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EpicBacon

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Everything posted by EpicBacon

  1. That is interesting, I've never looked at the cost myself, and if there comes along a seasonal event with girls I want, then this information will be valuable. Thank you. As for tickets itself, I am actually been trying to try to save up tickets for the last couple months, I dropped a lot of them on champions for some months after the bulbs were introduced, and now that I'm in a relatively decent spot with bulbs, (this was greatly helped with the labyrinth shop) I want to get my ticket count up to a place where I am comfortable with it, as in I could drop a lot in a short amount of time if needed. Unfortunately the second PoA this month is not helping either. Actually, I should just be glad that this seasonal event does not really have anything for me, and just keep playing normally Edit: Forgot to mention; There has been a lot of mythic days event for me lately, in the last couple of months, 3 revivals and 3 regular mythic girls. I cannot keep this amount of koban spendage up for long. This is also why I am reluctant to spend kobans on champion fights to get 10 more shards for a girl that I probably am not too interested in in the first place.
  2. yeah, the problem is that once you fall behind, its a lot harder to get back, dropping from 5% to 10% is 200 "event resources" Since I placed in the 10% last time, If I want to return to 5%, I would need to drop another 200 points into this, just to be on par with the ones who've stayed in the 5%. As you said thio, there is also the legendary days event going on right now, so one can drop resources at it and not feel bad. The problem would be if one encountered a time where you need to spend a lot of points, and no place to use it. Ultimately for me this is not a big problem, since I am not really too interested in any of the girls on offer, but for someone who is, this would be annoying for sure.
  3. I've already dropped down into top 10% tier, the only reason I managed to stay in top 5% in the first cycle was due to the Mythic girl. It seems that I just can't keep up in these big seasonal events that excludes kisses gaining points. Having to drop hundreds of champion fights as a F2P is just not feasible in the long run.
  4. Yeah, It does seem to be working as intended. Because of the Hp clause, "Berserk" and "Vigorous Motivation" are mutually exclusive, you either get buffed by one or the other, you can't combine them. Thus in the end "Berserk" is just a worse "Vigorous Motivation" harder to setup, harder to keep active. The thing that annoyed me the most about doing the testing for berserk, is that I somehow managed to use two different red colors in my spreadsheet for the remaining girl ego.
  5. I got some berserk relics relatively early, combined with an element power relic corresponding with a girl on low hp, I was able to get some pretty nice numbers. This is Sai, she has 1 relic buffing her Attack Power, 1 rare "Eccentric Power" for 4.5% In this battle she attacked twice, both times just slightly above 50% hp. I'll do the math here in a second, but as you can see, she is not getting any damage buffs from Berserk at all. AttackPower (AP) = (BaseAp + Ap Bonus) (55.761*1.045) =ceil 58.271 Damage = (attack power - defence ) * 2 86.412 = ( 58.271 - 15.065) * 2 The green basically means she did a critical, and I just took the critical damage and divided by two. Sai got hit later in this battle, resulting in her ego dropping to 49%, this set her up to be able to do an easy (green) battle by herself to check if Berserk did anything. Here is the data for that battle, as you can see, her ego is just under 50%, I have 2 berserk relics, a 4% and a 6%. This time around, she is getting the berserk bonus damage each round. ( base AP + other AP bonuses ) * VM/Berserk % (55.761*1.045) = 58.271+ ceil(58.271*0.04) + ceil(58.271*0.06) = 64.099. This is the round 1 attack. The formula for the damage per round is: base AP + other AP bonuses ) * VM/Berserk % * GS4 factor ^ round ceil(55.761*1.045)*0.10 = ceil 5.828 This girl has no GS4 skill, so in this case we stop after multiplying the Berserk part. You can see in the data that her damage increase stays the same during the entire battle. It seems to me that the 50% clause are in effect, I don't know what happens if a girl under 50% is healed and goes above, but I should be able to setup a scenario where this girl gets healed mid battle, and is able to attack at higher ego. Update: I put this girl in the backline against the first floor boss, She got another 6% damage from an "attack from the back" relic. She is getting increased Berserk damage until round 4, when she got healed by Sake, and her ego went above 50%, Damage thus stopped increasing. This is probably the last test I am going to do this laby cycle, My daily is to clear 3 floors in the labyrinth, so I have to finish this run today.
