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jaybee

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Everything posted by jaybee

  1. Monster's Ball Silvanus - 234 fights - 28 drops (11.9% drop chance) - 101 shards (3.6 shards per drop) Dark Lord - 310 fights - 24 drops (7.7% drop chance) - 102 shards (4.25 shards per drop) Classical events this far 315+239 (554), 233+263 (496), 244+208 (452), 54 (lucky drop)+236 (290), 179+173 (352), 404+245 (649), 360+304 (664), 234+310 (544) Not as bad as the last two events where I had to buy fights to get both girls. But 544 fights means finishing in the last, 12th day.
  2. College girls event Gruntt: 360 fights - 23 drops (6.4% drop chance) - 102 shards (4.4 shards per drop) Ninja: 304 fights - 31 drops (10.2% drop chance) - 100 shards (3.2 shards per drop) Classical events: 315+239 (554), 233+263 (496), 244+208 (452), 54 (lucky drop)+236 (290), 179+173 (352), 404+245 (649), 360+304 (664) 4039 consecutive fights without a lucky 100 drop The worst ever classical event for me, 664 is the new record number of fights needed for two girls. Meaning I bought fights around 5 times.
  3. Tanned revival Clocked the shortest-ever fight series for me to get to 100 shards in a revival - just 62 fights. The previous low for me was 90 fights. Donatien: 156 fights - 12 drops (7.7% drop chance) - 109 shards (9 shards per drop) Edwarda: 62 fights - 15 drops (24% drop chance) - 110 shards (7.3 shards per drop) Completed revivals: 128+105 (233), 212+194 (406), 90+185 (275), 151+163 (314), 175+175 (350), 145+130 (275), 156+62 (218) fights 3375 fights without a lucky 100 drop
  4. Ask someone to change the password but not tell you what the new one is. This should now stop access to all of the game worlds (including the test server) and also you would lose the ability to comment in the forum, right?
  5. Yeah I am know-how. Used to be lower third in Sexpert 3 but I am approaching the middle field. Not using boosters has meant, though, that most of the players around my level are traditionally stronger. Although clicking around me now, most of the players seem to be unboosted. As for losing, I get less than 10 points from a handful of players who are 50-100 levels above me. Most of the losses to level 320-350 players (60-90 levels above me, some of them boosted, some not) give me 10 or more points, about 50-70% of what I get for winning.
  6. True, I might be getting more XP now because of that. Although I am not sure I want to get to the higher brackets too soon because contests become murder. I am around level 265, Sexpert 3. Too weak for Dicktator 1 (about a month ago, maybe 3 weeks) I was able to win 4-5 players there and was hovering around 70-80th place. It will make financial sense to try Dicktator 1 again when I can easily get 31-45th, unboosted. And I am too lazy to deal with changing my team constantly. So I am just presenting a counterargument to people who say that life became hell after the score change. Maybe in Dictator but certainly not in Sexpert 3 and probably not in the lower tiers.
  7. My experience as a mid-level non-boosted player has been different. Earlier I used to get 3 points for a win and three times less, 1 point for a loss. Now I get around 20 (or a few more points) for a win and around 10 (in worst cases 7, in best cases 13-14 points) for a loss. So, in the absolute worst case my losses give me 3 times fewer points (as before). In most cases my losses give me more points now than before. I don't know how the high-level boosted players see this but for me the difference is this: I aim for the 16-30th spot in my league. Earlier I had to do almost all of the fights every day to be 16-20th. As soon as the new league scoring system started, I need to stop my fights 2-3 days before the end of the league, or I would finish higher than 15th. I don't think that I suddenly became much stronger. But the new league scoring system made my life much easier, just because I get so many more points for losing (and no. I never use a single booster while other players in the league obviously do).
