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EpicBacon

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Everything posted by EpicBacon

  1. 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
  2. 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.
  3. 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.
  4. Currently has no effect, this has been forwarded to KK, and is supposedly going to be looked into tomorrow
  5. 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.
  6. 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.
  7. 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.
  8. I just looked thru this thread, the first mention of the damage formula that i could find is by @Horsting december 9th.
  9. 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
  10. 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.
  11. 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.
  12. They wanted to play baseball... but didnt have the equipment... so instead they went with the basses loaded? That one... needs more work...
  13. 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.
  14. 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)
  15. KK went over the data, and said they could find no changes, and same player performance aswell.
  16. I have 96 girls at level 750, I need to put some more xp into my girls
  17. I did not consider this point, you are right, assumption is a dangerous thing. There has been lots of testing done by many people up to this point, and that has led us to where we are now. So while reading thru this thread can make it look like only a few people figured it all out, there are many others who are not as vocal that have contributed and/or confirmed findings. There are actually not that many broken relics, its just that when they are broken they are really broken, some are only slightly broken. Maybe someone who is good at writeups should make a full overview of all the relics and their status. If someone volunteer, I can pass some notes along.
  18. Got a 20% and a 40% critical thinking (target) this labyrinth run. The 40% critical thinking gave the usual 32 damage, and the 20% gave 8 damage. The only ones left to check now would be epic 60% and mythic 100%. Not going to bore you all with math, but for those who is interested, you can look at the responce and compare yourself. The responce data here is for the two first entries for 20% crit. Now for something more interesting; I was offered a couple of healing relics this time around, 1x rare Ego rebound that gives 30% attack damage back as ego. The girl in question did not get damaged much; but the one time she was damaged, she attacked for 83k damage, and recieved 25k healing. (25.000/83.000)*100 = 30% I was also able to grab 2x Legendary Rejuvenation relics, each restoring 8% of missing ego before taking any action. Girl had Total ego of 333.904, started the round with 105.038, and went up to 140.191. This means she healed for 35.154 Missing Ego = Total Ego - Remaining Ego. 333.904-105.038 = 228.866 (Heal amount / missing ego)*100 = 15.3% This means they are not just simply added together. Let's check one by one. 8% of total missing ego = 228.867*0.08 = 18.309. new missing ego = 228.867-18.309 = 210.558. New heal amount = 35.154-18.309 = 16.845 (new Heal amount / new missing ego )*100 = 8% Rejuvenation relics are done one by one, presumably going by rarity. Both of my relics are of legendary rarity so I cannot verify this, but logically this would make sense to me.
  19. Found one of the girls from orgy days in the Sm shop, and it was the one I've been focusing on so far. Since I was only missing 3 shards, I decided to see what would happen in the Sm shop if I completed her normally. Some fights later, I got the remaining shards for her. Aaand... she got replaced by 10 tickets... not great, and 12 hours before I get a new girl in the shop ;c
  20. Just a small update today; I wanted to look at some of the healing relics, and I got offered a total of 1 healing relic the entire run, 1x "Defeat Medication" after the 2nd boss. As this one complete heals, there is nothing to test. I did a quick check on the GS4 skill, we know that damage increases if you got the skill that gives you AP each round, I wanted to test what would happen if I used the bulb skill that reduces opponent defence instead. I was able to get berserk and another damage source on a girl with less then 50% hp. None of the girls that was hit, lost any defence. I was not expecting it to work, but I figured it was worth checking out. I was offered two critical thinking relics for two different girls I was not able to get too many instances of these critting, but when I did I found something interesting. The damage on these seems to be fixed, the 40% seems to always add 32 damage, and the 80% adds 128 damage, the 128 damage is the same damage number I got the last time checking a 80% damage relic, a week or so ago. Would be interesting to check the difference on the 20%, 60% and 100% critical thinking (target) relics. If anyone grabs them and can compare, that would be much appreciated. I would not be surprised if the damages are : 16, 32, 64, 128, 256.
  21. I think we've now tested all of the easily testable relics. The ones left seems to be the harmony relics, and the "critical expectation" relic. The harmony ones adds the correct harmony to the girls, but testing what harmony does is basically impossible, we would need like a thousand data points to get any reliable data out of it. "Critical expectation" has the same problem, you would need lots of data points to be able to remove the variance, so you can do actual comparisons. I've done very limited testing on the healing relics, but the times I've checked the numbers, they seemed correct. I might take a closer look on that next time, the only other relic I might think of is the "Critical thinking (target)" Now that the damage is sorted out, I might try to find out where that minuscule extra damage came from on that relic. I think it might be related to the GS4 skill. If anyone have any other ideas on where to go from here, feel free to let me know.
  22. I can confirm this, Curse is.. well... cursed... literally. Damage = (attack - defence ) + ( % of curse) Damage = (attack - defence ) + ( % of curse) (62.724-9075)ceil*1.04 = 55.795 (62.724-9.075)ceil1*1.04 = 55.795 Crit x2 55.795*2 = 111.590 Here you see a girl hitting an opponent girl that is cursed, we have both a normal hit and a critical. If the formula was working as intended, it should have been Damage = (attack - defence ) x2 + ( % of curse) (62.724-9.075)*2 = 107.298 + (107.298*0.04 = 115.590 So this relic is effectively reducing your damage with 50%. This is "Protective Bubble" Mk.IV. (if protective bubble was working as intended that is. I've now confirmed @madahmed's inital report on the curse relic, his math worked out flawlessly. I can also confirm that this relic only hits the opponent, in the 17 battles I had this relic, every one of those battles it was providing the opponent with superior defence. While I did not check the responce itself every battle, It was really noticeable when a girl took twice as many hits to take down. @madahmed You said in your report, that when you got several of them, the curse was only triggered once, correct? If so then this one seems to be working similar to "finish move" where only the highest rarity is counted. This is interesting, as the relic most similar to this one should be "protection assist" who gets another trigger for each additional relic you pick up. I will add "Curse" to the relics to avoid list.
  23. Well, harmony is added to the girl; they do get the full amount of increased % from relics. You can see it in the ajax repsonce, and the latest script update from @zoopokemon shows the correct number. The problem is if it does anything or not, we think it might affect the critical chance, like it does outside of the labyrinth, but as @Horsting has mentioned before, this is not something one can easily check. It's probably best to assume that it does nothing, unless we get some confirmation from the devs what it actually does. This actually opens up another question; Defence comes in 2 forms, frontline and all. Both of these makes sense. Attack comes in 2 forms too, backline and all. Again, both of these makes sense. Harmony comes in midline and all. what exactly is the purpose of the midline? Front for defence, back for damage, midline for.. more damage? skills? critical? support?
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