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Showing content with the highest reputation on 03/17/2024 in all areas

  1. 6 points
  2. i think i am trapped in a infinite loop. 5th floor boss has green/blue gs5, so basically a shield every 3 or 2 turns. I can't do enough dmg to break those shields, and my frontline keeps getting healed, shielded and dogdes a lot. this is running on 8x speed for 10 minutes now 😂 after pressing the skip button it has not detonated there servers : and i am up for another round now with Rabby in the frontline of the boss it should be done in minutes. I am pretty sure if i were not so lucky with relics in this run, i might have never beaten him. The double Attack on heals is nice because it spreads your heals instead of having them all simultanously.
    3 points
  3. Rotation #1196 (03/17/2024 7:00 EST): Lovestruck Mercy 🟡 (February) Fortune Teller Carine 🟣 (January) Powerfull Bonny 🟠 (October)
    2 points
  4. Pretty similar here, not >=100%, but practically still invincible: I could have taken Neono on front line alone to get a perfect score with 0 tired girls, but I do not care about the leaderboard and did let LanaLana tired beside her, before Mala got the (weaker but more than sufficient) duck master as well. And ego rebound was significantly buffed as well, I just did not see this last run. It does something, but not that significant, as long as the tank is not a DD in the same turn. For Neono as KH, of course this worked much better, but again was completely unnecessary as she was never in danger anyway. This was after the 4th boss on normal mode btw, hence some lost ego, mostly due to boss skills. Are you sure/did someone verify that multiple shields do stack? Since it hits 3 random girls only, and often 1 shield is enough to survive until the next healing is incoming, IMO also the value of shield girls, similar to healers, reduces significantly after you have 2 already. Actually it is more important that they do not all cast in the same round, hence I think having 1-2 exhibitionist girls with mana buff might benefit more after all than filling the whole team with healers/shields. But depends also on the classes and which elements you have as tanks. Unreliable indeed, I would probably also not prefer it as long as they are not blessed. Currently they are simply awesome DDs and in above team I had 3 of them, so the chance for any stun to happen was quite high. That is true, and awesome, since the other one keeps her mana and can stun after the other expired. Compared to most other defensive skills, this one actually "stacks" much better. But again, healers and shield and probably exhibitionist to have some healers/shielders cast earlier from 2nd iteration on, are overall most like more beneficial. But e.g. to me all other skills are much weaker, and it is hence a question how many girls of which element you can actually max out, or did as of blessings etc. And if there are just not enough healers/shielders, and playful are blessed, then I prefer them. I see the benefit mostly from mid to end of the battle: Opponent skills are IMO pretty irrelevant anyway, especially since they do not heal anymore now. It is by times to relax the gap between 1st and 2nd skill iterations, and to have the last opponent girls mostly stunned, so that your girls can be healed up for the next battle. Without stun skill, it happens more often that your tanks go damaged into next battle, so you either need to heal them in easy battles in mid/back line, exchange them, or have a higher risk that one gets tired in next battle, before first healing/shield comes in. The last two runs, with 2-3 playful girls, it was able to take one red opponent after another, and standing tanks were almost always at max health at the end of the battle. But probably you can achieve similar well, when you exchange them for more healers/shields, of course, especially when you have own exhibitionist or opponent voyeur girls. I actually love opponent voyeurs, when having multiple healers, since they cast in separate rounds when one lost mana from opponent voyeur skill, making the healing more effective. It's 4-5-6-7-8: All skills start at 50% and scale by 12.5% with every further level. I mean it is hard to see the effect of defence, when not watching/comparing the numbers in AJAX response, but to me it never made any relevant difference. Also 8% raised defence simply is a tiny damage reduction. Let it be 2k - 2.5k raised defence for the next 4 rounds, means 8k - 10k damage reduction split over 4 rounds from the 3rd - 4th round on, compared to a ~100k shield which is fully present immediately (of course not assured on the tank(s)) or ~150k healing, immediately. I think even a stun, despite being not assured, helps more in average than this little defence buff. And once you have some protective bubble, defence becomes even less relevant, as it is mathematically reduced by the bubble as well, while shield and healing (and stun) keep their full potential. I would rate the physical skill among the weakest, with voyeur and eccentric, at best a little higher with dominatrix, which IMO is also not too strong anymore: With healers and shields and in case stuns, you might want battles to last longer at the end, so your tanks can be healed up to max.
