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

 
post Jul 22 2023, 20:01
Post #1181
Basara Nekki



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QUOTE(LogJammin @ Jul 22 2023, 13:00) *

https://ehwiki.org/wiki/Item_World
This is incorrect. I did these tests last year, but I guess I never posted it on the forum, only discord.

I did several runs of 100 round IW with equips of various PXP0 and compared the total EXP gain to that of Grindfest. In all cases, I fled at round 100. I did at least 5 runs of for each case. I found EXP factor kept increasing after a PXP0 > 400. I did not have a Peerless Arcanist to test PXP0=421, but I don't think it's needed. If anyone else wants to do these tests on their own, I can provide some Arcanist shades. If I had one now, I'd have to a lot more testing again, since my EXP factor is not the same as it was at the time.

Data/Results
Attached Image


Peerless Arcanist EXP mod = 1,284

https://forums.e-hentai.org/index.php?s=&am...t&p=5036061

I don't know if my results are still worth because I did it many years ago. (IMG:[invalid] style_emoticons/default/heh.gif)
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post Jul 22 2023, 20:03
Post #1182
Noni



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QUOTE(Basara Nekki @ Jul 22 2023, 20:01) *

Peerless Arcanist EXP mod = 1,284

https://forums.e-hentai.org/index.php?s=&am...t&p=5036061

I don't know if my results are still worth because I did it many years ago. (IMG:[invalid] style_emoticons/default/heh.gif)

yeah wiki agrees (since this afternoon (IMG:[invalid] style_emoticons/default/tongue.gif) )
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post Jul 23 2023, 15:10
Post #1183
Lady_Slayer



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Could anybody reproduce my test?

Statement: the Long Gone Before Daylight hath perk applies to caffinated candy as well, and will only apply to the first stamina recovery item whichever is consumed.
which means if a player has both ED and CC, and he used CC first, the First CC recovers 10 stamina, the rest CC recovers 5, and EDs he drinks in that day recovers 10 only.

I've tested once on 19th, first candy I consumed recovered 10 stamina, rest candies recovered 5 only, EDs consumed later recovered 10 only as well.

This post has been edited by Acetominaphene: Jul 23 2023, 15:11
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post Jul 25 2023, 09:46
Post #1184
Noni



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QUOTE(Acetominaphene @ Jul 23 2023, 15:10) *

Could anybody reproduce my test?

Statement: the Long Gone Before Daylight hath perk applies to caffinated candy as well, and will only apply to the first stamina recovery item whichever is consumed.
which means if a player has both ED and CC, and he used CC first, the First CC recovers 10 stamina, the rest CC recovers 5, and EDs he drinks in that day recovers 10 only.

I've tested once on 19th, first candy I consumed recovered 10 stamina, rest candies recovered 5 only, EDs consumed later recovered 10 only as well.

okay new test shows that perk does not apply to candy. If you first use a candy, you get +5, then ED and you get +20 stamina. Wiki is correct. Thanks for testing!
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post Jul 29 2023, 01:48
Post #1185
sigo8



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The Stamina page says
QUOTE
Note: Out of battle, the Player may only recover stamina from either item while <85 stamina. They may be consumed at any time while in battle.
But I still see the button at 89 stamina, it only disappearing when I get 90.
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post Jul 29 2023, 04:02
Post #1186
Lady_Slayer



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QUOTE(sigo8 @ Jul 28 2023, 23:48) *

The Stamina page says But I still see the button at 89 stamina, it only disappearing when I get 90.


could you share a screenshot? I haven't meet any conditions similar so far.

Attached Image

This post has been edited by Acetominaphene: Jul 29 2023, 04:03
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post Jul 29 2023, 07:48
Post #1187
Lady_Slayer



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https://ehwiki.org/action/submit/The_Tower

QUOTE
At the end of the season, each Floor reached (provided you clear at least one floor) will grant a temporary 0.1% damage bonus in Persistent; this bonus is uncapped.

need to fix this because now capped at 10.0% when goes beyond floor 100. iirc
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post Jul 29 2023, 08:19
Post #1188
Noni



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QUOTE(Acetominaphene @ Jul 29 2023, 07:48) *

https://ehwiki.org/action/submit/The_Tower
need to fix this because now capped at 10.0% when goes beyond floor 100. iirc

Yrc, 10% max. Edited. Thx
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post Jul 29 2023, 17:51
Post #1189
sigo8



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QUOTE(Acetominaphene @ Jul 28 2023, 20:02) *

could you share a screenshot? I haven't meet any conditions similar so far.

