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FGoog

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Posts posted by FGoog

  1. On 10/14/2022 at 7:32 AM, Ravi-Sama said:

    Congratz on breaking the temple 1500 wall!  Apparently, there's a mobile browser called Kiwi, where you can install tampermonkey and the HH++ script, so you won't have to do guesswork about pantheon % win odds on your phone.

    I'm impressed you can estimate your odds even a little.  Thanks for the exhibitionist 🟢 vs sensual 🔵 comparison in the pantheon.  Having a chance to survive more rounds more often does give an edge to green.

    Yeah, I knew you didn't quit, when I saw you in leagues a month ago.

    Thanks 😀 And definitely thanks for the Kiwi browser suggestion. I will check that out; that should be a big help.

    • Like 1
  2. 20 hours ago, Mighty Thor said:

    Special thanks to Frostburn1, Cryo and ThunderWolf, because each of them had put on weak girls for some short time in the last two days, and I was lucky enough to be there in time and so could gain 9 25-points-wins, where I would have lost with about 8 points for each fight!

    That is a nice gift! I have seen this before; ScarlettTItan put up a crappy team of a moment in a League I was in and I got some points from it. What is the motivation for these top players when they do this- are they just being silly, or is it like a charity thing?

    • Like 1
  3. On 10/14/2022 at 7:16 AM, Ravi-Sama said:

    Do you have any screenshots of this recent top 15 league week?  It's an unwritten rule, to share some eye candy in this thread.  At least your rank, score, avg, # of players, etc.

    Ah, I did not know that. Thanks for letting me know. I was 11th with more reasoable boosting. I did not capture any screen shots, and did not have time to check who was likely winning; I think Master HornDog is who I thought was going to win. It would help to get these screen shots if they left the "scoreboard" up until the player claims the reward, like they do for contests. 

    On 10/14/2022 at 7:16 AM, Ravi-Sama said:

    Zoo's HH Scripts (the league data collector): it's the same one other players are using, to make tables of players/scores.  You click a button at the top left to copy the data to a spreadsheet.  I manually graph and interpret it over time, but haven't figured out how to plot it accurately, w/o a text x-axis.  Otherwise, it'd just show each day, and not detailed info.

    Did not know about that script- Thanks! I will check it out.

    • Like 2
  4. On 9/22/2022 at 8:21 AM, Ravi-Sama said:

    Rank: 6th (Spoiler alert: I was in MrXY's screenshot).
    Score: 6754
    Avg: 22.29
    Boosters: 4x 3 Gins, 3x 3 Cords, 1x 1 cord/2 gins, & 0.9 AME (-438 kos from a CbC).
    Refills: 9.93, costing -1876 kos (~149 fights).
    Profit: +527 kos or +2510 kos (if ignoring the 1.5k kos ImLive Promo & CbC AME)
    Player Lvl: 468->470
    Girl Lvl Cap: 750
    Defeats: 2/306 303 fights
    Opponents: 102 101 (A player was banned).

    Offense: 173.88k & 146.36k balanced.
    Defense: same as offense.
    L5 Girl: Elphiba recruited last week.

    My highest score and avg to date.  I was ranked 1st from days 3-6, and finished 6th in the end.

    I was aiming for my first top 4, and finished -73 points short of it.  Used ~10 refills in the first half, b/c I had a ~174k team, and knew I'd drop to ~141k in the 2nd half.  I used the 1.5k kos from the ImLive Promo, to pay for most of the refills.  My AME was from a CbC day 3, which cost me 438 kos (73 CC fights), so I'll count it.  I only used 90% of it at the end, b/c I absentmindedly used 10 fights w/ it on seasons, for a daily goal.  If I don't count the ImLive promo's 1.5k kos, or the CbC AME, then I really spent 376 kos, for 2510 kos profit.

