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> EHWiki Report Thread, Add missing or fix existing data - don't use this for equipment ranges please

 
post May 11 2019, 20:27
Post #1081
ikki.



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QUOTE(decondelite @ May 11 2019, 19:49) *

AFAIK, rare weapons were wakizashis and katanas.
We need to confirm that they do can drop as Crude/Fair now.

you can get some info in my scrapyard
spoiler: they can. everything on the list dropped after 01.04.19

This post has been edited by Ikki Pop: May 12 2019, 00:27
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post Jun 5 2019, 14:35
Post #1082
mundomuñeca



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QUOTE(tox01 @ May 2 2019, 13:53) *

Soul Fragments - Soul Catcher perk
https://ehwiki.org/wiki/Items#Soul_Fragments

I have the perk but I receive fragments later, not at dawn (but around same time every day).
Maybe it's tied to perk's buy time?


I also have the perk, and have observed the same behaviour from the start.

So I did some checking with different tries, and what I have concluded is this:

the instant when you trigger the dawn doesn't matter at all (if you trigger it during the first 12 hours after 00:00 UTC), they will be counted (i.e. added to the total you see in the Soulfuse page) at 12:00 UTC.

If you trigger the dawn AFTER 12:00 UTC (and before 23:59 UTC, obviously) they are added immediately.

This of course is related to SEEing them in the Soulfuse page, i.e. having them available to spend for soulfusing; it doesn't imply that inside the DB happens the same; for all we know, they could just as well be set at the Dawn, but not made available for using them until 12:00 (IMG:[invalid] style_emoticons/default/heh.gif)
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post Jul 1 2019, 14:53
Post #1083
Fudo Masamune



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https://ehwiki.org/wiki/HentaiVerse_Setting...isual_Bar_Style

Is this different to "Vital Bar" option?
and what's with "left-oriented bars" any example of it?
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post Jul 1 2019, 19:14
Post #1084
Noni



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QUOTE(Fudo Masamune @ Jul 1 2019, 14:53) *

https://ehwiki.org/wiki/HentaiVerse_Setting...isual_Bar_Style

Is this different to "Vital Bar" option?
and what's with "left-oriented bars" any example of it?

Attached Image
Attached Image

Fixed the wiki: vital bar style it is called. And Utilitarian vs Standard. Added.

This post has been edited by DJNoni: Jul 1 2019, 19:17
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post Jul 1 2019, 20:03
Post #1085
Fudo Masamune



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oh... it means that all the vital numbers are on the left side...
I thought there's some native option that offers stuff like what monsterbation's condense left feature.
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post Jul 2 2019, 06:25
Post #1086
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QUOTE(Fudo Masamune @ Jul 1 2019, 19:03) *

oh... it means that all the vital numbers are on the left side...
I thought there's some native option that offers stuff like what monsterbation's condense left feature.


The 'left-oriented' is like text justification - it's anchored to the left side of the screen.

Like this would be right-oriented.


This post has been edited by lestion: Jul 2 2019, 06:25
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post Oct 4 2019, 13:19
Post #1087
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https://ehwiki.org/wiki/Character_Stats#Points
Health Points = (500 + (Level * 10) + (END * 6)) * HP Tank * vigorous_vitality

it need to be expanded to incorporate bonus from other HP bonus (Heavy HP, Light HP/MP, juggernaut)
while technically you could swap everything around on multiplication, I believe to make it more "precise" the vigorous vitality bonus should be calculated before the hp tank and other bonus as VV changes the value of "base HP", making it :

(500 + (Level * 10) + (END * 6)) * vigorous_vitality) * (sum of all HP bonus abilities and juggernaut)

example for clarification :

CODE
Example 1 : lvl 486 (lvl* 10 = 4860), 588 eEND (END * 6 = 3528), VV, 100% HP tank, 46% juggernaut, 24048 HP
total HP bonus from ability and juggernaut = 100% + 46% = 146% ~> 2.46