  6. I got a berserk relic this run, and just to the element power relic to buff it, she is showing at 49% ego right now, I am going to do the maths and see what happened in this run, if she got the damage buff from the relic or not. This run also gave me another berserk relic, this time a 6%, I will have to see how they interact. If the girl is indeed under 50%, I will have her do the next green battle by herself, so I can record 7 damage steps by her alone. You are right, I just double checked it now, they are both using the same formula, Not sure how I managed to get this wrong, I've edited previous posts to reflect this.
  7. Really? You are going to give me berserk as first option again? Edit: Please just let me have a normal run for once, you are killing me.
  8. Here is my latest stats for my Epic and Mythic pachinco girl drop rate, and mythic pachinco Hero equip drop rate
  9. I have not yet done today's run, but the first two relics I picked up last run was a 3% "berserk" followed by a 10% "Vigorous Motivation" I did not get any other damage sources until 1 or 2 fights from the 1st boss. I looked at the Ajax from two or three of these fights with no additional damage, and all girls did their base damage the entire time. Also, the first damage relic I found was for Sake only, in the battle after obtaining this relic, Sake was the only one who did increased damage, all other girls was doing their base damage. It is a bit difficult for me to answer this one because I had both "Vigorous Motivation" and "Berserk" in the same run. What I can say is that my girl used "Vigorous Motivation" when her ego was above 50%, and switched to "Berserk" when she got under 50% I did not think about putting an already damaged girl in the midline or backline to observe her damage over time, so my "Berserk" data is limited. But the 50% clause seems to work, my girl used "Berserk" at 48% ego remaining. I was also lacking in damage modifiers, it was only towards the end of the run where I was able to grab my only global damage increase, an "impactful" relic for 5% all girls. Because of this, even if I wanted to put a damaged girl in the backline, the girl would have to be for an element I already had an "elemental power" relic for. Another issue here is that I would have to take out my Healing girl from the party, thus putting more girls in danger due to them not getting healing. You would want VM over Berserk if you can tho, Its just a lot easier to stay at full ego then half ego. "Berserk" does not interact well with healing relics, if you have "rejuvenation" relic that restores a % of the missing ego before you act, "ego rebound" where you gain ego based on your damage or "defeat medication" where you heal to full on defeating an opponent girl. All of these relics could put you above 50% ego, and thus negating the damage buff.
  10. I wish I had better epic orbs, 88 orbs and Latex Rexina still refuses to join :c
  11. Okay, quite a bit to go over here today, lets start with the easy ones. Critical Thinking; The all girl version of this relic does nothing, I've had this relic in two consecutive runs now, and all critical hits I've looked at have had the base 2x damage. The target "critical thinking" is not much better, I had a +80% critical damage relic the laby cycle before this one, and it gave me less then 1% more damage, In the current state, avoid all "Critical Thinking" relics. Berserk: Berserk works kind of the same way as "Vigorous Motivation" I will get back to that one later. Berserk gives increased damage when girls go under 50% ego. This seems to work, I have not been able to do extensive testing on this relic due to girls under 50% hp having some difficulties staying alive. Here is Titania, doing 3 attacks, the one when she was at 85.9% hp she used "Vigorous Motivation" and she switched to "Berserk" for the remaining two attacks when her ego dropped below 50% Vigorous Motivation: So first off, neither VM or Berserk does anything on their own, they need other damage relics to give increased damage. But when you do get other relics to use with them, these are really strong and give you a lot of damage. Let me breakdown Sake's damage to explain how this works. Sake's base damage is 65.069, She is buffed by one 12% impactful relic. (Base dmg * impactful relic) rounding up 65.069*1.12=72.878. (modified damage * Vigorous Motivation) rounding up 72.878*1.10= 80.166 Now it gets interesting. This is Sake's damage over a 7 round battle, she did a green battle by herself. As you can see her damage just keeps increasing round by round, the formula