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> EH Calculator v3 (Updated 2011-10-14), For all your E-hentai Calculation Needs

 
post Mar 10 2010, 02:04
Post #101
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QUOTE(Sayo Aisaka @ Mar 9 2010, 18:03) *

Using stat_0 for the current value is a little confusing, since you could assume it refers to the "base" value at level 0 (which is what is actually stored for each piece of equipment). I suppose the user wouldn't see that though.

Math notation. I used sub-0 as notation for what I "had".

QUOTE(Sayo Aisaka @ Mar 9 2010, 18:03) *

I've been looking at the numbers for Regen, and they kind of make sense and also kind of don't. I have several values collected at two or three different levels of Curative prof, and using Staffs with various prof bonuses. Now, I can just about fit a straight line to proficiency versus percentage of base HP restored (there's one blip that's probably within rounding error), but the numbers are a bit odd: 2% base amount and a scale factor of 42.25.

OK, let's assume those values are correct. The other thing I did was to reduce my effective proficiency by wearing heavy armour with various amounts of interference... and those numbers don't fit. The calculated values are all too low, and the error increases with higher interference. So either I'm missing something, or the numbers it's using for proficiency reduction are not what it says on the equipment screen. Well, maybe someone else can make sense of it.

Have you tried reversing the equation, where you plug in the HP restored and find out what the base HP value is?
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post Mar 10 2010, 02:46
Post #102
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The regen value was coming out short unless I did something drastic to the equation. I have to wonder if there are some things that apply bonuses to the end of regen like metalic auras.

I might just have to talk to Tenboro again about it; its possible he gave me an older version of how it worked.
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post Mar 23 2010, 01:45
Post #103
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Wow! It seems like I was REALLY due for an update.

My last version was 2.6.3.28.

I'm gonna download this right now!
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post Apr 2 2010, 03:09
Post #104
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I noticed that in the calculator when interference is added past 25, the regen calculations are not effected. This is not a reference to the problem Sayo noted, simply a note that the interference penalty to proficiency is not being applied there (it is applied to IA calculations).
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post Apr 2 2010, 19:18
Post #105
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Good point, although that still doesn't help figuring out what in the equation is wrong. I don't think anyone has posted a penalized proficiency yet.
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post Apr 12 2010, 19:08
Post #106
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Here's some data on Arcane Meditation (Arcane Focus)

1 AP - Sup Prof 58.45
130 MP @ Level 130 - 78 Turns

2 AP
130 MP @ Level 130 - 98 Turns

3 AP
130 MP @ Level 130 - 118 Turns

4 AP
130 MP @ Level 130 - 138 Turns

5 AP - Sup Prof 58.52
130 MP @ Level 130 - 158 Turns

***

5 AP - Sup Prof 58.52 +22.16 (80.68)
130 MP @ Level 130 - 180 Turns

The game doesn't state the actual pluses to Magic Power, Mag Acc, and Mag Crit.

Unverified assumptions...

Each AP invested adds 20 turns to base.

Turns @ 5 AP = 100 + Sup Prof <Rounded down>

And, unrelated -- Cloth Armor Prof adds +0.02 Supportive Prof per 1.00 CA Prof for Earth-walker Phase Supportive Prof bonus.
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post Apr 12 2010, 19:17
Post #107
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Here's some data on Arcane Meditation (Arcane Focus)

CODE
1 AP - Sup Prof 58.45
130 MP @ Level 130 - 78 Turns

2 AP
130 MP @ Level 130 - 98 Turns

3 AP
130 MP @ Level 130 - 118 Turns

4 AP
130 MP @ Level 130 - 138 Turns

5 AP - Sup Prof 58.52
130 MP @ Level 130 - 158 Turns

***

5 AP - Sup Prof 58.52 +22.16 (80.68)
130 MP @ Level 130 - 180 Turns


The game doesn't state the actual pluses to Magic Power, Mag Acc, and Mag Crit.

Unverified assumptions...

Each AP invested adds 20 turns to base.

Turns @ 5 AP = 100 + Sup Prof <Rounded down>

And, unrelated -- Cloth Armor Prof adds +0.02 Supportive Prof per 1.00 CA Prof for Earth-walker Phase Supportive Prof bonus.

