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DvDivXXX

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Everything posted by DvDivXXX

  1. Typically a delay or temporary disconnection from the server, and the game registering your click (or the DD trigger in this case) as if it had been requested twice. It happens occasionally in other parts of the game too, although it's not as frequent as "you don't have access to this feature" and such (which is what you get when you're completely disconnected without any indication that it's the case until you click on something, then you get that popup and you have to log back in). All only visual, thankfully. You still received the second girl each time, right?
  2. Thanks a lot for all the info, folks. To be clear, are the extra difficulties just additional floors, or are they their own separate runs from Floor 1 (but with one more floor than the lower difficulty)? And do we get to choose or can we play one run of each difficulty? (My test account doesn't meet the requirements for either so I can't really tell).
  3. Same here except I had to make do with a top 4 (#2 to be exact) and I didn't think of taking a screenshot before claiming her. ^^ My contest group was pretty aggressive. I ended up close to 10M myself but #1 literally turned it to eleven, so... I said fuck it, take the random MG piece and the 250 extra shards. I'm just glad I got her on day 1 so I don't have to sweat for the rest of the event.
  4. It's the same on dot com, but it's only visual. I've just tested it by doing a villain fight, and I still got 200 points for LC (through the CCbC task). So just pretend the 0 is a 1.
  5. You don't need a way out of anything. There's just one shortcut that doesn't work, and many people rarely use it in the first place. Read the text instead of focusing on the bugged "Go" button: they tell you to play the CCbC event to get them. So check the current Contest for it in Activities and play accordingly. This is a super minor issue. Technically a valid bug to report, but it should be a pretty low priority to fix.
  6. Well at least the pose pics should be nice. The initial pose and sneak peeks I've seen from the banners look like Toon Dude in top form again. Plus I'm a sucker for this type of 1,001 Nights themes and especially outfits, with all the extra jewelry and thin layers of silk and stuff. Interestingly she's blessed before anyone even has her (on dot com). Not a major impact this time (she has the +25% blessing for her pose but Mythics have +40% so she won't make or break any team).
  7. Yeah, it's been the case so far and it makes sense and is tidy this way. I wonder who they'll revive in the next ME Market next to the two LR#1 girls they've apparently picked to be revived without the two others. Maybe they'll mix and match to switch things up and we'll get 2 girls from one past ME and 2 girls from another past ME each time (and presumably slash hopefully the other 2 from the same two past ME in the next Market).
  8. Okay, so you sent a ticket for an issue that you don't actually have any reasonable evidence for. You don't really need her name, you can just filter your Harem for CbC and see who you're missing there, and if you recognize the face of the girl whose shards you think you might have lost. It's infinitely more likely you made a mistake than your shards magically transformed into orbs without you acquiring the girl they were for first.
  9. So basically it works exactly the same as permanent girls on a villain. Not too surprising, as they've had this split mechanic since the dawn of time. Did anyone expect them to do more than a copy-pasta when they decided to apply it to some event girls too? ^^
  10. And you still don't have the girl those shards were for?
  11. To avoid confusion, that's true for which eye color the girl will give a buff to (if she's of the Dark or Red element and her own GS3 buffs one eye color). And I think it's a limitation they have either in their spaghetti code or their ravioli database, not "by design" so much as "by default". That's not true of what eye color the girl can receive a buff for, though. A classic example would be Zorani: Her own GS3 only buffs girls with Purple eyes, including herself, but she will still receive buffs other girls in the team give to either Green eyes or Purple eyes. Although it's not shown correctly on her Harem page right now due to the visual bug. I think that's more or less the two things @XXDongXX was looking to confirm. That's a backwards way of phrasing it, but I get what you mean. Yes, MD Agathe's GS3 gives a buff to every member of the team with Blue eyes, which MD Abraël will receive. And if you also have MD Claudia in the same team as them, then MD Abraël will receive both MD Claudia's buff to girls with Golden eyes and MD Agathe's buff to girls with Blue eyes, because she does have both attributes still. They're just not shown correctly on her Harem page due to bug that's indeed only visual. Right now the visual bug in the Harem itself makes it the worst possible place to look up this type of info. The best in-game replacement would be the Team edit page for now, although of course it only has a few of the filters the Harem offers. At least with whichever of the scripts I have installed that provides the super useful summaries of a girl's attributes in visual tooltip form, as shown above.