(500 + 4860 + 3528) = 8888
(8888 * 1.1) * 2.46 = 9,776.8 * 2.46 = 24,050.928

CODE
Example 2 : lvl 486 (4860), 898 eEND (5388), VV 100% HP tank, 1% Heavy HP, 488 effective 1H, 488.408 1H proficiency, 36% Juggernaut, 33676 HP
total HP bonus from ability and juggernaut = 100% + 36% + (488.408/10)% = 184.8408% ~> 2.848408
apparently the 1% HP bonus per 10 prificiency from Heavy HP doesn't come by 1% every 10 effective 1h proficiency, but (proficiency/10)% including the digit from what visible on status page (more comparison bellow)

500+4860+5388 = 10748 || * VV = 11822.8
11822.8 * 2.848408 = 33,676.1581024
-- if only count effective 1h proficiency = 11822.8 * 2.848 = 33,671.3344
-- if the Heavy HP counted 1% per 10 proficiency (48% from 488) = 11822.8 * 2.84 = 33,576.752
-- if rounded up (48.8 rounded up to 49) = 11822.8*2.85 = 33,694.98
the (proficiency/10)% is closer to the displayed HP (33676).

the rounding is the one which is confusing.
CODE
on the first example if everything rounded down after calculation then it's matched.
displayed HP = 24048
(8888 * 1.1) * 2.46 = 9,776.8 * 2.46 = 24,050.928
rounddown(rounddown((8888 * 1.1)) * 2.46) = rounddown(9,776 * 2.46) = rounddown(24,048.96) = 24048
taking off the HP tank ability, it's indeed decreased by 9776 HP

but on heavy it's more accurate if base HP after VV rounded up then the displayed HP rounded down.
displayed HP = 33676
base with VV = 11822.8
=> roundup = 11823 => 11823 * 2.848408 = 33,676.727784
=> rounddown = 11822 => 11822 * 2.848408 = 33,673.879376
taking off the HP tank abilities show a decrease of 11823 HP, we could assume that that's the effective base HP post VV


oh well, I just wants to point that we need to change the Health (and mana) Point formula to incorporate juggernaut, capacitor and equip specific abilities.
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post Oct 4 2019, 15:41
Post #1088
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wasn't there a multiplier that already considered it?
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post Oct 4 2019, 16:24
Post #1089
Fudo Masamune



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QUOTE(Scremaz @ Oct 4 2019, 20:41) *

wasn't there a multiplier that already considered it?


well... the formula only have HP tank and VV multiplier, where HP tank only refer to the HP Tank ability (as that's where it link to). That's why I'm pointing that the "HP tank" portion need to be expanded to include other ability if applicable (i.e Heavy HP and Light HP/MP) and juggernaut potency.
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post Oct 4 2019, 18:58
Post #1090
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QUOTE(Fudo Masamune @ Oct 4 2019, 16:24) *

well... the formula only have HP tank and VV multiplier, where HP tank only refer to the HP Tank ability (as that's where it link to). That's why I'm pointing that the "HP tank" portion need to be expanded to include other ability if applicable (i.e Heavy HP and Light HP/MP) and juggernaut potency.

hmm... maybe a thing we discussed so much we thought to have included. or maybe we included only once but not here...
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post Oct 4 2019, 19:37
Post #1091
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QUOTE(Scremaz @ Oct 4 2019, 13:58) *

hmm... maybe a thing we discussed so much we thought to have included. or maybe we included only once but not here...


Regarding the formulas on the wiki, I think it would be interesting to have practical examples of calculations like those presented by Fudo Masamune. This would help people understand exactly how the calculation is done (mainly knowing what and when to add and multiply).
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post Oct 30 2019, 03:27
Post #1092
mundomuñeca



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I've just noticed a little error in the "Obsolete Items" wiki page.

In the trophies table, the "Assorted Coins" line states it is a "2017 Easter" trophy, instead of 2019.

May some edit-enabled guy fix it, please ?
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post Oct 30 2019, 08:17
Post #1093
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QUOTE(mundomuñeca @ Oct 30 2019, 02:27) *

I've just noticed a little error in the "Obsolete Items" wiki page.

In the trophies table, the "Assorted Coins" line states it is a "2017 Easter" trophy, instead of 2019.

