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renalove

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Posts posted by renalove

  1. 1 hour ago, Horsting said:

    this sum does not respect fights which are already done, but predicts the outcome in case you fight again all enemies?

    I updated script. There are two tooltips in v3.2. Sum (sim column) is sum of simulated results. Score expected (challenges column) is sum of actual and simulated results. My script does not depend on hiding fought opponents.

    • Thanks 3
  2. I released a new battle simulator for tier 5 skills, but sorry, it has not been fully tested. There were so many bugs in the game that I have given up testing it.

    https://github.com/rena-jp/hh-battle-simulator-v3

    And I used the simulator to predict my league points for each skill. Of course, if there is a bug in the simulator or in the game, this results will also be incorrect. At this time I was equipped with full ginseng (not full cordyceps).

    Tier 5 skill Total points
    Shield lvl 5 (40%) 7119
    Shield lvl 4 (32%) 7013
    Shield lvl 3 (24%) 6885
    Stun lvl 5 (35%) 6834
    Stun lvl 4 (28%) 6799
    Stun lvl 3 (21%) 6744
    Shield lvl 2 (16%) 6733
    Execute lvl 5 (30%) 6696
    Stun lvl 2 (14%) 6661
    Reflect lvl 5 (100%) 6652
    Execute lvl 4 (24%) 6625
    Reflect lvl 4 (80%) 6592
    Shield lvl 1 (8%) 6563
    Execute lvl 3 (18%) 6552
    Stun lvl 1 (7%) 6539
    Reflect lvl 3 (60%) 6539
    Execute lvl 2 (12%) 6497
    Reflect lvl 2 (40%) 6482
    Execute lvl 1 (6%) 6428
    Reflect lvl 1 (20%) 6421
    No skill 6364

    Shield is the best and could be a game changer. I think the reason for this is that your shield not only protects your ego, but also prevents your opponents from healing their ego because they can heal their ego only when giving damage to your ego. In other words, your opponents never heal until your shield is broken. F2P players should only use bulbs for submissive or physical girls.

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  3. On 9/14/2023 at 8:59 PM, Horsting said:

    BIG WARNING: I am pretty sure that skills (at least the shield) do not trigger when you do x2/x3 multi fights in league.

    I am developing a new simulator and multi fights causes different results with the simulator. I don't know if it is a game bug or a simulator bug, but it has not happened in single fights yet.

    Rewards (73 point):
    image.thumb.jpeg.555b5ed4dae56e6beec7caa07b069908.jpeg

    My team has 40% shield:
    image.jpeg.dc5bdf168482bcdd53f983530ef90643.jpeg

    The opponent team has no tier 5 skill:
    image.jpeg.f1710d585f259f7995b87c377669f0df.jpeg

    My new sim (supporting tier 5 skills) shows 25 point at least:
    image.jpeg.39cba419b2c5ba382eec7f83b02d707b.jpeg

    Zoo's sim (not supporting tier 5 skills):
    image.jpeg.8a4923c3b0027594f09609340fae3281.jpeg

    Damage table:
    image.png.f33a5532630b1ffddc6ed84ddb4fa4d2.png

    • Thanks 5
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  4. 2 hours ago, Tom208 said:

    For me, the skill is triggered at your turn when you attack. So, the attacker's first attack can never be reflected, stuned or absorbed by shield.

    Thank you. That's what I wanted to know and it matches the description below.

    Quote
    • The skills trigger every turn at the end of the Hero damage step

     

  5. 4 hours ago, Tom208 said:

    It doesn't really matter if your reflect skill triggers before or after your hit since it only works when the opponent hits.

    I thought there was a reason to describe it, so I guessed that the description meant that reflected damage occurs before the main damage, but maybe I was overthinking it.

    When I tested what happens if the reflected damage defeats the opponent, the JSON data showed that reflected damage does not end the fight and the next turn starts even though the opponent's remaining ego is below zero. The timing of the reflection no longer matters.

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  6. I found the formula of consecutive attack bonus from Pantheon.

    Opponent attack power: 156,576
    Player defense: 42,826
    Consecutive attack bonus: Increase the Attack power with each consecutive attack by 0.8% * 7 = 5.6%

    Results of no critical attack:

    Turn Actual damage Calculated damage Formula
    1st 122518 122518.3 156,576 * 1.056 - 42,826
    2nd 131777 131777.5 156,576 * 1.056 * 1.056 - 42,826
    3rd 141555 141555.3 156,576 * 1.056 * 1.056 * 1.056 - 42,826
    4th 151880 151880.7 156,576 * 1.056 * 1.056 * 1.056 * 1.056 - 42,826
    5th 162784 162784.3 156,576 * 1.056 * 1.056 * 1.056 * 1.056 * 1.056 - 42,826
    6th 174298 174298.4 156,576 * 1.056 * 1.056 * 1.056 * 1.056 * 1.056 * 1.056 - 42,826

    That means consecutive attack bonus increases attack power before each attack, and those bonuses are multiplied, not added.