    1990307745_9-22-20226thinDIIILeagues2.thumb.png.3ce11547be76c8d8d205645c8765c91a.png

    Recognized @MrXY (3rd) & @FGoog (9th, aka "Not Playing RightNow"), as forum members.  I know of FGoog from the Pantheon Wall thread.  I noticed MrXY used most of his refills in the 2nd half, and I don't think FGoog used any refills at all.  "Not Playing RightNow" might've profited the most out of the 3 of us.

    Yeah, I noticed you too in this league a couple weeks ago. (just logged in here to notice this mention). I saw you using all those refills early and that you were going for a top 4, and I noticed you at 6th on the last day after you seemed to have used all your fights. Tough luck. Both blessings were pretty good for me this week, so I decided to go for a personal best and maxed out my boosters, making all my fights with 3 cordies and an AME booster. It resulted in my first top 15 D3 finish. (Though in this league that just finished I was able to crack the top 15 with more modest boosting).

    Love your plots- and nice font choice on "Leagues Diktator III" above. You must have some script that does the tracking for everyone in the league? It's great data

    • Like 3
  5. 1.     When a league is finished, keep the final score tallies visible to the player until they claim the reward, similar to the way this is done for contests. Right now there’s no chance to see the final, final results and know for sure what happened.

     

    2.    A common occurrence is I am scrolling through opposing players looking for who to challenge right now, and then I find the player I want to challenge but decide I would like to change my team or perhaps the equipment I have equipped. When I do that and then come back to the league page, I go back to whatever player was previously selected, either the player I last challenged or a player who recently passed me in the ranking. This is annoying as I have to go back and find the player I wanted to challenge, and sometimes forget exactly which player it was. It would help to instead each time you return to the league page to have selected whichever player you last had selected on that page.

     

    Maybe one or both suggestions have been made by someone else previously, but if not, I am making it now.

    • Like 10
  6. So I know I said I would quit, but that didn’t fully happen. With the current blessings I was able to do this on Tuesday:

    Screenshot_20221011-113952_Brave.thumb.jpg.f678bef661405228879d61feb8179c4d.jpg

    And here is the team and stats that I had, shown on the next fight after 1500:

    Screenshot_20221011-114245_Brave.thumb.jpg.03e0ee522b4b86bc9a46da06867a3a09.jpg

    The screen shots are from my phone where I ended up having to do this, away from my computer where I have the script installed. My own estimate was that my single fight win probability was 1.57%, and I didn’t get a chance to check what probability the script would have said. My 1.57% estimate is actually a slight underestimate because it does not account for the possibility of winning despite a critical hit form the opponent, which is funny because that is exactly how the winning fight went- the opponent had one crit hit and I had three. I had 36 Pantheon “worships” going into the fight; the global probability for one win out of those 36 fights at a 1.57% single fight win probability was 43.3%. The winning fight was on my 30th attempt, so I was slightly lucky.

     

     

    For this fight at least, having green girls on the team earned me more HP than blue and that made a difference. That is because with blue there is no healing for the first round and effectively no healing on the last round of a Pantheon fight, since it does not help you survive another round. The Pantheon wall fights are short fights, so missing 2 rounds means missing out on a lot.

     

     

    I know this game (HH overall) is not important but I just want to keep playing it, at least for now. This is what I have heard from other people what an addiction is like- you don’t HAVE to do the thing, you just always want to do it. Here’s to hoping I can keep the other parts of my life intact while doing it.

     

    • Like 10
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  7. On 8/15/2022 at 12:53 AM, DvDivXXX said:

    Thanks a lot for your kind words and various nice contributions, much appreciated.

    Just to be clear, you mean quitting the game on .com (I don't remember for sure if you've said it or not, but your plain forum avatar always had me guess your main account was on Nutaku), right? Or do you mean you're quitting the game, period? (If it's the latter, I'd like to make sure so I can say goodbye before you leave).

