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Liliat

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Everything posted by Liliat

  1. Yes. When there is a one-day delay, you can also log-out a few minutes before reset and log-in 30 minutes later, when the new contest is available. Just 30 minutes of pause can allow you to carry resources over to the next day/contest.
  2. How exactly is it interesting? You barely get anything (fragment of a % bonus), have to spend tedious hours going back and forth between the harem and the girl page to find matching resonances (spending 10 seconds on a loading screen at each step), and the system itself is 300% random. What about it is interesting?
  3. Of course; this is merely my opinion (and my vote). I only cared to share it because I disagree with the poll choices ("Amazing tits" or "Yucky tail". Well for me it's the opposite.)
  4. It's not really random; you have somewhere between 6.5 and 7% to get exactly 1 shard for each fight. It only appears a bit more chaotic because you're doing x50 or x10 fights.
  5. 3 months is maybe a bit extreme, but the thing is: anything you spend before getting familiar with the game is likely to be a huge waste. It won't result in any significant progress (and sometimes no progress at all; e.g. trying to revive your teams after your first failed Boss Bang), and will just cause you to hate the game (because this game is very happy to place kobans traps everywhere). Saving kobans until you understand how events work is a much safer approach, and will give a better return on investment.
  6. Yucky - Extreme tits inflation is taking over the entire Haremverse. (I don't mind her tail though).
  7. Any point you earn or buy only counts for the current path/event. Progress is reset to 0 when the next path/event starts. This applies to basically every aspect of the game (leagues, seasons, paths, events, ...). The only exceptions I can think of are Sultry Mystery (You lose the keys and grid state, but keep the coins), and Places of Power (any level upgrade is permanent - and worth every koban).
  8. Probably not. If you only have free orbs, you should have all slots filled with lvl 1 equipment (with mixed rarities), and that gives somewhere between 1500 and 3000 total power. We expect 240k next week, so we're talking 1% difference. At this point, except for players who purchased a lot of gear with Kobans, girls equipment seems to be purely decorative.
  9. Additional things that were mentioned: Have a way to save equipment setup (loadouts?) (convenient when switching teams) I considered doing this in the harem script, but I suspect it would be considered "automation", so for now I decided against it Give more material back when using leveled items The idea would be to be able to level up low-rarity items, then use them as material for higher-rarity items when you're ready to switch, without losing 50% of your materials in the process. It would make all rarities relevant, rather than being a strict "short term or long term bonus? Pick one." An 80 to 90% refund would make this approach viable. 50% wastes way too much material, which is already the main bottleneck. And other suggestions that would actually make the equipment feature better, but would require changing it rather than just refining it: Make lower-rarity items already max-level (like hero gear: no level at all) This way everyone would start with cheap low-rarity items, and gradually move to higher rarity over time when they have enough material Although there's an issue with this: similar to mythic gear, you'd have to reach near-max-level on your high-rarity items for them to become better than low-rarity items (For mythic gear, it's around lvl 15/16. Anything below that is weaker than lvl 500 legendary gear. But at least, lower-level players get to benefit from it much earlier, around lvl 8 or lvl 10 maybe, I don't know exactly)
  10. That's because KK renamed Felicia to Felicitas some weeks ago (And now I understand why they did it; this Felicia catgirl is an older character, but she's only coming as a playable character in HH now)
  11. 🤔 By clicking the checkboxes and filling in the text fields, just like anyone else? 🤔🤔
  12. 10% pour 2-8 fragments Non C'est pourtant bien juste "pas de chance". La probabilité d'avoir un seul drop sur 80 de combativité est de l'ordre de 0.25%. Faible, mais totalement réaliste (1 chance sur 400). D'ailleurs, tu as de la chance dans ta malchance: 8 fragments est le maximum possible pour ce drop.
  13. Yes, I added this possibility last week when implementing the inventory: Unlike HH++, you can't "click" on the team. Instead, you use the Teams filter, where you can enter the Team Number or range (e.g. you can pick "Team 1", or "Teams 1-4", or "Team 1;3-5" to get 1, 3, 4 and 5). If you just activate the filter without entering any value, all teams are selected
  14. It seems that the EqP rewards in Season are slightly different on the test server 🤔 Main server: Test server: The other tiers seem to be equivalent (4 in the free path, 8 in the paid path) Either way, this is more than what was announced: but I'm curious as to why both servers show different rewards.