  12. In French, we say "c'est du chinois !" ("that's in Chinese!"). Pretty similar to the English "it's all Greek to me" in both meaning and origin, though I think I'd much rather have to decipher something written in Greek than in Chinese; at least I can make out some letters. Interestingly, both ancient Greeks and ancient Chinese came up with a wide range of badass puzzles in 3D (with pieces of wood, stone, and eventually metal) that French has a specific term for ("casse-tête", literally "head-breaker") that we almost universally call "casse-tête chinois" wherever they come from, and we also use that term figuratively to qualify anything that feels like "good luck have fun figuring this out!" to us. ^^ Add a few more layers of distinct but interdependent mechanics to HH and it will qualify as a "Chinese head-breaker" in its own right. ^^
  13. I hope you've completed her in time. For the record, you're almost guaranteed to get 4 shards if you use about 10 Kisses (maybe 12 in case of a bad streak). So in that situation I would have made one refill or claimed a 10 or 15 Kisses reward from one of the reward tracks. Much more reliable than the 10% drop chance from League fights (which have a range of 1-4 shards per drop, too, so if you don't get lucky it could take up to 50+ fights to get 4 shards from there).
  14. Well, I remember a few from seeing them pop up on screen when I watch a fight and when I give light bulbs to my team members. I don't know all of them by heart, though. ^^ I had to check for Blue HC because there's (still!) no M6 with that combination. I'd honestly be curious as well. Not enough to go through my filters back and forth until I've found and noted down all 4 skills for all 3 classes, though. But definitely enough to enjoy reading your post after you do it. PS: Or perhaps someone like Yamiray or Zoopokemon can just extract the list from the data. It would be less inconvenient than looking them up manually. Maybe Horsting or even EpicBacon now that Horsting got him hooked on reading Ajax and Jason and the Argonauts and stuff... ^^
  15. It's not her, it's the fact that the condition for the skill to trigger has been met while it was her turn. For Execute, the skill triggers whenever the opponent's HP gets low enough to meet the requirement (30% HP left for a fully skilled M6), regardless of whose turn it is when it happens. It's almost never going to activate during the team leader's turn, since the team leader goes first and if you lose 70% of your HP from one attack then GS5 is the least of your worries. ^^ Some GS5 activate on turn 1, like Shield or Reflect, because they're unconditional so they just trigger when it's the turn of the girl who has the active GS5, which is always the team leader, who always goes first. Although technically Reflect only takes effect on turn 2, because the skill says "for the next two turns". But other GS5 have conditions to meet before they can trigger, like Stun or Execute. These can activate at any time, no matter whose turn it is, whenever the requirement is met. Stun only has a certain % chance to activate, until it triggers (it's a 35% chance for a maxed out M6 IIRC, at least it's 7% with the skill at level 1, and there are 5 levels). So that one is even trickier, because depending on RNG, it can trigger as early as turn 1 but it can also never trigger (and on top of that it also applies to "the next two turns", so if it triggers on turn 4 and the fight ends on turn 4, it still does nothing). So was I. We can clearly see on the screenshot that MD Estelle is the team leader of the Temple's team, and the partial description of the skill being activated also uses the specific wording that matches MD Estelle's nickname for Execute, which is "Siren's Kiss"(*). But even if we don't recognize MD Estelle specifically, just seeing that the girl in the middle of the team's hexagon (aka the team leader) has the Blue element is enough to know the active GS5 for that team can only be Execute. (*) They/Ross love to do fancy "RPG" things like that, which have no gameplay impact but can be confusing at times. Girls have a different nickname for their GS5 depending on which Class they are, so no Skill page actually says "Execute"... Instead it says "Siren's Kiss" for Blue Charm girls, "Sloppy Toppy" for Blue Hardcore ones, and "Mega Seductive Bite" for Blue KnowHow girls, although thankfully the description and the effect is always the same. And the same is true for all four GS5s... ^^
  16. Only ONE girl has an active GS5 in any team (yours and your opponent's): the Team Leader (that's the one in the middle of the hexagon, aka the one who attacks first, aka the one whose avatar becomes the icon for the team on the Select Team page). Here, the boss' active GS5 is MD Estelle's, which is Blue, so Excecute. It kills you instantly when you reach 30% of your starting HP. It happens to activate in Round 6* in this case, so you see Golden Lupa as the active girl, but it's still Estelle's GS5 that activates. Against Execute, Shield is actually better than the Reflect from your own team leader. It's neither. Everything is working as usual and as intended, here. Lapo simply misunderstood how GS5s work.