Attached Image

Attached Image
And here the HTML showing it's gone at 90.
CODE
<div style="width:160px">
    <div id="stamina_readout">
        <div></div>
        <div><div class="fc4 far fcb"><div>Stamina: 90</div></div></div>
        <div><img src="/y/s/sticon4.gif" title="Stamina: Great. You receive a 100% EXP Bonus but stamina drains 50% faster."></div>
    </div>
    <div id="stamina_restore" class="nc">
        <div>
        </div>
    </div>
</div>


I have LGBD, but that would be causing the change in the opposite way I think.
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post Aug 2 2023, 01:51
Post #1190
sigo8



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QUOTE(sigo8 @ Jul 29 2023, 09:51) *

I have LGBD, but that would be causing the change in the opposite way I think.

Tested to see if the threshold changed after using an ED (so the next ED would recover 10 instead of the boosted 20), but no change the button still available at 89 and gone at 90. If it did change that would have proved it was related to LGBD. Well LGBD is still the best theory I got even if it is backwards.
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post Oct 9 2023, 09:28
Post #1191
purinliang



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In this page: https://ehwiki.org/wiki/Spells

The descrption of weaken/imperil/silence spells' durations are wrong.

the weaken spell:
- In the wiki, the max duration is 10. But in the game, it is 15.
the imperil spell:
- In the wiki, the max duration is 10. But in the game, it is 15.
the silence spell:
- In the wiki, the max duration is 10. But in the game, it is 13.

I noticed that because in my battle, the weaken spell last for 60 turns, which is exactly 15x4.
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post Oct 9 2023, 10:06
Post #1192
Byza



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QUOTE(purinliang @ Oct 9 2023, 09:28) *

In this page: https://ehwiki.org/wiki/Spells

The descrption of weaken/imperil/silence spells' durations are wrong.

the weaken spell:
- In the wiki, the max duration is 10. But in the game, it is 15.
the imperil spell:
- In the wiki, the max duration is 10. But in the game, it is 15.
the silence spell:
- In the wiki, the max duration is 10. But in the game, it is 13.

I noticed that because in my battle, the weaken spell last for 60 turns, which is exactly 15x4.


Reported duration is the "base" value, the real duration of your spells when you use them, depends on several factors.

CODE
The duration of spells lasting more than one turn depends on their base duration, the number of Ability Points invested (where applicable) and the relevant proficiencies.


And if you mean different base duration, it references base duration at level 1 (without points in better weaken, better imperil and better silence), which at least where I can see in the game, are consistent with wiki info.

This post has been edited by Byza: Oct 9 2023, 10:08
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post Jan 18 2024, 18:53
Post #1193
sssss2



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https://ehwiki.org/wiki/Character_Stats#Attack_Speed

QUOTE
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))


The parenthesis is in the wrong position. It must be modified as follows.

QUOTE
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))



The original formula was correct, but an error occurred while rewriting the formula.

QUOTE
Attack Speed = (1 - (1 - equipment_bonus) * (1 - proficiency_bonus) * (1 - Min(0.1, Max((AGI - level) / level, 0) * 0.1))) * (1 - Min((Max((Burden - 40), 0) * 0.02)^1.5, 1))


https://ehwiki.org/index.php?title=Characte...97#Attack_Speed
https://ehwiki.org/index.php?title=Characte...98#Attack_Speed
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post Jan 18 2024, 21:59
Post #1194
Shank



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Thanks very much for reporting, should be fixed now
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post Mar 7 2024, 13:44
Post #1195
minnazzo



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https://ehwiki.org/wiki/Equipment_Basics#Equipment_Types

Wiki: wakizashi has higher burden and interference than shortsword (see picture)
Correction: wakizashi has LOWER burden and interference than shortsword
[attachembed=175337]