for this is as follows. BaseDamage * Damage Relic *Bulbskill /10 I have 12% damage, and 1% from GS4 skill, resulting in this: BaseDamage * Damage Relic(12%) *Bulbskill (1%) /10 (65.069*1.12)= (72.878*1.01) = (73.607/10) = 7.361 And that is not all, the increased damage is also increased each round by your Girl Skill 4 bulb skill, in my example here, this is a mythic girl, so she gets a 1% increase per round. So long story short, "Vigorous Motivation" gives you a damage buff each round, that itself is buffed by your GS4. Berserk works the same way, is just less optimal due to needing girls at half ego. Thanks a lot to @Horsting for going over the data with me, providing invaluable explanation and making me understand what I am really looking at and how to use said information. Another big thanks to @-MM- for figuring out the damage increase formula, much appreciated, I would never have been able to figure out what was going on with that one. Edit: I had mistakenly claimed that Berserk uses a different damage formula then VM, this is not correct, they are using the same formula, I've changed this to reflect reality, thanks to @Horstingfor pointing this out.
  12. Some hard fights this time around, almost lost my entire midline on the 2nd boss, and a total defeat on the last boss.
  13. Ah yes, I had the wrong one, I sent a new one to the correct one, my preliminary test got me some weird damage numbers again, I was going to run them by you, but we can do it on the forum instead, no problem. The only reason i found this out was because I got the "Vigorous Motivation" first, all other times I've gotten damage first, and "Vigorous Motivation" afterwards. If this works as the "protection assist" relic, meaning it can hit any girls, AND you get it to hit your own frontline, This is actually a really defensive relic, Much Much better then "Protective Bubble"
  14. Gotcha, I usually put the responce in notepad++ and save the Json. Tomorrow, if you remember, can you check on a girl with GS4 skill, if the damage number is increased in the responce? It has done so every other time I've checked, but today the Attack value stayed the same during the entire fight.
  15. Well... the name checks out... Yeah the math checks out, smegging hell, does anything work around here? Screenshot a couple more of these and if the numbers check out, yeah then we have another broken relic on our hands. The next thing would be to see if it only affects opponent girls, or if it works like the "protective assist" and can hit any girl on the battlefield, If you find out anything there, please let us know. Thanks for your hard work.
  16. I guess we're doing Berserk today then... Edit: First fight in and something is already different, attack is no longer increased in the Ajax by GS4, Stayed the same for Sake the entire fight, compared to all the other runs where it increases by 1% each round. I also grabbed a Vigorous Motivation relic as my 2nd option, it was a mythic 10%, so I kind of didn't have a choice, but this is going to mess up my damages, and probably make it impossible to get any reliable damage numbers on Berserk. I did one battle with berserk alone, I'll see what I can drag out of the data for that one.
  17. Yeah the number isent that important really, it was more like, how do you mess this up so bad, if it was 0.08% atleast you could have explained it away with errors with decimal points. Ah I see what you mean, that is not the case in this one tho, this was a single Legendary +80% critical increase. And I allways do each relic individual after seeing how much it can add up in the end. A lot of times when I check percentages, from KK, its never a round number, if its 1%, it allways seems to be 0.999999. I don't know, after looking at weird damage numbers for an extended period of time I just go; Smeg it, I don't care anymore. It's close enough. What i find curious is that once I got a global crit increase relic, the target relic was actually working. So I guess the damage calculation on the global ones are actually correct, It just never add the damage in, while the target one has the damage added, just using a completely wrong damage formula. So when they are put together the target one gets the damage calculation from the global, and is able to do the damage. That would also explain why the global one gives no extra damage. All I know is that "critical damage increase" relics is much less a priority then before. I'll see if I can double check it next laby cycle, If I can, or someone else reports the same, then I'll add them to the bugged relic list.
