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

 
post Apr 8 2023, 22:45
Post #381
Nezu



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QUOTE(Noni @ Apr 8 2023, 13:40) *

This was missing in the research thread: data from sssss2, for which I'm very grateful.


If you care about that kind of data, I have some extras to add on:

CODE
Stocking Stuffers (49)
10.2 % [5] Legendary
89.8 % [44] Magnificent

Shrine Fortune (14)
7.1 % [1] Legendary
92.9 % [13] Magnificent

Festival Coupon (72)
1.4 % [1] Peerless
18.1 % [13] Legendary
80.6 % [58] Magnificent

Annoying Gun (36)
5.6 % [2] Peerless
19.4 % [7] Legendary
75.0 % [27] Magnificent

Trophy Tier 5 (81279)
0.0 % [9] Peerless
0.5 % [415] Legendary
5.0 % [4024] Magnificent
47.5 % [38601] Exquisite
47.0 % [38200] Superior
0.0 % [30] 1x Peerless Voucher

Noodly Appendage (4181)
0.1 % [3] Peerless
2.1 % [86] Legendary
20.0 % [836] Magnificent
77.9 % [3255] Exquisite
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post Apr 13 2023, 05:42
Post #382
sogeth



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A while back I discovered something interesting about Random Encounters. They can persist past the dawn!

I've tested it a couple times, and it can allow you to trigger two REs within minutes of each other if you trigger one right before dawn, don't start it, trigger dawn, and then start the first RE (from before dawn) shortly before it expires, and then trigger another RE 30 minutes after dawn.

Not exactly earth shaking discovery, but it's not mentioned in the RE wiki entry. The dawn wiki entry Says "the next encounter cannot be triggered until 30 min. after the dawn event was", but doesn't mention that you can still start REs triggered in the half hour before dawn.
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post Oct 27 2023, 22:30
Post #383
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The wiki says "During battle, monsters gain 10%? of MP and 5% SP per active turn."

I tested in battle just now and it seems like on IWBTH difficulty, monsters gain 5% SP per turn (20 Attacks) and 4% SP per turn with Haste active (25 Attacks).

On PFUDOR difficulty, monsters seem to gain roughly 8% SP per turn (12~13 Attacks) and 6% per turn with Haste active (16~17 Attacks). Given my crude testing method it's reasonable to guess, and visually consistent with what I saw in my various trials, that the true gain could have been 8% 7.5% SP per turn.

These tests were performed in isekai at level 344 with 0% Attack Speed Bonus. I used a caveman method of hitting monsters that visually appear to randomly start with close to zero SP. Perhaps it would be better to test by waiting for a monster to execute an SP attack, however I'm not sure they won't regenerate a tiny bit of SP that can't be visually seen during that same turn anyway.

When using Imperil, it seemed that the amount of Imperils needed was roughly double the amount of Attacks, so monster SP regen seems tick-based, as expected. (I think I checked this at PFUDOR and with Haste on).

Question: It seems odd that Haste would only slow down a monster's SP regen by a factor of 1.25, we should expect a slow down factor of 1.5 right? Actually Haste is a multiplying factor of 1.49254 to your speed as I discovered before here but that's trivial and not the reason for this discrepancy. (Also, even if we mistakenly consider and use Haste as being in the "denominator" then that is a mathematical factor of 0.330 which can't be twisted to get the encountered SP performance either).

Perhaps my SP tests are wrong? Anyone else care to check or investigate in some other way, or have an alternate mathematical explanation?

I didn't check monster MP regen but it does appear to be roughly twice as fast as monster SP regen.

(note: This investigation is a precursor to something else, but I don't know if I will ever get around to writing about it.)
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post Oct 27 2023, 22:42
Post #384
Nezu



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QUOTE(BlueWaterSplash @ Oct 27 2023, 21:30) *

Question: It seems odd that Haste would only slow down a monster's SP regen by a factor of 1.25, we should expect a slow down factor of 1.5 right? Actually Haste is a multiplying factor of 1.49254 to your speed as I discovered before here but that's trivial and not the reason for this discrepancy. (Also, even if we mistakenly consider and use Haste as being in the "denominator" then that is a mathematical factor of 0.330 which can't be twisted to get the encountered SP performance either).


Did I really not post about this anywhere?

As of update 0.74 time units taken for an attack or spell are calculated as:

CODE
time_units = minmax(20, 10000 / (100*action_speed_multipliers), 500)


In the simple case of autocast Haste (1.5) with abilities that gives you a time unit cost of 66.666... per regular attack.

