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renalove

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Everything posted by renalove

  1. For some reason the team selection page is broken after the Labyrinth update. The first team on the team selection page is equipped with boosters, but the other teams are not. My script was using the data from the team selection page so it broke together. The league table simulator has already been fixed, but there are no plans to fix the team selection page simulator. I added a simulator for fighting an opponent whose boosters have expired. This simulator only supports legendary chlorella, cordyceps, and jujubes. It is inaccurate because it does not support ginseng, but it is still useful.
  2. The booster simulator that was broken in the game update has been fixed. This bug fix was painstaking. The game update has changed the calculations of Endurance and Harmony. Ginseng and Club's bonuses are added together when calculating Hardcore, Charm, and Know-how, but multiplied when calculating Endurance and Harmony. In other words, Endurance and Harmony are calculated from higher Hardcore, Charm, and Know-how than their actual value. Additionally, due to a bug, Club's Endurance and Harmony bonuses are partially applied twice. Also, the Endurance bonus from Harem level has been changed, and I could not figure out the formula in the end, so there is a slight difference from my booster simulator predictions. These are the formulas I use in my script. (in the case of Hardcore Hero) Endurance: var endurance = 0 endurance += 4 * hero.hardcore * (1 + club.hardcore) endurance += equipments.endurance endurance *= 1 + club.endurance endurance += 4 * equipments.hardcore * (1 + club.hardcore) endurance *= 1 + club.endurance endurance += 4 * (hero.hardcore + equipments.hardcore) * (1 + club.hardcore) * ginseng.hardcore endurance += harem_endurance * (1 + club.endurance) * (1 + club.endurance * (1 + club.endurance)) Harmony: var harmony = 0 harmony += 0.5 * hero.charm * (1 + club.charm) harmony += 0.5 * hero.knowhow * (1 + club.knowhow) harmony += equipments.harmony harmony *= 1 + club.harmony harmony += 0.5 * equipments.charm * (1 + club.charm) harmony += 0.5 * equipments.knowhow * (1 + club.knowhow) harmony *= 1 + club.harmony harmony += 0.5 * (hero.charm + equipments.charm) * (1 + club.charm) * ginseng.charm harmony += 0.5 * (hero.knowhow + equipments.knowhow) * (1 + club.knowhow) * ginseng.knowhow
  3. Neono's hair was changed from black to purple. This change weakened black-haired team. 😭
  4. It seems to be related to this bug fix. But why are endurance and harmony up over 10% higher than before the update? I have no idea what calculations they are doing... It will take some time to fix.
  5. Resonance Filters have been added to the equipment inventory. Click on the icon to the right of the girl's row to filter.
  6. Thanks to @Iron_Man, this script now works on Pornstar Harem! Many thanks! If you want to use it now, please update it manually. https://raw.githubusercontent.com/rena-jp/haremplusplus/main/release/haremplusplus.user.js
  7. This change has been reverted. It is no longer necessary to modify the script. 😂
  8. Thanks. The fix is simple. What a surprise! A lot of numeric data that was string type has been replaced with numeric type. This applies not only to boosters, but also to player IDs, quest IDs, equipments, books, gifts, girl poses, and much more. And it has not been replaced in Nutaku. It could just be that the update is delayed, but it is also possible that they decided to use a different data structure for HH.com and Nutaku. HH.com (Chlorella) Nutaku (Chlorella) This change could affect almost all scripts. If you find a bug, please report it to us. I will also check each one to see if it affects Battle Simulator.