  15. Yes It doesn't, unless you bought a bundle that puts you above the maximum number of league fights. If you start the new league at 40/18, you will not be reset to 18/18; you'll stay at 40/18 for the new league. You indeed "lose" the 10 free kisses. If you have less than 10 kisses, your kisses are set to 10/10 at the beginning of the new season (Not sure how it works with paid cards). If you start at 20/10, you'll stay at 20/10 for the new season. Kisses are not converted into Mojo. The initial Mojo you get depends on which season tier you reached. If you finished the season (Tier 62? 63? Earlier? Not sure), you will start the new season with 2800 Mojo (That's the maximum possible value, AFAIK). If you didn't reach it, you will start with less Mojo (On test, where I don't play much, I started with 2200 Mojo. I think I reached tier 45 in May, or something like that).
  16. Yes, this applies to all attributes that affect crit damage: the base +100%, the extra +35% red passive, and the extra +70% red team (I don't think there are other sources). So that indeed makes all crits "a little bit weaker", in that they will never really help you breach a high defense (If your attack is equal to or lower than the opponent's defense, you will always do 0 damage, even with crits).
  17. Not quite: the crit damage multiplier applies to both your own attack and your opponent's defense (it's counterintuitive), because Crit multiplier is applied on Damage, not Attack. If you do x2 crit damage at 140k attack vs 40k defense, you get 2x(140k-40k) = 200k damage, which is exactly x2 compared to the non-crit attack (140k-40k = 100k). Correct
  18. Even better: 2% attack means 2.x% damage increase, because the opponent's defense is subtracted last. If you attack with 140k vs 40k, you do 100k damage. With +2% attack, you get 142 800 vs 40 000, which is 102800 damage (2.8% better). The higher the opponent's defense, the higher the bonus for attack/damage.
  19. For my 69th week in D3, a nice cheap 1st place: There was no competition in this league, and I was able to take 1st place without much struggle. I used 1 AM on reset, plus leftover from previous league (1.17 total), and 2x Cordy on avg (1 in the early league, 3 during reset, and 2 rest of the time). This is my 4th victory in D3, and second victory in a row, yay!
  20. Harem++ > Filter by Team > Sort by current power > Show inventory > Enjoy 😛
  21. Then it depends what you're looking for. If it's purely "Points", then Defense and Attack will behave differently. Attack works with "Breakpoints": if you can win in 1 less round due to extra attack, you gain a lot of extra points. Otherwise, you gain nothing. Defense and Ego also work with such breakpoints when it comes to the chances of winning a fight, but also provides extra points if you reach a "score breakpoint". I don't know the threshold to gain 20/21/22/... points in leagues, but if your defense allows you to reach it, you'll gain more point (even with the same %win rate). This means that while yellow might be better overall, the chances for it to actually change anything are lower (but when it does, it should be a significant buff). Whereas white might have higher chances of giving you a smaller buff. Probably. (Note: at high league level, the win rate is almost 100%; so only score matters. Losses happen from time to time, but that's usually less than 1% chance) Critical hits (Orange, Purple) will give you extra points/extra win rate no matter what, where every single point will give you a small bonus to your expected result; but will never trigger any breakpoint. So, lots of small bonuses, but no big one.
  22. With the awesome new resonance filters, this shouldn't be an issue You can filter directly to the good items!
  23. I'd say between 4 and 6 (without crits). 4 rounds against super-weak opponents (2-shot with crit), 6 or 7 rounds against unboosted strong opponents (Assuming you go 3x Cordy + 1AM). It can probably go to 7~10 rounds (still without crits) when using less boosters (As most players do regularly. Only a few players can maintain 3x Cordy + 1AM at all times)
  24. Careful: Murane is a L5 Playful, but she's weaker than modern L5 girls. She only has 23.75 base power, vs 25.00 for all the recent girls (Less than 2 years old) I agree that Sly's ranking is not ideal, specifically for Playful girls. The reason he rated them so low is because of the comparison with Dominatrix, but as you say, that's not fair. There are situations where the choice is not between Grey or Yellow, but between White and Yellow (Specifically because blessings may favor girls of these 2 elements). While this doesn't massively change the outcome (Playful and Submissive are still part of the worst elements), it's still worth taking into account. As you said, the difference between Yellow and White is mostly situational. Sometimes defense is better (because your opponent is much weaker than you), sometimes attack is better (because your opponent is more evenly matched). Either way, the difference will be small on average. On very specific situations, it can make a massive difference (because of how rounds happen, sometimes getting a mere +1 attack or +1 defense means you beat your opponent 1 round earlier, or survive 1 extra round, resulting is a massive win rate and/or score bonus), but generally, I'd say these 2 elements are comparable. And they're both weak. I recently added element-based sort in the Harem++ script, and there I also ranked Playful above Submissive and Voyeur (But it was pretty much an arbitrary decision for the bottom 3 elements. I think it's more important to decide what's best on a case-by-case basis, rather than find what's best on average for these low-tier elements. Because "on average", you want to ignore them completely anyway).
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