(I confirmed this is still the case with Tenboro in PMs when I was trying to work out whether there was a speed factor I hadn't accounted for - it turned out to be the extra 1.25x from spell proficiency.)

I don't think monster regen is normalized around your time units spent at all - just tick based like you mentioned - and I think the numbers you've got are probably pretty close.
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post Oct 27 2023, 22:56
Post #385
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That link was useful, but I dont' think it answered my Question: or rather, mysterious problem, that I encountered above. I expect that having Haste on should slow down apparent monster SP regen by a 1.5 factor, since that is what Haste gives. But the SP regen is only slowed by 1.25, which is weird.

I did another test just now to make sure my isekai Haste is working (with full Abilities) and it seemed to increase the duration of my 1H Overwhelming Strikes as expected, from 4 to 6 turns, or a 1.5 factor.
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post Oct 28 2023, 03:39
Post #386
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QUOTE(BlueWaterSplash @ Oct 27 2023, 21:56) *

That link was useful, but I dont' think it answered my Question: or rather, mysterious problem, that I encountered above. I expect that having Haste on should slow down apparent monster SP regen by a 1.5 factor, since that is what Haste gives. But the SP regen is only slowed by 1.25, which is weird.

I did another test just now to make sure my isekai Haste is working (with full Abilities) and it seemed to increase the duration of my 1H Overwhelming Strikes as expected, from 4 to 6 turns, or a 1.5 factor.


It may be that a monster's regen is applied whenever the monster gets a turn, so monsters that have any attack speed (ie, PFUDOR +25% and chaos tokens) would seem to be less affected by haste in that manner.
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post Oct 29 2023, 06:33
Post #387
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As far as I could tell, all monsters regenerate SP at the exact same percentage rate, so that's probably not the answer. It could still be possible.

In any case, I just did a wild haymaker test and my first guess as to the answer may have been correct. (I already hinted at it above)

I removed my Ability that improves Haste, dropping the improvement of my Haste from 1.5 to the default 1.25, then retested IWBTH both with and without Haste. I got the exact same results as previously, Haste slowed down monster SP regen by a 1.25 factor.

So the answer would seem to be that Haste is partially broken. The Ability that improves Haste, does not improve your speed at all for the purposes of monster MP/SP regen timing. The Ability that improves Haste does work for extending buff/debuff durations.

I don't know for sure that the Ability works for the speed/ticks of your Attacks and enemy Attacks, but I presume it does, or someone would have discovered it by now. Actually now that I think about it, this is not a good assumption. Someone needs to test this. It needs to be tested in a non-1H style, and without any Attack Speed or Casting Speed to mess up the test.

This is creepy because it means there are two timelines for the world. In reality it's probably just bizarre coding. Or maybe the Ability for Haste accidentally affects monsters just as well as yourself.

P.S. - In all these tests that I recently did, I sometimes used Haste on IA and sometimes hardcasted Haste without having it on IA, just to make sure there were no surprises. There were no surprises regarding this, it's always the same.
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post Oct 30 2023, 05:17
Post #388
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This morning's tests were helpful.

I tested Scroll of Swiftness (1.6 times boost to action speed and no Ability reliance) and the result was the same as Haste. Enemy SP regen slowed by a 1.25 factor, and there was no observable difference with regular Haste.

I also tested Slow and MagNet (with slowing Ability slotted) and there was no difference to monster SP regen (it took 19 Attacks to fill the SP bar on IWBTH difficulty, it's 1 less Attack because casting Slow/MagNet has a long cast time about equal to 1 Attack).

So everything in my previous post remains confirmed. The additional thing learned is that the 1.25 slowing multiplier to monster MP/SP regen is not because of the Ability being glitched, but rather is probably an intentional mechanism. Apparently a 1.5 times slowing of monster SP regen due to Haste was deemed unfair.

This also means that the Ability improvement to Haste (from 1.25 to 1.5 times action speed) probably works for everything else, such as reducing the number of incoming enemy Attacks relative to each one of your Attacks. Though it wouldn't hurt for someone to confirm it (a script would be ideal for that particular test, and I'm not much of a scripter).

There is another interesting question to test now: How do your Attack Speed and Cast Speed affect monster MP/SP regen? These tests should probably be initially carried out with Haste off. Any mage or DW user would be ideal to perform this. Script is not necessary, just find a random enemy who starts with close to zero SP and count the number of hits it takes to fill his SP bar, like I did.
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post Oct 30 2023, 23:00
Post #389
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QUOTE(BlueWaterSplash @ Mystical Resplendent Body of the Banshee) *
(note: This investigation is a precursor to something else, but I don't know if I will ever get around to writing about it.)

