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Horsting

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Everything posted by Horsting

  1. Since my 2nd place in league was cemented and I couldn't reach the next 6x low rewards tier anymore without much luck, I saved 17 tokens and 19 kisses for a good start into the next round. However, in both cases I seemed to have immediately started with maxed out values (18 and 20) + seasons gave me the info that kisses were filled up to 10 and I started at tier 19. Hence my questions: Are league tokens always filled up to max when a new round starts? Does it hence not make sense at all to save tokens at the end of a round? If kisses are filled up to 10, this means 10 free kisses, which you loose when saving 10 or more kisses on season end. Or are left kisses converted into initial season tiers somehow? How exactly?
  2. Oh, that is counter-intuitive indeed, many thanks for clarifying this. Just to be sure: This applies to crits themselves, not only the extra crit damage from red, so also orange becomes weaker compared to dark because of this, right? I'll also watch and verify the next challenges.
  3. You are right of course. I was ignoring this effect for simpler comparison since it this applies with the exact same absolute value to all types of bonuses which increase your damage, also to crits and increased crit damage, without affecting the raking: Also +10% crit damage in above assumptions means more than +1% damage when taking flat reduction through defence into account, but the absolute average bonus damage (and hence difference between colours) remains the same. Only the relative value, the absolute bonus remains the same (as long as the opponents defence is not higher than your attack).
  4. Explained in much better words then I did above, thanks for that. This is why I tried to use the phrasing "in average" as much as possible, as on most individual fights white will be slightly better than yellow, when the next breakpoint is not reached. All this ranking of course can only be about averages. About the score breakpoints in leagues, as far as I could see it is linear at least, so if 10.000 lost ego means one lost point, 20.000 ego means two lost points. Ah, here is how HH++ calculates it: https://github.com/zoop0kemon/hh-plus-plus/blob/a157a1f/src/modules/BattleSimulatorModule/Simulator.js#L125 So on a win it's 15 + 10*leftEgo/maxEgo, rounded up. So every full 10% lost HP you loose one point. On a loose it's 3 + 1 for every full 10% ego the opponent lost. As it is linear, this makes rating bonuses easier, since same absolute bonus means same (change to get) additional points in average. Hehe, but it was worth it. So indeed dark +2% damage means actual +2% damage increase while red +10% damage means only around 1% damage increase, depending on crit change, of course. Still better than yellow in most cases, but generally I do not like the randomness and hence increased range/uncertainty of outcome when it comes to crits. 15% in case of equal harmony, so not that low. With assumed +5% overall orange bonus this is how I get to +1% overall average damage increase for the first +10% red bonus. 10% of 200% times 20% = 0,05 * 20% = 1%. Very rough of course, but it gives an idea which moreless matches my observations so far.
  5. @DvDivXXX Many thanks for your input. You state that white is more relevant than yellow because of the counter loop. I totally agree, but I was actually referring only to the synergy bonus ranking, not about which colour comes more often into play as a counter team. However, that is actually another important aspect indeed when the question is which girl to level up first. Since the large (5 colours) counter loop does not only increase attack but also ego both by 10%, it is not that bad. I nearly never had a case where choosing my strongest rainbow team (earlier it was blue, but I lack a blue 5 star leg girl so far 😢) was better than using a counter colour team. So I use counter teams basically whenever the opponent has a colour, or even if it has two colours, and HH++ nearly always shows better chances, sometimes only a little better, but better. However, most opponents in my league and seasons are rainbow, second most have the colour which get blessings bonus (like large amount of yellow teams until this week) if any. And this is what I am disagreeing with according to my thoughts. In average, whether you make 100 more damage has the same effect as when you get 100 less damage, i.e. both the opposite of the opponent making 100 less manage. If both defence values are the same, than yellow and white have the same benefit in each round. But yellow (your damage/opponents defence) applies one round more often when you win, making it something around 15% better (depending on amount of rounds), as long as I am not missing/misunderstanding something. Indeed red turns out to be weaker than ranked. But I'm actually wondering why: In theory, if both teams have equal harmony, crit chance is 15%. Orange bonus currently give me another 5%, hence 20% overall crit chance. +10% damage in 20% of hits means +2% damage in average, which equals the +2% damage of dark. Or does it actually mean 210% crit damage instead of 200%, so not +10% but just +5% overall damage on crits? Is this what Ken helped clarifying?
