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EpicBacon

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Everything posted by EpicBacon

  1. Its both, its a sliding scale, if you have more harmony then your opponent, then you will crit more, and the opponent will crit you less in return. (in theory, still reliant on RNG) @Horsting made a nice table showing this If you both have the same amount of harmony, you'll both have 15% crit chance and defence. Now if you want to increase your chances by 5%, to a total of 20% crit chance (and move the enemy critical chance to 10%) you'll need to have double the harmony of your opponent. This example table here shows the enemy with 100.000 ego. But if say the opponent had 200.000 harmony, you would need to reach 400.000 harmony to get the same 5%. With the new more balanced harmony relics, it is easier to reach higher numbers, but its still not the greatest return on investment, especially since the biggest bonus harmony is to the midline, and you'll rather want extra harmony on the frontline, to make sure they get critted less.
  2. The only "hard cap" that I know about is "Finishing move" Dodge could be looked at that, as getting any more after 100% is not relevant. I guess technically you could reach 100% critical chance, if you were offered critical expectation relics each time, but very unlikely to happen. "Rejuvenation" and "Protective bubble" relics do get weaker the more of them you get, so they will have a "soft" cap, where picking up additional copies are giving you little to no benefit. I've already talked about Rejuvenation, so let me give an example of "Protective bubble" I've made a table here, showing protective bubble and how adding more mythic 20% bubbles effects the total. The first one will always give you full effect, but adding another 20% to the first one will only give you 16% instead of 20% Going from 40% bubble to 60%, another 8% lost, and going from 60% bubble to 80%, you loose half the effect. So where you should have 80%, you'll have an effective 59.04%. Of cource this table here is only looking at mythic bubbles, for 20% each, in a normal run you would get an assortment of rarities, and grabbing a common bubble for 6% when already at 50% total, would not give too much. Here is an actual example from a run, where you can see that 54% total bubble gives an effective 43.86% absorb. If you get above 40-50% bubble, I would really consider if the other relics offered would be better, and would probably auto-skip on all rarities below legendary.
  3. Rejuvenation Restores % of missing ego on start of girls turn, each additional relic have reduced effective healing. Stacks Consecutively, highest rarity first. Most relics stacks additively, Rejuvenation and Protective bubble are two that does not. If you have two Legendary Rejuvenation relics, they both heal for 8%, but since they are applied consecutively, the second relic will heal for a smaller amount then the first one, due to having less missing ego. Example; You are missing 100.000 ego. The first relic will heal for 8% of 100.000 for 8.000 total. You are now at 92.000 missing ego. The second relic will heal for 8% of 92.000 ego, for a total of 7.360. As for your question about rarities and stacking, all instances of relics that can stack does so regardless of their rarity. so if you have 1 mythic "impactful" for 6% damage and 2 legendary "impactful" for 5% damage each, you will have 16% total.
  4. I've been trying to get a second Ego Rebound on a girl for the last 4-5 runs, but no luck so far. The healing is correct, but at this time I can not verify the stacking. Additive seems the most likely.
  5. I can only speak for normal mode, as I don't play hard mode. Certain relics are just going to be better then others, that's a given. Now I can on normal, make a really strong tank without dodge that can survive the entire run and perform well, the problem is that in order to achieve the same affect as having 1-2 dodge relics, I would need to invest in a lot of relics, depending on rarity, 10+ relics, in some combination of "egoist", "defender haremverse" "protective bubble" "rejuvenation" would be sufficient for me to feel "safe" It's just not efficient to use 10+ relics where you could use 1-2. And this is talking about normal mode, if you have a decent setup, you'll loose at most 1-2 girls in a battle. On hard mode, you can wipe, meaning any relics that targets a certain girl (that is not dodge) is a liability, a possible wasted relic pickup. Maybe instead of having single target relics, they could lean more into buffing "frontline", "midline" or "backline". We have some already, but say have dodge relics that gives frontline more dodge, instead of having to Rng lottery ticket the dodge relic to hit one of the two girls you want it on. That would also make sure that no relics are "wasted" if the girl tires out.