    2 points
  5. It was mentioned a while back that the opponent you fight will mirror the skills of the team you used to fight the previous opponent. Is my understanding correct? Would it be a good idea then to fight the opponent before the boss with a skill-less team, even if you wipe out few times, as this will setup an easier boss fight?
    2 points
  6. There's another hint: If a Girl is flagged for an actual Event her "shadow" isn't visible in Harem. Like this: Normaly you can see something like this: Sure, this helps only if you haven't a girl.
    2 points
  7. Right, you can derive it from here, as long as the schedule does not change: https://harem-battle.club/wiki/Harem-Heroes/HH:Mythic-Days The last months, both MDRs revived the earliest mythic girls one after another. Last was Golden Lupa, hence next is expected to be High Mage Arcana etc. But there is no guarantee, since this changed, and by times girls were skipped for unknown reasons, like Level up Red.
    2 points
  8. i am still doing it but last week i was busy irl . i either did not play or rushed it. but for me .it is pretty the same like your results. i dont see the necessity to switch to an M6. I personally may switch to an L5 in the future and use the mythic bulbs for other skills.
    2 points
  9. The per-girl relics are finally interesting, at least when there is any chance that they survive for a while, when you can use them against some boss or so. I got an intentionally picked some: I was surprised about how strong the Duck Master became. Sadly I got only 1, and actually Bunna was healer in mid line. However, 72%, only with the legendary relic, holy shit, and as HC she has quite some ego, hence she became tank. And she just never died in my normal mode run, while every red opponent killed the 2nd tank most of the time. I could have actually left that position empty, but was hoping for a second Duck master relic. 1 mythic Duck Master will usually mean safe win in easy and normal mode, no matter which girl gets it. Just put her to the front, and if you have any healing skill girls, no 2nd tank strictly needed. With the strong healing (Melisandre) and shield skills (Rabbi) skills, getting multiple Double Attack relics for them, makes them even more powerful: The only weakness/limit of healers is that, when they, like usually, do their skill all in the same round, most of the healing is wasted, and it can be too slow to safe a tank, or take too long after the first heal, for the 2nd to come to safe a tank: Girls start with 20 - 35 Mana, but for the 2nd skill they start at 0, hence tanks need to survive 1-2 rounds longer than, which can be tricky if not some opponent girls are down, stunned or such. With 42% double attack, Melisandre almost always healed 1 round earlier, sometimes 2 rounds, so Bunna's heal had a chance to have an actual benefit. So yes, they definitely do stack. Sadly my 3rd healer Mala died on the very first red opponent, getting all first 10 attacks in a row (I hate RNG, sometimes). I should not have taken her as tank, but well, she is CH and has hence lots of defence :(. Even when healing might still have been a little late by times, or insufficient against red opponents/bosses, Rabbi's shield came usually pretty early as well with her 63% double attack chance. Sadly, it can happen that, on the 2nd cast, the shield affects the very same girls who already have a full shield. Would be great if it would prefer shielding those girls which do not have it yet. Probably the 2nd best relic, though ... I also like the stun skill. Thanks to this week's blessings, I started with 3, later 2 (one was tank and died) skilled playful girls. The RNG is a bit nasty, sometimes they just won't stun, but usually they do, earlier or later, at least one, and this relaxes the battle significantly when you have some healer and shield skills as well. Most fights ended with only 2 stunned opponents left, allowing my healers to heal everyone back to max. I was actually pretty unlucky with all other relics this run, partly of course also since I took so many double attack relics: only 1 legendary protective bubble, only 1 mythic rejuvenation, only 1 rare finish move. And even that it was only this 4% finish move, the two defeat medication relics I had did nearly nothing, also since I had very few damage raising