  6. Sounds quite similar to how fights are in my level range and league. Indeed hard to maintain all boosters at all time when not spending kobans for cordyceps and AMs. A shame that PoPs give chlorella only 😢 , or does this change with higher level? I managed to win cumback contests 1-2 times a week, but its getting harder the higher the level with people starting to use strategically saved rewards etc. The resulting AM lasts max 2 days, even when trying to avoid spending them on seasons as much as possible. But well, kiss storage for kisses and especially tokens is limited, so without loosing kisses from regeneration it cannot be fully avoided. If we assume that we challenge all opponents 3 times, hence also fight strong(er) enemies at some point, and we won't be able to catch every one of them without boosters, then we assume 7 rounds in average, this makes yellow 16.6% more effective on wins. If we now assume 85% wins (not sure what is realistic when doing all challenges), it remains ~14% more effective. And if we assume as well that the average defence of all opponents match ours, white has no benefit from that end. Of course it remains true that on individual fights things can be very different. It must be taken into account that yellow generally only benefits us, same as black, brown and red, if we manage to defeat the opponent one round earlier because of it (or if we loose). So on most individual fights, white will leave us with a little more ego, and hence a chance for a point more, while yellow leaves us with much more ego in some cases, but with above assumptions larger average benefit. But all theoretical thoughts. I hope to be able to do some statistics once I got Murane and managed to max her out. With girls equipment I should be able to compensate her lower base stats for a fair comparison.
  7. Oh, very good hint, thanks for this! I already recognised and wondered why some girls of same rarity and stars are weaker than others, also e.g. the 3 starter girls vs other common ones. Why were those never aligned? Agreed, when I have the time, I anyway swap out those close girls on every fight, compare the HH++ forecasts and use the strongest combination, which is sometimes quite surprising because of the +1 round +1 crit etc chances you mentioned, which can make a large difference on an individual outcome. But due to lack of strong yellow girl, it is more about white vs green (current blessings, no 5 star green leg so far) vs violet (yeah, Chichi at 550, Dorothy still at 500, need 20 white gems for her to shift the decision). And of course, counter bonuses and blessings throw everything around anyway. But since the performance handbook does this (absolute) ranking, and not everyone uses HH++ or finds the time/mood to compare on every fight individually, that ranking should be as correct as possible. And there I would tend to yellow > white > violet. That is my point 1, but I would actually rate point 2, that the enemies defence applies often one more time (hence yellow benefits one more time), much higher. How many rounds do high level/league fights last in average? I mean if one wins the fight in round 6, assuming equal defence of both opponents but one wins easily because of full attack boosters, yellow is in average 20% better than white. If one looses, both are the same (in average). Since, again, boosters are usually about attack and also counter bonuses do not affect defence, I'm not sure whether one can reasonably assume that the own defence in average is 20% higher than the opponent ones. Most correct for all players in average should be actually equal defence, which eliminates any benefit of white over yellow completely (only in average, of course).
  8. I am wondering why playful is always rated much worse than submissive. I'm a new player, 26 days old and level 254, still lacking one mythic equipment slot and full 5 star leg girls team(s), so I cannot serve much relevant data at this point. The performance handbook only compares playful to dominatrix, which is ridiculous as there is no question that dominatrix is always much superior, as attack is always much higher than defence, and all relevant boosters push attack. But comparing it against submissive (where the handbook just says it's "okay"), there are two aspects: 1. One aims and mostly fights weaker enemies, which usually have less defence, which makes playful weaker. On the other hand, boosters push attack and it is probably common to have high win chance and points against enemies with similar defence but much less attack due to missing boosters. In leagues, I'm currently on the 2nd place in Sexpert I (just because I'm active, while actually at or below average power in this league) where the level range is large, and there is hence a large number of enemies which I must loose against, due to much higher level, better girls etc. So while moving up the leagues and in mid level/power range, this benefit of submissive over playful becomes less. Loosing still gives points, so it is still relevant how damage we deal. 2. One has the first shot, which benefits playful, since the enemies defence applies one more time than the own defence. This benefits playful when one wins (mostly) while it does not benefit submissive against strong enemies where one must loose (like point 1 above). The benefit is larger on shorter fights and I'm not sure how long fights are in average on high level scenario, to rate this against the submissive benefit when own defence is higher than enemy defence. So it is own defence vs enemy defence and length of fights which play a major role, and currently, at my level stage, I would actually rate the benefit of playful, applying often for one more round/shot, higher, than the benefit of submissive, only applying if the own defence is higher. To get any meaningful data, I need a 5 star playful leg girl to compare against Dorothy. I hope to get Murane soon, there is not much crap rewards left :). Any thoughts, am I missing something?
  9. GPx1 seems to be overall cheaper for books then buying them in market, at least up to level 241 (mine). Of course there is a little randomness and at first it is more expensive, but you get gifts as well and everything else can be sold (or used for mythic upgrades), which makes it finally cheaper.
  10. I wanted to make just the same suggestion: Remove this type of mission. It is just a dumb koban waste, as I cannot imagine that restocking the marked more than once will ever be needed for anything. There are always better alternatives for certain contest points etc. I aim to finish all missions for PoG, but buying these 25 potions for 68 (?) kobans is cheaper than restocking the marked 4 times for 168 kobans. Every other mission, including the "Spend X kobans", at least gives you something, even that you may have wanted to save the energy/currency/kobans for something else, but restocking the marked (more than once) gives you nothing.