  17. Me too, but then again I always do. ^^ Interesting. To add to this, I can confirm that getting shards for a girl once she's already on offer in your SM Shop doesn't reduce her cost in SM coins or anything (and it's not just visual either: even if you get the girl to 99/100 elsewhere, if the SM Shop offers you 40 shards, you'll still pay for and receive 40 shards; I think in that scenario it would give you 39 epic flower bunches). I also notice that epic shards cost 3 SM coins apiece instead of 4 as legendary ones do.
  18. Okay, I have her in full now, so they made the credits for HCL legacy collections this morning or maybe at reset time today (I just logged in about 10 minutes ago, I had like 30-ish shards for her from playing the bare minimum of PvP fights I needed to for tasks when I logged out). Better late than never. I'm glad my memory wasn't as fuzzy as I was starting to consider when I didn't receive her on the first day of KC. And also glad to welcome her HH adaptation in my harem too, of course.
  19. Ah, okay. You're talking about the predictions given by the battle simulations done by one of the community scripts. It depends which one you're looking at. As of now, only Hentai Heroes Battle Simulator v4 by Rena handles Girl Skills correctly (it's also used by default in the OCD version of HH++, but not in the BDSM version), and even then it's not 100% accurate (but pretty damn close). So you need to make sure you have and you're looking at the most up to date and reliable simulator available. For instance, in my current setup of scripts, I have two for reference, but one is obsolete and not to be trusted: And yes, That's not really the game or anything else causing that. It's just logic. The closer the match, the less predictable the outcome. IRL and in any other game as well. Hercules versus a random dude, I'd predict a 100% chance of Hercules winning, with a very slim chance of him breaking a sweat, and a near zero chance of him having a scratch at the end of the fight. Hercules versus Thor, though? Basically fifty fifty, and one might win today but the other if they have a rematch tomorrow. Same thing here. Of course if neither has an edge over the other, it can go either way. That's not the game having too large of a chance factor, that's just the specific situation of two roughly equal contestants fighting under fair conditions. Which is of course not what anyone wants. There's a reason it's a treat when you can catch an opponent unboosted, or when someone is showing a certain elemental color tag and you have a strong team with the color tag that gets a bonus against it, and so on. If we were all on an equal footing, almost no one would ever have a score as close to perfect as we're used to seeing in this game's PvP leagues. Two top players fighting each other with equally strong teams, characters, decks or whatever in most games will lean towards a 50-50. It's only because PvP is grossly imbalanced in this game in the first place (and always has been, in more ways than one) that we're used to seeing 100%-0% and can even sigh at the sight of an 80% (which would be a very favorable matchup in basically any balanced PvP game ^^).
