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Showing content with the highest reputation on 01/19/2024 in all areas

  1. Update on stun, stun can trigger when there is only 1 girl left. Stun chance so far; 19 out of 95 chances used, currently at 20% Edit for clarity; Stun is tested with a Legendary 5 star girl, 4 bulbs into skill 5
    3 points
  2. 2 points
  3. @Karxan one workaround for error 500: install one VPN add-on in your browser. when you get error 500 activate it to change your IP temporarily. I don't get error 500 often but when it triggers VPN is a lifesaver. And I also subscribe bolitho76 suggestion, don't collect money, if you do never near reset time, and always the last action. And if possible restrain yourself and don't go very fast. Another tip is sorting girls by grade and only collect from a small number of them, the ones upgraded to 5 and 6 stars including starters of course.
    2 points
  4. Yes, the labyrinth is helping a lot with other events of the game, especially with Kinky Cumpetition and Path of Atraction, villain fight in classic and legendary days, and advancing faster in season. The best addition to the game in years. I just hope that devs won't ruin it by fixing the bugs too much (yes, I am thinking of Defeat Medication the most powerful one now) and throwing a heap of new roles into it.
    2 points
  5. Rotation #1133 (01/19/2024 7:00 EST): Hummingbird Cheryl 🔵 (March) Alicia 🔴 (October) Quinn 🔴 (July)
    2 points
  6. I got Mortar & Solaria, so 9/12? 10/12? Rare Girls are +40% All Attributes this week, making my Miss Mighty🧡🟠 the most powerful Heroine in my CXH Game! Karxan Edit: Got Great Gal Galore ♡⚪, but the screen/page glitched before i could get a screenshot, but i think it was 74💖Shards? For Total 💖Shards: 134💖? 139💖? This makes me 10/12 on the Event Girls.
    2 points
  7. Here it is and thank you. I mostly knew from the start of this league that you were the only serious player in it with me and the results tells the same thing. I also mostly knew you would probably win it because you would probably go harder than me. I lost it on BC because I had meetings all day and couldn't really optimize this day to battle boosted players which hadn't changed their team. I think I lost the league there. I suppose you bought something like 50 fights this day since your score increased by more than 1500 from me. I battled you when you were unboosted (from reading the stats and also from the interface, I had a 99% win chance) and your team changed to red after the first battle and I lost the 2 fights after that but I didn't saw it because I was doing multiple things at the same time. Congratulations for 1st.
    2 points
  8. Girl: Violetta: Charm - excentric (red)
    1 point
  9. Hehe, while it would be bad if they fixed defeat medication only, if they fixed all bugs, the Laby would be MUCH easier, trust me. Alone the false stats mapping would more than outweigh it. The protective bubble would be also a pretty strong defensive relic, the (now) missing per-line AP boni etc. I understand your worries, but just want to make clear that nothing must prevent KK from fixing these bugs ASAP.
    1 point
  10. Thanks for the screenshot. I see the GG bug: This is my season-team geared defensive team, with slightly higher TP but missing resonance bonuses 😞. Indeed top 1 and 2 was a sure thing soon. At first I wasn't sure about Brian, who was close to flat 25 for a few days as well, IIRC, but then indeed fell off fast. I do not count, but at the start of phase 2, I always buy refills to battle all opponents who did not update their teams yet, once their snapshot is updated to be unblessed, and who are either unboosted at the same time or have weak boosters, which do likely make a smaller diff than the updated team. Probably I re-boosted while you battled me. Usually I do it quickly, but this week it took some minutes more a few times. I battled you unboosted and made a 25/25/25 😛. IIRC, it was after blessings reset with your phase 1 team as well.
    1 point
  11. @Horsting Hmm... Really an option... Need some more time to grow in my new role it seems. 😉
    1 point
  12. Np, you had the best team, but EXALT had the best strategy. His team was weaker than me so im surprised he managed to get such a high score. A good example of what is possible.
    1 point
  13. Finished her just now using just natural regen and the kisses from 2 labyrinth runs. I guess there isn't much need to stockpile kisses anymore for these events now that we're getting all these extras every 2 days. (Might be different of you're lower level and only get 2 kisses per medium/hard opponent in the labyrinth instead of the 3 higher levels get)
    1 point
  14. Thanks for posting the final league and congrats on a solid top 4. Not a surprise to me I didn't win. Good luck 🍀 this week.