  6. Not so serious spank (no bulbs) Does low damage against a random opponent. Damage is 50% of girl attack, minus targets defence. Will often miss in the labyrinth due to opponents high defence. Addendum to shields ; Shield amount cannot exceed max ego value.
  7. Hmm, turns out that checking older JSON's is not as easy as I thought, as it does not show what skills your girls have, and all the older JSON's I looked at I put girls with mana skills in the frontrow aswell. I'll do a run today, and run some girls with no manaskills in the first battle or two, and check the results @bolitho76 EDIT: Figured out how "not so serious spank" works. I did two green battles in the labyrinth with a team of 3 girls that had no manaskills. After spending some time looking at the data, I figured out how damage is calculated. It simply takes half the damage of the girl and subtracts the manaskill's target defence. That is why the "not so serious spank" misses in the later floors, the enemy defence is too high. EDIT2: Damage is base girl attack value + all other basic % increases (impactful, attack from back, element power), but NOT Vigorous Motivation and Berserk, as they are added in "Total Damage" You can actually see an example of this in the 2nd battle, as I picked up relics that gave damage increases to all of the girls (this was not intentional) Demi and Filya got 6% each and Taria got 3%
  8. That's a good question; Its low damage, something like 10% of attack damage? Seens to be affected by defence, as it usually gets dodged by opponents. I'll try to look thru some of my older JSON'S tomorrow to see if I can find something.
  9. Grabbed a couple of Ego Rebounds this labyrinth run, unfortunaly I was not able to get two on the same girl, so could not check for stacking, the one girl who was damaged did heal for the correct amount from her ego rebound tho. The last battle against the boss on floor 4 (normal) had over 39.000 defence on the girls, so it took quite some time for me to finish him, and with three shield girls on my team, I was able to stack a lot of shields. I took a look at the response after finishing that battle, and three of my girls had the same amount of shielding as total ego. It would seem you can only have as much shielding as your max ego, no unlimited shield stacking.
  10. The 25% increase is by looking at the other mana skills, since all of the other skills follows the rule, it would make sense for Stun to do the same. Going over the data I have seems to indicate that this is the case, but its just that, an indication. It might be that I am just being unlucky and getting lower then expected stun successes. More testing will yield better results, and I'll keep one stun girl in my team at all times. My stun girl of choice is VR Neono, I don't think there would be different stun chances for different girls, that just seems like a lot of extra work to code.
  11. So I've been doing testing on stun for the last couple of months, to try figure out what % chance the GS5 stun skill (yellow) have to trigger, as the tool tip in the labyrinth is less then helpful, and only says 2% no matter how many bulbs you put in. Now we know how the GS5 skill works in terms of upgrades. The first bulb gives you a base number, and then each additional bulb gives it 25% more effect. Thank you to @Basniowy to pointing this out to me, I was not aware of this. This is true for all skills; It's easy to see it on the Spank skill (black) where it goes 100%, 125%, 150%, 175%, 200%. Healing (white) 20%, 25%, 30%, 35%, 40% and Defence (orange) 4%, 5%, 6%, 7%, 8%. This is my latest stun testing data, about the same number of instances tested on both Legend (4) and Mythic (5) bulbs. The difference between 4 and 5 so far is 3.46% Knowing how the GS5 skill work with the 25% increase per level, If I put this into a sequence that mirrors the test data the closest, this is what I came up with: 13.25% - 16.56% - 19.88% - 23.19% - 26.50% Each bulb adding 3.3125 to the skill. Now 13.25% seems like a strange starting number, a number like 12.5% or 15% would make more sense, if you started with 12.5, the final bulb would give 25% and if starting with 15%, the final would be 30%. Of course my testing numbers are subject to change, but based on this we've narrowed stun down to somewhere in between 12.5-15% start and 25-30% end.