  11. Both fixed, many thanks! 👍 The villain girls shards count is cut by the framing cycle. It works when overriding or removing the overflow: hidden on the grand parent div with slot class. It has no visual downside as far as I can see.
  12. I wouldn't insinuate that Kinkoid does not want to make the game better. Most of what the script does is adding additional information which one can calculate manually as well, or move some things better into view. But much is also a question of taste, may overwhelm new players, or has been adapted already: Especially below the style tweak tab there is much which has no effect (anymore), last/next in harem is now natively in the game (EDIT: Oh, I was wrong, this is HH++ only, very valuable indeed!) etc. I'm a developer myself, so I know that there is a difference between generally agreeing that things are not perfect everywhere and that there are (optional!) plugins which enhance things, and actually implementing it in a way that it affects all players without a toggle, so that it must fit all use cases. However, the shards count on the club champions page is IMO simply wrong, based on an assumption/forecast which cannot reasonably be done like that and causes more confusion than that it helps. It took me some days to understand it, while the HH++ count was immediately clear and intuitive, including the fact that of +1 shard at each .5 %. But we are drifting off topic. Let's concentrate on the script: Another broken feature is the shards count on villains fights. The villains menu of course works fine, but when fighting one, on the girls' icons, there is no shards count anymore.
  13. I meant to ask Kinkoid to show this in the original UI, i.e. adapt the much more meaningful value added by HH++.
  14. Since today's HH update, the helpful additions to the club champion table are gone, i.e. the percentage of impression per player and the actual shards one gets based on it. EDIT: I checked the code but couldn't find the issue so far. The used CSS classes, HTML elements and data keys are still the same. However, the additional divs are not appended. Btw, is there already a request to show the actually already earned shards on the left side/original UI instead of this funny guess that is currently shown, which is only true if one exactly holds the share of impression among participants at the end of the fight?
  15. With the missing Sex Friends rewards support was very fast and helpful 🙂. But for a hundred thousand ¥men or so I won't bother these guys now. Furthermore, the issue seems to be fixed: I just have two items in inventory currently, but repeatedly selecting and deselecting them for mythic upgrade correctly increases respectively decreases the material counter now. Probably the fix came with the other large girls equipment etc upgrade 👍.
  16. Just lost some items as well due to this. Did someone try to get them back via ingame support ticket? Although not worth the effort for some rare and epic equipment pieces.
  17. Haha, the devil is in the detail. So what I get from this, if one rates MP orbs higher than affection (I do, especially since I still miss mythic legs, and ¥men is the bottleneck), to be save, claim the rewards directly. It does not contain XP or similar, which might help to keep unclaimed for future contests.
  18. I have a question: What happens to the extra shards if one does not claim the rewards and they exceed 100 as above? I got 100 shards on 1st day, claimed them, and the next days, instead of shards, the rewards turned into MP orbs, if I remember right. Does this happen as well on earned rewards as fast as one claimed >=100 shards? And if one first claims e.g. a 50 shards reward and a 100 shards reward afterwards?
  19. As I am one world away from the Hamelin Town to be able to get Succubus Abraël from Bremen during the current Mythic Revival event, I was trying to calculate whether I am in any way able to get there in time, considering as well to buy some bundles to obtain the needed energy. I think it is impossible without buying large amounts of koban, but I then remembered that I didn't see any world bundles for the last two or three worlds. Just checked back, and according to an old blog post there should be one for every world: https://blog.kinkoid.com/features/bundles-offers-and-redeem-codes/ Are those bundles not offered anymore at some point, or have been removed for worlds after the Invaded Kingdom or July Sea? Both last worlds are less than 4 days "old" and I saw the bundles check several times a day, so I would have definitely seen them before expiry.
  20. I see the news and contest ingame about the opportunity to attract this beautiful winged pirate, but actually just started in the Magic Forest. One world away from Bremen, even considering all energy-providing bundles, I do not see a chance to even fight him once before the event ends. Frustrating 😭 ...
  21. Probably you just swapped the digits in your memory? No offence ✌️.
  22. Makes sense. I reached the 300k myself as well only via 500 energy from Seasons rewards, which I reached coincidentally. Saving it + PoV + PoG rewards + bonus makes sense then. At level 217 and only 2 weeks old I'm currently redeeming progress mostly directly and started strategic savings just after experiencing each event the first time, like orbs for OD+DD 😊.
  23. Ah there it is, I was expecting it at the top of the post 🙈.
  24. Usually a low hanging fruit as an active player, but this time ... how is this even possible? This player was at 2 million 15 minutes after the competition started 🤔!
  25. I do neither see it on the blog nor here? However, many thanks for looking into it 👍.
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