    1 point
  15. Yeah, Hello again, another visit in D3. This time on purpose, and not like the last few times accidentally by overshooting. 😁 And I guess I will try this time how far I'll come in D3, maybe it is time that I get settled there. Although I must admit it is probably much more chilled in D2. Also, I'm missing very much knowledge and enthusiasm for being really competitive. Let's just see how it goes, I know where the exit is. 😁
    1 point
  16. what a laegue, nasty stun teams in phase one followed by reflect for phase 2. Fortunatly not so many players in my laegue had a reflect team. I had to wait for phase 2, to fight the stronger players because my phase one team was not bad, but not super strong either. Unfortunatly i did not manage to catch everyone unboosted in phase 2, so i simply lost to many points to go for 1. place. I had a green red team around Black hair trait. GS3 bonus was 12,6% lower then with the white/green team but since everyone had a green team i got 10'% att and 10% ego from it. Scores among top 4 players were pretty high, so chill mode was not possible. Can't say for sure who got the 4. Place but top 3 should not have change until the end of the league since i finished 3. Looking at some ogf the other laegue reports i begin to wish for easier brackets. I like the competion, but an easy win would come in handy. Unfortunatly i already spottet Testiclese in my current bracket. I havent checked complete laegue so maybe its an easy top 4 but an easy win is out of question.
    1 point
  17. Almost made my first D3 win. I had a rather weak team before monday and went for the cheap targets there. Did most of the rest right after mondays blessing reset as my team got boosted then. Went with the pink haired ladies and it worked pretty well. My team .. as I still lack alot of the girls I'm quite limited on what I can field. However, congrats to Arkore for his 4th win.
    1 point
  18. Who's that girl? Edition: Roving Iridescense, she's the new CC girl (so there's no need to use coins for her of course)
    1 point
  19. I'm under the impression that blessings are taken into account now (or more than before) : their stats are in green. Until now, it seemed only the girls skills and girls equipment were taken into account because, past the first 7 girls, I only had mythic girls in the top girls. Now I have L5 exhib (green) girls before my mythic girls which are buffed right now on HH.com.
    1 point
  20. Something seems to have changed a little in the labyrinth with todays patch. The ordering of girls in the team selection screen is a little different which got me a different default team when I went to do a daily goal task to defeat 1 labyrinth opponent. I guess there's maybe a slight difference in the overall power calculation, but I don't have saved data from before to do any detailed investigations.
    1 point
  21. Don't know if it should be called a bug or not. Prior to this update that introduced the "play again" button for pachinko, the enter key can be used in various places to act as the "ok" button, drastically increasing the speed with which we could deal with pachinko and missions. This is no longer doable after this update. New button is cool, but I also appreciate having a working enter key for the missions.
    1 point
  22. Oh yes, and there is one more thing. Actually if classical rpg roles are introduced, then hat would be the game difference from any other rpg game? Maybe it's better to embrace the your own difference than try copying features from others? I believe the initial idea was to be something new and different.
    1 point
  23. I absolutely agree with jelom. Introducing roles would be another overkill. So basically.if Kinkoid want to make duels unpredictable, then simply say that it's random and that's it. Already it's more or less a matter of luck. Another layer would be just killing any joy. Besides the idea so much concentrating on the duels is just quite opposite what the story tells. To have a harem which is based on love and lust, but without violence, and now then introducing worriors and paladins and similar things are just killing the idea.
    1 point
  24. Roles survey in the new patch notes. Really bad idea to overload the game with more and more complexity and the added time needed to search for the girls with specific roles. Also naming them different than in other RPG games(*) is not clever. How am I going to remember what each of them does? P.S.: I have suggested adding another 26 more roles including one that gives kobans (*) If Kinkoid wants the game to be a RPG then use the canonical names and don't invent new ones.