In very short testing, I don't seem all that stronger magic-wise.

Dumping some pre-Arcane Focus data from STAT for later comparison.

CODE

Interference: 0.01%
Resistance: 33.06%
Crit chance: 10.24%
Coalesced Mana chance: 6.42%
Channeling chance: 1304.56%

Average damage dealt per spell: 1439
Average damage dealt per spell crit: 2408.32
Average spell damage dealt: 1529.05

Average HP restored by Cure:
Cure: 607.52 HP/cast
Cure II: 1445.02 HP/cast

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post Apr 12 2010, 21:41
Post #108
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Arcane Meditation doesn't apply to Innate Arcana unless I missed something. I can probably throw in that and Heatseeker as those two cost a shitload of MP and one would like to know how many AP to put into it for a decent turn exchange.
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post Apr 16 2010, 17:38
Post #109
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QUOTE(Sonic @ Apr 12 2010, 15:41) *

Arcane Meditation doesn't apply to Innate Arcana unless I missed something. I can probably throw in that and Heatseeker as those two cost a shitload of MP and one would like to know how many AP to put into it for a decent turn exchange.


I will probably Level Up during my Arena run, which I an starting shortly, so I can tell you if MP price = Player Level.
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post Apr 16 2010, 17:54
Post #110
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All magic spells cost 20% of your level rounded up, regardless if they are innate or not.
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post Apr 16 2010, 18:29
Post #111
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QUOTE(Alpha 7 @ Apr 12 2010, 18:17) *

Here's some data on Arcane Meditation (Arcane Focus)

Unverified assumptions...

Each AP invested adds 20 turns to base.

Can neither confirm nor deny.
QUOTE

Turns @ 5 AP = 100 + Sup Prof <Rounded down>

With 133.6 effective prof I get 233 turns, so that seems correct.

Oh, and MP cost = level.
QUOTE

And, unrelated -- Cloth Armor Prof adds +0.02 Supportive Prof per 1.00 CA Prof for Earth-walker Phase Supportive Prof bonus.

We know that. (IMG:[invalid] style_emoticons/default/tongue.gif)
QUOTE(Tenboro @ Aug 26 2009, 08:18) *

Every point of proficiency decreases Weapon and Armor Burden and Interference by 0.25% and increases the other stats by 0.10%.

QUOTE

In very short testing, I don't seem all that stronger magic-wise.

How much stronger did you expect to be?
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post Apr 16 2010, 18:57
Post #112
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QUOTE(Sayo Aisaka @ Apr 16 2010, 12:29) *

Can neither confirm nor deny.


I can. Each time I added an AP, I went into Cakefest, cast the spell, checked the turn count and then fled. So, each AP invested adds 20 turns to the base turns, before Supp Prof bonus turns.

QUOTE(Sayo Aisaka @ Apr 16 2010, 12:29) *

With 133.6 effective prof I get 233 turns, so that seems correct.


Reconfirmed with an Earth-walker Phase Robe added. Base (20* AP invested) + Supp Prof + Equip Supp Prof bonus = turns.

QUOTE(Sayo Aisaka @ Apr 16 2010, 12:29) *

Oh, and MP cost = level.


Confirmed. Just leveled up to 131 and cost is now 131 MP.

QUOTE(Sayo Aisaka @ Apr 16 2010, 12:29) *

We know that. (IMG:[invalid] style_emoticons/default/tongue.gif)


Well, I didn't. (IMG:[invalid] style_emoticons/default/smile.gif) All those formulas didn't seem important outside of the Calculator.

QUOTE(Sayo Aisaka @ Apr 16 2010, 12:29) *

How much stronger did you expect to be?


True. One tends to not notice a difference from Quite Overpowering to Extremely Overpowering. (IMG:[invalid] style_emoticons/default/biggrin.gif) Well, my stats dump tells me my Magic Crit went from 10% to 14%. Average damage is up, too.