Next is the burden and interference of light and heavy armor.
Light is high and heavy is low - the opposite of how they're in-game.
[attachembed=175338]
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post Mar 7 2024, 13:54
Post #1196
KitsuneAbby



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QUOTE(minnazzo @ Mar 7 2024, 11:44) *

https://ehwiki.org/wiki/Equipment_Basics#Equipment_Types

Wiki: wakizashi has higher burden and interference than shortsword (see picture)
Correction: wakizashi has LOWER burden and interference than shortsword
[attachembed=175337]

Next is the burden and interference of light and heavy armor.
Light is high and heavy is low - the opposite of how they're in-game.
[attachembed=175338]

There's nothing wrong in there. It's you who are not reading it correctly. THink about the green arrows as "better".
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post Mar 7 2024, 13:54
Post #1197
Shank



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Green down arrows on interference/burden means it's lower

It seems right to me?

If I'm looking at it wrong, please post the screenshots again but including the table headers

Though I do vaguely recall there were other issues with reading that table, so it's probably due for a redesign at some point.
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post May 29 2024, 21:40
Post #1198
l13763824039



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Forge level
wiki forge exp gained with material cost in forge level section is wrong

"+2 per low-grade, +10 per mid-grade, and +40 per high-grade"

I have tested using average and exquisite cotton armor,
and checked the bar progress with the developer tool.

The code in HVU is correct
CODE

_up.exp = { 'Low-Grade': 1, 'Mid-Grade': 5, 'High-Grade': 20, 'Wispy Catalyst': 3, 'Diluted Catalyst': 13, 'Regular Catalyst': 25, 'Robust Catalyst': 63, 'Vibrant Catalyst': 125, 'Coruscating Catalyst': 250 };


Whole div is 362 width
Attached Image
You can use bar progress width to calculate your current approximate exp,
forge anything, check bar progress width, and calculate your new current approximate exp.

Notice, that I only test low-grade and wispy catalysts.
I can't guarantee but strongly believe the rest are correct, too (just because I don't have that much c to test XD
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post May 29 2024, 22:12
Post #1199
Noni



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QUOTE(l13763824039 @ May 29 2024, 21:40) *

Forge level
wiki forge exp gained with material cost in forge level section is wrong

"+2 per low-grade, +10 per mid-grade, and +40 per high-grade"

I have tested using average and exquisite cotton armor,
and checked the bar progress with the developer tool.

The code in HVU is correct
CODE

_up.exp = { 'Low-Grade': 1, 'Mid-Grade': 5, 'High-Grade': 20, 'Wispy Catalyst': 3, 'Diluted Catalyst': 13, 'Regular Catalyst': 25, 'Robust Catalyst': 63, 'Vibrant Catalyst': 125, 'Coruscating Catalyst': 250 };


Whole div is 362 width
Attached Image
You can use bar progress width to calculate your current approximate exp,
forge anything, check bar progress width, and calculate your new current approximate exp.

Notice, that I only test low-grade and wispy catalysts.
I can't guarantee but strongly believe the rest are correct, too (just because I don't have that much c to test XD

yep, tested it, it's correct. Updated the wiki. thx
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post Jul 8 2024, 09:11
Post #1200
anpgab



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https://ehwiki.org/wiki/Character_Stats#Critical_hit_Chance

It seems the critical chance formulas (still) have some problems.

The current version of the formulas came from a fix proposed by sssss2 in 2019, where the contributions of STR and DEX are said to be corrected:

QUOTE(sssss2 @ Nov 1 2019, 20:49) *

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.


Yet if I understand it right, one can first break the resulting formula into multiple lines (to improve readability):
CODE
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)

Then, note the last factor concerning Burden. Consider an extreme situation where Burden is 120, it will give
CODE
Max(Burden-70, 0) = Max(120-70, 0) = 50
=> 1-(Max(Burden-70, 0)*0.02)^1.5 = 1-(50*0.02)^1.5 = 1-1 = 0
=> Max(1-(Max(Burden-70, 0)*0.02)^1.5, 0) = Max(0, 0) = 0

The entire product will be 0, and therefore critical chance is 100%, which is clearly wrong.

Sorry that I'm kind of confused with these formulas myself, so I'm unable to propose a solution. But my instinct told me it won't be a hard job to fix this.
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