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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 8 2013, 05:37
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Solarhawk
Group: Gold Star Club
Posts: 1,041
Joined: 11-June 11

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Aug 8 2013, 15:33
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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That has been noted, nothing has come of it
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Aug 22 2013, 08:24
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difso
Group: Gold Star Club
Posts: 1,183
Joined: 10-January 13

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http://ehwiki.org/wiki/spell#Supportive_SpellsBase Cost modification request (Mana cost calculation existing one person seems to have not considered proficient.) (ex. protection cost 25 -> 25 * (1-prof_fact(0.25)) -> 18.75 ) Cure 15.5 -> 20 Protection 18.5 -> 25 Haste 24 -> 30 Shadow veil 25.5 -> 30 Absorb 23 -> 30 Arcane focus 91.5 -> 100 Heartseeker 90 -> 100 Spirit Shield 22.5 -> 25 and heartseeker prof 0/870 -> 0/875 regen prof 0/??? -> 0/845 spell cost = roundup((level*base_cost / 100) * mana_conservation * (1-0.25*MAX(MIN((prof - req_prof)/(cap_prof - req_prof),1),0)) (interference + equip_bonus + suffused_aether) => mana_conservation -------------------------------------- Described below to estimated cure cap prof 385 between 415 absorb cap prof 385 between 400 full cure base cost 50 , cap prof 945~1030 This post has been edited by difso: Aug 22 2013, 09:26
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Sep 1 2013, 10:12
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difso
Group: Gold Star Club
Posts: 1,183
Joined: 10-January 13

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QUOTE(difso @ Aug 22 2013, 15:24) 
heartseeker prof 0/870 -> 0/875
heartseeker prof 880
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Sep 3 2013, 18:45
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difso
Group: Gold Star Club
Posts: 1,183
Joined: 10-January 13

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http://ehwiki.org/wiki/spell#Supportive_SpellsCure Restores a moderate amount of Health on the target. Base health restored = (base_health / 2) * (1 + supportive_proficiency / 200) * (1 + holy EDB / 100)? -> Base health restored = (base_health * ability/100) * (1 + holy EDB / 100) ex) basehealth = 6000 , cure ability(2AP) = 85 , holy EDB = 20% cure restore => (6000 * 85/100) * ( 1 + 0.2) = 6120 Regen Places a heal over time effect on the target. Base health restored per turn = ceiling(4.5 * base_health / 100 * (1 + supportive_proficiency / 100))? -> Base health restored per turn = base_health * ability / 100 ex) basehealth = 6000 , regen ability (7AP) = 17 HOT regen restore => (6000 * 17/100) = 1020 Holy EDB : Cure for the affected Regeneration is not affected suppotive prof : not affected both
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Sep 24 2013, 23:29
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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Need scans on RL & IPU for their resistances.
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Oct 17 2013, 07:21
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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Equipment range calculations/formulas will be changing
This post has been edited by skillchip: Oct 17 2013, 07:21
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Oct 31 2013, 15:40
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something
Group: Members
Posts: 1,106
Joined: 14-January 07

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not sure why, but daggers aren't in the wiki anymore
do they not drop anymore or did someone delete it by accident?
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Oct 31 2013, 15:43
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(something @ Oct 31 2013, 21:40)  not sure why, but daggers aren't in the wiki anymore
do they not drop anymore or did someone delete it by accident?
They very probably don't drop anymore.
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Nov 10 2013, 23:15
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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QUOTE(varst @ Oct 31 2013, 13:43)  They very probably don't drop anymore.
In their previous form. Tenboro did say something about adding more types of things later
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Dec 3 2013, 05:49
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Nerzzzzz
Group: Members
Posts: 337
Joined: 18-April 12

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HentaiVerse Bugs & ErrorsCan anyone replicate these two errors? QUOTE Item does not exist: This occurs when a player returns to a previous version of a page and tries to use an item that had been subsequently used. This can also occur when a player uses an item then tries to attack an enemy before the item triggers. Note: The item is used and takes effect, but the player effectively loses a turn. Inventory slot is empty: This occurs when a player returns to a previous version of a page and tries to use an item that in inventory slot and had been subsequently used. This will lead to the player losing a turn. I keep getting Slot is currently not usable when I try to use an already used item. This error also oddly occurs when I select a spell that targets an enemy, but before clicking on an enemy to target, I click on "Item" in the menu or press "E" first. and then, I lose a turn. (IMG:[ invalid] style_emoticons/default/sad.gif)
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Dec 19 2013, 08:42
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blue penguin
Group: Gold Star Club
Posts: 10,046
Joined: 24-March 12

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Sorry the double post but I wanted to bump the thread. The superior-exquisite division must be even lower this patch, this exquisite with 313 pxp just dropped.
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Dec 19 2013, 08:49
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Drakewyn
Group: Members
Posts: 2,526
Joined: 11-July 13

