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Ben9

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Everything posted by Ben9

  1. What browser are you using? I've not experienced this myself. Using Chrome. The timers you see are javascript, when you load the page you get given a timestamp from the server, that gets entered into a js function that creates the timer and displays it, its all done in your browser. Hitting refresh just gets new timestamp info and restarts the process. So its likely a browser related error.
  2. Yea definitely your hero class stat is all that counts for beta and omega. In practice this means that vs different class to your own, the beta can contribute the most defence, as your hero/alpha may have low stats there.
  3. What I find most interesting about it is that having a strong Beta of your own class is much more powerful than I thought it was. She'll give the biggest defence boost once either side orgasms, and gives the most attack boost. Sometimes more than doubling your total defence, against any class.
  4. I've been doing some calcs of battle stats to work out the formula as the wiki isn't accurate. I think I have it now if anyone is interested: [Attack Power] = [Hero's X stat] + 3 × [Alpha's X stat] + 1.3 × ([Beta's X stat if in fight] + 1.3 x [Omega's X stat if in fight]) [Defense against Y] = [Hero's Y stat] / 2 + 1.5 × [Alpha's Y stat] + 1.3 × ([Beta's X stat if in fight] + 1.3 x [Omega's X stat if in fight]) X = your class. Also I discovered two different bugs (or features) during the actual fight while I was testing, which explain why your attack goes down when your beta joins and they only have alpha. 1. If you orgasm first, when your beta enters, the other team also get the defence bonus of their beta immediately. If you watch closely you can see that later, when their beta enters, your damage stays the same as if they were already there. 2. During the fight, beta gives 1.75 × [X stat] as defence. But the pre-battle page calculates her as 1.3. I tested this in a few fights now and it seems to add up. Can't test omega, as it never lasts long enough.
  5. It seems a bit silly to me that you can't catch up as levels mainly affect pvp, and pvp is chosen from players near your level. So the whole game is broken up into small groups who will play each other forever, unless they go inactive and stop climbing. I suppose without constant levelling the game might become a bit more boring while waiting for updates. Still, it could be slightly harder each time, to balance it out. Like most games are.
  6. I'm only lvl 63, but most battles I find are just really easy. I lose maybe 1/30, if that. Most of them are so easy, I can prioritize gaining free affection and xp over strength of team, and just rotate in my strongest alpha (5 star Juliette) for the tougher fights. For example I always have norou as beta, as her level req is huge, and she's still pretty strong at 4 stars. I use a random girl as omega who is not max xp and affection, and not charm. And I use the lowest level charm girl in my harem that can still win the battle as alpha, so she gains xp and affection. System works pretty well so far, I'm sure it will get harder as I get higher level. If I ever get to a point where I've maxed my whole harem or I can't beat opponents, I'll start spending the kobans, but meanwhile I just don't see the benefit.
  7. Good to know, thanks. See you in about 3 years then
  8. Is there a level cap? Or are players who started later, stuck as always being lower level? I noticed the levelling xp seems pretty linear, so I'll never catch up I guess without a cap.
  9. Financially it is worth it because at some point you will run out of other worthwhile things to spend money on, and upgrade them anyway. If you accept that as inevitable, may as well do it sooner not later, as its more efficient to increase income asap. Do your battle team first and then whichever is cheapest, if you want to be efficient. The longer timers are really useful too, the % increase in income is much higher than the hourly increase appears to be, if you prevent girls to sit idle for long.
  10. Interesting. Probably not an intentional preference for bots, sounds more like a refill always selects 3 new opponents to prevent you constantly redrawing the same 3, but as you have no opponents left it defaults to bots.
  11. Displaying the seconds shouldn't affect the load at all, the server still needs to count them in the background to know when the minute ends
  12. I see, so does that mean the best alpha is one with high main stat and low other two?
  13. How does excitement work exactly? I fought someone with identical excitement to me just now and I was filling my bar a fair bit faster than him
  14. I just started on May 7, think I saw an ad on newgrounds
  15. Did anyone else notice the volcano smoke and the flags blow in opposite directions?
  16. aha so not just me then, thx
  17. I did get Regine drop today, but in my harem she is spelled Regined, is this a bug or is the wiki wrong?
  18. Your own collection pattern is a huge factor in girl income calculations, so estimates based on the wiki like this are not that accurate unless you login 24/7. For example, a typical weekday pattern for me might go like this (I've labelled each collection period with a letter for clarity): Constant 8.00 till 9.00 (A), 11.00 (B), 13.00 (C), constant 17.00 till 00.00 (D), sleep. Using the Noemy example above, here is my collected income on this pattern: 0 star: 200 * 4 (A), 200 (B), 200 (C), 200 * 28 (D) = 6800/day 1 star: 375 * 3 (A), 375 (B), 375 (C), 375 * 16 (D) = 7875/day 2 star: 788 * 2 (A), 788 (B), 788 (C), 788 * 9 (D) = 10244/day 3 star: 1334 (A), 1334 (B), 1334 (C), 1334 * 6 (D) = 12006/day 4 star: 2522 (A), 2522 (B), 2522 (C), 2522 * 4 (D) = 17654/day 5 star: 6614 (A), 6614 (B), 6614 (C), 6614 * 3 (D) = 39684/day To break that down in comparison: 0->1 star: game increase is 12.5% - actual increase is 15.8% 1->2 star: game increase is 16.66% - actual increase is 30.08% 2->3 star: game increase is 21.04% - actual increase is 17.20% 3->4 star: game increase is 33.83% - actual increase is 47.04% 4->5 star: game increase is 82.30% - actual increase is 124.78% Overall, game income increases 287.62% from maxing Noemy's affection, but actual income increases 483.58% on this collection pattern. So almost double what you would expect if reading the wiki.
  19. Ben9

    More 3D-ness

    These are great!
  20. Even a rematch button straight on the results screen so you can 1-click the next fight, would add much to UX
  21. Surely feedback in this forum is supposed to be feedback to the devs, not feedback from one player to another? Else why is it a subforum of bugs and support?
  22. Ugh I was 100k gold short of Norou upgrade and game went offline, cost gonna be 7.5m more expensive for me when it comes back. Feels bad. ... and it came back online again. Please stay up for a few more hours!
  23. Without knowing how the loot table is implemented this is all speculation either way. Chthughas example is fine, but it could also be implemented like -- loot table one is prize 1%, cash 99%. IF you get prize, loot table two is gifts 80%, girl 20%. This is quite a common way to code things actually as it helps keep "overall prize chance" and "prize choice" odds independent of each other if you want to change something later. In any case, depending on how the odds are set, girl may still be equal or higher chance than the last event, based on very limited set of results that are shared it does seem that way. A pity timer would definitely help with the edge cases that have bad luck.
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