relics. When going for hard opponents with low single-hit damage, 1 hit from tanks simply does barely do 4% damage, hence has no chance to trigger defeat medication anymore. And even when this gets fixed, in such long fight duration, now with healers, it indeed does not make much difference. Previously, it was not uncommon that the 5 DDs brought down 1 or 2 front line opponents so much, that very often 1, sometimes even both tanks did the final hit in the first round, healing the often serious opponent attacks back up. Now with halved damage, in normal mode harder opponents with even more ego and defence (and in hard mode it will be even more), the first round has lost its thread, and tanks have zero chance to do a final hit in the first round, very low chance to ever do one. Some front defender and some egoist relics were the better ones I got, turning this overall into a pretty defensive and skill-intense run, where everything I ever lost was Mala with the unlucky hit burst, and then whichever tank I threw as fodder to Bunna's side. And I took all red opponents I could! Ah, and I skipped ego rebound relics now. They really lost much value after the (normal mode introduction) update, as of course their healing was halved together with damage and tanks do not do much damage. It just does not feel like they make much difference now, even some same-rarity rejuvenation (affecting all girls instead of 1) seems to heal at least similar on a medium damaged girl, more on a heavily damaged girl. It was not much buffed with the update either, compared to the other per-girl relics, was it? I also saw low rarity ones only this run, maybe higher rarities are more valuable, when combined with some Duck Master on a DD, used as high-damage-dealing tank then. I won't have much time the next week(s), but will at some point also update my harmony relic comparison table, so see whether the raised harmony buffs are not better compatible with crit chance or others. I still doubt it, but at least they seem to be no complete waste anymore.
    2 points
  10. When your 280 girls take you all the way through 5 levels of LL up to the boss battle (I ended on the boss with literally 3 girls left) and then the boss alone takes 74 (top) girls from the second batch, that's when you know the balance ain't balancin'. But we also know nobody actually even tried to balance this, so... whatever, I guess?
    2 points
  11. Hey, Wildman, You have until March 18th to get the sexy Brook Daze for your Harem! Gather your best team for this hard task and win over this super hot superheroine. Brook Daze 🧡Physical/Orange🧡🟠 Rule #63 Luke Cage??? Zoopokemon's spreadsheet https://docs.google.com/spreadsheets/d/1g-5kmvlHhA728yTF7xMdKfWuMe9-SqxW-QDdjc26J6I/edit#gid=505705965
    1 point
  12. if u are busy irl then it's nice to have events last longer then one would need to finish them.
    1 point
  13. Maybe it's because I haven't used many Playful girls (and I haven't seen a single Protective Bubble relic my past 2 laby runs!), but my experience varies wildly based on opponent girl skills. Especially on the later floor bosses where they start with lots of mana and trigger skills on the 3rd round, opponent Sensuals and Voyeurs can cause a huge swing in momentum. The opponent Voyeur saps mana on the turn before I would get my skills, pushing all of my skill triggers back by a turn. Not only that, but multiple of my girls land on 95-99 mana afterward (instead of 100-105), so next turn they end up wasting 15-19 of their gained mana, which pushes their next skill trigger back further. If the opponent Voyeur is in the mid or backline, she will trigger her skill every 3rd turn, pushing your skill triggers back more each time. If you have a combo team that relies on skills triggering at certain times, that delay can be disastrous as your shields and heals cannot save the frontliners, causing a domino effect that can even cost a couple midline girls by the end of the fight. This can be avoided by manipulating which opponent girls are skilled, but that bit of tech probably isn't known by the average player. Thanks for confirming. I usually run 2-3 Sensuals at any given time and could only visually confirm that taking the same numerical damage one turn to the next shrinks the shield bar by a smaller amount after adding more stacks.
