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Horsting

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Everything posted by Horsting

  1. This is added by HH++, not part of the game itself.
  2. Horsting

    Chat room

    Works again. Why in one of the side quests, the HH hero is protagonist, and the other one starts in New York? :🤔
  3. Btw, the reason I did not see hard mode available: Requires hero level 500.
  4. Is Kinkoid eating moderators, or why did the 2nd disappear without leaving any note? Same as with Ravi the first week(s), Div is still active in the game. Is 2 weeks still too short to worry? Anyone else from his club around?
  5. Horsting

    Chat room

    What is the URL of MRPG? I cannot find it.
  6. Dammit, somehow I missed that hard mode is available, and did not even see it when selecting normal difficulty. However, I think I anyway do not have enough level 750 girls do finish it without rejuvenation stones. But since I have 12, I'll just test it in 2 days, and see whether e.g. 1 is enough, so that it is still a profit overall.
  7. I just wanted to ask exactly the same. IIRC, indeed all my opponents today were unboosted directly. Will have this in mind now when the remaining ones have their boosters expired. That would be SO great, an extremely annoying and time consuming bug for committed league contenders. Thanks to your script, at least we are not forced to remember or note down stats of opponents to know whether they are still boosted or not 💕.
  8. @HentaiGuru Just as I see it: Throw that element/color bonus ranking from the performance handbook aboard, as it is based on false assumptions and some false logic at least in regards of playful/yellow. Yellow is equal, probably even a little better than white. Red is the 2nd worst, a little above violet, green has become the strongest element bonus, thanks to shield skill, and blue has lost value, thanks to the shield skill. I'd say: Green Dark Blue Orange White/Yellow Red Violet
  9. Temporary server issue/slowness. Not common around daily reset time.
  10. A healthy mind needs a healthy body, or something like that ... probably over-interpreted by some mages 😄.
  11. You mean 5 slots, to not forget the "common" relics 🙃.
  12. All stats raise between floors: AP, defence, ego, harmony, also their GS5 skills and starting mana. Though I never really checked starting mana and mana regeneration of opponents, but on the higher floors, they cast their skills much earlier. Will have a closer look tomorrow. AFAIK, along one floor, the difficulty of the same opponent type in average remains the same, while there is an RNG range, of course. After watching a few fights in speed mode today, using different teams with all fully skilled girls, to see all of them in effect, which ones make a visible difference and which ones not: Submissive healing skill is of course by far the best. Though it has the little weakness, that with multiple submissive girls, often they heal all in 1-2 rounds, which means that often much healing is wasted. If CH finally raised mana regeneration, this could be much better used by e.g. 1-2 CH and 1-2 KH submissive girls, to have healing more split across multiple rounds. I found the sensual shield also quite strong. It is only 32% of max ego shield vs 40% max ego healing (level 5 each), and affects only 3 girls, which can be also backline and midline, but usually 1 tank is shielded as well, and it is a nice extension to the healing, which can go above max ego. I.e. 2 submissive and 1 sensual is probably better than 3 submissive, where at least 1 healing is usually lost, while the shield is still effective. The physical defence bonus does no recognisable difference. To all girls, yes, but +8% (level 5) is simply a pretty tiny bonus, weaker than higher rarity defence relics, come on ... I had 3 physical girls in one longer battle, but didn't have the time/mood to check whether their bonuses do actually stack. 3 rounds +32% would be at least something, but the damage numbers I observed did not go significantly down, hence I suspect they do not stack. The same question applies to the sensual shield skill: There are cases where the same girl gets a shield twice, but I am not sure whether this stacks or not. But it is not so relevant with 3/7 shielded girls, compared to 7/7 who become the defence buff. With multiple submissive healers, to make more use of healing earlier and overall (splitting them across multiple rounds), the exhibitionist mana boost actually becomes somehow interesting: Where 3 submissive girls were often a waste, having one exhibitionist in the team had a good chance to make fully use of all healing (on the tanks) in the 2nd half of the battle. I am quite sure that this saved a few girls from getting tired this run. While on the shorter battles before the update, where a battle was mostly done when skills were casted, the dominatrix slap was quite strong, finishing off the battle to reduce final damage to the own team/tanks. On the longer battles now, where skills are casted at least 2, sometimes 3 times, I would rate it less effective. I mean it is still about an extra attack, but often not done to the front most opponents, where you would want it, and overall I