Posting this here since other topic got closed. Then I'm going to read through the whole topic.
Tenboro, can you answer some questions about loot quality? I know you don't typically answer anything longer then a few lines, but can you please make an exception
A1. at
https://forums.e-hentai.org/index.php?s=&am...st&p=513180 you said
Well. For quality, you do a roll between 1 and 1000. The loot quality bonus is simply added to that. When it has rolled to see what type of consumable you get, it uses the loot quality to look up what tier of item you get. If you get a restorative, you'd need a quality of 1300 or more to get a Godly potion, which means that to even have a chance of reaching that you'd need a 1500+ base bonus just to have a chance of getting it on Cake - which is a very high bonus. For an hourly encounter it is base 250, and the "round bonus" caps at +500.
A2. here
https://forums.e-hentai.org/index.php?s=&am...st&p=513239 you said
You do, a level 200 mob would give about +150-200 just from its stats. And the equation looks about right, yeah.
A3. here
https://forums.e-hentai.org/index.php?s=&am...st&p=513239 you said
Well, it caps at 1000. I can't really tell you how much the "average" mob is as it increases with level.
B1. and finally here
https://forums.e-hentai.org/index.php?s=&am...t&p=1639766 you said
Lvl 300 MBP on Normal: qualityboost = 1094, quality_bonus = 0.30913798144906
Lvl 300 MBP on IWBTH: qualityboost = 1797, quality_bonus = 0.46689312369709
So on Normal it would be roughly equal to a Bunny-Girl Costume, while on IWBTH it would be somewhere between a Black T-Shirt and a Unicorn Horn.
C1 here
https://forums.e-hentai.org/index.php?s=&am...st&p=516590 I see a contradiction
The max obtainable bonus has increased, I believe it's +800 max now.
D1. here
https://forums.e-hentai.org/index.php?s=&am...st&p=376639 it was said
Playing on battletoads already gives you a +500 bonus to the loot roll in addition to a 4x bonus to the monster stat calculations for loot quality on mobster drops
The first three were 0.3.8 notes and discussion, the fourth was in the suggestion topic, the fifth was in 0.3.9 notes and discussion, and the sixth was in 0.2.2 notes. I know some of these are really outdated, which is why I am hoping to get them up to date.
So the questions
1. Does loot bonus cap at round 100 still? And if so does it cap at 500 points, going up 5 per round, starting at 5 in round 1 like in A1, or is it higher like in C1?
2. Do random encounters get half of the round 100 bonus as shown in A1? ie bonus equal to round 50 of grindfest.
3. Do you still need a quality of 1300 to obtain a godly potion like in A1, or is the number required now different?
4. Does monster stat bonus still cap at 1000? If so, why does MBP Have over 1000 in B1?
5. How is monster stat bonus calculated?
In A2 you said an average mob at level 200 would give between 150-200 as a bonus, which was before the monster lab, and before the changes to the power and scaler in monster bonus stat. This would mean that it would just be the average stats of a level 200 mob.
MBP would have average stats of 480 with a bonus of 152, giving it a total average of 632 at level 300.
Normal: 632=/=1094, but 632*sqrt(3)=1094.6.
IWBTH: 632*sqrt(6)+250=1798, 632*sqrt(7)+125=1797
Doing the same multiplier to the original mobs at 200 would make it impossible for them to fall in the range of 150-200, which could just be due to outdated numbers. But it does show that the bonus is less then 4x as it is in BT unless that MBP has other bonuses or factors besides the monster stat bonus.
6. Is the square root factor boss+ specific, or is that how monster stat bonus is calculated? Was it just a fluke that it fits like that?
7. Does BT still give a 4x multiplier to the monster stat bonus, 2x difficulty multiplier, and 500 difficulty bonus as seen in D1? If the bonuses for IWBTH are larger then for BT, then the difference between normal and IWBTH MBP fit even less, unless these bonuses are in fact outdated.
8. Is this equation for quality correct?
Quality = rand(1,1000) + [Monster_Stat_Bonus*f(difficulty) + Difficulty_Bonus + Difficulty_Factor * (Round_Bonus + Arena_Bonus)] * (1 + LotD * 0.01)
No point in Monster_Stat_Bonus getting multiplied twice, or the Difficulty, which is already different based on difficulty to also get multiplied by the Difficulty_Factor.