    As for showing your age, I never heard of the Shining Force series, but it seems to have started in the early 90s on Sega consoles. Well, I grew up in the 80s and was a Nintendo player back then. ^^

    Sorry to be slow to log back in. I mean to say I am quitting the game entirely. Too lazy to get an avatar and not sure what avatar I would get anyway. So it sounds like you're a similar age to me, good to know. I was certainly a big 8 bit Nintendo player in the late 80s and early 90's, then Sega Genesis in the 90's, but I didn't get into the newer consoles after that. Thanks again!

    • Like 1
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  8. On 8/13/2022 at 5:28 AM, DvDivXXX said:

    You guys rock. B| Thank you so much for the past few pages!

     I'm obviously fascinated and very curious about all those things, and I know and think a lot about it from experience and from countless other players' shared experiences, theories and advice, and from testing things out for myself. But formulas and spreadsheets and complex calculations and simulations and everything we see in this thread and others push some of that to the extreme to really make data speak, and that's something I'm both incapable of doing myself and very interested about. This is a real treat for me. ❤️ 

    Thanks @DvDivXXX, I appreciate you being a good guy through-out. Your answer to me in the thread about how updating in the leagues works, among other things, is HUGELY helpful for competing in the leagues.

     

    Believe it or not my motivation in posting the Dark vs Red thing was to give back as the forum, and I went and screwed that up. It is a good argument for crowd-sourced knowledge though.

    This me on the hh.com BTW.

    1725685243_Capture220814.thumb.PNG.5f6a04c94f3d9cf8536529eff9c0af2d.PNG

    Still (barely) on the Pantheon leaderboard at under level 400, though I will get bumped off shortly. I have seen most of the people commenting here about once during league play. I was 19 points off from cracking the DIII top 15 in my last League; the finish was heart-breaking. (Using only 1 AM booster and triple cordyceps the whole way. Another AM booster would have done it, but would not have been justified for the kobans difference vs. a 15-30 finish). I did average above 20 points per challenge though.

     

    I have tried to quit the game several times, but I am quitting now, and I think it’s going to take this time.

     

    The game is a lot of fun, just more intense and draining than anything I ever intended to get into.

     

    One thing is that it reminds me in a certain way of the Shining Force video game series (minus the whole sex thing), which I used to love, and referencing that will also show my age. (https://www.shiningforcecentral.com/) The similarities are that as you go through the game you get this huge team to battle with, but what I always thought was an unfortunate part of the way that game worked is that once a character made it out of your battle team (you had to choose something like 12) then they never gained experience and they would always fall by the wayside and you would never use them again the whole game. Here in HH you make use of a deeper team, in particular with the blessings making that more interesting. Blessings and the different elements are definitely my favorite parts of the game.

     

    So again, thanks for being a good guy, and I just wanted to share that.

     

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  9. 13 hours ago, Liliat said:

    I did (Only using the simulated results to illustrate why your reasoning was wrong).

    The mistake you made, I think, is that you considered that "Critical Damage Bonus" and "Attack Bonus" are equivalent and comparable. However, they are not, because they don't modify the same base value. Your math would be almost valid if you assumed a 0 defense on your opponent (In which case Damage = Attack, and then you can compare the values). But if we take the complete formula:

    
    damage = (attack x attMultiplier - defense) x critMultiplier

    Where critMultiplier is either 1 (No crit) or 2.x (Crit), and attMultiplier is between 1.00 (No dark girl, no passive bonus) and 1.21 (7 Dark girls in the team, 100 Dark girls in the harem).

    We can rewrite this as:

    
    damage = (attack x attMultiplier x critMutiplier) - (defense x critMultiplier)

    And here we see why the critMultiplier is not as good as the attack multiplier: it also affects the opponent's defense, whereas the attMultiplier only improves your own stats.

    Let's take an extreme case, where Defense == Attack (Let's use 100,000 for a round value), and compare an 1.21 Attack bonus with 35% crit damage (Full Dark), to a 1.07 Attack bonus with a 105% crit damage (Full red). And to make sure we favor Red, let's use a 100% crit rate (Which is far superior to your 25%, so it should favor Red).