  20. That's basically true of almost everything you can play on a computer, console or similar device. Pure random can't be coded, so RNG is always some sort of algorithm that pumps out numbers with patterns so varied and so wildly beyond human comprehension that they might as well be pure random for all intents and purposes. 99.99% of games you play simulate randomness, but 0% does it in such a simplistic and primitive way that you could actually predict or even notice a glimpse of the patterns and formulas they actually use simply by playing the game. And that's absolutely fine. There are a precious few companies with Scrooge McDuck money to throw at physical devices to produce a truly random seed for their RNG (even some with lasers and mirrors and all kinds of showoff bullshit). It doesn't actually make any palpable difference for anyone. They only do it to have a bulletproof defense against the "it's not true randomness" type of rants from angry customers who lost a lot of money on their game(s) and would rather accuse the house of cheating than considering the cold hard facts that they have a gambling addiction, and/or that they're nowhere near as good as they think at the game in question, and/or that they're playing a fucking game of chance, and variance is a thing. ^^ Given the few samples we've had of what you've heard so far, I'd strongly advise to forget all of it and start afresh from my posts to you today, and only trust info that is verified, confirmed and/or commonly accepted as a correct estimation by the tight community around here from now on.
  21. Yes and no. Your points depend mostly on two factors: whether you win or lose, first and foremost (obviously) and then which percentage of their initial HP whoever won the fight has left at the end of the fight. It's not really a range of 6-25. 16 is the cut-off between the highest possible score for a loss and the lowest possible score for a win. Just read the message that pops up after a fight: I won, so I get 15 points. I was at basically full HP, so I get the maximum possible amount of bonus points for that, which is 10 (you don't have to end the fight at full HP, it's enough to have 80% or 75% left IIRC, something in that ballapark). If I had barely won by the skin of my teeth with like 1 Hit Point left, then I would have scored 16 points (I think you get at least one bonus point by default for having any HP left when you defeat the opponent; I never saw a winning score lower than 16 at any rate). If I had been at roughly half my initial HP at the end of the fight, I would have gotten only around 5 bonus points, so a score of 20-ish. And so on. Same for a loss. If your opponent was at full HP when you crushed yourself under their foot, you get no bonus points for efforts, so you score the bare minimum consolation prize for a loss (which I'm not 100% sure is 6 actually, I seem to recall lower scores than that in the distant past, though it might have changed since). Conversely, if you barely lost and your opponent had like 1 HP left when they won, you'll get mucho bonus points for a loss, which I think goes up to 16 as well, or in that ballpark. And so on. It's not just a random score pulled out of a hat. The exact number of points you get is a direct result of the bonus points given for the remaining HP of the fight's winner at the end of the fight (relative to the total HP they had at the start of the fight). Your opponent's when you lose, and your own when you win. From there, plenty of tactics and strategies have been used and adapted over the years and across countless different meta games, as battle mechanics changed, were removed or added. In the very old and simple days of barebones teams of 3 girls with no elements, blessings, or girl gear, early strategies included things like picking hero equipment that only give HP and Attack, but a lot of both ("mono-stat items", matching your hero's class) versus ones that give a bit of everything ("rainbow items"), and different combinations of attack, HP or kind of rainbow boosters (cordyceps, chlorella and ginseng, respectively; jujubes always sucked in every meta and they always will, probably even if they give Harmony itself a massive buff). These days, your GS5 and your opponent's GS5 have a tremendous impact, especially Shield and Reflect, and a ton of other variables are also at play, but the same basics still apply. To win, you need to kill your opponent before they kill you. To win with a great or even a perfect score (25 points), you also need to find ways to be as close to your full starting HP as possible when you end the fight. Of course, a lot of these variables have RNG built into them, and you can't always mitigate all of it. But it would be a gross misunderstanding to shorten all of the above as "results may vary of up to 19 points due to pure chance."