  9. Script updated. Added booster and skill simulator to season. In practice, that expectation calculation is done for every round until stun is triggered. As you say, this can take 4 times longer. Assuming 23 points if stun triggers, 20 points if it does not, and a 35% chance of stun, the expected value is calculated as follows. expected_value = 0.35 * expected_value_with_stun + 0.65 * expected_value_without_stun Round 1 0.35 * 23 + 0.65 * 20 = 21.05 Round 1 + 2 0.35 * 23 + 0.65 * (0.35 * 23 + 0.65 * 20) = 21.7325 Round 1 + 2 + 3 0.35 * 23 + 0.65 * (0.35 * 23 + 0.65 * (0.35 * 23 + 0.65 * 20)) = 22.176125 Round 1 + 2 + 3 + 4 0.35 * 23 + 0.65 * (0.35 * 23 + 0.65 * (0.35 * 23 + 0.65 * (0.35 * 23 + 0.65 * 20))) = 22.46448125 Stun at the end of the fight has a little effect on the expected value because the probability is so small. The probability of stun being triggered in each round is as follows. 1st: 0.35 = 35% 2nd: 0.65 * 0.35 = 0.2275 = 22.75% 3rd: 0.65 * 0.65 * 0.35 = 0.147875 = 14.79% 4th: 0.65 * 0.65 * 0.65 * 0.35 = 0.09611875 = 9.61% 5th: 0.65 * 0.65 * 0.65 * 0.65 * 0.35 = 0.0624771875 = 6.25%
  10. Thanks for posting the screenshot. Yesterday I added the girl's traits to the tooltip. I noticed that some pages did not have them added, so I fixed that today. If stun is always triggered on the first attack, then level 1 stun and level 5 stun would have the same result 😅 The script calculates both the expected value if the stun is triggered and the expected value if the stun is not triggered, then multiplies each by its respective probability and adds them together. expected_value = expected_value_with_stun * stun_percentage + expected_value_without_stun * (100% - stun_percentage) I do not believe there is a bug in this calculation. If you find a specific strange case, please let me know.
  11. It is not easy to store all teams because raw team data is surprisingly large. And I think the function to automatically switch to the best team with a single click may violate Terms of Use. I do not plan to implement such a feature. However, it is good to discuss such ideas. Added a simulator for the last selected opponent in the season to the team page. Added a filter to the booster simulator in the league table.
  12. I proved the multi-fight bug on the test server. My weak team had the skill Reflect. My opponent's team did not have Skill 5. My sim prediction that supports Skill 5 was 4 points. Zoo's sim prediction that does not support Skill 5 was 3 points. The result of the multi-fight was 4-3-3. This result indicates that Skill 5 was only triggered in the first fight. Skill 5 should be triggered once per fight, but in fact it seems to be triggered only once in all the fights. The developers probably forgot to reset the flag in the loop process. This would also explain why single fights are not affected by the bug.
  13. The resources we get from the event cards count for the event ranking. If you buy event cards on the last day for the next MD, you will be at a disadvantage in all rankings. I don't think a player who doesn't have event cards can be at the top of the event ranking. We have to buy the cards early, right?
  14. As you may have noticed, several features have been added to the script. Most of them are slow and are disabled by default. You can enable them in the config if you need to. Booster and skill simulators simulate your booster and skill combinations. Not your opponent's. The skill simulator only changes tier 5 skill, tier 3 and 4 skills are not changed. The simulation is started by clicking on the icon next to your team hexagon. Clicking on the AME icon in your row on the league table will simulate booster combinations for all players. Added feature to show the probability of each league result. This is usually fast but sometimes slow. Script https://github.com/rena-jp/hh-battle-simulator-v4/raw/main/dist/hh-battle-simulator-v4.user.js GitHub https://github.com/rena-jp/hh-battle-simulator-v4
  15. Hey, you! @bohammettuz made this script work on comix harem! Thanks a lot! If you want to use it now, please update it manually. https://raw.githubusercontent.com/rena-jp/haremplusplus/main/release/haremplusplus.user.js
  16. Oops, I forgot about DST. Okay, it's actually 6 hours because it adds 1 hour when DST ends. Thanks.
  17. Since when do Places of Power only take 5 hours to finish?
  18. OK. Now my script adds sims to @-MM-'s HH Leagues++. Thank you for your report. I fixed an error that occurred when not joining a club and changed the position of the booster icon. If you are still having problems, please let me know. I checked and found that you need to reopen the team editing page after you change a hero gear. So in the current version, yes. This behavior is different from what I expect. I will look into having the script automatically load the team editing page and update the data.