Now, if only it told you the exact numerical bonus you get to the stats like the other Supportive Spells (Shield, Shadow Veil, etc) do, then that would be nice.
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post Apr 16 2010, 22:24
Post #113
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Just wondering...
Is there a delay from the time you get a Power Level up to the time it shows? As of this time I should be at 76 according to the latest E-hentai Calc. (VER 3.0.6.90)
I've noticed that this would sometimes happen in the earlier versions too.
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post Apr 16 2010, 22:45
Post #114
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QUOTE(TheMighty @ Apr 16 2010, 16:24) *

Just wondering...
Is there a delay from the time you get a Power Level up to the time it shows? As of this time I should be at 76 according to the latest E-hentai Calc. (VER 3.0.6.90)
I've noticed that this would sometimes happen in the earlier versions too.


Yes, there is a lag, and at this moment, you are at Karma Power 76. The EHC is right, the karma applet is just slow, or more likely recalculating the Karma Power of 314,021 registered members is a low priority for the applet, compared to say calculating Power Regen.
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post Apr 24 2010, 21:35
Post #115
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(IMG:[i43.tinypic.com] http://i43.tinypic.com/2q24pio.jpg)

This is an error, or exists really a jump?

This post has been edited by cmdct: Apr 24 2010, 21:35
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post Apr 25 2010, 02:19
Post #116
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There used to be an error in the real power regen calculation that caused it to be too slow if your max power was over 200, but Tenboro fixed that.

@Sonic: I haven't looked at the calculator source, but it looks like two things are incorrect.
1. Each level of Power Regen increases the amount regenerated by 0.5 or 0.25% of the maximum power, as opposed to the current power (this is the bit that was fixed).
2. From my observations, I believe fractional increments are rounded before being applied (with .5 always rounding up). So cmdct should be getting 3 points per tick.
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post Apr 26 2010, 05:16
Post #117
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The last observation I did on the power regen it was applying the % of the current, so if Tenboro fixed it, I will need to fix it. But it is late and I need some sleep; I'll update it tomorrow.

This post has been edited by Sonic: Apr 26 2010, 05:17
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post Apr 28 2010, 23:58
Post #118
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QUOTE(cmdct @ Apr 28 2010, 01:01) *

New and more serious question, does 1-handed/shield prof also effects Curative rating?

Interference in both settings are below 25.

1HS:
INT 135 3 6
WIS 135 2 3

I have 287 magic rating
Regen restores you with 111 points of health

Staff:
INT 135 8 6
WIS 135 4 3

I have 296 magic rating
Regen restores you with 110 points of health.

Prof:
1-handed 124.17
Shield 124.87
Staff 94.99
Cloth 131.67
Curative 119.43

+10% Holy Rating

I post here this relevant question, although no one seem to have an answer yet, I decided to post her too because now the same problem applies to the EH calculator

This is with the 1HS setup:

(IMG:[i43.tinypic.com] http://i43.tinypic.com/xlcyep.jpg)
(IMG:[i39.tinypic.com] http://i39.tinypic.com/2604dcp.jpg)
(IMG:[i42.tinypic.com] http://i42.tinypic.com/5fknpw.jpg)
As I can see the EH Calculator is calculating right the magic rating, but calculating wrong the regen HP amount per turn, HP amount from regen II is even inferior to the actual HP amount I receive in battle.

Now my question is:
What I'm missing here? Regen/Cure shouldn't only depend on curative prof and magic rating? Curative prof is the same independent the fighting style I have, but how can 1HS set with less 9 points of magic rating regen gives me 1 more point of HP per round?

This post has been edited by cmdct: Apr 29 2010, 00:00
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post Apr 29 2010, 00:44
Post #119
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Regen amount depends on your base HP and Curative prof... I think. It's about time I collected some more numbers...
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post Apr 29 2010, 01:05
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QUOTE(Sayo Aisaka @ Apr 28 2010, 23:44) *

Regen amount depends on your base HP and Curative prof... I think. It's about time I collected some more numbers...

That appears to be the case, I tried to see how much HP regen I could give with bare firsts (that way I had the same magic rating and base HP as my mage set), and I got 110 points.
But to have the same result despite 9 points of magic rating... appears that magic rating don't contribute with Regen amount at all (IMG:[invalid] style_emoticons/default/blink.gif)
Oh well, good luck and do your magic (IMG:[invalid] style_emoticons/default/wink.gif)
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