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

 
post Feb 26 2013, 05:59
Post #701
skillchip



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attack speed works as such:

minmax(20, 10000/action speed ,500)

Action speed = 100 * factors

Factors are as follows:

X-Attack: 1.1
Haste: 1.5
Swiftstrike/Attack-Speed: 1+stated percent ie. 2% weapon is a 1.02 factor

ect ect ect

This post has been edited by skillchip: Feb 27 2013, 01:16
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post Feb 26 2013, 18:06
Post #702
Maximum_Joe



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You might wanna rewrite the article then, as this inverts what we already have (bigger numbers = slower actions).
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post Feb 27 2013, 01:27
Post #703
skillchip



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That is a lot of effort for a lot of nothing
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post Feb 27 2013, 01:35
Post #704
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QUOTE(skillchip @ Feb 26 2013, 15:27) *

That is a lot of effort for a lot of nothing

It's just confusing when you say X-Attack is 1.1 when T2 single target is written as the same thing.
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post Feb 27 2013, 01:42
Post #705
skillchip



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go stick a 1/ in front of everything.

After I figure out the factors I might rewrite things, but until then, I think i have done enough about it.

This post has been edited by skillchip: Feb 27 2013, 01:47
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post Feb 27 2013, 07:21
Post #706
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BTW, I've seen some evidence from other player's shrining list that oak/willow is now tier 2. Anyone have similar shrining list (probably boss vs schoolgirls except konata) to verify?
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post Mar 5 2013, 17:03
Post #707
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Infusions used in the forge are supposed to last how long?
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post Mar 5 2013, 17:14
Post #708
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QUOTE(Maximum_Joe @ Mar 5 2013, 22:03) *

Infusions used in the forge are supposed to last how long?


Pretty sure it's 15 mins.
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post Mar 5 2013, 17:17
Post #709
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60 minutes for armors, 15 minutes for weapons. Just tested that.
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post Mar 9 2013, 19:27
Post #710
skillchip



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Reworked the attack speed formula

Base Action Time = minmax(20, 10000/action speed ,500)

Actual Action Time = Base Action Time / factors

Ex. 100 AS, means 100 BAT, if the player uses the spell protection, AAT is 50 (100/2), so 2 protections can be cast before an unchoased monster gets a turn.

Factors below, higher is faster

Everything is max point unless specified

Timel : Factor
Defend : 1
Protection : 2
Focus : 1
Spirit Shield : 10
Arcane Focus : 10
Shadow Veil : 10
Spikes : 2
Spark of Life : 10
Absorb : 10
HS : 10
Haste : 10
Regen2 : 1.428571429
Cure : 2
Magnet : 2.5
Slow : 2.5
Sleep : 2.5
Poison : 2.5
Soul Burst : 0.833333333
Soul Fire : 0.833333333
Soul Harvest : 0.833333333
Soul Reaper : 0.833333333
Ragnarok : 0.714285714
Disintegrate : 0.714285714
Pestilence : 0.833333333
Corruption : 0.833333333
Banish : 0.833333333
Smite : 0.833333333
Purge : 0.909090909
Condemn : 0.909090909
Hurricane : 0.909090909
Wrath : 0.833333333
Thunderstorm : 1
Downburst : 0.833333333
Storm (1 Point) : 0.625
Storm (5 Point) : 0.833333333
Silence (1 Point) : 1.25
Silence (5 Point) : 2.5

Other Factors
X-attack/magic/item: 1.1
Swiftstrike: weapon dependent
Attack Speed Bonus: weapon dependent
Casting Speed Bonus: weapon dependent


Note: X-attack, magic, item do not have an effect on regen, the player may be using 90.9 units for his action, but his buffs/debuffs tick as though 100 units were used. Going to have check if this has any effect on swiftstrike, agile, swiftness, or charged stats.

Ex, player with x-attack attacks 11 times and the monster attacks 10 times, buffs and debuffs tick 11 times, even though the monster action speed is 100

This post has been edited by skillchip: Mar 9 2013, 19:56
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post Mar 9 2013, 22:47
Post #711
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Sorry to ask you this, but I don't understand the "Chain 1" (Tier 2 chain attacks are unlocked) thing. I don't see any change in my skills or magic. Or maybe it's only useful for caster ?
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post Mar 9 2013, 23:18
Post #712
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QUOTE(Hentai_kun @ Mar 9 2013, 12:47) *

Sorry to ask you this, but I don't understand the "Chain 1" (Tier 2 chain attacks are unlocked) thing. I don't see any change in my skills or magic. Or maybe it's only useful for caster ?

http://ehwiki.org/wiki/Fighting_Skills#Fighting_Skills
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post Mar 10 2013, 06:26
Post #713
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QUOTE(skillchip @ Mar 10 2013, 01:27) *

Reworked the attack speed formula


Looks like it's the reciprocal of the numbers we know?
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post Mar 10 2013, 09:48
Post #714
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QUOTE(Maximum_Joe @ Mar 9 2013, 22:18) *

I read that before asking and it doesn't help.