  19. Battle Simulator v4 is released. It includes Booster Simulator. Shield vs Reflect GitHub: https://github.com/rena-jp/hh-battle-simulator-v4 Script: https://github.com/rena-jp/hh-battle-simulator-v4/raw/main/dist/hh-battle-simulator-v4.user.js How to use: Remove my old simulator Install v4 Go to the market page Go to every team editing page (not team selecting page) Go to Pantheon or League opponent page Click on the booster icon nearby your team Please let me know if you find any bugs 😉
  20. If you are using 4 chlorella and shield skill since today, that is why. Chlorella and shield prolong the battle and take longer to simulate. The script simulates two cases for each attack: a normal hit and a critical hit. For each additional attack, these combinations are doubled; For each additional round, these combinations are quadrupled, since there is one player attack and one opponent attack per round. So if the battle is extended by 5 turns with chlorella and shield, the simulation time will be 4 * 4 * 4 * 4 * 4 = 1024 times longer. An easy way to avoid this problem is to reduce chlorella. And cordyceps help to end the battle faster, thus reducing the simulation time.
  21. I don't know why, but the snapshot of my league team is affected by my season team. If I select a weak team with no gear for season, the next snapshot of my league team will have all gear removed.
  22. I was not aware of that. My script runs before MM's script, so you need to change the order. Please open "Settings" of my script and change "Run at" to "document-end" and "Position" to after MM's script. This should work. I also plan to add a booster simulator to my script. The current development version requires hero stats and some bonuses to be calculated manually and written directly into a script. Once some formulas are figured out, this can be automated.
  23. Thank you for your report. At first I thought it was caused by moving from the home page to the waifu page, but that was not the case. It will take some time to fix it.
  24. I updated Harem++, Liliat's script. It now supports girl skills 😁 GitHub: https://github.com/rena-jp/haremplusplus Script: https://raw.githubusercontent.com/rena-jp/haremplusplus/main/release/haremplusplus.user.js There is one big change, the quick harem appears on the waifu page instead of the home page. When you open home, the game may receive rewards from cards or open a bundle shop popup. These conflict with Harem++ and cause a forbidden error. I decided to move the quick harem to the waifu page to avoid troubles. The waifu page does not automatically reload when the timer ends, unlike the home page. You may need to reopen the quick harem after the first load as the cache data format has changed. The second load should work fine.
  25. To be honest, I don't think most players understand shield skill mathematically. In league battles, you get points based on your remaining ego if you defeat your opponent. If your ego is over 90%, you get 25 points. If your ego is between 80% and 90%, you get 24 points. To get 25 points, you need to keep reduction of your ego below 10% of your max ego. Level 5 shield gives you 40% bonus. To get 25 points, you only need to keep reduction of your ego and shield below 50% of your max ego. The difference between 10% and 50% is 5 times. This is better than defeating your opponent one turn earlier and reducing the number of times you are attacked from 2 to 1. It is also better than using stun to skip two your opponent turns and reducing the number of times you are attacked from 3 to 1. Shield gives +40% bonus only for 16 points or less. It gives +50% bonus for 18 points, +100% for 22 points, +200% for 24 points, and +400% for 25 points. This is a mathematical feature of shield. Reduction of ego (and shield) Points No shield Level 5 shield The difference 25 below 10% below 50% +400% (50% / 10% = 5) 24 below 20% below 60% +200% (60% / 20% = 3) 23 below 30% below 70% +133% (70% / 30% = 2.33) 22 below 40% below 80% +100% (80% / 40% = 2) 21 below 50% below 90% +80% (90% / 50% = 1.8) 20 below 60% below 100% +67% (100% / 60% = 1.67) 19 below 70% below 110% +57% (110% / 70% = 1.57) 18 below 80% below 120% +50% (120% / 80% = 1.5) 17 below 90% below 130% +44% (130% / 90% = 1.44) 16 below 100% below 140% +40% (140% / 100% = 1.4)
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