    By the way, isn't Pantheon getting too strong? The 6th attack damage is 42% greater than the 1st attack damage. 😱

    • Thanks 5
  7. On 7/13/2023 at 8:14 AM, renalove said:

    Try changing `@run-at` from `document-body` to `document-end` as a temporary workaround. This change will delay the start of the script and prevent duplicate resource bars, but the pre-script screen will be shown until the script ends.

    image.png.6373a44fee8dad0f441834c0080ecb6d.png

    I noticed that rewriting the script turns off auto-update. Please turn on auto-update. `document-end` is no longer needed. Thanks to zoopokemon for the update.

    image.png.49a88e3cac9b9f02f5bd3d2f485f18e3.png

    By the way, the cause of resource bars duplication was in the game update. They changed code of resource bars. With this change, fighting a villain does not decrease CP quickly.

    • Thanks 3
  8. Try changing `@run-at` from `document-body` to `document-end` as a temporary workaround. This change will delay the start of the script and prevent duplicate resource bars, but the pre-script screen will be shown until the script ends.

    image.png.6373a44fee8dad0f441834c0080ecb6d.png

    • Thanks 3
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  9. Release next week? It's premature because there is a critical bug.

    When I look at another player's equipment, I see my own mythic equipment. If I'm equipped with legendary equipment, another player's mythic equipment looks empty. At first I thought it's just a visual bug, but I saw in the league some players' stats was abnormally low. It seemed to be the same stats as without Mythic equipment.

    In the next League, we might have to find unequipped players instead of unboosted players.

    mythic_equipment_bug1.jpg

    mythic_equipment_bug2.jpg

    • Like 4
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  10. In my last post, I made two misleading statements about coins per key (from now on called cpk). The first is that cpk per grid is not overall cpk. The second is that the cpk I calculated includes keys bought with kobans.

    I decided to calculate the overall cpk without kobans and I found some improvements in the process.

    New version released.
    https://docs.google.com/spreadsheets/d/1Iw_XNx9zRbpY_G51sAp5hhl5XmTw1gUc63oilpFuW3g/edit#gid=0

    For example:
    A : 20 coins, 15 keys, cpk = 20 / 15 = 1.333
    B : 26 coins, 20 keys, cpk = 26 / 20 = 1.300
    C : 26 coins, 25 keys, cpk = 26 / 25 = 1.040
    D 15 coins, 15 keys, cpk = 15 / 15 = 1.000
    You know A is better than B and C is better than D. Then you might think A + C is better than B + D, but actually it is not.
    A + C : cpk = (20 + 26) / (15 + 25) = 1.15
    B + D cpk = (26 + 15) / (20 + 15) = 1.17
    So B + D is better than A + C.

    The new version has been improved to select B + D instead of A + C.

    Results:

    The old version:
    Cpk per grid = 1.3869572511822166
    Overall cpk = 1.3138794630026072
    Overall cpk without spending kobans = 1.2507071940794519
    Coins per slot = 1.0747285484230416

    The new version:
    Cpk per grid = 1.3851232398195958
    Overall cpk = 1.3154424288556756
    Overall cpk without spending kobans = 1.2522766596936197
    Coins per slot = 1.0770705945129673

    I apologize for making cpk seem higher than the actual expected value.

    ----------

    6 hours ago, Bobick said:

    Am I thinking too simple? I use a very simple rule to decide whether I continue or not. As there are 4 keys included in each grid, you need maximum 26 keys to open a full grid, meaning 1 coin/key is the minimum ratio.  I generate a new grid as soon as my coin/key ratio is higher than 1, as the expected value of continuing must be lower. So just simple counting and comparing.

    @Bobick
    I tested your method with my sim.

    Generate new grid if Coins > Keys used - Keys gained (ignored kobans)
    Cpk per grid = 1.3524355905969467
    Overall cpk = 1.2972873514192471
    Overall cpk without spending kobans = 1.2367408633006014
    Coins per slot = 1.0663179441002082

    Compared to my method, there is only a 1.24% difference. I think it is simple and not bad.

    • Like 5
  11. 1 hour ago, zoopokemon said:

    So rena's method would be a bit misleading with assigning kobans a keys value if you don't plan on spending kobans on keys.

    Yes, that is correct. The expected value I calculated includes the keys bought with the kobans. So it is higher than the actual expected value. That is misleading.

    Thanks. I will correct it later.

    • Like 1
  12. I calculated maximized coins per key per grid.

    Here is my spreadsheets.
    https://docs.google.com/spreadsheets/d/1Lsp2LHxZ8JlDz_8mPr4Q1h-eHw890iG6LMrbDFdF6y8/edit#gid=0

    The calculation is according to these rules.
    60 Kobans = 1.25 Keys
    Coins per key = Coins / (Keys used - Keys gained)
    Stop if the expected value of continuing to open is lower than that of stopping.

    Finally, maximized coins per key per grid is 1.39.

    I think maximizing per grid may not be maximizing the whole. So it maybe not the best.

    Good luck.

    • Like 1
    • Thanks 6
  13. Wow, there is a scroll bar between the first loaded items and the next loaded items.
    When you sell the last item of the first loaded items, the game tries to select the next item, but fails because it is actually a scroll bar.
    As a result, the previous item is selected.
    Even if you select one of the newly loaded items, the scroll bar is still there.
    Be careful.

    MarketBug1.jpg

    MarketBug2.jpg

    MarketBug3.jpg

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