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EpicBacon

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Everything posted by EpicBacon

  1. Well... If I don't sleep.... I might make it?
  2. Grabbed Sorceress Filya after 748 fights, resulting in a droprate at 6.68% Did not spend too much kobans on refills as I started the event with about 500 combativity. Hard to complain about girls coming in the 700 range in terms of combats. 12 refills; 2.592 kobans in addition to the 2.700 from sandalwood made this girl one of the cheapest for me.
  3. I've been away for 4-5 days. I'll try to assess what relics are working and will update the bugged relics post in the next coming days.
  4. I was just about to make a post, I'll be away for a couple of days so wanted to post it before I leave. As you say, it was difficult to get any data on battles apart from hard and boss battles. I actually made sure to weaken myself more by using tank girls in the midline and avoiding taking excessive damage relics. Most of my early data has 10-20 samples, but I realized that I could send Kyoko alone into green fights on floor 1 and 2 on easy mode, and there my sample size jumped to 46-48. That is kind of moot tho as with the new update of the laby, I was able to get a far higher sample size, 80 in my first easy run, and 124 in my normal run today. Here is my data, feel free to use it to draw any conclusions. @madahmed
  5. It used to work with Finish move before the update. I've forwarded this as far as I am capable.
  6. I can confirm this. Happened to me in todays normal run.
  7. Did an easy run, so I could grab as many relics as possible to test, without worrying about grabbing the "best" relics. Was not offered a great selection tho, but got some information. Vigorous Motivation It is no longer show in the responce, it has been changed back to be a hidden value, it still gives you the damage, but you have to calculate it yourself, and it is no longer added to the "damage" number. No longer gives you a turn by turn damage buff, it is still really good as it multiplies your final damage value, after all other sources of damage are added. I can also confirm that it is not added when your girls go below 50% ego. I have not tested "berserk" but I will assume it will work the same way. Protection Assist Now only target your girls, I was offered one early on, and grabbed a second one later in the labyrinth. With the reduced damage, this one is actually not too bad, and if you get two of them, and enters a battle with 1 girl, they also stack. Curse With the updated damage formula, they now work, and if you get more then one, they both work independently of each other, they can also hit the same girl, and if that happens, the effect stacks. Here is an example where 1 girl is hit with two curses. And here is an example where two different girls in the same battle is cursed. Critical Thinking (global) Grabbed a 40% critical thinking relic, and it did give me increased critical hit damage. I was receiving slightly more then 40%, my tests had me at 42.5% to 55% extra critical damage, I am not sure what causes the extra damage, there might be some relic interactions going on, but nevertheless, Critical thinking (global) is now working Here is an example, where I seem to be getting 2700-2800 more damage then I am supposed to. This example also have a curse interaction, that gave me some weird numbers before I figured out what was going on. Here is a sample from another fight, I have about 8.000 more damage then the calculations say. 2nd fight gave some weird number, not sure what happened there, 5th round was against a shielded girl, and the last three rounds here are against a cursed girl. Critical Thinking (target) And now for the bugged relic, I picked up a 20% target critical hit increase, and it did not give me the correct numbers. I've tested these relics before, and with the update the damage has changed from 8 to 4. I cannot speak for the other rarities, I was not offered another target one, and even if I did, since I picked up a global critical damage increase, it would make it really hard to get accurate data on them. The Critical Thinking (target) has been reported, and will be looked at.
  8. I am doing my run atm, and I am checking as many relics as I can, Critical thinking (target) is still bugged, and does not give correct damage, this has been reported and had been passed on to the team. I will make a full report of all my findings when my run is complete.
  9. Would have been a lot more interesting if they incorporated the avatar paper doll with the hero equipment itself, I would love to have my character in a full "dragon" set Edit: Jacket changed from red to green for me. Pants also a lighter color
  10. Interesting, I think my first run will be done on easy mode, to try to look at as many of the fixed relics as possible, without having to think about playing efficiently and picking "better" relics
  11. that is a good point, I have no experience with the hard or normal mode, as I don't have any test server account, and even If i created one, there would be a substantional amount of time before I would be able to do any meaningful labyrinth testing. That is why I used easy mode, as it is what I am familiar with, and the amount of coins on hard mode. The main question would be how much harder is hard compared to normal, as in how earlier in the run would one need to use the first token to proceed with the run. Now since the increase from easy to normal is 1092 coins, one could still use one token on normal mode and be in profit by 242 coins. There would probably also be a middleground, that if one are stronger then normal mode, but not powerful enough to complete hard, one could make it to the later floors and hope for a good floor layout where one could grab as many coins before running out of girls, and then just cut the losses.
  12. Since the max coins you can get from easy is 2184 (base, not considering cards) And the hard mode is supposed to give 120% extra coins, then 2184*1.2 = 2620. The number is actually 2620.8, but just going to use 2620 here, as I don't know how coins are rounded. So if we want to get a profit doing hard mode, we need to spend less then 2620 coins. Each refill tokens costs 850 coins in the labyrinth shop. 0 tokens used - 2620 coins profit 1 tokens used - 1770 coins profit 2 tokens used - 920 coins profit 3 tokens used - 70 coins profit Anything past 3 tokens will be a net loss, and one could say the 3 token run would not be worth the time investment. The reason that I am using the 120% number is that you'll be getting the base amount for doing easy mode either way, I am only looking at the additional coins for hard mode. There is actually an argument here that if your cannot complete the first three floors on hard mode, that is if they are harder then on easy, then you'll be getting a net loss just by choosing hard over easy.