  22. Dude! NO. That's bonafide superstition right there. Variance. Look it up, learn what it is, make sure to fully and truly understand it, and you'll save yourself a lot of irrational mumbo jumbo like the above (and countless other forms of complete bogus a lot, maybe even a majority of players of games of chance juggle with in their head to force patterns they project onto things that they simply don't observe from the correct distance and long enough to make sense of them). Either that, or you'll stay in the same group of people who think the color of the shirt they're wearing while watching a sports game on TV (or whatever other BS they convinced themselves of) somehow has an influence on the players out on the field IRL and the outcome (specifically whether the team they've destroyed money betting on will win or not, as if they gave a shit or even had any awareness of any rando's whereabouts and what bets they placed on them or not). Not my most complete or patient summary of this point so far, but it's like the billionth time I have to explain this on the forum (and the trillionth time for me overall). You can make a search for the term "variance" on the forum and you should have no trouble finding threads where I explained things more nicely and/or in more details. TL;DR: You're applying faith to probabilities. That's never a good idea. Odds are predictable and reliable over a large enough sample and long enough duration. They're not magical beasts that please you when you're nice to them or punish you when you failed whatever ritual you think influences them. They're logical things that behave in an entirely mathematical and understandable manner. They're measured with data over time and can be estimated with averages, and within ranges. For instance, this is completely the incorrect way of looking at your results: No. Assuming the last time you got a drop the last time you've used an orb before today, then your result was that you got one drop in 94 orbs today. But that's just the tip of the iceberg, because it's still a statistically insignificant and definitely incomplete sample. Taking small chunks of your results out of the larger context they belong in can make them look like a specific story, serving one bias or the other, but that's not real. Your results for each particular feature or mechanic that has its own drop rate (and range) should be looked at as a continuum. You might get 5 drops out of your next 10 orbs, and you could also look at that on its own and tell the story of that time you got super lucky, just like excluding the drop you had just before and just after these 93 orbs lets you tell the sad story of that time you got super unlucky. These stories paint completely opposite but equally wrong pictures. The real story is much more mundane and also much fairer than either extreme. If we're talking EP orbs here, the drop rate is currently estimated at around 4.5%. This means that if you note down all of your results from EP orbs for long enough, you'll inevitably find that on average you get about 4 and a half drops per 100 orbs. It most likely won't be the case with just 100 orbs, though. Because variance. But note down your results for the next 1000 orbs and it will lean closer to the expected average. 10,000 and you'll almost certainly land very very close to it. You know what the best part is? Once you see it through the correct lens, you'll never be disappointed or surprised by your results anymore. Know what the expected average is, take the lowest possible estimate of the range it sits in, and always plan your moves expecting that result. This way, you'll only ever get good surprises (occasionally), or no surprise at all (most of the time). Okay, now I went ahead and spelled it all out again, even though I didn't want to this time. ^^ Hope this helps. Cheers. EDIT: What? No. Where did you hear that? Somebody misunderstood something (either you or your source). You're talking about a pity timer (whether you know what that is or not). There are NO pity timers in any Kinkoid game. Only odds that are known and constant for each relevant mechanic. The odds are 4.5% for EP orbs. It does NOT mean that you're guaranteed 4 drops and a half every time you use 100 orbs. Or even a single drop for that matter. That's a completely separate mechanic that exists in many games, but not HH.
  23. Thanks. Well, on the plus side, this must feel pretty different than the 100-ish groups we're used to for HH... I guess? (Trying to see the silver lining, here, though I'm guessing having to make at least a couple of refills just to play out all your fights must be a bit of a pain).
  24. Yup ( @Karxan you really suck at looking for threads, man... ^^ I mean I said there was already a thread in Bug Reporting, and it's right there on page one of that sub-forum...) Also there's this near-dupe thread (but slightly different, so Bolitho left it open in its own right). And it's been mentioned on Discord too (and screenshots were posted somewhere on the forum, not sure where exactly though). And no, it was a decent guess @Der DinX, but this hasn't been fixed yet so it's not listed in yesterday's patch notes, as they only list stuff there once it is fixed. But they're working on it. And that's all I can say. Obviously they will let us know (or we'll simply notice) when they have a fix ready. Please be patient.
  25. 8.3k points? Just how many people are there per league group over there? ^^
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