  12. Undercover Valentina get; unfortunaly for me, she was on the same villain as one of the girls from the Legendary days event, more speicifically the one i hadn't used fights on, resulting in having to get through 100 legendary shards in addition the the 100 mythic ones. 710 fights / 7.04% Droprate / 8 Sandalwood and a total cost of 11.664. Getting her in only 710 fights makes her the second cheapest girl in terms of combativity to join my harem, only beaten by Moe Bunny Revival at 704 fights. Her average drop at 7.04% is also half a percent better then my total average at 6.48%. The only extra cost was a couple extra refills and 3 more Sandalwood boosters. She is my 3rd most expensive girl, at 11.664, tied with Bianca, but behind Nike and Jezebel.
  13. After getting runs with one and two tired girls, I've finally managed to get a 0 tired run, and this is a proper 0 tired run, no revives. Alltho if we look at the relics I was given this run... anything else then 0 tired would have been a disgrace. Started out decent, some early damage in double attack for Sake, that also makes her heal faster, some critical damage is always nice. Some defences in protective bubble and some low rarity Ego and Defence. Choose Sweet harmony over Duck master at 6, reasoning being I would need another defensive relic to make VR Neono viable in the frontline, as she is Know-how and have lower defences. Everything changed after the first boss, the run was in the bag at that point, tried looking for some more defensive relics for a secondary frontline girl, but instead got more damage, including another double attack, Zazie this time, meaning chance for more shields. Then the second boss happened, a secondary mythic dodge relic, and the rest of the relic choices in the run became somewhat redundant At 18 I chose Sweet harmony, my thinking being that the only thing that can stop me now is several criticals in a row, and the extra defence would probably not give too much defence for my know-how girl. Then again i skip more defence more critical damage later, but again, the chance of defeat at this point is very low. 8% Protective Bubble and 3% Finish move, not great tho I look forward to the next run, where I might actually have to make some harder choices.
  14. Do what you feel is best, while I am semi-decent at collecting data, writing the report is not my forte. Oh and thanks for doing this btw, having all the information in one place, where it does not get bogged down by pages of other posts, is really great. Oh, and one suggestion, probably a good idea to have a seperate section for bugs/bugged relics. I think I mentioned the bugs under the affected relics themselves, but one would probably not easily find that when looking thru the list of relics. The only one bug that I am aware of atm is that "Defeat Medication" does not trigger if an opponent is taken out by "Finish Move" Considering that Finish Move is one of the strongest relics in the labyrinth, it makes Defeat medication really lackluster and downright useless if one obtains several finish move relics. There has been no mention of it being fixed in the patch notes, so I assume its still bugged.
  15. This is why I didnt want to make the post, I am terrible at making posts looks good and presentable :p My posts usually just devolve into walls of text with badly centered screenshots :O
  16. Hopefully we can get a new locked thread with all relevant information going soon. I just made the spreadsheet to keep track of the different values, now I've kind of memorized them. But sure, that is something we could look into to have in the new thread. Finish move stacks additively (up to 40%) Actually, let me just put in all the notes I have on the relics and skills, so I can get some feedback if I have something wrong, or my information is outdated. Relics: Attack from the back Gives backline girls increased damage Stacks additively Berserk Multiplies with final attack number (after all other sources are added), but only when girl is under 50% ego. Stacks additively with itself. Critical Expectations Adds base critical number after Harmony calculations. Stacks additively Critical Thinking (all and target) Increases critical damage Stacks additively Curse Random opponent girl takes % more damage Each instance of Curse is induvidual, using several copies can hit the same girl, and in that instance they stack additively. Defeat Medication Defeating opponent girl restores % ego. Stacks additively, does not currently trigger when if opponent is taken out by "Finish Move". Defender of the Haremverse (all and target) Increases Defence by % Stacks additively Double Attack Gives % Chance of double attack against the same target, giving double damage and double mana. Each attack are individual and one or both can crit. Stacks additively (assumed; not tested myself) Duck Master Gives % chance to dodge oppononent normal attack. Will dodge all