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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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Aug 1 2012, 21:28
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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Hm...people may try to approximate the EXP required for different level of equip potency by
EXP at lv. x = (EXP at lv.0) * 1.2 ^ x
I only tested that on 1 equip though, so it may be wrong.
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Aug 1 2012, 23:26
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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The problem with these formulas is unless we know within a certain degree of accuracy the numeric quality of the piece, we have to do substitutions that could result in compounded rounding errors. What we need is a reasonably accurate way of determining quality.
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Aug 2 2012, 08:21
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(derpymal @ Aug 2 2012, 05:26)  The problem with these formulas is unless we know within a certain degree of accuracy the numeric quality of the piece, we have to do substitutions that could result in compounded rounding errors. What we need is a reasonably accurate way of determining quality.
That's why I've said a script which can record tons of equips data through scrolling through the bazaar/equip will be very useful. The best way to determine quality is, of course, by determining the exact formula of how quality is calculated. My idea is like solving a multi-variable formula: if we get enough equips' data, some of them should have very closed stat so we can reduce the number of variables to 2-3. Once we can solve any of those weighing, the others should be a bit easier to solve. So...anyone would have time to make the script? I'm willing to pay some haths to cover the cost (IMG:[ invalid] style_emoticons/default/smile.gif) (I can't be sure if that can be done properly, so it's better to pay the cost in case the whole scheme fails) This post has been edited by varst: Aug 2 2012, 08:24
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Aug 2 2012, 08:32
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(varst @ Aug 2 2012, 13:21)  That's why I've said a script which can record tons of equips data through scrolling through the bazaar/equip will be very useful. The best way to determine quality is, of course, by determining the exact formula of how quality is calculated. My idea is like solving a multi-variable formula: if we get enough equips' data, some of them should have very closed stat so we can reduce the number of variables to 2-3. Once we can solve any of those weighing, the others should be a bit easier to solve. So...anyone would have time to make the script? I'm willing to pay some haths to cover the cost (IMG:[ invalid] style_emoticons/default/smile.gif) (I can't be sure if that can be done properly, so it's better to pay the cost in case the whole scheme fails) What kind of information will be collected?
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Aug 2 2012, 08:50
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(ChosenUno @ Aug 2 2012, 14:32)  What kind of information will be collected?
Probably all the raw stats of an equip (together with the name) in a single text string, which I can then copy/parse to excel with VBA. This post has been edited by varst: Aug 2 2012, 08:51
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Aug 2 2012, 09:45
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(varst @ Aug 2 2012, 14:50)  Probably all the raw stats of an equip (together with the name) in a single text string, which I can then copy/parse to excel with VBA.
Why don't just ask Tenboro? (IMG:[ invalid] style_emoticons/default/smile.gif)
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Aug 2 2012, 13:21
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superno
Group: Members
Posts: 204
Joined: 26-July 12