find it more helpful to have enough healers, shields and in case a mana booster, to keep the team/tanks alive. When some opponents are down, they are simply not able anymore to do more damage than the healers heal, hence the duration of the battle from then on does not matter anymore. Eccentric burn skill has the same problem, but worse, and the damage seems lower as well. It became a little stronger compared to the dominatrix slap, since it was not affected by the doubled damage form before the update, but it is still much weaker, IMO. I did not check mana steal and stun, but mostly found them to be annoying for my own team: No mana generation while girls are stunned, which can delay healing and hence be a reason for a tired tank, and with the mana steal it is essentially the same. The other way round stunning or stealing mana of your opponent healers, if there are multiple ones, can be a way to win. But if I understood correctly, opponent healing will be nerved to nothing: to 5%, or was it meant to be "by" 5%? If it is down to 5%, of course one does not need to worry about opponent healers anymore.
  13. Do you play on multiple clients, like desktop browser and phone, without logging out each and every time when you switch clients? Probably the same happens what is known for ME progression, that it is lost in certain circumstances with concurrent sessions.
  14. Solid top 4. Same blessings, same team, but significantly harder league than last week: Only 2 other serious candidates, but the other opponents in average cost me much more points: Last week I was able to keep 25.00 avg until Monday, this week I started to loose some points at Saturday already, leading to much lower avg in the end.
  15. Stun skill or did this opponent reboost between your 2nd and 3rd attack?
  16. For a single fight, this is true, but over the long run, only healing allows you to heal your tanks in simple battles, when they took damage in harder ones. I don't say DM is better, but you just cannot compare healing and defence/bubble that easily, as they serve different purposes. Rejuvenation does not heal per dmg, but per hit, and % of "missing" ego, not "max" ego. Hence it heals effectively only heavily damaged girls, while slightly damaged girls are healed minimally only, and you cannot reach max ego with those. Hence DM and Rejuvenation in some way work well together, as they have better/worse in different situations. But indeed DM for tanks is not to awesome, as they do not much damage and hence the chance that they do a final hit is low. Long fights against weak opponents (using only a few girls and no DDs or so) can be done to make effective use of defeat medication. Submissive GS5 is awesome, true, but not everyone has a larger amount of such girls and sufficient bulbs to max them out. I have two submissive M6, that is good, but it happens that they get tired, and I have not a single submissive L5 that I can afford to max out only for the Labyrinth. So it depends a bit whether and how much you can make use of this skill. If not, or those girls got tired, there is only DM and Rejuvenation, and the latter has limited use. Furthermore, one can have unlucky runs where not a single high Rejuvenation relic is offered, like me yesterday. If you just trust to get some, and pick FM over DM, it might kick you in the ass. But on the other hand: Normal is still easy enough that most can finish it without using a stone, even without making use of DM and special tank healing battles.
  17. 2nded. The accident did not happen to me yet, but I am getting nervous whenever visiting the shop that this may happen. Actually, the same applies for all shops of this kind: SM, ME, Laby
  18. But bubble and assist do not heal, only rejuvenation would be left, which cannot heal to 100%, but only heavily injured girls effectively. So I tend to prefer DM. But I am totally unsure whether it is really better or not, and in case in which difficulty. Assist and curse are still incredibly weak, isn't it? Less than 30% chance that they even hit a tank where they have any relevant effect, and assist is hardly a better buff than regular ego relics, but for a single girl only. For me the weakest relics, aside of things like duck on a backline DD and such. Has nothing to do with normal mode, but the fact that the update halved the damage, respectively removed the weird doubling of final damage that was there previously. Indeed very nice to see skills used way more often. And it also reduces the overpower of fast opponents, i.e. the major importance of speed when choosing opponents.
  19. I can confirm this. Happened to me in todays normal run. Interesting fact. I somehow didn't recognise it. That is bad, so it's either DM (Defeat Mediaction) or FM (Finish Move), but not both. Please some mod forward this to KK: Two of the best relics breaking each other really a problem. It does not make sense to me, as you point out in the follow-up sentence. Defeat is defeat, no matter which relic effect or skill did the last bite. And I am quite sure it is not intended either, but just related to the way where the code which triggers DM is hooks inside. And as always, of it was intended, then it would require a note in the relic description(s).
