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Horsting

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Everything posted by Horsting

  1. On test server it is still that way, and I did no see any conversation/post from KK staff on Discord which even mentioned this bug. However, on harder difficulties/against harder opponents, defence is less effective and ego hence more effective, as the damage on each hit is much higher than the defence. We could actually do some math, how much attacks in average an e.g. maxed M6 HC vs M6 CH can stand, against average opponents in teams of certain team power (respectively their typical AP). There should be a breaking point after which HC becomes better. As crits double the final damage, hence indirectly the defence as well, they do not need special consideration, but are basically like 2 single attacks in this regards. We could then also calculate the effect of defence and ego relics on the average amount of rounds a girl can stand. This might help quite well for decisions, especially when aiming for hard mode. Protective Bubble could then be compared as well, though I think it is SO much better than defence and ego relics, that it is pretty clear to always pick it over the others. But maybe common bubble vs mythic defence/ego could be a question.
  2. Seems it will be fixed with tomorrow's update, which also introduces normal and hard difficulties for the Labyrinth.
  3. This week might have been higher than normal on day 2, since last week was CCbC, hence no gem spending contest.
  4. Also some club mates reported that their default avatar changed.
  5. So you use the HC girls as fodder, supposed to get tired, and the CH girls as actual tanks behind them? I wonder whether it works better to use 5 KH and 2 HC as fodder, as the additional DDs will bring down opponent girls faster, and that way (hopefully) survive. Btw, on live server, I had a run with much vigorous motivation: Two more rare ones. The damage of my team was so high, that no HC or CH girl could ever use her GS5 in the whole run. Only KH girls sometimes were able to use their skill, but at the very end where it didn't make much difference anymore. Sadly I have no skilled submissive girl for the healing skill, which would still been a little helpful. I'll need to skill one when difficulties com to live server. Means, depending on relics you get, one might want to ignore skills (aside of submissive KH against strong enemies) and just go for max damage (and speed) among your DDs to minimise damage on the tanks.
  6. Awesome 😃. To rule out confusion why there are only 7 pointers while we have 8 elements: Add another cycling pointer from yellow/blue to itself, for the playful>sensual counter bonus 🤪. But seriously, this is not unimportant to keep in mind: One week when everyone used a green/white team because of some matching blessings, I did quite benefit from the fact, that I "needed" to keep my blue-eyes dark/red team, as I did no have enough dark hair skill girls (I think that was it). There may be cases where you run better when using a double-counter team instead of the one obviously suggested by blessings.
  7. Finish move is a little weaker than attack. +5% attack roughly means +10% damage, while the equal rarity finish move (legendary) reduces the damage required to defeat a girl by 8%, which equals roughly 8.7% damage increase. But it gets more when it stacks, so might become equal to attack when you are lucky to get more of them. Defence bonus is roughly half as effective as attack bonus, since the defence values are much lower than attack values, while in absolute numbers, both have the same effect (of course in the other direction). I mean if the higher defence allows your girls to stay at moreless same ego across many battles, in combination with defeat medication and rejuvenation, it can still be better. But if tanks are dying anyway, then higher attack should make them survive longer (indirectly, as opponents fall faster) than defence. Vigorous motivation is BY FAR the best offensive relics of them all, better than attack, crit chance and finish move. Not only because it gives higher attack bonus to your DD than impactful, but also since its bonus stacks every round, and even raises with the GS4 skill. Or has this been "fixed" on test server, so that it is a static bonus only? At live server, I actually prefer this over rejuvenation, basically over everything else, as long as I have 1 defeat medication already. Duck for a tank is pretty strong, same as this vampire life steal relic. It makes my tanks (CH girls) survive much longer, often forever (including 3rd stage boss). I had 2 mythic duck relics on the same frontline girl once = 100% dodge chance, hence not a single hit on that girl was possible => GG 😄. However, on higher difficulties, tanks may die quicker despite these relics, and then the bonus is gone. Still it means that you probably lost only 1 tank while you otherwise would have lost 2 or 3 tanks in the same amount of battles. Or your team survives a red or boss, while otherwise it would have died, hence more girls remain for remaining battles. So it always has its value, even after it is gone. That's actually a good point: If hard difficulty gives as many more coins as needed to buy at least 1 rejuvenation stone, it still makes sense. I have 12 stones from the various free gifts and even tracks, so will just try hard one time, and see how many stones I need. I just feat that I have way to few girls on level 750 to have a benefit from hard difficulty. Sadly the opponents scale with hero level, not with your harem level, or both.