  8. Basically this is a game of patience. For a committed player, the play time is measured in years. Events in the game can last almost half a month. Cooldowns (champions) can last 24 hours, typically 30 minutes. The game is not suited for players who need to be constantly engaged and click something while waiting for something to happen and make the next click. It would make you crazy to spend so much time here. The game can be played by lazy players by logging in a few times a day. Committed players need to check in a couple of times an hour, do their quick clicks and return to other business outside the game. This is the best way to play. Players who need constant activity should find other games because they are unlikely to stick with this game for long. As none of the players get deleted from the game, you can see that over the past three years that this game has existed, more than 90% of the players have already made the decision not to return. For those who like more constant clicking, the game already offers a feature. If you have around 100 girls collected, one of them will give you money every minute (actually more often). So you can click on the money often enough to have something to do and it's just as effective as a slot machine, giving you a guaranteed win with every click.
  9. Worst classical event for me this far, by a wide margin. Silvanus was just 9 days of constant below average luck, no spikes in any direction. Subnautica Silvanus 404 fights - 32 drops (7.9% drop chance) - 102 shards (3.2 shards per drop) Edwarda 245 fights - 27 drops (11% drop chance) - 104 shards (3.9 shards per drop) (583 kobans spent to buy around 55 extra fights - first time I had to spend kobans during a classical event) Completed classical events 315+239 (554), 233+263 (496), 244+208 (452), 54 (lucky drop)+236 (290), 179+173 (352), 404+245 (649) 3,157 fights since the last lucky 100 drop
  10. Apparently devs have confirmed in Discord or somewhere that tickets come from the pool of cash, not influencing shard drops. Some players have doubted the sincerity of the statement but as George said, there has been no data showing a reduced drop rate, so we have reason to doubt the sincerity of mistrusting players.
  11. Do you take as many losses as you can to lower the mojo and get easier opponents? Not just giving up and not even attempting to fight hopeless battles? Just lose. lose, lose and be happy to lower the mojo. The change is, perhaps, that after champions happened, everybody and their uncle is fully stocked with legendary rainbow equipment that used to be more rare. Boosters also have a negative effect on the arena. Using them helps you win and rise fast among players with a higher mojo. After the booster effect ends, you need to lose a lot of fights to go down in the ranks. I never use boosters, as I just don't care about this aspect of the game and have no need for them currently, but the last time I boosted myself for 1-2 days, it took me 2-3 weeks to get back to a normal "win 2 out of 3 fights" cycle. Boosters are like a drug - you start to use them, you need them all the time, or you need a lengthy rehab to get over them.
  12. The strength is random RNG, especially rainbow items that have 1-2 stats at a high level while the other stats are average or poor No two items are the same, a level 31 item can be stronger than a level 29/30 item. Especially true for rainbows where you would need a good hardcore stat. You can go through dozens of legendary items that would be trash for you until you get another one that is good for you (i.e. strong in hardcore, not charm, knowhow etc). But still items generally age in 5-10 levels. Around level 30 it can take a few days to advance that much, around level 250 it will be a few weeks. And a good monostat item, very rare, can be useful for 20 levels.
  13. Every level increases the strength of your hero and items become more powerful. Not the ones that you have got already, these will retain their stats and quickly become useless. Especially in early stages when levels are added fast - a few days and the items you have are trash that should be replaced with new and more powerful ones. In higher levels they age better and can be useful for weeks or longer.
  14. On a side note - so using charm monostats with Matsuda should really work? I tried switching some of my rainbows (or maybe knowhow monostats) for charm monostats but did much less damage that way, so I stopped. Should I try again? Or doesn't that work for know-how players that much?
  15. Retro-future revival: Edwarda 145 fights - 16 drops (11% drop chance) - 105 shards (6.5 shards per drop) Ninja Spy 130 fights - 15 drops (11.5% drop chance) - 109 shards (7.3 shards per drop) Completed revivals: 128+105 (233), 212+194 (406), 90+185 (275), 151+163 (314), 175+175 (350), 145+130 (275) fights With around 250 free fights provided, I have seen one revival where koban spend was not necessary to get two girls. But generally the needed spend is rather low, 600-700 kobans. 2508 fights since the last lucky 100 drop
  16. No need to worry yet - I am experiencing around 15-20% drop rate. 10 wins without a shard? Yeah, of course. I keep hearing about fabled results (50% of wins dropping shards, 10 wins in a row dropping shards etc) but have not experienced any of this. I am slogging on with around 20 shards per day obtained from 50-60 or more wins, and I suppose most of the players have mediocre results like that.
