

Note 1: The most important of these tests is the comparison between the results, not the absolute result itself. My results do not serve as a parameter to define the limits of each set, because there are players with better playing techniques than I do, and therefore their results would be better (less turns) if they performed the same tests (but I believe the conclusions would be the same).

Note 2: The main differences between these tests and the old ones are: {A} now I have Innate Arcana (before I triggered manually all spells, which obviously made me lose more time and have to pay more attention when the effect of some of them ended); {B} I upgraded from 25 to 50 in my Shade Fleet set; {C} in the results tables, I changed the way of representing time, because only now have I learned how to format the excel cell correctly (IMG:[invalid] style_emoticons/default/heh.gif) (aiming at calculating the average time, which I used to do manually). It took me a while to realize where the error was. (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Mar 27 2021, 11:55
Post #327
Nezu



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QUOTE(Basara Nekki @ Mar 27 2021, 04:37) *

Comparison between [1] and [4]
In the past, when I purchased my Shortsword Slaughter, I thought it would be superior to a Club when used as a Main Hand for the DW style. This thought came from the comparison based on the 1H style, where Bleeding Wound is much more efficient and useful than Stun. However, seeing in practice, for the DW style the exact opposite occurs. And the difference was big (365 turns; the same occurred between [2] and [5] with 361 turns).


Yeah, the stun is a real luxury for DW because stunned monsters can't parry. Club is less useful for 1H because 1) overwhelming strikes, 2) monsters can't parry counters, and 3) 1H is already getting stuns from counters as well.
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post Mar 27 2021, 20:58
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QUOTE(Basara Nekki @ Mar 27 2021, 05:37) *


-- skip all -- (IMG:[invalid] style_emoticons/default/heh.gif)



Impressive piece of research !!

Kudoz and thanks alot, Basara. There's a lot of time in this, and a lot to study; thank you again (IMG:[invalid] style_emoticons/default/wub.gif)
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post Mar 27 2021, 23:57
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It appears that Shortsword of Slaughter + Rapier of Slaughter was overall better than Rapier of Slaughter + Shortsword of Slaughter by 5072/4992 turns = 1.6% while your adb was only 13386/13267 = 0.9% more.

This is a slightly strange result to me, especially considering that at least for regular attacking, I expected Rapier of Slaughter + Shortsword of Slaughter to perform better. 13267*(1+0.96*0.5) = 19635 > 19343 = 13386*(1+0.89*0.5) so about 1.5% more damaging with the reverse setup.

My only explanation is that it is because you used DwD for testing, which is not a normal arena, and probably most important is how damaging your Frenzy Blows is.

Your two rapiers result could have been worse. Compared to Shortsword of Slaughter + Rapier of Balance there is 12695/12054 = 5.3% adb difference, yet the turns result is roughly comparable 5214/4871 turns = 7%. The bad thing about two rapiers is that you can only inflict one ailment, and if you get a crit then I think your second ailment is wasted. Or would a crit inflict two stacks of penetrated armor?

I think there might be very minor methodology issues regarding your use of 2 Holy + 1 Fire + 1 Elec but you did the best you could with the equipment you own. I think any errors in the results will be very, very tiny. There might also be some errors because only your Balance rapier has overpower, but again practically speaking it's not feasible to do better with limited resources.
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post Mar 28 2021, 00:54
Post #330
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QUOTE(BlueWaterSplash @ Mar 27 2021, 21:57) *

Your two rapiers result could have been worse. Compared to Shortsword of Slaughter + Rapier of Balance there is 12695/12054 = 5.3% adb difference, yet the turns result is roughly comparable 5214/4871 turns = 7%. The bad thing about two rapiers is that you can only inflict one ailment, and if you get a crit then I think your second ailment is wasted. Or would a crit inflict two stacks of penetrated armor?


As far as I know, off-hand strike triggers weapon procs separately, so it should be possible to apply 2 stacks of penetrated armor at once... though I'm not sure about the exact implementation, so I'm not very certain about that either way.
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post Mar 29 2021, 03:23
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...So I checked it, and it really blows big haha. A critical hit using two rapiers will only inflict 1 stack of Penetrated Armor. Only 1 message comes up in the log, and indeed only 1 stack is inflicted.

Even worse, it does not appear to be possible to inflict 2 stacks of Penetrated Armor at once, even after many tries, via luck and getting each rapier's PA chance stat to trigger instead of via a global crit.

I presume, but did not test, that the chances of inflicting 1 stack of Penetrated Armor should at least go up when wielding 2 rapiers, due to both rapiers having a PA chance stat.

Considering how terrible this is, it's remarkable that 2 rapiers performed as decently as they did, roughly comparable to their combined adb. It is a testament to PA being the a very powerful ailment, especially when targeting enemies individually. (Bleeding Wound can function almost as well as PA but only if you spread attack so everyone bleeds simultaneously, which DW usually won't do).
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post Jun 5 2021, 13:21
Post #332
what_is_name



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useless test:

CODE

mACC    |mEvaded |mHit   |mEvaded chance
--------|--------|-------|---------------
190.0%  |26      |1823   |1.43%
191.8%  |19      |1952   |0.97%
192.6%  |13      |2023   |0.64%
193.9%  |8       |1998   |0.40%
194.0%  |6       |2007   |0.30%
194.5%  |9       |2062   |0.44%
194.7%  |54      |56000  |0.15%
194.8%  |0       |62963  |0.00%
194.9%  |0       |61436  |0.00%
195.0%  |0       |53842  |0.00%

edit: add more test datas
test samples before 194.7% are small so the chance have no specific meanings, they just means: can be evaded
and the samples after 194.7% are large enough that I think monsters can no longer evade you spells if you have over 194.8% macc.
strange number. wiki says 200%, before the test I thought it would be 195% because of my battle data when I first became mage
maybe someone can test the physical evaded chance as well

useless test #2:
0% cast speed bonus, no haste, cast 36 x Arcane Focus (and other actions are all item use which cost 0 action time), cost total 64 tick time ( from the scroll expire time )
so the Arcane Focus action time should be 64/36 = 1.778 tick, strange number too, but anyway much bigger than the wiki said. The Heartseeker should have similar time cost maybe
edit: tested in Isekai, LV.385, 424 sup.prof. as Nezu said, there's a cast speed bonus from proficiency factor, the AF case speed should be 2x

This post has been edited by what_is_name: Jun 21 2021, 17:32
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post Jun 5 2021, 16:42
Post #333
sharmy



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QUOTE(what_is_name @ Jun 5 2021, 13:21) *

useless test #2:
so the Arcane Focus action time should be 64/36 = 1.778 tick.

In Isekai, I've noticed that Arcane Focus cost much tick. It's very dangerous in tower rush if I cast AF brainlessly. To make sure the safety, I only cast AF when most mobs have died.
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