    I'll use a defense of 107k and a base attack of 100k (So 107k for defense and 107k for attack, with the 7% passive bonus)

    Dark:

    
    damage = (100k x 1.21 - 107k) x 2.35
    damage = (121k - 107k) x 2.35
    damage = 32.9k

    Red:

    
    damage = (100k x 1.07 - 107k) x 3.05
    damage = (107k - 107k) x 3.05
    damage = 0

    So we see that no matter how high the Crit Multiplier is, if your base damage (without crit) is very low (Because of low attack/high defense), you will get worst results - even in case of a crit.

    Another thing to consider is that the Red bonus is added to a base critical damage value of x2.35. So a 20% crit damage bonus actually results in a x(2.35 + 0.2) = x2.55 bonus, which is only 8.5% better. So, each Red girl doesn't increase your damage by 10% (In case of crit), but only by 4.25%.

    In most cases, in PvP, the defense is somewhere between 25% and 50% of the attack value; so the actual bonus from the crit damage is even lower than it looks. All in all, we have 4 values that affect the crit damage attribute:

    - Attack: the higher, the better

    - Opponent defense: the lower, the better

    - Crit rate (Obviously)

    - Base crit damage (Without any Red girl), which always has a minimum of x2.0, and up to x2.35 at higher level.

    As such, your 10% "bonus" will be divided many times:

    - x0.25 for a 25% crit rate: your 10% bonus is now a 2.5% bonus

    - x0.5 if the opponent's defense is 50% of your attack: your 2.5% bonus is now a 1.25% bonus

    - x0.42 if your base crit rate is 2.35, so your 1.25% is now a 0.5% bonus (2.45 / 2.35 = 1.042; a 10% advertised crit damage only adds 4.2% in practice, because the base value is not x1.00)

    In the meantime, the Dark attack bonus is a flat 2%, not affected by anything else. So it's 4 times stronger than Red in theses circumstances. It becomes equal to red with a 100% crit rate (Since the x0.25 multiplier becomes a x1 multiplier, making red 4x stronger in this case. 4x0.5% = 2%, so it's now on par with Dark; which is consistent with the "Bonus" simulation round I made with a 100% crit rate)

    And that's for PvP. For Pantheon, the Opponent's defense is even higher than for PvP, making Crit Damage even worse, comparatively).

    Hope this clarifies how your logic was biased. Defense is important; and so is the Base Crit Damage value. You only considered the Crit Rate and Crit Damage Bonus values.

    Yeah somewhere I got crossed up and got to thinking the Dark bonus affected Dmg and not Attk. I knew that previously and just got crossed up in my thinking here. Also the math does work out that indeed the passive Red bonus does affect things, tilting things more towards a preference for dark the higher the passive bonus is, but the effect is somewhat modest.  The effect of me getting crossed up on what the dark bonus applies to (and negating the opponent's defense in the process) was not at all modest however.

     

    I just did a quick check comparing me against a weaker PvP opponent, stronger PvP opponent and the Pantheon wall I am looking at right now (unboosted). The Dark vs Red break-even point would be a Crit rate of 46.5% for the weaker PvP, 57.9% for the stronger PvP and for the Pantheon indeed even the Crit Hits themselves would be higher in the Dark case! One might barely cross the break-even point against a much weaker opponent when there is a also a crit hit counter bonus, but even in that specific case the improvement would be slight anyway, such that it's not worth the brain space to worry about it.