    1 point
  14. Are you sure/did someone verify that multiple shields do stack? Since it hits 3 random girls only, and often 1 shield is enough to survive until the next healing is incoming, IMO also the value of shield girls, similar to healers, reduces significantly after you have 2 already. Actually it is more important that they do not all cast in the same round, hence I think having 1-2 exhibitionist girls with mana buff might benefit more after all than filling the whole team with healers/shields. But depends also on the classes and which elements you have as tanks. That particular quote was from @CulturedCrow that i responded too. But yes I can confirm that multiple shields can stack, both from "protective assist" and GS5 shield skill. The problem is of cource that its random, I've had several instances where I have 2 shield girls and none of the shields have hit the frontline. As for the casting of the shields, I usually prefere to get them both at the same time, especially if the first cast does not hit any of the girls I want the shield on. My opponent also seems to like to crit in round 1, while I seem to get more crits later on in the fight. This means my frontline girls are in need of more protection. The crit part is probably just random, but its not uncommon for the opponent to crit me 2-3 times in round one. I have now switched around some bulbs, and I'll be using a mythic stun girl going forward, mostly to check if there are any significant change in critical chance from legend to mythic. It will also make me less annoyed if I can stun more often Based on available data right now, it seems to be around 5% For gameplay this is indeed useful, but for testing stun its really awful, as it will mess up the numbers. In the little testing I did, I was also able to see that as long as there are available girls to be stunned, the stun can hit a girl that is already stunned. I cannot say anything about if the stun stacks, and that battle ended shorty after, and I did not take the responce in that particular battle. Edit: This is the from the responce from the end of a Hard fight on floor 2 (normal mode) Both of these girls have shields; the upper on at 56% of total ego, and the lower at 68% of total ego Considering that my L4 shield girls can only add up to 28% shields, its clear that they have been shielded several times. I double checked, and the second girl was shielded by a "protection assist" relic before the battle for 12% And that will explain the increased shield. This also means that both these girls was shielded twice for 28%, since 28*2 = 56.
    1 point
  15. Can't edit my post, so I will just post as reply. It worked exactly how it was expected - on the last opponent before the boss I went with some random team(s). 3 teams got wiped as a result, but none of the boss girls had a 5th skill. I don't know why, but for some girls show a 0 next to the skill icon and some girls didn't have a skill icon at all. Probably those were 3 star girls, but I was too lazy to check.
    1 point
  16. Well the funny thing is I actually have more use for Legendary orbs then mythic ones; Sake is the only mythic white know-how girl I have, so my other healers have to be legendary, and since I've been buying Mythic orbs from the laby whenever possible, I do have spare mythic orbs. I am also not interested in labyrinth hard mode, so If you want to reskill orbs and do stuff for hard mode, or for pvp or other things, feel free too.