May some edit-enabled guy fix it, please ?

https://ehwiki.org/wiki/Obsolete_Items#Trophies Fixed
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post Nov 1 2019, 14:49
Post #1094
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https://ehwiki.org/wiki/Character_Stats#Critical_hit_Chance

QUOTE

Phys. Crit Chance = (1 - 0.95 * (3750 / (3750 + DEX + STR / 2))) * (1 - proficiency_bonus) * (1 - main_hand_Attack_Crit_Chance) * (1 - off_hand_Attack_Crit_Chance) * (1 - helmet_Attack_Crit_Chance) * ... * (1 - feet_Attack_Crit_Chance) * Max(1 - (Max(Burden - 70, 0) * 0.02)^1.5, 0)

Magic Crit Chance = (1 - 0.95 * (3750 / (3750 + WIS + INT / 2))) * (1 - proficiency_bonus) * (1 - main_hand_Magic_Crit_Chance) * (1 - helmet_Magic_Crit_Chance) * ... * (1 - feet_Magic_Crit_Chance) * Max(1 - (Interference * 0.02)^1.5, 0)


The critical chance formulas are wrong, and I found a more accurate thing.

I checked this with my various equipment, but I'm not sure that it's 100% exact.

QUOTE

Phys. Crit Chance = 1 - (4000 / (4000 + DEX + STR / 2) - 0.05) * (1 - proficiency_bonus) * (1 - main_hand_Attack_Crit_Chance) * (1 - off_hand_Attack_Crit_Chance) * (1 - helmet_Attack_Crit_Chance) * ... * (1 - feet_Attack_Crit_Chance) * Max(1 - (Max(Burden - 70, 0) * 0.02)^1.5, 0)

Magic Crit Chance = 1 - (4000 / (4000 + WIS + INT / 2) - 0.05) * (1 - proficiency_bonus) * (1 - main_hand_Magic_Crit_Chance) * (1 - helmet_Magic_Crit_Chance) * ... * (1 - feet_Magic_Crit_Chance) * Max(1 - (Interference * 0.02)^1.5, 0)
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post Nov 1 2019, 15:24
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QUOTE(sssss2 @ Nov 1 2019, 13:49) *

https://ehwiki.org/wiki/Character_Stats#Critical_hit_Chance
The critical chance formulas are wrong, and I found a more accurate thing.

I checked this with my various equipment, but I'm not sure that it's 100% exact.

https://ehwiki.org/wiki/Character_Stats#Critical_hit_Chance Updated. I think this is the best info we have, so that's what needs to be in the wiki.
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post Nov 2 2019, 21:34
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That new formula has a quirk though. Although it can never happen in reality, in theory if your Str and Dex are very large it can calculate crit chance = 105% whereas the old formula properly capped at 100%.

Another observation, both formulas have a mistake to begin with. For simplicity I will remove most of the formula. Instead they should be like:

1 - 0.95 * 3750 / (3750 + DEX + STR / 2) * (1 - proficiency_bonus) * (1 - main_hand_Attack_Crit_Chance)

What I did was delete some parenthesis. Plugging Str = Dex = 0 into the original formula correctly yielded a 5% base crit chance, but why should it have become lower with adding in your equipment?

I had recently noticed possible similar mistakes in some of the other formulas as well but did not report them.
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post Nov 2 2019, 22:26
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QUOTE(BlueWaterSplash @ Nov 3 2019, 04:34) *

That new formula has a quirk though. Although it can never happen in reality, in theory if your Str and Dex are very large it can calculate crit chance = 105% whereas the old formula properly capped at 100%.


As you said it can never happen. But if you want to be clear, just add max() to the formula.

1 - max(4000 / (4000 + DEX + STR / 2) - 0.05, 0) * (1 - proficiency_bonus) * (1 - main_hand_Attack_Crit_Chance) * (1 - off_hand_Attack_Crit_Chance) * (1 - helmet_Attack_Crit_Chance) * ... * (1 - feet_Attack_Crit_Chance) * Max(1 - (Max(Burden - 70, 0) * 0.02)^1.5, 0)


QUOTE(BlueWaterSplash @ Nov 3 2019, 04:34) *

Another observation, both formulas have a mistake to begin with. For simplicity I will remove most of the formula. Instead they should be like:

1 - 0.95 * 3750 / (3750 + DEX + STR / 2) * (1 - proficiency_bonus) * (1 - main_hand_Attack_Crit_Chance)

What I did was delete some parenthesis. Plugging Str = Dex = 0 into the original formula correctly yielded a 5% base crit chance, but why should it have become lower with adding in your equipment?