When I use Shield Bash, I have the "Tier 2 Unlocked" but I don't have the "Vital Strike (T2)" in the skill section. I need something else to use it ?


EDIT : That depend on proficiency. Sorry about that. -__-

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post Mar 26 2013, 04:21
Post #715
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QUOTE(skillchip @ Oct 19 2012, 01:18) *

Well, skillchip has looked some more. Guess what: See this values up there? The only important thing about them is the relative values. The growth curves are all the same, just scaled. Below are the values relative to a base value of 200 (lowest seen)

Scale Values
Axe 2.5
Club 1.1
Dagger 1
Rapier 1.2
Shortsword 1.1
Wakizashi 3.5

Estoc 1.1
Longsword 1.1
Mace 1.1
Scythe 4.6
Katana 5.8

Ebony 1.9
Katalox 5.6
Oak 1
Willow 1
Redwood 1

Buckler 1.1
Kite 3.2
Tower 4.7

Cotton 1
Gossamer 3.1
Phase 6.7

Leather 1
Kevlar 3.4
Shade 6.4

Plate 1
Shield 3.6
Power 6.5

Using the above, quality can be approximated using

quality=((27.75*ln(Buy value / scale value)-21.3475)/250

or

quality=((27.75*ln(Sell Value * 10 / scale value)-21.3475)/250

The Buy value one being more accurate

In reverse: sell value = e^((quality*250+21.3475)/27.75)/10*scale value

In terms of pxp0:

sell value = e^(((pxp0-100)+21.3475)/27.75)/10*scale value


New Equations

Buy Cost = Equip_Mod * 200e^(PI/100*[pxp(0)-225])
Sell Value = 0.2 * Equip_Mod * 200e^(PI/100*[pxp(0)-225])

in terms of quality
Buy Cost = Equip_Mod * 200e^(PI/100*[quality*250-125])
Sell Value = 0.2 * Equip_Mod * 200e^(PI/100*[quality*250-125])

if you want to solve for quality be my guest, too much wine atm

Through Vile Slut - "Club, Rapier, Estoc and Mace now all count as "tier 2" in the loot generator, and the drop rate for this tier was increased" and Oak/Willow seem to be "tier 2" now.

BUT their values stay at "tier 1"! MWAHAHA

Also, incomplete data but here is what I found so far

quality min max
crude 100 213
fair 213 238
average 238 263
fine 263 288
superior 288 316
ex 316 335
mag 335 348?
leg 348? 361?

quality min max
crude 0 0.452
fair 0.452 0.552
average 0.552 0.652
fine 0.652 0.752
superior 0.752 0.864
ex 0.864 0.94
mag 0.944 0.992
leg 0.992 1.044

Missing values:
Mag Max
Leg Min/Max

This post has been edited by skillchip: Mar 28 2013, 02:43
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post Mar 31 2013, 20:10
Post #716
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Spells
"Spell Damage formula (full).
Imperil's defense reductions (Magical / Physical and Elemental)."

I updated some numbers in the Spell damage table

Imperil does cuts MMI/PMI in half, and takes away 50 specific resistance to cold/fire/elec/wind

Debuffs still take away 25 specific resistance to the next spell in the rotation

"The formula for elemental explosion damage."
Put the factor into the table on the wiki, and directed them to a note

"The base credit value Equipment at the Bazaar. (Being researched ATM)"
https://forums.e-hentai.org/index.php?s=&am...t&p=2218561
has the value for each piece of gear, with 1x being a base of 200 credits, in terms of buy from bazaar cost, and the post above this one has the relationship between quality and end value.

This post has been edited by skillchip: Mar 31 2013, 20:16
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post Mar 31 2013, 21:27
Post #717
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Thank you.

QUOTE(skillchip @ Mar 31 2013, 10:10) *

Spell Damage formula (full).

Still need confirmation on "elem_bonus" being a result of EDB.
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post Apr 1 2013, 00:54
Post #718
skillchip



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Yes
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post Apr 3 2013, 00:40
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wrong thread..

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post Apr 5 2013, 05:27
Post #720
skillchip



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*The base [[EXP]] a monster kill is worth.

5
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