    1 point
  17. I got a 90% dodge relic for Golden Bunny, but my brain must be been full of marbles yesterday, because I thought it gave dodge to Kyoko, I put Kyoko on the frontline for a hard fight on floor 4, and she never dodged any hits. I was just about to reply to this post about this, when I double checked, and realized my mistake. So I got a mythic dodge relic, but I failed to test it... go me Well.. the stun is unreliable at best, I am testing on a L5 girl, so there is some extra percentage to get as a Mythic. Here you can see my latest updated stats with Kyoko, my main L5 stun girl. On the right you can see data from the run 2 cycles ago, I've highlighted the fights she got more then 10 attempts at stunning, and the two first I've highlighted, she did 14 and 13 attempts, with no stun archived. If I had any other skill, it would have triggered almost 3 times in the same time this skill did nothing. Other fights have better stats, 2 for 10 is not great, but 6 for 19 is not terrible, and I do have a couple 1 for 1 and 2 for 2 in here too. Also having two girls with stun skills seems to run into some problems, I did several runs with two girls, and in my limited testing with that setup, it seems girls cannot stun girls who are already stunned, so I usually ended up with data showing 1 girl with high stun rate, and the other abysmal stun rate, depending on who stunned first. Yeah I was surprised too, some of these look really strong now, Double attack and duck master specifically. And critical thinking (target) when it get fixed, 200% extra damage sounds really juicy Speaking of critical damage, I had a run with 100% extra critical damage over 3 relics, a 40% and two 30% I don't know if something about my math is wrong, but they seem to give me more damage then they are supposed too, this is not the first run this have happened either, they always seem to give a bit more, even in runs with no other damage increases. Here I am getting about 25-40% more damage from criticals then I am supposed to, and each 10% critical increase is worth around 2.5-4% damage. And as mentioned earlier, I've done tests without VM or other relics, and damage is still higher, but then only about 1.5-2% per 10% critical increase. I've no idea what is going on with the skill, but atleast its not hurting the player in any form.
    1 point
  18. Ah yes, sorry my bad. I knew there was the text, but I thought the mentioning of the 21 days period was there also, even if the list of stuff wasn't. One point more to prove, that KK doesn't care at all to explain the basic stuff in this game. And to even have the slightest chance of getting the remote impression of playing a "complete" game, you defenitely need all those little scripts, that tell and show you the things, that should have been implenented there by KK itself in the first place.
    1 point
  19. IDK, I have a lot of maxed out girls, I have a lot of girls. Back when we could still see general rankings, I was always high up in the ranking for Harem Strength and I continued maxing out as much as possible. First time I tried hard mode on my Comix Harem account where I usually just run through the labyrinth without having more than 15-20 girls tired, no luck. Wasted 3 stars couldn't get the final boss down. Today I tried with my HH account, lvl. 611, like I wrote a lot of girls maxed out. I got to the 5th floor without a refill, refilled and arrived at the final boss fight with just about 30-40 girls tired. I went through all my girls and after that the first two girls had just lost about 10%. That is insane. I had two girls who could duck like crazy, it took minutes for the boss' girls to wear them down, but it didn't matter because they also dodged all my attacks. And then I look at the ranking and a guy with level 611 like me managed to beat the labyrinth on hard twice, with 4.04 girls tired, and he's number two between lvl 600-700 How is that even possible? I mean, I didn't micromanage everything about my team for the labyrinth, because honestly, it's not worth the time and effort, but that someone at my level has a harem that is so much stronger than mine? That is insane. I am going back to normal, definitely. Hard mode doesn't offer enough rewards to justify spending twice or thrice as much time on it than on normal mode and wasting the stones for no real gain, like I wrote.
    1 point
  20. I tried yesterday hard mode. I think it is not for me for now. It gets harder diectly in floor 3. i made it to the boss of floor 5 but i lost all my girls. and i used a rejuvenation stone for nothing. i ve beaten 6 of 7 girls of the last floor boss girls but could do nothig against the last one since her defense was more than all my girls damage.
    1 point
  21. As far as I know it is fixed, as are most of the relics. Guess the critical expectation is still not correct, and there was something else, but I don't remember. But it schouldn't be too far back, read the last few pages, that might bring you up to the latest info.
    1 point
  22. No idea for ravi since he left without notice.. maybe a clubby of his can help ..like iron man f.e. but Div just disappeared again ..I think he´s still playing so prolly some irl issues again if I had to guess.