normal attacks if value exceeds 100% Stacks additively Egoist (all and target) Increases Ego by % Stacks additively Ego Rebound Recover % Ego based on attack damage Healing seems to be correct. Stacking not tested Finish Move After each attack, defeat and opponent girl, if they are below % max ego Reported by devs to stack up to 40%, highest value i've reached is 38% and confirmed working up to 37.45% ego. Currently does not work with "Defeat Medication" Stacks additively Front Defender Frontline girls gets increased % defence Stacks additively Harmony in the middle Midline girls gets increased harmony Stacks additively Impactful (all and target) Increases damage by % Stacks additively Protective Bubble Reduces damage by %, each additional relic have reduced effective protection Stacks Consecutively, highest rarity first Protection Assist Gives % shield to a random girl on your team based on her max ego. Each instance of the relic is induvidual, can hit any of your girls, can hit the same girl, in that case the effect stacks additively. Rejuvenation Restores % of missing ego on start of girls turn, each additional relic have reduced effective healing. Stacks Consecutively, highest rarity first Sweet harmony (all and target) Increases harmony by % Stacks additively Vigorous Motivation Multiplies with final attack number (after all other sources are added), but only when girl is above 50% ego. Stacks additively with itself. Element Powers Increases element damage for girls of coresponding color Stacks additively ------------------------------------------------------------------- Skills: Submissive (white) 20% - 25% - 30% - 35% - 40% Heals all girls for a percentage of their total ego. Really strong effect, having 1-2 submissive girls on a team is highly recommended. Sensual (blue) 16% - 20% - 24% - 28% - 32% Shield three random girls on your team for a percentage of their total ego. Strong effect, preventing damage is helpful, If using 2 or more shield girls, you will most likely hit a girl that needs shields, but there is a chance to miss. Exhibitionist (green) 24% - 30% - 36% - 42% - 48% Give mana to two random girls on your team. Strong effect, can reduce casting times on skills by several turns. Physical (orange) 4% - 5% - 6% - 7% - 8% Increases defence on all your girls for four rounds. More defence means taking less damage, does not absorb damage like shields do; but will hit all girl. Dominatrix (black) 100% - 125% - 150% - 175% - 200% Deal % attack damage to a random opponent. Basically 1 extra attack each mana skill usage, normal hit for 1 bulb and 5 gives you a critical. Voyeur (purple) 4% - 5% - 6% - 7% - 8% Drains mana from all opponent girls. Wery weak effect, the effect even on 5 bulbs is neglible; if the stars align you MIGHT set the enemy back one turn. You don't even get to keep the drained mana. Spend your bulbs elsewhere Eccentric (red) 5% - 6.25% - 7.50% - 8.75% - 10% Casts a damage over time effect on two random opponents, ignoring defence. Strong against high defence opponents, somewhat slow, takes three turns to do full damage. Stacks consecutively, if hit by several burnouts, they will take effect in the order casted. Playful (yellow) ? - ? - ? - ? - ? Chance to stun two random opponent girls for two rounds. Tooltip does not show correct chance, Strong effect, but unreliable, tests points to 25-30% at 5 bulbs. Techically Stacks consecutively, going in order of cast, but can be counted as additively, as its just more instances of stun.
  17. I am not good at writeups, If someone steps up, I can forward all the information I have, and that person can hopefully take the data and turn it into a presentable form. I have also made a spreadsheet of all the relics, this one is now updated with all the latest relic balance. https://docs.google.com/spreadsheets/d/1rdqShf9G3FQ0P_cOWh8e8r3Ylb-MDK_VdIwCXfvlwiw/edit?usp=sharing
  18. it would make sense to get the relevant information in one place for sure, its fine when a thread is 2-3 pages, not so much with 30+ All relics works as intended (as far as I know), the only bug that I know is that "Defeat Medication" does not trigger when an opponent girl is taken out with "Finish Move" As for stacking, @jelom was looking into that; I am not sure if he is still working on it, but I'll link the latest information from the forum that he made (that I could find)
  19. Unfortunately the girls speed are NOT increased by girl harmony, only HERO harmony, and girls KNOW-HOW. So picking up harmony relics will only affect the girls critical chances. However if you have girls at the EXACT same speed, you can affect what order they have their turn, by placing them accordingly. You can also equip some girl equipment on the girls, since equipment will increase their know-how skill, this will give them slightly more speed, and you could also remove some equipment on other already equipped girls if you want them to be slower.
