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45026831

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Posts posted by 45026831

  1. Just to clarify a bit.

    In league - The opponent synergies are available in the background data on the page but not shown, so HH++ can use them in the simulator

    In season - The opponent synergies are missing entirely, so HH++ has to assume worst case scenario: that the opponent has the maximum harem synergies

    In PvE - The opponent has no harem, so the synergies are limited to the team girls.

    • Like 3
  2. 1 hour ago, Boulie2 said:

    The update link tend to crash my browser (Tampermonkey is in conflict with something, still didn't sort out what) 

    What you can do instead then is to open up the TamperMonkey dashboard, go to the Utilities tab, and scroll down to Install from URL, and copy-paste the script URL in there.

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  3. So, what needs clarification is where you saw that you had "around 50" shards prior. If you hovered over the shard count at the bottom of the girl's avatar, then it's as Liliat says, that's the amount you'd be projected to have after beating the champ. If you use HH++, you'll see the actual amount you have at the top of the girl icon and the actual projection of shards you'll get if you do no further damage and the champ is defeated.

    image.thumb.png.22728043f4fddb5aab5a2d867032c6b6.png

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  4. 3 hours ago, 430i said:

    I took another look at all classes and there are a couple of additional candidates which can be exposed as well. I think this can simplify some of the other community scripts, such as yours and zoo's. What do you think of the following list?

    common/Helpers.js
    common/Sheet.js
    modules/BattleSimulatorModule/League.js
    modules/BattleSimulatorModule/SimHelpers.js
    modules/BattleSimulatorModule/Simulator.js
     

    Take your time with the subsetting thing, it is something really minor and probably something that will be very rarely used, so probably not worth the effort :D

    Coming up in the next release

    image.png.a72bac739f5376f2a8bff8ce6cb25e71.png

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    • Surprised :O 2
  5. 8 hours ago, 430i said:

    And one more question - would you be willing to make the League and Simulator classes available via the window object?

    Yeah, that should be easy enough. Just those 2 classes?

    Allowing non-boolean subsettings is something I want to do at some point, just needs a bit of thought on how to manage the config panel. Want to avoid ugly text inputs, ideally.

  6. 1 hour ago, DvDivXXX said:

    It's always been the case in the old battle system, more or less (always with an error margin due to RNG and to exact battle mechanics' intricacies not being officially revealed, only always reverse-engineered by expert players, especially those with a hand in HH++ in general and its sims in particular). Since the switch to BDSM and Awakenings and Blessings and tons more variables, the old sims failed a significant number of times for months, with quite a lot of cases in which the script gave the green light for a likely loss (when checked by a human) and even more frequently a red light for what was actually an almost sure win (again if checked closely with a good player's human eyes). @Tom208's version partially made up for this by using a very conservative "worst case scenario" sim by default (giving the estimate for only 1 crit for you and 2 for your opponent, IIRC). But it wasn't perfect, still, obviously.

    However, Numbers @45026831 changed the sims for his version a few months ago to probabilistic ones, and likely fine-tuned them beyond that (and they also give an exact list of how likely each possible outcome is estimated by % instead of just a global estimate of the expected average as before); since then, it's been very reliable overall.

    Just to add to this, a little history of the battle system and the sim:

    1) Prior to BDSM, in the old system, the opponent could only trigger their class special once during the fight. Therefore the sim would assume no player special and that the opponent special would happen at the worst possible time for the player (Wild Burst on orgasm turn, Narcissism on player's orgasm turn, Reassurance at the very beginning of the fight). This produced a consistently conservative estimate.

    2) Once BDSM came in and the class specials disappeared, opponents could crit more than once, so the old sim was no longer fit for purpose. I cant take credit for the probabilistic sim, that came from a github user named 0renge via a pull request in August 2021. That sim was incredibly elegant and it's a shame it's no longer viable. It worked out the probabilities using some very clever maths, which worked well as a crit was just the equivalent of taking 2 turns at once.

    3) October 2021: Once Elements came in, the fire (crit damage) and water (heal-on-hit) bonuses made the probabilistic sim no longer viable. I ended up having to rewrite it into a stochastic sim instead, so now it simulates the battle 10,000 times (50,000 in high precision mode) and then lists out the percentage results. This is the only one I can claim to have written. The biggest problem with it now is how slow it is, which I'd like to address but is a non-trivial problem.

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  7. It sounds like you did 2 x10s, got at least 2 drops in each one and you're just assuming that's from a single drop. Anyway, this is all pointless if you fail to demonstrate any evidence. The reason you're receiving this level of scrutiny is because you're making a claim that the drop amount has changed, which, if true, needs to be properly documented.

    • Like 7
  8. 4 minutes ago, DvDivXXX said:

    What I was wondering is more whether the script also assumes a certain set of equipment, for instance (if yes my guess would be full rainbow, which would make sense).

    It assumes the opponent has 6 legendary equips that are either rainbow or own-class mono, and compares defense and harmony to work out how many of each the opponent has. Hovering over the attack stat will tell you how many monos it thinks the opponent has.

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  9. That is the extent of what it does, yes. It works purely on the information available on the league page. (I'm not keen on making network calls in the background to get club and profile info, particularly when that data isn't snapshotted). Ever since they were removed for the BDSM update, I've been asking for base stats (HC, CH, KH, End) to be shown on league again to make it easier, but for now the detector estimates what those stats should be for a given player level assuming they've maxed their stats out.

    In terms of working out exactly which boosters are used, that's an exercise in how well you know how different boosters affect the different stats. Ideally, the script is not a crutch, but a tool to save you from doing some tedious maths.

    • Like 3
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  10. Good summary. Yes, Style Tweaks is meant to work with either version of HH++, but some of the things it does are now redundant with things added by Tom's version of HH++ and I plan to move them into my version as well post-rewrite (e.g. battle pose aspect ratio, skip button position, PoV tweaks, etc.)

    In terms of suggesting features/reporting bugs, my preferred method is to use the Issues section of the script's github repository here (HH++) or here (Style Tweaks)

    I also have a 3rd script that is approved for use by Kinkoid for detecting boosters in League, but I like to challenge people to find that one on their own (although it isn't that hard to do)

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