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  10. 6 hours ago, DvDivXXX said:

    Even then, Dark (and Blue) ALWAYS trumps Red. Red does nothing at all except during crit hits, and even then, especially when you already have the quite significant passive bonuses for both maxed out, it doesn't do all that much when it does do something. By contrast, Dark does something very impactfull all of the time, with synergy not just with Red but also with Blue. A Dark team hits harder and consequently heals more HP every turn compared to a Red team that only hits and heals just a bit more than the Dark one during crit hits, and a lot less the rest of the time. This means the Dark team will survive longer and do more damage than the Red one, even in the type of dream scenario currently required to have a hope in hell of beating the last few Pantheon Walls.

    Say you crit every other turn. And for clarity and simplicity, say you have all passive bonuses maxed out (also because I think anyone in a position to fight the final two or three Pantheon Walls almost certainly does anyway).

    Default (without any Dark, Red or Blue active bonus):
    Regular hit = 100k + (100k x Dark bonus of 7%) = 107k damage
    and (107k x Blue bonus of 10%) = +10.7k HP from Lifesteal (except on turn 1 obv)
    Crit hit = 214k + (107k x Red Bonus of 35%) = 251k damage
    and (251k x Blue bonus of 10%) = 25.1k HP from Lifesteal (except on turn 1 obv)


    With a full Dark team on top:
    Regular hit = 121k
    and (121k x Blue bonus of 10%) = +12.1k HP from Lifesteal (except on turn 1 obv)

    Crit hit = 242k + (121k x 35%) = 284.35k
    and (284.35k x Blue bonus of 10%) = +28.4k HP from Lifesteal (except on turn 1 obv)


    With a full Red team instead:
    Regular hit = 107k
    and (107k x Blue bonus of 10%) = +10.7k HP from Lifesteal (except on turn 1 obv)

    Crit hit = 214k + (107 x 105%) = 326.35k
    and (326.35k x Blue bonus of 10%) = +32.6k HP from Lifesteal (except on turn 1 obv)

    With a full BLUE team instead:
    Regular hit = 107k
    and (107k x Blue bonus of 31%) = +33.1k HP from Lifesteal (except on turn 1 obv)

    Crit hit = 214k + (107k x 35%) = 251k damage
    and (251k x Blue bonus of 31%) = 77.8k HP from Lifesteal (except on turn 1 obv)

    Say the fight lasts 4 turn and you crit every other turn. Let's be even more optimal in our dream scenario and say you crit every even turn, so every crit heals you.

    Dark Team:
    Turn 1: hits for 121k; takes 150k damage in its face
    Turn 2: hits for 284.35k; heals for 28.4k; takes another 150k damage
    Turn 3: hits for 121k, heals for 12.1k, takes another 150k damage
    Turn 4: hits for 284.35k; heals for 28.4k; takes another 150k damage

    Red Team:
    Turn 1: hits for 107k; takes 150k damage in its face
    Turn 2: hits for 326.35k; heals for 32.6k; takes another 150k damage
    Turn 3: hits for 107k, heals for 10.7k, takes another 150k damage
    Turn 4: hits for 326.35k; heals for 32.6k; takes another 150k damage

    Blue Team:
    Turn 1: hits for 107k; takes 150k damage in its face
    Turn 2: hits for 251k; heals for 77.8k; takes another 150k damage
    Turn 3: hits for 107k, heals for 33.1k, takes another 150k damage
    Turn 4: hits for 251k; heals for 77.8k; takes another 150k damage

    Alright... That's way too much maths for me already. ^^ I'll let you excel wizards and living calculators take it from here if you want (including to disprove what I said above, if that turns out not to hold up to my hypothesis).

    But it seems to me that if we go for the full-blown Hail Mary play of "let's hope we crit like crazy", Blue would survive much longer and therefore do more damage overtime despite doing less damage than the other two imaginary teams all along... Like in BB, basically.

    I’m glad this is an interesting discussion. I will think it through more fully if I have time later. You guys aren’t engaging in the logic from my posts and I don’t see how anything you are saying invalidates what I wrote there.