  20. Battle initiative has a fixed order if girls have the same speed, starting in the middle and going up and around clockwice. Girls with higher speed will move before this pattern, regardless of their location. The same is true for the opponent, but they will do anti-clockwice instead, since they are mirrored from you. They also have the same speed rules and you, and faster girls will get priority. Order (assuming exact same speed on girls) Middle middle Top Middle Top Front Bottom Front Bottom Middle Bottom Back Top Back Did some testing on this back in december:
  21. Good idea about putting the name in brackets to show who gets buffed by the relic, I am so going to steal that. Damn, Taurus could have been turned into a stealth archer from Skyrim is she got both of those critical thinkings, that would have been 6x damage on a critical hit. Can't see any obvious things I would have chosen differently either, I might have taken 4% Rejuv over 3% impact on 21, just because I like that extra little healing. I lost 3 or 4 girls this run, I believe the number was 4, but I am not entirely sure. It started okay-ish with a protective bubble in battle 1, then due to my routing (going for all coins), I had a lot of low level encounters, and didn't get any real protective relics, resulting in loosing one girl on the 1st boss. My first defensive relic came in battle 9, where I was able to pick up 40% defence for Zazie, and promoted her to frontline. I believe I lost another girl on the 2nd boss, and 1 more in the 1st battle on the 3rd floor, I think the final one was lost in battle 14 or 16, I had to put Zazie in the midline so she could heal, as she finished the previous battle under 50% ego. Once I picked up the 90% dodge relic for Maelyn, my frontline going forward was Maelyn and Leona. I was somewhat worried for Leona, due to she only having 54% dodge, but she held strong, I finally got some Finish Moves and another Front Defender towards the end of the run. This run was marred by a serious lack of Finish Move, I was able to grab two of them near the end of the run (20 and 22) and the only other one offered was a common one at 11, but protective bubble was chosen over it. Technically I could have made this a run with 0 tired girls, as I was offered 2 revive tiles back to back before the boss, but I chose 2 hard battles instead. I've never finished a normal run on 0 tired girls, I either seem to loose a girl or two early, before I get a decent defensive setup, or the opponent goes full Tora! Tora! Tora! against one of my girls late in the run. My best legit score so far is 1 tired. I am listed in the rankings as having my best run at 0.23, but that happened during the one day where critical were bugged, resulting in any critical against the opponent doing millions of damage, so I do not count that one. Edit: I shall look into skipping coins on floor 1, that is 2-3 more fights to get relics early game, for minimal loss, 3x28 coins; that is only 84. Getting more relics early could set one up for a better lategame.
  22. a clubmember reported something similar, 4x 72% dodge and a 90% dodge, all on different girls tho Edit: Todays Run, This run was as bad as the other two combined.
  23. That Izumi there with the double attack and 40% damage look terrifying, not something you want to be on the receiving end of. I do like to have some damage, Taking out an opponent girl is effectively reducing their damage with 14.2%. I also chose to take a 7.5% damage relic that affected 2 girls, including Sake, one of my healers and main damage dealers, instead of a 20% damage relic for a midline shield girl. I have done some no damage runs in the past, and they just kept dragging out forever, granted this is a while ago, and there was still some bugged relics at that time, I'll have to consider this in future runs. As for pick 11, I really like rejuvenation, it has come thru for me in the past, and it does keep getting stronger the more you get hurt. Taking it over 8% defence tho, might be questionable. I was fielding mage girls; that extra defence would be around 2.500 and that is considerable. Speaking of defence, I seem to have more luck with Mage girls then Tank girls; Arcana, my Green tank girl have 4.000 less defence then Jessie, who is a Green Mage girl that I used on the frontlines. The extra ego from the tank girls just does not seem to make up for what the extra defence does, and this makes them more vulnerable to critical hits.
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