    1 point
  25. Good to know that it is not only me. Since 1-2 weeks I also have the impression that performance significantly worsened. It is not understandable how this can be, i.e. how KK can be so stingy on server (cloud) hardware, while one of the major criticism on gaming platforms/reviews is performance already. Hardware to run a game like this with the amount of players we know from LR format is pretty cheap. I personally manage a VPS which runs a website, dedicated forum, blog, documentation and software downloads of 100 - 650 MiB size + an APT repository. We have a larger number of overall and daily visitors from what I can say, and a larger number of (software) users as well. The forum software is the, compared to here, much more resource intense Discourse, the blog is the same: Wordpress. All this runs on a VPS for 18 €/month. We get some discount, AFAIK normally it would be 25 €/month. However, it is located in Germany, one of the most expensive countries to host server hardware. And: Our server has plenty of unused resources and, I just checked back, we use less than 25% of the included free traffic (~12/50 TB) per month. Additionally ~75% of this bandwidth is reduced by Cloudflare cache, hence we could theoretically use about 16 times more traffic and would still not need to pay on top. So, now we know this game is programmed extremely inefficient, and I guess KK has no good server admin to minimise database load, PHP processing etc, but still, I cannot imagine that one needs to pay more than 100 € to host everything without any such performance issues, when setting things up properly, at least. If one uses own hardware, of course it means a higher invest, but this is something a game studio should be able to do, when it is about addressing one of the major issues with the game which even worsens itself (players tend to reload and revisit the same pages over and over). Would be interesting to get some insights about where exactly the performance issues come from. I could imagine that it is a single bottleneck that is pretty easy and cheap to resolve, when someone with experience looked into it.
    1 point
  26. agreed, based on all the testing that everyone have done on "double attack" It seems that it actually does work as intended, it just happens that it all comes in the first attack. And for burnout, this damage is a lot more reasonable, a mythic girl can take off 60% hp to 2 backline girls. Not that it will help too much, as their backline will still attack you, and if you have no other way to do damage to them, then its somewhat of a waste, as a girl at 40% hp does the same damage as one at 100%. And it could be that the damage was always supposed to like this, but the one who wrote the tooltip got the numbers wrong.
    1 point
  27. Quite strange that, when double attacks trigger, all the damage is done and mana received on the 1st attack, if it is even possible for the girl to cast her spell between both attacks. So it is possible that a mana spell is casted after the first attack, while actually she got the required mana only with the 2nd attack? 😄 However, it is more a cosmetic issue. I guess it has to do something with the as well doubled regular damage (1 AP = 2 damage). My guess is that when developing and testing the Laby, they found fights to last too long. Instead of reasonably adjust the formulas, so that stats give half the AP and defence, they just added a x2 to the final damage. The damage shown in skill tooltips refers to the original x1 damage, and they forgot to adjust it when switching to x2. Pretty hasty unclean and obviously error-prone done. However, a smaller issue compared to the major stats/role and relic bugs.
    1 point
  28. Productive day in the labyrinth today. When able to see the exact numbers its a lot more convenient. Thanks for @Horsting for making the post about the JSON/Dev tool thing, without that post and explanation I would have no idea how to even look at the data. Also a big thanks to @bohammettuz for coming up with the idea to use the response in the ajax in the first place. This is Sake being hit with burnout skill from a legendary girl, she takes 61.046 damage, she is left with 287.777 ego of her total of 348.823 ego. This makes Burnout (red skill) do 17.5% damage, double what is stated in the tooltip. Stun I think is is the only skill that is not guaranteed to cast on full mana, I can't find anything referencing chance to cast skill. Speaking of stun, today was a terrible day to be a yellow skill girl in the labyrinth. I am running one girl; 28 chances to stun, 3 taken. thats a whopping 10.71% Not great. In fact me and Opponent VR Neono in the floor 3 bossfight had a competition on who could fail most stuns in a row. VR Neono failed 3 or 4 before I took her down, and I never got the stun off in the end, Failed 7! times in a row. That bossfight lasted 71 turns, with several heals on both sides. I somehow managed to scrape thru in the end, but damn that one was painful. If you guys want to run stun, get a better dice then the one I have
    1 point
  29. @Horsting I just got Taria the champion to do 2 sepearate double attacks in the 2nd bossfight. I am not 100% sure how to read the data, but I'll give it a go. (i'll provide the json, appreciate if you could check the data aswell) Taria is id: 986125 and she started her round with 21 mana, and she improved to 61, that is +40 Taria's damage is listed as 75.510. the defending girl 445743639 started this round with 412.993 ego, and she is left with 261.973 ego. It means she lost 151.020 ego total. Divided by two comes to 75.510. It seems pretty clear here to me that Taria did both attacks. Edit: Nevermind, she gets the next combat round too. So she gets round 9 and 10. But the defending girl's ego stays the same as it did in the first attack. so it seems the full damage and mana happens there. This also made it a lot easier to find her 2nd double attack; Round 34 and 35 Edit2: Checked the numbers on the 2nd double attack, the numbers check out; girl 550842002 starts the round with 240.912 ego, is hit by 2 attacks, first a crit of 150.004 then a normal for 75.002, this totals 225.006; leaving her with 15.906, the same number show as remaining ego in both combat rounds in the data. The reason Tarias mana is set to 0 after the 2nd attack is because she did use her manaskill against another girl after her 1st attack, but before doing the 2nd one. boss2.json
    1 point
  30. The pic is from CxH but it is relevant to the labyrinth When a girl appear that need less than 20 shards the price for the remaining shards is reduced proportionally, in this case 5 shards for 3600 coins.