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this information is difficult to be found
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Aug 2 2012, 23:55
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(varst @ Aug 2 2012, 02:21)  That's why I've said a script which can record tons of equips data through scrolling through the bazaar/equip will be very useful. The best way to determine quality is, of course, by determining the exact formula of how quality is calculated. My idea is like solving a multi-variable formula: if we get enough equips' data, some of them should have very closed stat so we can reduce the number of variables to 2-3. Once we can solve any of those weighing, the others should be a bit easier to solve. So...anyone would have time to make the script? I'm willing to pay some haths to cover the cost (IMG:[ invalid] style_emoticons/default/smile.gif) (I can't be sure if that can be done properly, so it's better to pay the cost in case the whole scheme fails) That should be easy enough. Or you could even just open the page source, copypasta that, and regex all of the necessary data out of it.
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Aug 3 2012, 22:05
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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According to Tenboro, someone might want to fix this. QUOTE ... Additional levels of potency are more likely to level up existing ones rather than give new ones. These additional stats cannot be further upgraded in the forge.
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Aug 3 2012, 23:42
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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Done.
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Aug 4 2012, 07:03
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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Swift Strike is mulitplicative.
Tenboro is misleading by saying it breaks the action speed cap, there is no action speed cap, you can have as much as you want.
He really meant to say it can break the turn time floor of 100, which is also done by x-mods.
Action Speed = 100+AGI/3 Action Speed(Hasted) = Action Speed * 1.5
Base_Action_Time = 500-Action Time
Action_Time = Base_Action_Time * action_mod / (1+0.1*x-mod) / if(melee,(1+swift_strike1) * (1+swift_strike2),1)
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Aug 7 2012, 16:29
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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Shouldn't we have data on how much elemental resistance those elemental debuffs remove?
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Aug 8 2012, 02:39
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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QUOTE(Maximum_Joe @ Aug 7 2012, 14:29)  Shouldn't we have data on how much elemental resistance those elemental debuffs remove?
Pretty sure debuffs like searing skin and such remove 25 elemental resistance QUOTE(kjeron @ Apr 2 2012, 15:06)  Elemental Status EffectsBy how much do the "reduce resistance" ones do so?Tested only with fire and cold(only ones I can/know how - the only use for Spike Shields?): Specific mitigation is reduced by an additive 25%. Doubling damage against a mob with 75% resistance. 50% damage up from 25%. 25% increase against a mob with 0% resistance. 125% damage up from 100%. 14% increase against a mob with -75% resistance. 200% damage up from 175%. I also played around with the Spike Shields some more to see if and how Bewilder would increase the damage they deal and how it stacked with the Elemental Status Effects. Bewilder didn't do anything to their damage, but Weaken did (IMG:[ invalid] style_emoticons/default/huh.gif) Weaken, at 1AP investment, increased the ratio of damage dealt by the Spike Shield by an average of 3%(multiplier, not additive), which means they deal physical elemental damage, not magical, and I guess that's what prevents them from blowing up the Elemental Status Effects as well. This adjustment to damage was made separate from the adjustment from elemental resistance.
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Aug 8 2012, 19:02
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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Alright, edited. Did anyone confirm that the other effects from the debuffs (e.g. attack reduction) are all 10%?
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Aug 9 2012, 20:58
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kjeron
Group: Members
Posts: 112
Joined: 6-September 11

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QUOTE(Maximum_Joe @ Aug 8 2012, 12:02)  Alright, edited. Did anyone confirm that the other effects from the debuffs (e.g. attack reduction) are all 10%?
Searing Skin and Blunted attack are 10%. Breached Defenses is as well, but its 10% reduced mitigation(physical&magical), not 10% increased damage. Something else for the procs: Ripened Soul proc chance ~33% Spike Shields proc chance ~20% Tier 2&3 were close to what's listed on the wiki page, but Tier 1 spells were no where close. I don't think Critical hits were discounted when this testing was done before. My results were: Tier 1: ~20-25% Tier 2: ~50% Tier 3: ~75% Tier 4 & Burning Soul: dont have yet
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Aug 9 2012, 21:42
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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Updated, thank you.
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Aug 11 2012, 18:38
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kjeron
Group: Members
Posts: 112
Joined: 6-September 11

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Counter Attack Overcharge Gain: 1H prof: 179 Observing 1-3% per turn with counter-attacks, not an OC gain per counter-attack: maybe a bug?
I can only achieve 2 counter-attacks per turn currently though, don't know if its the same range with 3x counters or more prof.
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Aug 11 2012, 23:00
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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QUOTE(Maximum_Joe @ Aug 11 2012, 20:39)  I know I left out the quality roll for scrolls/infusions, but besides that does this look right? http://ehwiki.org/wiki/File:Drop_Rolls.png- The first roll determines type (one-handed, two-handed, staff, shield, etc..), while the second roll determines the newly introduced "tier" of equipment. While the odds for equipment type are still fixed (unless you use a trophy to set it), equipment tier is now affected by the difficulty setting. For example, on IWBTH the odds for getting tier 2 and tier 3 equipment is 5x higher than on normal. Suffix selection comes after tier roll
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