    1 point
  23. Hello everyone. I'd like to share my recent observations regarding the scalability of opponents' girls' level and their GS5. A few weeks ago I started upgrading level cap of my girls to 700. I quickly noticed that the levels of opponents in the labyrinth are a mirror reflection of my girls (I raised the level of my 3 girls to 696, 695 and 690 and the opponents' were identical). However, some girls didn't have their counterparts in the enemy team. At that time I ignored this, because I didn't see the relation between the level and the stats of enemy girls. However, 2 days ago I spent some bulbs on my two L5 girls (Lotti and Asmai). During the last week opponents in labyrinth have always had two girls with GS5 (one in the frontline, the other in the midline, always in the same positions), but this time not only their positions have changed, 2 new ones appeared. Interestingly, their GS5 level was identical to my Lotti and Asmai. I checked what would happen if I raised Asmai's GS5 level, and ... nothing happened. But only at the first battle, in the next one level of the enemy girl's GS5 raised. After this I noticed also that the level, rarity and GS5 level of all opponent's girls is a thorough reflection of my 7 most powerful girls. Their positions also weren't random. Lastly, I checked if I can manipulate opponent's team for the next battle. I took off Sifra's GG, which made her my 11th strongest girl, then I made one battle. The next opponent no longer had a second mythic girl with GS5, and the other girls were moved by 1 position. I tried it once again, this time I changed my girls' GG in such a way that none of my girls with GS5 was in top 7. As a result, all the opponents till the last boss had zero girls with GS5. Today I started another run, this time I deliberately excluded Treasure Flynn from my squad to check if this will influence enemy team. Unfortunately their team remain unchanged. Conclusions: - level, rarity and GS5 level of opponent's girls is a mirror reflection of our most powerful girls - you can influence how many girls with GS5 next opponent will have - having too many girls with GS5 (especially those with weak skills) can make it harder to complete the labyrinth
    1 point
  24. I certainly won't say "no" to a white element redhead 😍
    1 point
  25. This patch seems to have removed the ability to scroll anywhere using the keyboard (up/down arrows), at least for me. I suspect it was a "fix", perhaps the one mentioning Firefox which is probably my most used browser. So hopefully the fixes are treating y'all better.
    1 point
  26. I'd say this is quite a good combination, had her alone in the front row and she just dodges everything. Put he other girl with 54% Duck Master in there as well for the last few fights, and she lasted quite long, only the 3rd Boss could stop her.
    0 points
  27. Yes, looks that way. Tried out and got zero G5 skills for last boss. As a result, first hard labyrinth finish without using stones 💪. Was close though, had only 15 girls left.
    0 points
  28. Yeah, I did this event with one level 750 girl, Sake, who has a shield special, I surrounded her by level 1 black girls to get the bonus vs white. Completed the entire event, with no damage on Sake. Indeed
    0 points
  29. I decided the same thing - I’ll probably get it after all. And..oh miracle...- it happened))) Positive everyone!
    0 points
  30. Normal mode takes 10-15 minutes Hard mode takes 50-60 minutes
    0 points
  31. You are driving me nuts 🤪 Ah well, yes... ...thX for the stuff. There is only one thing left to say: Where is the x100 Button when you need one?
    0 points
  32. Thanks to Ara Ara and Amaris a good end. Did my regular Club Champ fights and had some combativity to get both LD Girls. 15th needed 26.800 points
    0 points
  33. Yet still ANOTHER week, of NOT getting the fucked up Harem's ratings fixed. It seems to me, that not only did they really screw something up when they "added" something to the Harem page, but that they also have absolutely no fucking idea on what they broke, how they broke it, and obviously are NOT smart enough to be able to find it, let alone fix it. It would NOT be so bad, if they hadn't already changed the game, with making all of the added things to the girls ending up making a huge difference, and in some cases, a very huge difference, in the strength of the girls and teams. Yet they did, and then they totally break what used to be the "easy" way to change our teams each week with the Blessings change, and yet still have NOT been able to even find their total screw-up, let alone get down to actually fixing it. If they actually care about their "customers", they would have just reverted back to the program before the breakage, as the changes made that broke, it, were NOT something that had been getting called out a lot for. Instead, we have Rosso being as stubborn as always, and just bulling ahead, and saying "fuck you" to all of us Players. DOH! LOL
    0 points
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