    1 point
  31. I see they have changed the description in the laby page, now it says : while it used to say: This does make it more clear, but for me it was the "Speed is increased" wording that made it look to me that harmony relics in the labyrinth would give speed, and thus be very valuable, because going first in a battle is a monumental advantage
    1 point
  32. That, and honestly buffing girl harmony (or even crit chance directly) seems so futile given the duration of a run, the RNG nature of crits, and how much better and more reliable sheer damage buffs are... Basically the entire groups of Harmony, Crit Chance and Crit Damage relics are at the bottom of the ones that actually do something, alongside the "Below 50% HP" ones. They're not actively detrimental, but they're unlikely to have any significant impact. So when it's a choice between say, buffing the corpse of a former team member, buffing a color I don't even have in my squad, or "+16% Harmony to the mid line", I'll pick the latter, because it's better than nothing. But if we had a an option to Skip and not pick any of the relics offered (and get extra coins instead, for instance), as is fairly common in a lot of roguelites, I'd almost certainly rather pick that instead of a relic that hardly does anything useful.
    1 point
  33. It's the player harmony that has an effect on speed, not girl harmony. Speed = 0.2 x KH girl stat + player harmony (rounded up)
    1 point
  34. Here an example of a lost fight against the last boss. The names of the fields is a little misleading: "damage" is actually attack, and "total_damage" is the actual damage done by an attack. Remember that damage is generally doubled, i.e. roughly AP minus defence times two, reflected in the "total_damage" values. "chance" is harmony, and there is sadly no info about actual crit changes. The beginning of each round block shows attacker and defender with their final values after the attack, so one needs to scroll down to the "initial" blocks to see their values from before the attack. One can see the protective assist relic adding to "total_shields_amount" of one of my girls from the start of the battle. Also I had a legendary finishing move relic and one can see it in effect in the round beginning at line 5202: My girl attacks with 96,902 damage, and defeats an opponent girl with 119,687 ego. When comparing the stats from one of my tank girls, Cyber Jenet with ID 528447543: Two legendary front defender relics (8%) raise her defence correctly from 27,430 to 27,430+27,430*0.08+27,430*0.08=31,820 (each bonus rounded up) Two legendary ego relics (8%) raise her ego correctly from 302,312 to 302,312+302,312*0.08+302,312*0.08=350,682 More interesting: Her harmony is correctly raised by 1 common harmony relic (3%) from 165,618 to 165,618*1.03=170,587. But her speed remains untouched at 83,367, hence another prove that harmony does not have an effect on speed as it should. Checking the Vigorous Motivation relic was a surprise, not sure whether I tested it wrong before or whether it got broken with an update since I tested it (did I actually test it?): At the start of the battle as well as when Baroque Rabbi (ID 371595204) attacks the first time, her "damage" remains at 55,190. Also the "total_damage" is based on that correctly (55,190-28,179)*2=54,022 and the ego decreased from 268,659 to 268,659-54,022=214,637. Hence now, the Vigorous Motivation relics do NOT work according to these results. The 3 attack from the back relics however did stack correctly (additively) and the damage of the two backline girls (the two last ones in my hero "initial" blocks) is shown as increased right from the start. ajax.json
    1 point
  35. Would be actually interesting to see the AJAX response JSON about this. Ah, now that I am writing, I forgot a post about this: Reading and copying a JSON of the whole battle from the AJAX response is pretty simple via browser developer tools: This is now from a villain fight, since I did all Laby battles yesterday, but it works the very same way on all battles: Open pre-battle page Open browser developer tools Switch to network tab Hit the clear icon at the top left, the one besides the red recording icon. In my case a ajax.php is shown on every page, but with an empty response. And when the developer tools are opened, the response is somehow not updated but remains open when you do the battle. Do the battle Watch out for