  8. Here another table to show the actual crit bonus (and penalty for the opponent) of harmony relics: 8% respectively 16% harmony bonus from the legendary (violet) global respectively per-line and per-girl harmony relics. The global one to compare with +5% crit bonus of the global crit bonus relic: 5% vs a little above 0.5%. It depends a little, but not much, on the original harmony ratio between the girls. Since it reduces the opponent's crit chance as well, if you give this the same value, one can say that the crit chance relic is roughly 5 times as beneficial as the harmony relic. The per-line (midline) harmony relic is slightly better, since it affects 3 of 5 DDs, but has doubled bonus. On the other hand, there is the damage for backline relic, and considering that the tanks do a little damage as well, hat is probably negligible. The per-girl harmony relic is of course pure crap. Same bonus as midline relic, but for a single girl only, which can be also a tank and/or even tired (before this is changed). Hence select these only if the alternatives either harm you (protective bubble, curse) or do nothing (crit damage, protection assist in average, 2nd finish move, 2nd defeat medication, relics for tired girls). This information is all based on the assumption that the harmony and crit chance relics do work as intended. Testing whether a crit chance bonus is applied or not is pretty difficult, as it requires a large amount of samples. Awesome 😍. ________ And a word about the crit chance relics, compared to damage bonus relics: Both give the same percentage, and one could say that 1 crit, which doubles the damage, in 5% of cases, means 5% more damage, which equals 5% damage relic. But it is not exactly like that. Damage relics do not increase the damage, but the attack points. And 5% more AP, if the defender defence is half of the attacker AP, means 10% more damage: 100 AP - 50 defence = 50 damage 100*1.05 AP = 105 AP and 105 AP - 50 defence = 55 damage, which is 10% more than 50. In other words, actual damage bonuses increase the defender's defence as well (mathematically), while AP bonuses do not do that. And all "damage" relics are actually AP relics. Furthermore, crits mean more overhead damage: The chance the more damage is done than required to make a girl tired is significantly higher with crits, hence parts of the damage bonus is effectively lost. And I personally prefer a lower but assured bonus, rather than a larger bonus which happens only with a certain chance. If the crit damage relics would work, they would in combination raise the benefit of crit chance relics. But currently they do not work, and even if, they would hardly weight out the large difference between crit chance and AP relics. Also the crit damage relics themselves are pretty weak, even if they did work, even if you have a high crit chance. So you need to combine weak relics to make other weaker relics a little better. Well, if you can avoid it, avoid it 😃.
  9. Yeah right, as it changes this factor to 1.x, higher than 1 but lower than 2. EDIT: Or errm wait, how was "Curse" exactly broken again? I tend to loose the overview 😄.
  10. Since is due to the fact that defensive teams (means the ones everyone can see in the league table and battle against) are snapshotted, including all bonuses. The snapshots are updated when boosters expire in ~50% of cases (another bug), when you add new boosters, change the team or such. But they are not updated on blessings reset. Instead there is another old 6h timer at which all snapshots are updated at once. So: After blessings reset, at first, all opponent teams remain blessed according to the old blessings. When anyone changes its team, adds new boosters or has its boosters expired (in ~50% of cases), the bonuses adjust for the new blessings as well. For every other opponent, the blessings bonuses update within some hours after rest, but then everyone at once. This however only affects the defensive teams you see in the league table and you battle against. But offensive teams of all players, hence what everyone attacks with, have new blessings in effect immediately. Well, those are my top contenders this week, all unequipped right now. So if I would awake Derri and Mavin, they might even come close to being competitive. Both are max skilled, also Lunar Bunny's Mom. None of the other mythics are skilled. Unblessed fully skilled mythics are definitely better than (single-)blessed rares, no matter what blessings factor and skills. Even when GS3 has no other match, GS4 alone is pretty strong, defeating any possibly higher TP a rare might have with strong blessings. And indeed they do not even have higher TP this week, it seems. Hence jep, fully ignoring the rare blessing. And there are no brown-haired R5 girls in the game, hence no double blessings possible these weeks.
  11. Broken relics and broken class stats have been recognised earlier, when it was on test server, as well as that the damage is generally doubled, i.e. that 1 AP gives ~2 damage (+bonuses) and 1 defence reduces ~2 damage. And indeed when they pushed the first "balance" change to the test server, I suggested to fix bugs instead, and Rosso said on Discord that he reads the forum thread and that it is an "interesting discussion" there. However, now things are finally moving. Let's just hope/try to push it so that really everything is fixed, not just this minor list in Luna's post.
  12. Absolutely. Has someone verified that all other broken relics and broken class stats are on their list as well? IMO it does not make much sense to tinker with balance even after the listed bugs, but only after really ALL bugs have been fixed. Else we test and tinker on balance again and again, wasting time, since it changes again anyway. Good that the doubled damage thing has been recognised. I mean I was expecting this to be intended, just implemented the wrong way (doubling the result instead of doubling AP/defence granted by stats). Probably now all battles last double as long. I gives GS5 skills more use, but also doubles the time you need to watch and analyse the battle.
  13. Didn't someone create a table/spreadsheet which contains all relics in all rarities? I want to make a new harmony vs crit chance table, comparing those two. Legendary crit chance is +5%, legendary harmony for midline and a single girl are both +16% from what I saw in older posts, but what is global harmony? And there is no crit chance relic for line or single girl, right?