  20. Jep, the best defensive relic by far, now that it works as intended, probably even better than defeat medication and rejuvenation as long as you have some from all of them. Thanks for the calculation how it stacks: 20%+16%=36% would have been better for us, but it makes sense to stack such "reduction" relics the way they do, so one cannot reduce damage to/below 0. The duck relic seems to stack a way that you can get 100% dodge chance with 2 mythic ones, or I was just lucky when I had this once or it was adjusted to stack like protective bubble: 50%*50%=25% (hit chance with two mythic dodge relics).
  21. It is very well explained in the Performance Handbook: Harmony: In short: 30% crit chance are split between you and the opponent based on the ratio of your harmony values. So yes: When the opponents harmony is higher, his crit chance is higher and implicitly yours is lower, since both together are always 30%. Defence: So yes: Damage = Attack points - defence, and it is really just as simple as this (when it is no crit), as you can see the AP and defence of both teams on the pre-battle pages, which includes (nearly) all bonuses. The only thing that comes on top is the tier 4 girls skill, which increases the AP every round, including the very first round. Probably best to read one time from start to end. Some conclusions are wrong/based on some misunderstandings (the red element crit damage bonus is one of the weakest of all bonuses, and yellow is not the worst), but the basics/formulas are all still correct. About the boosters: Note that the effect of harmony and harmony boosters is very low. Here is a table I made for the Labyrinth, but the very same applies for B.D.S.M. (league, seasons, Pantheon) as well: So when your harmony is half of the opponent one's, you have 10% crit chance, the opponent 20%, i.e. 5% lower compared to equal harmony values. +20% from Jujubes would raise your crit chance by 1.15%. When your harmony values are closer, the effect of Jujubes becomes slightly better, close to 1.4% diff. This is absolutely nothing compared to +10% AP from Cordyceps, which is more than +10% damage (as AP are increased, not final damage like crits do), even when taking into account that the opponent looses the same crit chance. Chlorella is close to equally as good as Cordyceps when you have an M6 girl with tier 5 shield skill, wich is generally seen as strongest skill when you attack opponents in league. Otherwise Ginseng is 2nd best as allround booster. Jujubes are always the worst, especially when the harmony difference is already large.
  22. Did you try it on live server after the update? I got it very late in the last battles today, but it did still heal my girls to 100% somehow, also e.g. one which was far below 50% ego. Looks like we both looked falsely, Defeat Medication now grants the correct ego and multiple of them DO stack: No Rejuvenation relic at this point. "381298668": { "id_girl": 381298668, "is_hero_fighter": true, "remaining_ego": 179047, "chance": 169272, "speed": 85298 }, ... "attacker": { "id_girl": 381298668, "remaining_ego": 235761.94, "chance": 169272, "speed": 85298 }, "defender": { "remaining_ego": -2138 } Girl ego before her defeating attack: 179,047 Girl ego after her defeating attack: 235,761.94 Girl max ego: 315,083 Actual healing: 235,761.94 - 179,047 = 56,714.94 Expected healing: 315,083 * 0.12 + 315,083 * 0.06 = 37,809.96 + 18,904.98 = 56,714.94 The received healing matched exactly the calculated one, with both relics stacking. _______________ "who": "opponent", "attacker_hit": { "total_damage": 17644, "is_critical": false, "blocked_damage": 2406, "attacker": { "damage": 50067 }, "defender": { "total_shields_amount": 0, "remaining_ego": 286959, "defense": 30017, "chance": 169262, "speed": 85288 } }, Attacker AP: 50,067 Defender defence: 30,017 Actual damage: 17,644 Expected damage: ( 50,067 - 30,017 ) * 0,88 = 17,644 As can be seen, damage is now not doubled anymore. This is a great enhancement, since girl skills are now used way more often, even against yellow opponents (on normal difficulty): I currently use two white M6 in my team, and am close to the 2nd boss without any risk to loose a girl so far. I use the opposite strategy than others: Use the strongest girls right from the start, to not loose any girls for as long as possible and a chance to get strong Duck/Vampire or other relics for those girls. Let's see whether it is possible to finish the run without any loss. _______________ I wasn't expecting that I am ever going to say this in regards to bug fixing and Labyrinth: Well done KK! What is still missing is the false class/role stats, which will make girl skills again a lot more valuable and interesting to use, and tanks more tanky, i.e. less wasting (HC) girls, thrown as fodder into frontline of hard battles, as if their live had no value, like a certain regime currently does this with its prisoners.
  23. Did you try it on live server after the update? I got it very late in the last battles today, but it did still heal my girls to 100% somehow, also e.g. one which was far below 50% ego.
  24. Uff this was a close screenshot 😄. No competition for me this week, hence my 4th win:
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