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zoopokemon

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Everything posted by zoopokemon

  1. Script, I've merged my Improved Waifu module and Compact Daily Missions style tweak into HH++. They're from my Zoo's HH Scripts, a script I made as an addon to HH++ before I took over maintenance of HH++.
  2. Nvm, it's been 2 patch notes without a fix from KK, so I've went ahead and found a way to fix it myself in v1.33.1
  3. Added DP to the Hide Claimed Rewards now in HH++ BDSM v1.33.0 along with a style tweak to make the rewards more compact.
  4. Went through the different discord servers, here on the forum, and with some alts, and I've compiled all the objectives with their updated values. Objectives that changed were: Win performances in Leagues from 4 / 7 / 10 / 15 Spend kobans from 5\30 / 10\60 / 20\120 / 30\180 Score points in contests from 1k / 2k / 4k / 8k Gain xp from 2k / 4k / 8k / 15k Earn mojo from 40 / 80 / 140 / 200 Complete any daily goal from 7 / 8 / 10 / 11 Finish PoP missions from 3 / 6 / 9 / 12
  5. That relies on a function from the game itself so it's broken even without the script. I'm just going to wait for KK to fix it.
  6. Fixed in v1.32.13, along with some other new styling issue.
  7. Was this for the leagues, seasons, villains, or pantheon? It should be working fine in the leagues, but it looks like I missed the other race conditions in the other places. Also now the game shows all the variable in season, villains, and pantheon so the sim should now be 100% accurate for all of them.
  8. My assumption is based on the idea that Kinkoid would go with the most simple solution, and that is to simply select from any "color" that has been assigned to the girls of that game. In fact from the initial blessing on Nutaku of "bald" colored eyes we know that it was originally even simpler than that. As the "bald" eyes was a problem because 1) it wasn't an eye "color", but a hair "color" and 2) It wasn't even being used on HH as a hair "color", but it was for GH. Back on topic here's an updated chart of the shards left over on Nutaku
  9. Remember that the chance to be in the Top 7 is not equal to the chance of being blessed. Also I do assume that all hair/eye colors have an equal chance to be blessed, including unknown. Any assumption that the unknown color can't be blessed I find to be baseless unless it's been explicitly mentioned by kinkoid.
  10. Just for curiosity I checked what her Top 7 chances would be if they didn't fix her stats. While it's only a 2% difference in stats, it's still a difference that would allow other mythics to push her out of the top 7.
  11. To clarify when I calculated the T7% I edited her stats to be equivalent to a normal mythic, 10.0 to 10.2, under the assumption that KK will correct it latter.
  12. Guess I'll do it, I'll maintain Numbers' script from now. Fixed that bug along with it not hiding rewards after you claim them in seasons. I don't promise that I'll do much outside of fixing bugs that won't require any massive rewriting of any module. Here's the link to my fork of Numbers' script https://raw.githubusercontent.com/zoop0kemon/hh-plus-plus/main/dist/hh-plus-plus.user.js You'll have to reinstall the script and delete/disable the old version.
  13. About my script, the copy last week button is so you don't have to worry about copying the data during the end of the league and to act as a back up. league data is copied whenever you enter the league page, I try to enter the league one last time at the last minute to get the final results. Also note that my script is made to work as an extension of Number's HH++, so it requires his script to work. Also I have more than just the script for league data, but you'll have to DM on Discord to learn about that (Hint: It's a spreadsheet).
  14. I know for from the harem page The housemaid's real name is listed as "Igor - Jeeves - Alfred…", which I've always thought was a mistake as it has been edited back and forth with "Mili - Mimi - Titi - Titti..." being used as the name. "Mili - Mimi - Titi - Titti..." made more sense as it matches some of the names used for the housemaids in world 4 "Infinite castle" scroll. Also the GH counter is Buttler whose real name is listed as "Jasper Fungi".
  15. Got 215 keys from 2,783 combativity (7.73%) (I only did this amount to maximize the points gained for the SE so I can get the 4th girl, so I did 120 of the 153 20x refills I expected to need). Results from using my keys
  16. Got my first girl from Auga, here's my drop stats so far If you want more details don't worry, here's all my drops in order from top-to-bottom, left-to-right.