  18. This is from the Rabbi critical hit I had in my post from yesterday: The 80.218 is the damage after subtracted from enemy defence and doubled, but before critical damage is added Yeah I should have added all the numbers in the primary post, I forgot you can't see the actual damage numbers due to to GS4 adding damage that is not counted at all. Here is the breakdown: Rabbi Actual Damage: 56.559+(56.599*0.05)+(56.599*0.05)=62.259. Subtract enemy defence (62.259-22150)*2= 80.218 Add the 80% critical modifier (this is what the number should have been) 80.218*2.8= 224.610 But the game seems to have done: 80.218*2.0016=160.564 You are not getting 80%, you are getting 0.16% I just want to know what went wrong, I don't understand how someone meant to put in 80% managed to put in 0.16% instead. ------------------------------------------------------------------------------------------------------------- Hmm, you might be right, the data in the JSON might be calculated before the battle, and things are based on those numbers, while we know that GS4 is not added at all, I did a bit of digging in my JSONs, this one is from the 4th of feb; I found this: In this one of my girls had 72.503 ego, well below 50%, she killed a girl in this attack, the Ajax puts her to 395.203 ego. She is getting the Vigorous Motivation damage buff of 6%. If it was using her ego before the attack, she should not have gotten that one. Damage*Vigorous Motivation 58308*1.06=61.806.48. Rounding up to 61.807 Actual Damage-enemy defence*2 (61.807-27735)*2 = 68.144 @HorstingSo let me get this completely clear; You are saying that the numbers we see in the Ajax of the girl that is attacking, even tho the numbers represent the girl status after her attack, are calculated and used in the attack this round?
  19. The one good thing about starting to figure out basic damage numbers and how they work, is that I think I'm actually going to be able to check if "Curse" actually do anything. As long I stick to normal damage relics, spotting if girls gets increased damage should not be hard at all, and If i get one early next run, I'll grab one for sure. Also I seems to have done a mistake calculating my percentages earlier. I said my critical thinking relic gave 0.08% effect, but it seems its 0.16% instead. With an 80% critical damage multiplier increase the formula should be: Damage*280% crit.= 80.218*2.8=224.610 This makes sense to me. The game seems to have done this instead: 80.218*2.0016=160.564 This number is consistant with the number shown in the Ajax. Can someone who understand percentage calculation better then me, explain how you would turn a 80% increase into a 0.16% increase instead? If it was 0.08% I would understand, because you simply just move the decimal place. But 0.16%? Not only do you have to move the decimal point, you somehow multiplied the number with itself? Ah... is that it? It was supposed to double the Base damage, not itself? So not only are the wrong number being multiplied, the decimal point is also wrong? If anyone would be able to confirm, or explain what is really happening, please do so
  20. Yeah, I didn't even consider this as a possibility, after all the numbers are in there. It was only when doing the actual calculations myself to check if there are a damage buff per round thing, that I found this. And this also means that my numbers with the increased damage are higher then I initially thought, since I was using the increased damage numbers. I am pretty sure that the increased damage is down to the "Vigorous Motivation" relic. I also had two of them, so they might have impacted each other in some way. Now I just need one of the "critical thinking" relics to drop, so I can check on the critical damage. I might even skip on "Vigorous Motivation" if one drops before "critical thinking" just to get the critical one checked out, I'll update my post with updates as I go. For those who did not check my previous post, It did turn abit long in the end. "Critical thinking" Global, I could not find it working, Did not give me any increased critical damage. "Critical thinking" (target girl) gave me way less damage then it was supposed to; Where I was supposed to get +64.174, it gave me 128. Not 128k, just 128. The strange thing is that the "Critical thinking" (target girl) actually seemed to fix itself when I paired it with a global critical relic. However the global one itself showed no effect of working at all. Check my above post for more information and numbers.