Although there are still things to investigate above, here's Part 2 of this discussion. I don't know if anyone mentioned this before but TL;DR Banshee weapons are good in the Tower because they will suck out the Spirit of the enemy being targeted. That pesky enemy that you couldn't stick Weaken/Silence on won't be able to use its Spirit attack on you. After more tests, Banshee weapons seem to work as follows:
  • Siphon Spirit proc chance works as stated, is not affected by critical hits, and goes up to 30% on a Peerless weapon
  • Siphon Spirit proc effect is 0.87% base drain on my Magnificent Rapier, this scales up with player level and equipment quality, like proc duration
  • Siphon Spirit proc effect amount does NOT work as stated, in an obvious way
  • On my Magnificent Rapier, the log states the amount drained each time is 1~6 SP. It drains as a fixed ratio of what the target monster's currently filled SP is.
  • The drain SP written in the log is correct for what is added to your own Spirit bar. Occasionally it's off by 1 SP, so I think actual SP is fractional and rounded in the log.
  • I get 1 SP (display log) if the monster has zero SP, all the way to if the monster has a decent amount. I only get 6 SP (display log) if the monster SP is perfectly full.
  • The monster loses 2% of its max SP times the number of SP you got. If the log says 6 SP, then the monster loses 12% of its max SP.
  • All target monsters seem to be affected the same, regardless of their stats, level, or PL, and including even schoolgirls and Flying Spaghetti Monster.
  • Difficulty does not affect any of these Spirit Siphoning amounts
  • The amount of damage you do, or activating your own spirit stance, do not affect these Spirit Siphoning amounts
  • On IWBTH, siphoning 2 SP is enough to keep a monster's SP bar unchanged that turn. Because it's fractional (?) sometimes 2 SP will let the monster fill slightly.
  • On PFUDOR, siphoning 3 SP is enough to keep a monster's SP bar unchanged that turn. Because it's fractional (?) sometimes 3 SP will let the monster fill slightly.
  • If your siphon attack is a deathblow, the dead monster will have lost more SP than usual, this is because it won't regenerate its own SP on that turn

I will not say my tests and these results are complete, rigorous, or precisely correct, but perhaps they could be correct to see how it works. I am switching to an Illithid Rapier now. I suspect it will work the same, but because monster MP fills twice as fast and needs half as much to activate (and together with the drain being proportionately less when the monster bar is less full) I think it will not be enough to freeze monsters like Banshee. Even if a monster has already filled its SP bar, all you need is one lucky Banshee strike and you will buy yourself at least two whole turns of no monster Spirit attack.
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post Nov 14 2023, 11:20
Post #390
BlueWaterSplash



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Just confirming my observations regarding my Illithid weapon before I forget and retire from the season.
  • Siphon Magic prof effect is 0.93% base drain on my Legendary Rapier, this scales up with player level and equipment quality
  • On my Legendary Rapier, the log states the amount drained each time is 1~8 MP. It drains as a fixed ratio of what the target monster's currently filled MP is.
  • My isekai character has about 1530 MP and 1170 SP at around level 350.
  • I theorize that the upper maximum of the HP/MP/SP drained could be the stated ~1% percentage times your character's base HP/MP/SP.
  • On PFUDOR, even siphoning 8 MP will not reduce a monster's MP bar, it still wants to fill slightly.
  • On IWBTH, siphoning 8 MP will reduce a monster's completely filled MP bar just a little.
The performance with MP drain was even slightly worse than the previously hypothesized poor result, for unknown reasons. I probably don't have the general method to calculate the monster HP/MP/SP loss exactly right. We know that they lose an order of magnitude, roughly ten times more than we'd expect. It's amazingly helpful on Banshee weapons to silence monsters, but not enough on Illithid weapons even though it works the same. Vampire weapons might be less laughable than people realize, if the HP drain to monsters is major. This would be difficult to test because we can't see the amount of HP sucked out of monsters' health bars, and we can't trust the log as it only states the HP that we gain.

It's also possible that your other stats might somehow affect the HP/MP/SP loss to monsters. What if proficiencies, Demonic weapons, or your Intelligence and Wisdom stats, increase the damage of Vampire weapons? (similar to the Drain spell)
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