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

 
post Aug 8 2013, 05:37
Post #801
Solarhawk



You want to put that WHERE?
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Talking about the equation shown here btw. http://ehwiki.org/wiki/Monster_Lab#Monster...s._Player_Level
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post Aug 8 2013, 15:33
Post #802
skillchip



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That has been noted, nothing has come of it
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post Aug 13 2013, 06:59
Post #803
etothex



No I said.
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http://ehwiki.org/wiki/Ring_of_Blood
i got yuki for IPU, guessing its' a random schoolgirl (though maybe not konata?)
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post Aug 22 2013, 08:24
Post #804
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http://ehwiki.org/wiki/spell#Supportive_Spells


Base 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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post Sep 1 2013, 10:12
Post #805
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QUOTE(difso @ Aug 22 2013, 15:24) *


heartseeker prof 0/870 -> 0/875




heartseeker prof 880
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post Sep 3 2013, 18:45
Post #806
difso



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http://ehwiki.org/wiki/spell#Supportive_Spells


Cure

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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post Sep 17 2013, 07:06
Post #807
etothex



No I said.
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http://ehwiki.org/wiki/Equipment_Suffixes

shortsword comes w/ swiftness now

force, kite shields come in specific mit (dampening, stoneskin, deflection)
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post Sep 19 2013, 05:56
Post #808
etothex



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http://ehwiki.org/wiki/Equipment_Prefixes

Armor Prefixes:
"All but Cotton" no longer applies. element resist prefixes apply to force shields too.

http://hentaiverse.org/pages/showequip.php...;key=641fa60bac
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post Sep 24 2013, 23:29
Post #809
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Need scans on RL & IPU for their resistances.
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post Oct 17 2013, 07:21
Post #810
skillchip



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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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post Oct 31 2013, 15:40
Post #811
something



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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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post Oct 31 2013, 15:43
Post #812
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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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post Nov 10 2013, 23:15
Post #813
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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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post Dec 3 2013, 05:49
Post #814
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HentaiVerse Bugs & Errors

Can 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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post Dec 18 2013, 08:41
Post #815
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http://ehwiki.org/wiki/Equipment_Prefixes

I guess 0.78 changed equipment quality prefixes again (as 0.77 did), an exquisite with pxp 315 just dropped for me.
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post Dec 19 2013, 08:42
Post #816
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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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post Dec 19 2013, 08:49
Post #817
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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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post Dec 19 2013, 18:18
Post #818
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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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post Dec 22 2013, 02:26
Post #819
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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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post Dec 31 2013, 03:46
Post #820
Nerzzzzz



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Dawn of a New Day

QUOTE
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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