  21. Some more Damage testing with Sake, hard fight this time, no damage relics. The reason I am using Sake is that she is my quickest girl, she'll have the chance of doing more attacks then others. Doing this test early on without any damage relics showed me that the bulb skill that gives increased damage is shown in the damage numbers in the responce, but they are actually not added, the damage formula is using the base damage. Below you can see that all the damage numbers in the rounds are calculated with Sake's base attack. Round 1: Sake atk 65.026 Enemy def 22.155 (65.026-22.155)*2= 85.742 Round 2: Sake atk 65.026 Enemy def 22.155 (65.026-22.155)*2= 85.742 Round 3: Sake atk 65.026 Enemy def 26.684 (65.026-26.684)*2= 76.684 Round 4: Sake atk 65.026 Enemy def 27.017 (65.026-27.017)*2= 76.018 Round 5: Sake atk 65.026 Enemy def 23.001 (65.026-23.001)*2= 84.050 Critx2: 84.050*2= 168.100 Update: Got a +7.5% Dominatrix damage relic, made sure to have 1 domi girl in my party for the 1st boss, Hazel (domi girl) got 4 attacks in, including 2 criticals, damage was correct. Also made sure to check Sake again, she got 5 normal attacks in, all damage correct. Update II: Obtained an "Impactful" 5% all girl damage relic, checked Hazel's damage in the next hard battle. She had a combined 12.5% bonus attack with both relics, all damage numbers were correct. Sake was checked too, her 5% damage calculated correctly. Update III: "Critical Thinking" relic obtained, the relic is question is a girl specific relic, increasing Golden Rabbi's critical hit damage by 80%, or well.. its supposed to do that... The good news is that "Critical thinking" does indeed work, the bad news is that you are not getting the percentage you were adverticed. Rabbi Actual Damage: 56.559+(56.599*0.05)+(56.599*0.05)=62.259. Subtract enemy defence (62.259-22150)*2= 80.218 Add the 80% critical modifier (this is what the number should have been) 80.218*2.8= 224.610 If we simply double the damage, as with any normal critical attack we get: 80.218*2= 160.436. This is still not correct, as the game has the total damage is listed as 160.564. It's 128 more then the we got. Let's take the number we got, and do some math: 160.436*1.0008=160.564 Would you look at that... You are not getting 80%, you are getting 0.16% Update IV: I've added in Rabbi's full battle info here, incase someone wants to double check the numbers for themselves. Update V: Got another critical with Rabbi against the 2nd floor boss, again 128 extra critical damage. Update VI: 2nd to last fight on floor3, I managed to grab a "critical thinking" Mythic relic, increasing critical damage to all girls by 50%. Let's see how that worked out. Amaya, Zazie and Beatrix showed no increased damage at all. It's like the relic wasnt there. Golden Rabbi on the other hand, who up to now have produced 128 damage crits decided that now is the time to unleash her full potential. Golden Rabbi hit the target for slightly more then 80% increased critical damage. There is a difference of 149 points that I have no idea where it's from, and to be frank, at this point, I don't really care. I am starting to get really tired of inconsistant relics that sometimes work, and sometimes don't. What I can say is that, "Critical Thinking" Global, does not seem to work at all. While the "critical thinking" target one, works at a fraction of the amount its supposed to do, unless you pair it with a global one, then it seems to be able to function at like 100.01% ratio or something. I don't know what is going on anymore... Update VII: Checked criticals against final boss too, Swapped out to my spank team, did not bring Golden Rabbi with her critical relic. I scored 5 criticals total, all of them did normal 2x damage, no increase.