I had recently noticed possible similar mistakes in some of the other formulas as well but did not report them.


I had already known of that mistake and test a corrected formula, but parentheses are not a problem. The previous formula itself was worng.

If it is hard for you to understand the new formula, think of [ 4000 / (4000 + DEX + STR / 2) - 0.05 ] as [ 1 - (pab_bonus + 0.05) ]
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post Nov 3 2019, 01:23
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Oh right, sssss2 already fixed the parenthesis mistake the first time.

Anyway since the critical chance formula has been fixed, maybe we should fix the similar parenthesis mistake in attack speed formula too:

Attack Speed = (1 - (1 - Min(0.1, Max((AGI - level) / level, 0) * 0.1))) * (1 - proficiency_bonus) * (1 - main_hand_Attack_Speed) * (1 - off_hand_Attack_Speed) * (1 - helmet_Attack_Speed) * ... * (1 - feet_Attack_Speed) * (1 - Min((Max((Burden - 40), 0) * 0.02)^1.5, 1))

I think the red paranthesis should be deleted.
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post Apr 24 2020, 20:34
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Hello. I would like to try and help out by reporting miscellanea.

For starters, please take a look at the opening message of this very thread:

QUOTE(Maximum_Joe @ Oct 26 2011, 01:54) *

Noni edit: This thread is often used to report errors in the equip ranges. Decondelite is working on a better solution, based on the HV Database. Until this is sorted, I'll close this thread - temporary. Feel free to report other wiki errors, not related to equipment ranges, in ask-the-experts thread in the mean time.


That almost scared me away, but since I am able to post, I guess somebody could go and delete that snippet.

Then, regarding the Hentaiverse:

The Training page is too vague for a newbie.

For example, doing "adept learner" training is supposed to give the player a "+1% EXP bonus". But what does that mean?

• Once you have completed all 300 levels of training, you reach a state where you get one percent more experience points from each battle, compared to the default? Sounds like an unrealistically costly and useless skill.

• With every level of training, the number of experience points you get from a battle increases by one percentage point, compared to the default? Sounds simple. Having invested 5,126,661 credits and 300 hours (during which you may do whatever you please after the initial click), you will get three times more experience from each battle than without any training. I’m putting my money on this one.

• With every level of training, you get one percent more experience points from each battle, compared to the previous level? Sounds quite generous on the higher levels, even if the difference is negligible at first.

Which one is it? Somebody who’s better at maths than me could formulate a nice, short explanation for the wiki page, using the term percentage point if applicable, covering "adept learner", "assimilator", "scavenger", "luck of the draw", "quartermaster", "archaeologist", "metabolism", and "inspiration".

This post has been edited by Katajanmarja: Apr 24 2020, 20:40
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post Apr 24 2020, 22:27
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QUOTE(Katajanmarja @ Apr 24 2020, 19:34) *

Hello. I would like to try and help out by reporting miscellanea.

For starters, please take a look at the opening message of this very thread:
That almost scared me away, but since I am able to post, I guess somebody could go and delete that snippet.

Then, regarding the Hentaiverse:

The Training page is too vague for a newbie.

For example, doing "adept learner" training is supposed to give the player a "+1% EXP bonus". But what does that mean?

• Once you have completed all 300 levels of training, you reach a state where you get one percent more experience points from each battle, compared to the default? Sounds like an unrealistically costly and useless skill.

• With every level of training, the number of experience points you get from a battle increases by one percentage point, compared to the default? Sounds simple. Having invested 5,126,661 credits and 300 hours (during which you may do whatever you please after the initial click), you will get three times more experience from each battle than without any training. I’m putting my money on this one.

• With every level of training, you get one percent more experience points from each battle, compared to the previous level? Sounds quite generous on the higher levels, even if the difference is negligible at first.

Which one is it? Somebody who’s better at maths than me could formulate a nice, short explanation for the wiki page, using the term percentage point if applicable, covering "adept learner", "assimilator", "scavenger", "luck of the draw", "quartermaster", "archaeologist", "metabolism", and "inspiration".


They're just additive increases per level, it's really straightforward (IMG:[invalid] style_emoticons/default/tongue.gif) You're overthinking it.
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