  13. Currently has no effect, this has been forwarded to KK, and is supposedly going to be looked into tomorrow
  14. Curse only targets opponents; In my testing, I had 17 instances of using berserk in 1 labyrinth run, and in all of the battles, they allways hit the opponent. It would actually be beneficial IF it could hit both, as then you could get some really strong tanks, taking half damage The relic you are thinking of is the "protection assist" that shields a girl for a % of her total ego before battle starts, that one is supposedly fixed on test now, and should only protect your team.
  15. Curse removes the x2 damage after subtracting defence. And then correctly adds the extra damage from any source. If the 2x damage is not supposed to be there, then the formula should be working correctly. @madahmed was the one who figured out curse, and I was later able to confirm his findings.
  16. yeah, I think the protective bubble was really early, on, this link was the first reference to the damage formula that I could find in the post, meaning the double damage was known and reported on this forum atleast as early as dec9, but only now did they realize that its double. I guess this also means that "Curse" is actually not broken, just everything else is In my runs going forward, I'll try to grab as many critical increase relics as I can, use the harmony formula, and see if I can see any increased critical rate.
  17. I just looked thru this thread, the first mention of the damage formula that i could find is by @Horsting december 9th.
  18. https://docs.google.com/spreadsheets/d/1rdqShf9G3FQ0P_cOWh8e8r3Ylb-MDK_VdIwCXfvlwiw/edit#gid=0 Global crit is ; 2, 3, 4, 5 and 6 Global harmony is 3, 4, 6, 8 and 10 Midline and Target harmony is : 6, 8, 12, 16 and 20 I've visually confirmed all relics in the spreadsheet
  19. I've not done anything with numbers outside of labyrinth, but I ran the formula by @Horsting, and I believe he said it was the same, It would make a lot of sense. Even the champion formula is the same, but with 50% crit ceiling instead of 30% Ah yeah, I completely forgot about the synergy bonuses, harmony looks really bad, yeah. Technically I didn't do anything, this was all information provided by KK. As mentioned before, these relics would be very hard to test, due to the amount of datapoints needed. And consequently I cannot actually confirm if the relic that adds critical chance work or not. The harmony on the other hand are added in the responce, so those seems good.
  20. There has been quite a bit of speculation about harmony, what it actually does in the labyrinth. KK has provided us with some information about both harmony and the "critical expectation" relic. Let's quickly do the "critical expectation" relic first, it adds flat critical chance based on the rarity of the relic, after the harmony calculations is done. I will talk about the harmony in just a bit, but basically, if the relics says +5% critical rate, that is what you should be getting. Let's go over the harmony now. Harmony is as we assumed tied to critical rate in the labyrinth. It is using the following formula. 30% * Harmony / (Harmony + OpponentHarmony) Critical from harmony is capped at 30%, and the critical chances depends on your harmony vs the opponents harmony. This means that if you both have the same amount of harmony, you both have a 15% critical hit chance, and increasing the harmony above the opponents harmony increases your critical chance, and lowers their chance at the same time. This works both ways, so if you have lower harmony then your opponent, they will have a higher critical chance then you. In order to go from 15% to 20% critical rate, you need to double your harmony vs your opponent. This makes Harmony kind of a terrible investment, the amount you need is just too much. @Horsting made this sexy table here, to easily visualize the harmony relations and just how much is needed to get significant critical increases, as I had never looked into harmony before, this was a great help to me. This table is using 100.000 as an example, of cource this value would vary over a run, like most my girls are around the 190.000 range base. Going back to the table, lets use the example here, with 100.000 harmony. If you get a mythic harmony relic for +10% harmony to all girls. you'll go from 100.000 harmony to 110.000 harmony. And your critical chance would change from 15% to... 15.71% That's not great. For critical increase its much better to just crab a Critical expectation relic, the one I mentioned at the start of this post. The critical expectation relic is added to the final harmony number, if we use the previous example of 15.71% crit, a +5% "critical expectation" relic will be added, making the final number be 15.71+5 = 20.71% critical chance TL;DR: Harmony is still not a great investment, even with several high rarity relics you are looking at 2-3% at most. But atleast its not hurting you. If you want critical chance, get the "Critical expectation" relics instead.
  21. They wanted to play baseball... but didnt have the equipment... so instead they went with the basses loaded? That one... needs more work...
  22. Its actually interesting how quicker my labyrinth runs go when I don't need to think about ajax responces and compare data all the time, this run I was only checking for how many stuns my yellow girl got off, and I could easily do that on 2x speed. The relic I am looking for right now is the mythical "Critical Thinking (Target)" for 100% extra critical damage (target girl) Here is the results for the common(20%), rare(40%), epic(60%) and legendary(80%) versions, data from several runs. As you can see, they don't give you the percent increase advertised, but instead just a flat number. A really really low flat number compared to what you should be getting. Needless to say; this is practically worthless. Previous tests of this relic seems to indicate that "Critical Thinking (target)" seems to work if you combine it with a regular "critical thinking" but then you are using two relics to get the effect of one. I might get back to testing that when and if I get the data for the mythic relic first.
  23. I had not seen this thread until now, this was a very cool read. Seeing the changes and updates over a longer period of time. Hats off to you sir (or madam)
  24. KK went over the data, and said they could find no changes, and same player performance aswell.
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