     

    Healing less in between critical hits is something I hadn’t fully considered in my posts. If you are in a situation where as I am claiming the eccentric is preferred over the dominatrix you are still healing more with the eccentric in general though. HOWEVER, as you wrote, you don’t heal on the first hit and for determining the success of a fight you effectively don’t heal on the last hit of a successful fight. So that does mean less healing for an eccentric when the critical hits land there as opposed to in the middle. So that changes (and complicates) the math some. That is probably something that needs to be checked in a particular situation. Maybe there are situations above the 1 out of 4 critical hit threshold where the dark over the red still helps you to win, though I am not yet sure of that. However I am certain that the idea that in every scenario dark is better than red is wrong. For example, in a situation where that extra in-between critical hit healing does not help you to survive another round.

     

    Surviving another round with something like blue helps too of course, but for simplicity of the discussion it’s easier to just consider dark vs red, as they have the same nature of an effect; just distributed differently across crit and regular hits.

     

    It may be that the scenarios with something like the all red or all dark teams change things. Something like such scenarios could happen when that element is blessed. I will think about it later if I have time. However the scenario I described also happens frequently- where the first 6 slots are “no-brainer” decisions because of blessings, but you have one 7th slot and different girls of the same power that you are deciding from.

    • Thanks 1
  11. 12 hours ago, Liliat said:

    Very interesting points. However, getting 25% of crit chances against Pantheon is almost impossible on higher levels:

    The chances of it are indeed low but in order to beat the Pantheon walls at the upper levels that's usually what needs to occur. You can refer to my other post in this thread from a few days ago in that for Pantheon wall planning, it's helpful to think about precisely the number of critical hits you need in the number of rounds that you can survive. For me anyway at the walls above 1000 that fraction of necessary critical hits has been higher than 1/4. Say for example you can survive for 5 rounds against a Pantheon Wall and you are on the cusp of needing either 2 or 3 critical hits in order to beat the opponent in that many rounds. If you only need 2 critical hits your odds of success go way up relative to only needing 3. Both fractions are above the %25 mark. So you could have a situation where the eccentric girl but not the dominatrix girl allows you to win with 2 critical hits. And in any case the eccentric in that scenario would at least do no worse than the dominatrix in terms of the chance of success for the fight.

     

    Passive bonuses are irrelevant for the question because you have no control over them unless you want to start kicking girls out of your harem (and if you can find a way to do that in the game). Or in the case where you have an option to add new girls to your harem (for those of us without maxed out passive bonuses already), for the purpose of winning the Pantheon battle you would always want as many girls in your harem as possible, so there is no thought there. You do have control over which girls are in your fighting team.

     

    It is true that there is a little bit of synergy in situations where you can have both a dominatrix girl and an eccentric girl in the fighting team, say for 2 slots that you have open, because as @DvDivXXX points out the red bonus multiplies the dark bonus too. But that effect is smallish- the combined crit hit bonus for an added dominatrix and eccentric would be %12.2. But in a situation where you to pick 1, the %25 threshold holds.

     

    League fights are where it makes more sense to think about things in terms of probability of critical hits rather than what must have occurred in order for you to have won the fight. However, don't forget the harmony critical hit bonus. For example if you have the same harmony as your opponent then you have a 15% critical hit chance from that (according to the performance handbook, but I think that's correct for that). That adds to the physical girl bonus and would change the calculation of Dominatrix vs. Eccentric in the situations you mention.

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  12. Edit: my logic below is wrong- I somehow forgot that the Dark bonus applies to the raw attack value not the damage, so my 25% calculation for the break-even point is way off. It is somewhere in the 45% to 60% range for PvP opponents, and Dark will always be better against the Pantheon. Also I learned that the passive Harem red bonus also tilts things in favor of Dark being more preferred.

     

    One thing I wanted to share that's related to something mentioned earlier in this thread, is a comparison of Dominatrix and eccentric girls.