  17. Again, this would imply that they thought players may not like the event. It would be an intelligent decision. They just forgot about the forum announcement because nobody thought about it and nobody cared. It will be another "oh, sorry, wasn't intentional" thing when someone comes to work on Monday.
  18. The saddest thing is that it is not actually an intentional FU. They did not calculate what girls to put where to maximise their profits or to coax players to buy kobans or whatever. They just did not think at all and did it randomly and without care. Already late on Friday in Discord and even more on Monday there will be devs saying about some things: "Oh yeah, so sorry, it wasn't intentional, just happened that way." So the biggest FU from the part of the devs is that they thought about the anniversary less than anyone who has been playing this game for more than a year. For them, it was a tedious event to put together without any thought or care, just as cheaply as possible. Someone took 5 minutes to pick random girls and place them randomly between villains, Epic and Event pachinko and nobody bothered to check and think if it was a good placement. The message is: We care about this game less than anyone who is stupid enough to keep playing for more than half a year.
  19. Yeah the villains should definitely have some pachinko girls or old villain girls or at least one legendary or something. I haven't been playing that long but I have nothing to try with the villains. Like absolutely no one. The only things that could save the anniversary: 1) an unexpectedly high shard drop rate for Norou in the Arena. Or will I be refreshing ten times for 24 kobans just to get one shard drop? Or will I get so much mojo that I enter the territory of unwinnable opponents? I can refresh five times and not win a single battle - and no chance for shards? That's a landmine of disappointment waiting to happen. 2) Event Pachinko somehow having better chances, sort of 50%, so that those who hoarded kobans but have nothing to spend them on can get a girl for an average of 3,600 kobans (instead of regular 7,200 kobans). But if that was true, the patch notes would have stated it. My only question now is - should I spend the kobans I collected now, before the Pachinko is flooded with anniversary girls? Cleaning up the pool now would give me better chances at the upcoming classical events. Most (all?) of the girls who will be added during the anniversary can be obtained at other revivals.
  20. Some more Silvanus results. 1390 fights - 69 drops (4.96% drop chance) - 303 shards - 4.4 shards per drop
  21. In the test server the first champion gave me the girl after the first phase. In the real server after the 3rd phase. The second champion gave me the girl in the 1st and 2nd phase. So yeah, it is not very uncommon for the girls to drop early. Regarding the third, charm champion. I am know-how and did around 400+K damage in the current stage. So I switched two know-how monostats for two charm monostats. I did only around 300K damage with those, reverting to know-how monostats gave me 400+ damage again. So at least in that respect it works like elsewhere. A know-how hero with the know-how spec boosted does more damage against charm. Boosting the charm spec might work for hardcore/charm players.
  22. I am know-how, currently have 4 monostats of my class from champions, have also sold a couple. I have also found 4-5 charms and 1 hardcore but I think monostat items of my own class have been most numerous.
  23. I think only the first levels seem broken for strong players. This is inevitable when you have champions with the same strength for Level 20 and Level 380 players. As a non-serious test server player of less than Level 100, I have not been able to clear all phases of the first champion yet. Last phases require 20-30 battles and I achieve this number of logins in about a week. And even in the normal server I am approaching the stage when I will lose against all champions and will collect those too good rewards just a couple of times a week. Big amounts of money is normal - instead of upgrading the arena or villain payouts, they opted for this new feature that will give money to players.
  24. Random positions - 330K impression, on track to use 10 tickets to defeat champion After some drafting, with 6 matching positions - 620K impression, on track to use 5 tickets to defeat champion So it does help a little.
  25. I don't think there is a huge drop table and we keep fighting through it, until we get to the lucky drop. But counting fights over a long period and seeing how many lucky drops happen during that time still gives us an idea of the standard probability, right? After all, the lucky drop is a certain fixed number that the developers have decided on, just that they are not telling it to the players and we have to guess it. But in the RNG table it is a very precise mathematical value.
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