and click the ajax.php, and see the response in JSON format on the response tab For Laby battles, the response is very long with a long section for every round. In each round all stats/values of all girls are listed, which girl attacked which other girl, and in a dedicated section all values which changed on which girl. An interesting fact I could get form this is that the GS4 AP bonus works in Laby as well: All GS4 skilled girls get their AP increased after each of their attack according to the skill. But other than in B.D.S.M., it applies for each girl individually, not for the whole team. Would be interesting to see whether/how the defence penalty works, although it is probably irrelevant, since no one would waste bulbs for this. I'll collect some questionable relics tomorrow, see how they show up in the response, and attach it here.
    1 point
  36. Did not get any relics to test this run, but I did continue my testing with the stun (yellow) skill. But before I get to that I got some weird interaction in my run again. I was hit with burnout (red) skill, and as usual, I don't have any visual indication of damage done. In this run however I did have the "Rejuvenation" relic, that restores a portion of your missing ego before action, and when it activated on the girls turn, the hp bar changed to show the missing ego from the previous burnout, add the rejuvernated hp correctly, then visual bug out again when the next burnout triggered. It also seems that burnout (red) skill does double the damage then its supposed to do. The skill says it starts at 5% and then 1.25% per level, meaning a legendary girl should have 8.75% and a mythic 10%, but its 17.5 and 20 respectively. Looking at screenshots I've taken confirms this, alltho my math comes out to 17.45-17.49% Here are opponent being hit by burnout (red) skill from one of my L5 girls. I used this picture in a previous post to show visual bug, I didn't do the math tho, and we we do, we can see that 54.236 of 310k comes out to 17.49% and 53.072 of 304k is 17.45% It was actually a club member who informed me of the increased damage, and I've been able to confirm it Here is Kyoko at 67% hp after battle end, she was hit twice with burnout, she should have been closer to 65% but the rejuvernation relic healed her slightly. Even tho burnout (red) skill is twice as strong as in the tooltip (I assume the tooltip is in the wrong, I still think burnout is just a worce spank, as it takes 3 turns to do all the damage. Now for Stun: Kyoko my main stun girl did well this run; 9 out of 17 chances, coming in at 52.94% while Ryoko being the 2nd girl had a terrible 4 out of 21, a measly 19.05% It would seem that the game checks for valid targets for stun, and it will not trigger a stun if there are no un-stunned targets availible. This actually makes sense, and makes running more then 1 stun girl unfeasable. Especially considering in most my tests, once the 4th turn came along there were only 1 or 2 opponent girls left on hard (red) figths. I had two instances where both girls were able to cast stun in one battle; the first instance happened when there were 3 girls left, and my 2nd girl had a viable target. The second instance is more interesting tho, There were a total of 5 girls left, (3rd floor bossfight) Kyoko went first, and stunned two girls, then Ryoko followed up with her stun, unfortunaly she chose to stun one girl that were allready stunned from before, so it seems skill checks if its able to stun someone before casting, but the targeting afterwards is random. Unfortunaly I did not think of checking if the one of the girls stayed stunned for 1 turn extra, so I cannot confirm if the stun stacks. Not that this is something that will come up often, but would have been nice to know about. This also means that all the data I have on the trigger chance of the stun skill is now invalid, as the two girls I've been using have been actively blocking the stun for the other girl, lowering the overall percentage. I'll start running 1 stun (yellow) skill girl in the future to see if I can get some more accurate numbers. One final thing, the ai can fail stun too, In one battle against the Ai, VR Neono did not use her stun skill in battle, simply remained on 100% mana and skipped her skill casting phase. This is the first time I've seen the ai not use the stun skill, and it seems you cannot obtain 100% stun even with a mythic with full tier 5 skill.