  14. That would be absolutely fantastic for the MDR. So an MD gives a new M6 for everyone, the MDR gives the oldest M6 you do not have yet.
  15. Always nice to finally being able to upgrade a bunch of mythic RE, after 2-3 weeks of saving EqP orbs.
  16. Is the amount of green/yellow/red enemies really fixed at each stage? I never recognised this, in case 😄. The amount of hard enemies you can/have to fight each iteration is different, and this is what I tend to recognise/remember. But of course the reason for this is (also) the location of them, whether multiple are placed in one line etc.
  17. Uff yeah, horrible to read, but probably I am/we are too old (style) to accept such zero-formatted zero-punctuation wall of text. But some points @LordRagy84: It is normal that Pantheon bosses have much higher stats than you, despite having a lower team power. They get their stats from their "hero" (boss) level, not from their team. This is also the reason why they benefit less from blessings than you. Hence strong blessings generally help you. The stun skill is probably indeed the strongest against Pantheon bosses. But indeed it does not prevent the bosses' girl skills, but only delays it for 2 rounds, when it triggers at the very first round. This can be even negative for you, since thanks to the GS4 skill, the damage increases every round, hence reflected or blocked (stun from boss) attacks at later rounds hurt more than at earlier rounds. Or as you correctly observed: When the shield ("spiritual barrier" is one name for it) is triggered at a later round, when the boss has taken damage already, his girls' attacks do indeed heal him. When the shield is triggered at the very first round, the ego is and remains at max for some rounds, hence no heal happens. While these are circumstances which reduce the effectiveness of the stun skill, in average it is still the strongest against bosses, at least it was in my case up to level 2300 which I cracked recently. The chance to defeat a boss from this level on is and remains low, whatever you do. A headband mythic booster helps massively, 4 Cordyceps do as well. And you will still require several attempts. How many attempts did you do already, actually? Best help IMO is to use Rena's battle simulator script: It shows your win chance, the chances you would have with certain other boosters, including headband, even the chances with each GS5 skill can be simulated. So you get a pretty good idea what the best strategy is and how many attempts you should expect before defeating the boss.
  18. 2.5B in EPx1 rolls or so. With 951k per roll still the better invest than the average donation contest, IMO :). Sadly this brought me only 2nd in concurrent casino DC, quite close. But I didn't want to spend any orbs on that one, being pretty broke on orbs after this massive CCbC + LC double Pachinko contest day.
  19. While 1st in CCbC was completely outside of any common sense, in LC there was zero competition. DC (which had the same objections) was more expensive, hence the distance to 2nd here.
  20. Crazy first whale shooting out over 400 kisses more to become 1st with huge distance. Then prepare to use your credit card again for PoA and KC revival 🤣. Got all 4 girls with today 😍. Was 2nd the first 3 days, 1st ways always way to expensive for reasons I do not really understand, like 1st here.
  21. I hope this doesn't mean that only these 3 relics (bubble, assist, finish move) are acknowledged to be broken. Time will tell ...
  22. Probably makes sense. Though, not sure whether I would have been able to stay in top 250 without Champion fights and get all 4 girls. But IIRC I was even quite above the last girl, so maybe top 500 is sufficient. Also I did spend tickets here and there to get CE/OD girls, for 10 kisses from champs for ME/KC/such etc. Especially CE/OD is probably something where you can just use EP orbs thanks to empty EP pool. But I'll see whether I can save some more tickets by using them really only when required. Talking about kisses: That's 431 kisses between me and 1st 😂. I wonder every month why people waste such huge amounts of resources to become 1st in CCbC, while top 4 is sufficient to get the girl. Of course 1 LM is 450 kobans, but that's 20/21 kisses (refill value). And we have another KC at the end of the month.
  23. Ah right, I remember this. So the other question then is: Why is this (regular) MDR a re-revival, instead of following the common pattern and reviving Lunar Bunny's Mom? Wait a second, Santa Claudia of course was in December .. okay Moe Bunny was already out of order and it seems I missed a change in the pattern to doubled re-revivals? I actually like that, because next month would be Arcana and Housemaid, which I was both eagerly waiting for: Arcana because I like her appearance somehow (chose her as one and only paid avatar), and the Housemaid(s) for her(their) blue eyes, being the first M6 with this GS3 trait for me.
  24. I probably do champion fights "too effectively". It's about 150, then all champs are down, including CC (this time, depending on what the club does). And I needed to keep tickets for yesterday's LC. Sadly same thing, done after ~150 tickets, but also only ~30 tickets left, and 7th place in LC. Well, 1st on day 1, so didn't matter much. So even if I did intentionally weaken my champ drafts, tickets would be out soon after and/or I would miss them on next contest or event, like upcoming PoA. Probably a different situation for veterans with thousands of accumulated tickets.
  25. I just wanted to ask, again a skipped mythic? Why do you think Radka is revived later and not just skipped like Red? I hope so. I mean I like Lupa, but as you said somewhere before "Radka is hot as hell" 😝.
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