  22. That is the problem tho, I don't know what is wrong. I don't know if its an issue with the bulb skill, or the normal damage relics, or Vigorous Motivation relic, or simply something in my math that i am not calculating correctly. I am trying to do some more testing, but I can only test what I am offered in the labyrinth. I just did a testrun, with a level 700 1star common girl, no bulbs, no girl equipment, no relics. All the damage from my single girl matched my calculations each round, there was no increase in damage. So what I can say is that; on the first fight in the laby, there is no global round damage increase. I have made a summary of the known relics that we know are bugged or have issues in the "questions about the labyrinth" This has been forwarded and linked by several people allready, and should be known by the team. I will have to do more testing with the "Critical Thinking" one before I choose to add that one to the list, as I want to make sure it has any effect or not.
  23. Oh wow, I thought I had gone into cryogenic stasis and slept thru the month, but no, its Another PoA. Great, just fantastic, especially since I just used all my combativity and other resources.
  24. The more I look at damage the less I understand it, I mapped out Sake's attacks on the 3rd boss from the last Labyrinth cycle. She got a total of 9 attacks off, and she gets increased damage each time. Way more then the 1% from her bulb skill should give her. I don't know if its a general damage increase for each round, or it has to do with the bulb skill or Vigorous Motivation, I did pick up a second one that run aswell. Let me quickly go over Sake's damage numbers, to show why the game shows her initial attack the way it does. Sake's Base attack is 65.026, she gets 40% dmg increase from relics, but if you just multiply it with 1.40 you get 91.036.4, so on @Horstings advice I went over each damage number and rounded them all up. I don't know how to put this data in to make it look easily readable, this was the only thing I could come up with at the time. As you can see, 91.036.4 from just the base calculation, but each number rounded up, gets you to 91.040. Now that this is out of the way, lets proceed with the Sake numbers from the 3rd laby boss. Round 1; Sake's damage is 91.940. We have to use the number I've added in bold, because how the game displays the data. The number shown is the damage with the bulb skill added in, but it will only take effect on the next turn, and is not used for round1 damage. I have 2 vigorous Motivations in place, a total of 12% ROUND 1: Damage*Vigorous Motivation = Actual Damage (91.040*1.12)=101.964.8. Rounded up to 101.965. Actual Damage - Enemy defence = DamageTemp (101.965-41026= 60.939. Rounded Up to 60.940 DamageTemp * 2 = Total Damage (60.940*2= 121.880. This Damage number is correct for round1. ROUND2: Damage*Vigorous Motivation = Actual Damage (91.950.4*1.12)=102.984.448 Rounded up to 102.985. Actual Damage - Enemy defence = DamageTemp (102.985-39951= 63034. Rounded Up to 63035 DamageTemp * 2 = Total Damage (63035*2= 126.070. This Damage number is NOT correct R2. Damage is shown as 146.102, while my math shows 126.070 It is 20.032 short. or 15.8%. I will spare you any more math, instead i looked at all the damage numbers the game displays, and checked how much they increased each round. For any round with critical damage I simply divided the critical in two. This shows a steady increase each round, around 20.000 damage, give or take, dependent on the enemy defence. I have no idea why. Is it a general round damage increase, is this Vigorous Motivation doing something weird, or a combination between bulb skill and Motivation? Even with opponent with the same defence, battle 6-7 and 8-9 shows a damage increase. And there is no reason why the 9th attack, a critical should do 634.516 damage, especially since her earlier critical was 376.180, sure the girl has 7.000 ish less defence, but 7000 defence does not explain 250.000 more damage. For Today's run, I will try to run single unbulbed girls with no damage modifers in some blue/green battles, to get as many attacks off as possible, and map out if they get increased damage over the cource of the labyrinth battle. Something strange is going on with damage.
  25. I was afraid you were going to say that... I mean I am glad my math is correct, but the problem is that I also have these two relics. If my numbers are correct, and as you said they looked okay, then what does that say about "Critical Thinking" I have not added them in my calculations. Edit: I just did what you said; took every and each number from all of the damage modifiers for Sake and rounded each up seperately, it came out to 85.187 as you predicted
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