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QUOTE(blue penguin @ Dec 18 2013, 22:42)  Sorry the double post but I wanted to bump the thread. The superior-exquisite division must be even lower this patch, this exquisite with 313 pxp just dropped. I've got something like that! Exquisite Shade!
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Dec 19 2013, 18:18
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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Dumping this in case there's some data to be had. QUOTE <tenboro> usually stats aren't rounded during creation, since they are ints <Evil-Skillchap> Which would mean a whole entirely differsnt formula, where it does the quality_mod, and if resulting number a whole number then it adds one <tenboro> the only difference is stats that also apply a factor to the base value, those use normal rounding <Evil-Skillchap> so things like slot mod <tenboro> that is, prefixes/postfixes <Evil-Skillchap> and quality mod <tenboro> the quality bonus is added at the end, and rounds up <Evil-Skillchap> and that is after the base and suffix are added together? <tenboro> yup <Evil-Skillchap> And prefixes are not multiplied by that correct? <tenboro> correct <Evil-Skillchap> Slot mod happens seperately to the suffix and base roll? <tenboro> uh <tenboro> the base roll doesn't have a modifier <Evil-Skillchap> Even for armor? <tenboro> but the suffix can apply a modifier to the base roll <Evil-Skillchap> you lost me slightly, saying the base roll doesnt have a modifier. <Evil-Skillchap> to go from non-suffix to suffix is it a multiplier or two seperate integers? <tenboro> suffix add a random roll, and potentially a base multiplier depending on the suffix <tenboro> well, to be precise <tenboro> it can add a random roll, or factor in a base multiplier, or both <tenboro> like, the Mithril prefix has a 0.8 multiplier but no base <Evil-Skillchap> Yeah... and that multiplier is dependnant on the stat it is changing <tenboro> there are separate multipliers for every stat the *fix affects, yes <Evil-Skillchap> fix affects? <tenboro> prefix/suffix <Evil-Skillchap> tenboro: each suffix/prefix only change the stats they add correct? <tenboro> they can change existing stats <Evil-Skillchap> yeah, but lets say protection, it doesnt change magical mitigation, only physical <tenboro> protection only changes physical mitigation, yes <varst> so basically, what's the flow to all those multipliers? <Evil-Skillchap> and do all the other prefixes/suffixes only do the same <tenboro> not sure what you mean. many prefix/suffix change several variables <varst> I think he meant if the changes are inter-related <Evil-Skillchap> balance only changes hit/crit <Evil-Skillchap> destruction only mdb <Evil-Skillchap> prof things only prof <Evil-Skillchap> savage/mystic only crit damage <Evil-Skillchap> ect <tenboro> not sure what your point is <tenboro> arcanist adds three stats and modifiers one <Evil-Skillchap> there are no curve balls in there, where somethign changes somethign that no one would suspect <tenboro> "curve balls?" not really <Evil-Skillchap> arcanist has 3? int/wis mod on interference, whats the third? <varst> magical accuracy <Evil-Skillchap> ah forgot about that since it seems to do nothing really <Evil-Skillchap> I think my final questions are this: For armor, leather/shade/plate ect. are each slot treated as its own sets of values when it comes to generation of equipment, or do they all use the helm slot and have a modifying factor <Evil-Skillchap> And do those modifying factors change the suffix as well as the base <tenboro> they have a factor modifier on the base. doesn't affect the suffix <Evil-Skillchap> and that right there explains a lot of peoples confusion with my tables varst <varst> so the suffix is not affected by the slot? <tenboro> na <Evil-Skillchap> tenboro: and that factor*base is rounded right away before any potential suffix mutlipliers <tenboro> it's rounded when it's applied, yes <Evil-Skillchap> is there anyway i can just get the lists of values from you <Evil-Skillchap> or at least the list of multipliers <tenboro> heh. those are simple enough. 0.8 for feet, 0.9 for hands, 1.0 for helm, 1.1 for legs and 1.2 for body <tenboro> of course, some of the older stats don't really have enough fidelity to properly represent that
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Dec 22 2013, 02:26
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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QUOTE(Maximum_Joe @ Dec 19 2013, 16:18)  Dumping this in case there's some data to be had.
Got a good part of the list solved. Some of those need to be adjusted. Waiting on some peerless and super shitty gear to drop to give me the proper min/max Stat Mult Min Mod Max Mod Suffix EDB 1 10 15 Elemental Prof 1 10 20 Prof PMI 1.2 1 5 Protection MMI 1.2 6 15 Warding WD 1.286 6 11 Slaughter AAB 1.5 6 15 Balance ACB 1.214872308 13 29 Balance ACB 0 10 20 Shadowdancer A.Sped 1 2 10 Swiftness Block 1 3 5 Barrier CoRes 1 2 10 none C.Mit 1 15 35 Dampening S.Mit 1 15 35 Stoneskin P.Mit 1 15 35 Deflection Evade 1 5 7 Shadowdancer/Fleet MAB 0 3 9 BC/1H MAB 0 6 15 BC/2H/Shield MAB 0 5 10 Arcanist MAB 1.5 6 15 Focus MCB 1 10 33 Focus MDB 1.311685768 6 9 Destruct Parry 1 4 7 Nimble Resist 1 4 7 Negation [needs rework (IMG:[ invalid] style_emoticons/default/sad.gif)] Formula should be something like: roundup((round(round(Base_Roll*Slot_Mod)*Suffix_Mod)+Round(Suffix_Roll*Slot_Mod))*Quality_Mod)+Quality_Boost This post has been edited by skillchip: Sep 16 2014, 02:48
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Dec 31 2013, 03:46
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Nerzzzzz
Group: Members
Posts: 337
Joined: 18-April 12

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Dawn of a New DayQUOTE Credits: Estimated to be randomly between 25 and 300. This estimate seems to be outdated. After skimming through a few posts on the Events and Monster Battles thread, 200-400 looks like a better estimate. Does anyone know the exact range for this?
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