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EHWiki Report Thread, Add missing or fix existing data - don't use this for equipment ranges please |
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Jul 22 2023, 20:01
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Basara Nekki
Group: Gold Star Club
Posts: 7,601
Joined: 13-September 12

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QUOTE(LogJammin @ Jul 22 2023, 13:00)  https://ehwiki.org/wiki/Item_WorldThis 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  Peerless Arcanist EXP mod = 1,284 https://forums.e-hentai.org/index.php?s=&am...t&p=5036061I 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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Jul 23 2023, 15:10
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Lady_Slayer
Group: Catgirl Camarilla
Posts: 5,416
Joined: 20-December 16

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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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Jul 25 2023, 09:46
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Noni
Group: Catgirl Camarilla
Posts: 13,199
Joined: 19-February 16

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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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Jul 29 2023, 01:48
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sigo8
Group: Gold Star Club
Posts: 3,493
Joined: 9-November 11

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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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Jul 29 2023, 04:02
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Lady_Slayer
Group: Catgirl Camarilla
Posts: 5,416
Joined: 20-December 16

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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. This post has been edited by Acetominaphene: Jul 29 2023, 04:03
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Jul 29 2023, 07:48
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Lady_Slayer
Group: Catgirl Camarilla
Posts: 5,416
Joined: 20-December 16

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https://ehwiki.org/action/submit/The_TowerQUOTE 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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Jul 29 2023, 08:19
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Noni
Group: Catgirl Camarilla
Posts: 13,199
Joined: 19-February 16

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QUOTE(Acetominaphene @ Jul 29 2023, 07:48)  https://ehwiki.org/action/submit/The_Towerneed to fix this because now capped at 10.0% when goes beyond floor 100. iirc Yrc, 10% max. Edited. Thx
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Jul 29 2023, 17:51
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sigo8
Group: Gold Star Club
Posts: 3,493
Joined: 9-November 11

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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.   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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Aug 2 2023, 01:51
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sigo8
Group: Gold Star Club
Posts: 3,493
Joined: 9-November 11

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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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Oct 9 2023, 09:28
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purinliang
Group: Members
Posts: 211
Joined: 13-November 21

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In this page: https://ehwiki.org/wiki/SpellsThe 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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Oct 9 2023, 10:06
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Byza
Group: Gold Star Club
Posts: 758
Joined: 2-July 16

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QUOTE(purinliang @ Oct 9 2023, 09:28)  In this page: https://ehwiki.org/wiki/SpellsThe 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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Jan 18 2024, 18:53
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sssss2
Group: Gold Star Club
Posts: 3,962
Joined: 11-April 14

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https://ehwiki.org/wiki/Character_Stats#Attack_SpeedQUOTE 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_Speedhttps://ehwiki.org/index.php?title=Characte...98#Attack_Speed
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Jan 18 2024, 21:59
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Shank
Group: Global Mods
Posts: 9,116
Joined: 19-May 12

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Thanks very much for reporting, should be fixed now
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Mar 7 2024, 13:44
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minnazzo
Group: Gold Star Club
Posts: 1,053
Joined: 19-October 22

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https://ehwiki.org/wiki/Equipment_Basics#Equipment_TypesWiki: 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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Mar 7 2024, 13:54
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,571
Joined: 12-July 14

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QUOTE(minnazzo @ Mar 7 2024, 11:44)  https://ehwiki.org/wiki/Equipment_Basics#Equipment_TypesWiki: 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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Mar 7 2024, 13:54
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Shank
Group: Global Mods
Posts: 9,116
Joined: 19-May 12

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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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May 29 2024, 21:40
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l13763824039
Group: Gold Star Club
Posts: 1,139
Joined: 6-July 21

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Forge levelwiki 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  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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May 29 2024, 22:12
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Noni
Group: Catgirl Camarilla
Posts: 13,199
Joined: 19-February 16

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QUOTE(l13763824039 @ May 29 2024, 21:40)  Forge levelwiki 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  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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Jul 8 2024, 09:11
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anpgab
Newcomer
 Group: Members
Posts: 43
Joined: 1-December 17

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https://ehwiki.org/wiki/Character_Stats#Critical_hit_ChanceIt 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_ChanceThe 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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