     

    When comparing a dominatrix girl and an eccentric girl of the same power level, the two are precisely equivalent if 1/4 of your hits are critical hits. If the fraction of critical hits exceeds that, then the eccentric girl's bonus does more damage. If the fraction is less than that, then the dominatrix girl's bonus does more damage.

    Background information for the explanation- the damage dealt in a critical hit is 2 regular hits, plus the eccentric bonus.

     

    Considering the dominatrix girl, after 4 rounds with 1 of those being a critical hit, their 2% elemental attack bonus is applied 5 times- 3 times for the 3 regular hits, and then twice on the critical hit, leading to a total bonus of %10 of the attack power extra damage dealt at the end of those 4 rounds (5 x 2%). The eccentric girl's 10% bonus is applied once (on the critical hit). So the same outcome is reached in both cases, and then you can see how more than 1 out of 4 critical hits leads to the eccentric girl being preferred, and less than 1 out of 4 critical hits leads to the dominatrix being preferred.

     

    So if your plan to break a Pantheon Wall relies on more than 1 out of 4 rounds as critical hits, then you are better off with an eccentric girl of the same power. In League fights, eccentrics would almost certainly be preferred for fights in which you have the critical hit counter bonus, with Dominatrix preferred in most other fights. Eccentrics might be slightly preferred in fights in which you have a big enough physical elemental bonus, say if you were going for the physical counter bonus against a playful team, and also have a high passive physical bonus.

     

    Side point related to this- I am not %100 sure the HH script correctly accounts for things like eccentric and sensual bonuses, especially for the enemy. This was most noticeable for me when fighting upper all sensual levels of the Pantheon. When the script would tell me I had a 75% chance of winning, in practice it seemed like I was consistently only winning about 1 out of 5 of these battles. I have not bothered to look into the code to check how it does that, but that might be worth someone doing.

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  13. 1 hour ago, Ravi-Sama said:

    LOL, yeah, doing it for league fights is overkill, but I have analyzed 8x pantheon 1700 wall fights, to see what I'd need to win.  Healing slightly more HP from a sensual girl, or having more Ego to begin w/, b/c of an exhibitionist girl, really might make all the difference to win.  It makes sense to mess w/ the team composition, and also gear, b/c of that.  The rest of the pantheon is boring, but the walls are when it gets interesting.  The feeling of having an 180k+ team, and the possibility of winning, when you know blessings, and boosters will run out soon, is motivating.

    Yeah, you've thought about like this before. Cool table 👍 I love the Pantheon wall fights too; the challenge is fun. Something like that helps one make a decision about using a headband before actually using the headband.

    • Like 5
  14. On 8/4/2022 at 11:08 PM, DvDivXXX said:

    As far as attack is concerned (unless they stealth changed it since the last time I checked), gins only boost your primary (legacy) class stat by 6% and, through that, the attack that comes from it. It doesn't include the extra stats from your team.

    To determine your base attack, with the script, you just check your primary "class" stat this way:

    image.png

    Of course I have 3 cordys equipped right now, so that's +0 to my Know-How "stat" from boosters, since those directly boost attack itself. But next time I have a gin equipped, I'll have a look.

    Oh, and to further assist with the maths based on my before/after Headband screenshots, here's what my stats look like with full mono equipped:

    image.png

    Interesting. The Club bonus actually boosts your equipment stats too. Oh well.

    Anyway, IIRC, each gin I'd equip with the above setup would give me +6% of 58,237 in extra attack. The tricky part (and particularly interesting for mid-level players) is that each cordy then gives +10% of the whole attack, including that little boost from each gin.

    But yeah, without doing the actual maths myself, it doesn't seem that getting +6% of 58k to my base attack of ~110k (so in that case roughly +3% to my actual base attack?) so that my two cordys can give me +10% of a slightly bigger base attack is anywhere near worth the slot where I could have another +10% of my whole attack instead. (Of course gins give other little bonuses all around, but only attack, total power and active skills really matter against a Pantheon Wall).