    1 point
  37. Pages gamewide are taking much longer to load than they should, if they complete loading properly at all. This encourages players to make repeat reloads, which I expect makes the problem worse.
    0 points
  38. this is the 2nd time I have completed a KC girl (with kisses from natural regen, lab, season and like 15 kisses from ME/PoV), most of them exist in a limbo of 40-50 shards and waste most of my SM rotations so good to know that at least this one won't
    0 points
  39. Maybe collecting harem income in the 2h before reset is a bad idea 😉 And, sadly, if you had payed real money it would be with a high chance a monthly card so the auto-collect buttons are free to use... I understand your frustration - the two times I run in the same problem: timeout short before reset - were bad enough, but my solution was: never collect Harem income before reset, only as last action after you had done all what you wanted to do for this time in the game. Some months later I stopped the regular collecting Harem income after I could get enough income from selling equip.
    0 points
  40. I just realised what it means, they found another way to annoy us with a popup.
    0 points
  41. another top 500/5% We're halfway through the event and I'm not even at 50% of cubes needed for the 4th girl so I guess I'll only get 1 again.
    0 points
  42. As expected i didnt win this week, but a surprise was that hugh didnt win either. In the morning i still had hope since both hugh and exalt were at 7735 and 7740, but once i saw the point jump again i didnt even try and buy the last 5 fights. At least this weeks league seems easier, so i hope for the best.
    0 points
  43. Which ones did you need to get? I had all of them at the start of these OD.
    0 points
  44. 2nd 1st 🤩! I forgot to make a screenshot in time, probably @mdnoria has one? Based on how far I was able to track lost points, I actually thought you will beat me in the end, but I guess you needed to battle the many opponents of the last hours boosted? You had the stronger black hair team, but I think I didn't make a bad choice either to use a red/eccentric counter team in phase 2, around blue eyes trait. However, congrats to 2nd!
    0 points
  45. I should have earlier had a closer look into the data 😄. Finally it seems that indeed nothing has changed, and that this ~0.5 MB compressed data took so long to load was just as the server/bandwidth was generally overloaded. A little after I was writing, I also started to have long waiting times on town page, sometimes it stuck half loading and never really finished, needed a few reloads. In the meantime, it seems to have close to normalise. However, sending 12 MB of data on every page load (even when compressed) seems totally insane to me. Only a tiny fraction of this is really used for the league table, most could be loaded on demand, in a more compact and minimised form, and much could be completely omitted. The load on demand would mean some API to load e.g. per-player data. With preconnect hints, the additional requests could be kept cheap/fast. But for your (and other) scripts it is of course easier if everything is available without any additional request. But if such inefficient data transfer is common across the game, then I start to understand why we always face these performance issues, while such type of game should usually be happy with a cheap VPS within free traffic limits.
    0 points
  46. Google is crapping the user experience for people not using chrome. They put a 5s wait on loading the video on youtube too. And when you change the user-agent string to a chrome one, it's fast again.
    0 points
  47. Nice to hear I'm not the only one with problems, particulary collecting income from girls makes my whole pc nearly freeze. But I still think there is something on my side as well, cause youtube is also having trouble, the videos always start with very low quality. Did restart the PC, deleted the cache in firefox, reconnected the dsl and even restarted the router. Speedtest shows full capacity, but still for two or three days now the connection is rather weak. ------ And this is the second time, collecting money was answered with 500 Internal Server Error.
    0 points
  48. Only jQuery comes from Google, and this is cached in the browser for like forever, even when visiting other websites (which use the same source). So it is definitely on KK side. Also, you can be sure that Google has a good CDN/network to deliver its scripts, to avoid any noticeable delay. Sometimes a little delay is added by the Matomo tracker hosted on StatisGeek, but this is not the case for the recent performance issue I faced.
    0 points
  49. Well when its was really slow yesterday I was noticing some of the js scripts where taking 40 seconds to pull. and some of the scripts come from ajax.googleapis.com so it may not have even been on the KK side.
    0 points
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