  17. Yes I have, though it's not double. It's a bit less since the damage between you and an opponent is not equal. It would be better to multiply by 1.6 as I'll explain in a bit. Also I accidently overstated harmony's importance, in my first post, by conflating attack and damage. So I have updated my model Reminder Def / Atk is equal to the % of the attack that is blocked by defense. This graph uses the maximum amount you could raise your crit % for the +24% Harmony. In the case of +12% Defense, blue line, the axes are in respect to Your Def / Opp Atk and in the case of +24% Harmony, purple line, the axes are in respect to Opp Def / Opp Atk (should be negative since your increasing damage, but I have mirrored it across the x axis for comparison.). You can approximate how much better +12% Defense is compared to +24% Harmony with the following equation where d_o = You Def / Opp Atk, d_p = Opp Def / Your Atk, and h = your Harm / (Your Harm / Opp Harm), with all values being taken before any bonus. Ok, to prove my point that +12% Defense is the better bonus, I have tested it in leagues with all 100 opponents I have currently. On average my Defense / Opp Attack was 49.7%, Opp Def / my Atk was 28.4% (Thus my opponent's "damage ratio" is 57% of mine, this is why I used 1.6, not 2). On average I had a 15.8% cirt chance before the +24% Harmony bonus, translating to an average of +1.58% to the cirt chance with the +24% Harmony bonus. My model predicted that +12% Defense would be 3.30x better, testing it and +12% Defense gave 3.49x a better increase to the average expected score than what +24% Harmony gave. For every single opponent I tested +12% Defense gave a better result than +24% Harmony. What a surprise, the mathematical model predicted nearly exactly how much better +12% Defense is over +24% Harmony. Also... First that post was not for you, I don't care if you hinder yourself, that was for anyone lost in the pile from your bullshit. You have only shown to be fully ignorant on the matter, any secondary effect from harmony or defense you tried to assert would somehow counter my point was done so without evidence, so I dismiss it without evidence, the burden of proof lies with the one making the claim. I have provided evidence for my claim and I can provide more. Of course your incapable of providing evidence yourself, so no surprise you moved on to personal attack against me. What this is akin to is a flat earther telling a scientist his model of the universe is wrong merely because he can't understand it. Case in point: You have completely misunderstood my math. I have used no bell curves, I can only guess that you mistook the 2nd graph for one. The only assumption of similar power level was the original equal harmony values, before any bonus, which only results in a 0.0048% lower increase to crit chance than the best case scenario as displayed in the 2nd graph, this has been corrected in the new model. I do not intent to change DvDivXXX's mind, I want to make sure no one buys DvDivXX's ignorant bullshit that is their miles long fairy tales that are completely divorced from the evidence.
  18. Going back to this point What matters is the cirt chance and that +24% is nothing. If you, before the +24% harm, take your harm as a ratio of your harm + opponent's harm you can vary it between 0 and 1 to see all possible outcomes that +24% harm will have. +1.607% was the what effect +24% had if both opponents are equal, best case is at a ratio of 0.4731 for +1.6118%. So yeah, that's why I stress that the increase effective damage will never outclass the increase in defense.
  19. Any increase in effective damage from the harmony bonus can and will be negated by the increase of defense from the defense bonus. Using harmony bonus equips will put you at a disadvantage to those using the defense bonus.
  20. You really think it's better to heal 6k of damage with a fraction of 2.4k instead of not taking 6k of damage?
  21. That's only 2.4k more attack with +24% Harmony compared to the 6k more defense with +12% Defense, please do some math before you write a novel. Edit: Had to correct 12k more def to 6k, since I used DvDivXXX's incorrect 62k, instead of the correct 56k.
  22. Harmony Crit Chance = 30% * Player Harmony / ( Player Harmony + Opponent Harmony ) So in the case of equal harmony with then adding full Harmony resonance you would have a 16.6% chance to crit vs the original 15%, equating to 0.01607 * Attack more Attack. Defense Generally I find that the ratio between your Defense and an Opponent's Attack to be any where between 0.3 to 0.5, meaning your blocking 30% to 50% of their attack. So taking an average of 0.4 for the ratio between your Defense and an opponent's Attack, adding full Defense resonance you get a new ratio of 0.448, equating to receiving 0.048 * Opponent's Attack less Attack from an Opponent. That's 3 times higher then what full Harmony resonance could have given them. Below is the graph for all the possible You Def / Opp Atk ratios, showing that you'll be able to defend more with full defense bonus, in most cases, than what extra attack full harmony bonus could give an opponent. An Example Here I have simulated full Harmony resonance bonus and full Defense resonance bonus compared to my no theme resonance bonus in the pantheon for proof that the math is correct. Base: Harmony: Defense: Side Notes "Rainbow" theme is 100% good news as most of the times you'll be using a Balanced team and most of the time the best team by pure Total Power (should really be called Team Power) is a Balanced team.
  23. Here is the stats for all my drops of the 3 perm PoPs, with the drop rates with the current reward pool. Note how in the first two PoP the rate for mythic orbs is about 33% while the 3rd PoP is 10%. There was a period of time where all PoPs had 10% drop rate for mythic orbs, but eventual the two got switched back to the original 33%. I would report the 3rd PoP's drop rate as a bug, but I fear they'll just nerf them all back to 10%. And while I'm posting here's the rest of my data on the temp PoPs. The RL crossed out is from back when it was just a source of Voyeur and Exhibitionist Gems.
  24. Note that the drop rate of gems on the temp PoPs is about 20%, but for the gem only one it appears to not be an equal split between all the gems instead it's more like this Even with claiming the gem only PoPs last Voyeur and Exhibitionist gems remain the most abundant type of gems while also, along with Submissive, being on the bottom of the best element list. The most valuable gem type here, Eccentric, has a worse drop rate compared to the temp PoP with just Eccentric. So if you care about gem quality over quantity, the gem only temp PoP is absolutely the worst temp PoP. The only reasons I can think of why to value gem quantity over quality would be to get to the 750 level cap faster or for a slight advantage in CumC day 2.
  25. past bug*, it was fixed 2 patches ago.
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