    -----
    Edit: And going back to active skills and total power (which I suspect but am not sure are related to switching in 1 or 2 mono items for rainbow ones), there's still a lot that looks indistinguishable from magic to me.

    Full mono with strongest current team by total power:
    image.png

    Now, same thing but switching the weakest of the 7, which happens to be Orange, for an even weaker but Blue girl:
    image.png

    Now, switching one more for another Blue girl?
    image.png

    So it seems the first +3% Lifesteal matters a LOT, enough to more than double my odds despite the 3.5k loss in total power. But one more time +3% Lifesteal for 8k less total power completely tanks my odds. ^^

    All in all, switching girls and items around, the very best odds I was able to reach so far are these:
    image.png

    That's with exactly one Rainbow item, and one slightly weaker but Blue girl switched in. It's twice better odds than my actual stronger team with full mono, but switching anything more ruins it.

    One thing to chime in with on this topic- particularly for Pantheon wall battles it helps to think in terms of discrete rounds of the fight and what is happening each round. If you changed one girl from orange to blue and you saw a significant jump in you success percentage, that means the added HP (ego) allowed you to survive an additional round, so then you need one less critical hit to win the fight. Similarly if you switch one girl from orange to black and your success percentage jumps up considerably that means you can beat the enemy in one less round and you need one less critical hit. If you make a change that doesn't affect the calculation of the number of rounds and critical hits that you need, then you want that change to increase the odds of critical hits (and defense from critical its) through harmony (e.g. through more rainbow equipment) or the orange girl bonus. Presumably one could maximize every league fight like this too, but I hope someone kills me if they ever catch me spending that much time on this game.

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  15. Well, it will be interesting to see if that does happen, and hopefully it does. I will certainly give it a try if the numbers look good. For my previous wall-break-throughs I was able to do it with only 2 crits.

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  16. On 6/27/2022 at 9:30 AM, Ravi-Sama said:

    There's potential to break some walls next week, w/ the "69" 35% & Voyeur 30% blessings (76% if both).  I see that I'll have at least a 174k team, up to a 188k team, w/ these 7 girls maxed: Succubus AbraëlO'Malley, Bianca, HimariFilya, Dixie and Layla.  I'm ranked 116, and still stuck at floor 1700, w/ a 0% X Impossible prediction.  I see 436 players stuck at floor 1500, which only 350 players passed.  Maybe they'll make some progress.  This is a benefit of getting Abraël, instead of NikeAbraël's dual eye colors have more blessing potential.  I wanted both, but didn't make sense, b/c of gems.

    1968799027_voyeur69blessingsandpantheon.thumb.png.4ba122863aeed7ea7c3691f0ae8bb0db.png

    There's an issue though that the voyeur bonus doesn't lend itself towards breaking Pantheon walls. To have any chance at winning the fight in the limited number of rounds you can survive you probably need to use all or at least a lot of mono equipment, which makes your harmony low, which makes the voyeur bonus even less useful than a normal fight. Of course if the power on your team is high enough you may still be able to win, but the weak voyeur bonus is a big mitigating factor for that.

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  17. I just verified, much to my chagrin, that peoples' stats do update in between hours, at least in this case where someone added boosters before I got around to challenging them.

     

    But I am also curious to know what team of mine gets shown to others. For example this week I have tried to leave a rainbow team selected whenever I am not about to challenge someone, with the thought that it is harder for others to score points against a rainbow team because of the lack of a counter bonus. But does that last team selected matter, or does it just go off of the last team you used to make a challenge with?

  18. Thanks- so is that a consensus belief that updates happen every 6 hours after the turnover of a new day, except when they took boosters, in which case they are updated instantaneously during that period? Or is it not known for sure, but at the limit what you just described is known? I feel like at different changes of the hour I have been on the League page and see the page go blank for a moment then reappear, and after that I noticed some people's stats have changed. I will try to document that

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