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EpicBacon

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Everything posted by EpicBacon

  1. Fluttering Andra get. Brought in 522 combativity to the event. 908 Fights 5.51% droprate Total koban cost - 6.804. Started out very good, with nice drops, but drops just got worce and worce. Final 6 shards on the last sandalwood took the same amount of fights as all the fights of the 2nd sandalwood. Final droprate 5.51% is about 1% less then average (6.45%) 908 Fights total, 114 more then average (794)
  2. Actually you are right, I looked at it again, it does seem that the sexomancer takes her current ego and substracts the - ego on the girl she is reviving. Sexomancer have 419.702 ego, Revives a girl that is -18.193 ego; girl is revived with 401.508 ego. 419702-18193 = 401.509. This is not the only instance, all my revives seems to follow the same pattern. Edit: Another example. Here is another example, this time she is revived with only 354.167 ego, due to being at -65.534 ego. 419.702-65.534 = 354.168
  3. When a Sexomancer revives a target, the ego restored on the revivee will be the same as the current ego on the Sexomancer. So keeping sexomances in the mid or backline will keep them safe, and able to revive with higher ego.
  4. Okay, I finally figured out what is going on here. First off, the fluffer role is healing the girls for the correct amount, No problem there. Fluffer also works with Double attack and is able to heal 2 different girls with the same double attack. Ego Rebound value is correct too, Stacks additively. Then we get to the double attacks, This one took me a bit of time to figure out, here are the 4 instances of double attack I picked out and used to try to figure out this problem. I made a table showing each of my steps, and how I came to my numbers. First thing that happens on a round is Rejuvenation; Max ego - Current Ego = missing ego; multiply with rejuv %. Add rejuv value to current value. 2nd part is to get Ego Rebound value, so we need to do some simple damage calculations, in 3 of the 4 examples here, VM was not applied due to the girl being on less then 50% ego. Ego Rebound turned out to be a bit tricky, Since Fluffer ignores defence and heals for full, I would assume Ego Rebound would do the same, That is not the case. In all these four double attack examples, Ego rebound used the defence value of the girl she was healing in the 2nd attack. So no extra free Ego rebound healing when using it on your own girls. After Ego Rebound, we have the new ego value at the end of attack one, and the only other thing that happened in terms of healing on Zoya was a final trigger of Rejuvenation in attack two. The 2nd attack did not activate Ego Rebound. My numbers are 1 or 2 points off the value in the Json, that is just a rounding issue, nothing to worry about.
  5. Nicely done, it was expected for it to work this way, but having the proof that it does it always better. I didn't even consider this being a thing, but it makes sense when you know how the combat system works. When "Double Attack" is triggered, the game adds another combat step to the same girl. This makes the "Rejuvenation" relic better, as it triggers before both attacks. And yes, the same girl is attacked twice, regardless of her health. I'll take a look and see If i can find something, I'll update this post if something comes up. Thanks again, especially for the detailed explanation and video to show your examples, Excellent stuff. Edit: @xRob91 Looking over your Json, it looks like you have an 8% "Vigorous Motivation" relic, can you confirm if this is correct? Also let me know if you have any "Berserk" relics too.
  6. I've done some testing on Dominator and pleasurelock. Dominator Dominators get 5% more damage. This works the same way as "Vigorous Motivation" and "Berserk" where the 5% is added at the end, after all other damage sources have been calculated. Pleasurelock. When crit - adds half of the damage dealt by the opponent in the previous attack to her own damage. When a pleasurelock does critical damage, she will take half the recived damage against ANY Pleasurelock and add it to her own damage. This means if you have 4 pleasurelocks in your team, and one of them is hit, ALL of the pleasurelocks will add that damage to their attack. If no pleasurelocks are hit, or attacks are blocked or evaded, they will simply add 500 damage. This is one of the tests I did, using my two pleasurelocks against a green battle on floor1, normal mode. This test is setup so that only 1 of the locks can recieve damage. Red battler got the same damage bonus for her first critical as Sheheramazond got, showing that they only check for role, not induvidual girl. A lot of the damage here is 500 points, and that is because since this is a green battle, a lot of the attacks where blocked I chose a green battle, so I could run only these two girls, and get as many critical hits in as possible. In another test I did, I had a full team, with both my pleasurelocks in the midline, as expected they only did 500 damage extra when they scored a critical, this again shows that a pleasurelock needs to be hit to generate the bonus damage.
  7. I've checked the Ajax responce, the healing is the correct value, it takes all the girl damage, including Vigorous Motivation and adds it to the lowest ego girl. This means that Vigorous Motivation is not only great for damage, but for healing too, since it multiplies the final damage value, after all other sources of damage are calculated. I've not tested sexomancer myself, but a clubmate said that the ego she is revived with is based on the max ego of the sexomancer.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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%
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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
  23. 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.
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