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EpicBacon

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Everything posted by EpicBacon

  1. @Horsting 3 girls, checking for damage and total damage. 1 girl regular damage and critical, and two girls with critical. Let me know if these numbers check out, I am confident in them, but would like a second opinion just in case. In addition to the Inpactful 5% relic that gives damage to all girls, I have 1x Epic Vigorous Motivation relic, adding another 6% damage after initial damage calculations. Sake's math comes up to 85.185 with rounding, but game uses 85.187. She has a lot of damage modifiers tho, so there could be an extra decimal adding up in the end.
  2. sure, I'll drop some info in the other thread, and you can look at it when you get time, I am 99.9% sure, but I want a secondary opinion just in case, I've had a couple miss-haps recently
  3. @Horsting I did some math, and I am 99.9% sure its correct, but If i post them here, would be be okay for you to take a quick look at them so see if they seem correct?
  4. Vigorous Motivation does infact work, It was a bit hard to figure out at first, since its only added in the final damage, compared to all the other damage relics who are added to the base number.
  5. Well it's not added to the base damage stat, but my total damage numbers are up by 11.4% and I have no idea why. I'll update my post if I figure something out.
  6. UPDATED: Vigorous Motivation DOES WORK! And it is good, real good. It is added at the end after all other damage sources are put together. The initial problem is that it is not added to base damage in the Ajax, and instead are just added together in the total damage number. These are all the relics that are effecting Fanny & Fione. Her Ego is 14% more then base stats 346.668*0.14+346.668 = 395.201.52 The Ajax has her ego at 395.203 Her defence is 6% more then base stats 29.876*0.06+29.876= 31.668.56 The Ajax has her defence at 31.669 Her damage is 5% more then base stats 55.531*0.05+55.531= 58.307.55 The Ajax has her damage as 58.308 I have 2 screenshots from the Ajax responce, the first has Fanny & Fione at full ego (395.203) and another where she is at 72.503 ego remaining, 18.3% of her total ego. If we check against her base ego, she is at 20.9% ego. This means that if Vigorous Motivation did have an effect, it would have dropped off when her ego dropped below 50%. But as you can see in the Ajax responces, her damage remains constant, regardless of her ego status. It is never added in the first place. I assume berserk works the same way, I will pick one up if I find one, and look at the data. @Horsting Would you be able to try to explain to me how Total damage is calculated? Following the example you made, it would seem its girl attack - opponent girl defence then multiply that number by two. I did that with your example, and it checked out. Trying to do that with my numbers does not seem to work however. My F&F with 58.308 attack is attacking a girl with 27.735 defence. 58.308-27.735 = 30.573. 30.573*2 = 61.146. But the total damage is listed as 68.144. That is 6998 more damage then its supposed to; or 11.4% more. I have no idea where this increased damage is coming from, the girl has no bulbs, and there are no other relics that should affect her. Is Vigorious motivation counted twice? I only have 1 for 6% Not that this should affected this batte, as this was F&F with low hp, defeating an enemy and complete healing herself in the progress. I have two element specific relics, that together adds up to 10.5%, but they are both different elements from F&F Update: i chekced the opponent damage, the opponent have damage of 53.168 (it says 53.699 in the screenshot, but its the value after the attack, adding in bulb skill and is not in effect this round) My girl has 31.669 defence. 53.168-31.669=21.499. 21.499*2 = 42.998, Consistent with the value in the Ajax. The opponent is not getting any extra damage. Update II: Okay I figured it out. Base damage * Impactful = Modified Damage (55.531*0.05)+55.531=58.307.55. Rounded up to 58.308 Modified Damage * Vigorous motivation = Actual attack (58.308*0.06)+58.308= 61.806.48. Rounded up to 61.807 Actual attack - opponent defence *2 = Total Damage (61.807-27.735)*2 = 68.144 Vigorous Motivation DOES work, the interesting thing is that in my example here, It should NOT have worked, as my girl was at 18.3% ego when doing her attack. I will have to do more testing, but it might be pointing towards it working regardless of your girls ego.
  7. ECCENTRIC Ananke Get Cheap mythic this time around, only needing 710 fights, the only one in my data that needed less fights were Moe Bunny in her revival, with 6 less fights. I brought with me around 280 figths into this mythic. The Koban cost is well below my average at 9.056, while the droprate was above my average, 7.04% vs 6.47% All in all, a good days work, it even made me complete a daily goal of getting a new girl.
  8. "Impactful" gives damage to all girls, even tho the description now says "backline girls damage increase" I will pick up some "attack from the back" and "front defence" in my runs from now on, and run numbers on the CORRECT girls on the bosses and a couple random fights on each floor. Since both @Horsting and @zoopokemon have reported it not working at times, I want to see if it I can get similar results. I had a run a couple cycles ago where I got completely trashed, and while I have the Ajax responce from that run, I don't have the girl data and Relic information I had on the run, so I cannot run an accurate comparison.
  9. So here is the thing, I see numbers and text, but I have no idea what they are, I have never heard of line bonus before, I have no idea where the 50% comes from, I am sure these are correct, but I have no clue what any of this means. I am not a math person, and judging by yesterday's godawful performance, maybe that's for the best. I would have to find out what these numbers mean and where they come from before I can do anything with this. This is Greek to me.
  10. Err about that, let's just forget about yesterday... I don't know where I left my brain, but I am in the middle of double checking the "front defender" yeah... its working just fine.. the girls get their defence. I can give you my Ajax responce along with the relics and girl data/positions if you want to double check.
  11. I made a huge mistake earlier, and asserted that "attack from the back" does not work. This is wrong, the relic does work. I discovered my error when i looked over my post a second time. I have updated the post with new data that this time is correct. This error also included my post about "Front Defence" not working, it does indeed work, and I've updated said post with correct information also. Sorry for any misunderstandings this might have caused.
  12. This is my guess: [ 1 ] something to spend cash on related to the lab [ 2 ] roles [ 3 ] a new difficulty [ 4 ] bug fixes
  13. Hmm, yeah the numbers do add up in the end, I will probably consider to take coins over green fights, especially on floor 2 and 3, and maybe even some yellow, depending on the layout of the stage. Thanks for all the input on this, much appreciated.
  14. I made a post about how "attack from the back" does not have any effect, this is wrong. It does work. I was doing the math for Sake, and she used to be my backline girl, but I changed her to a midline slot against the final boss, I even wrote that in my post, but completely brainfarted and forgot to take that into account when checking for relics that affects BACKLINE girls. Once I figured out this I checked the math again for one of the girls that actually was in the backline. These are the relics that affect Kyoko, this adds up to a total of 13% 62.681*0.13=8148.53 62.681 + 8148.53 = 70.829.53 "Attack from the back" affects Kyoko, who is in the backline. Sorry for the confusion resulting from my earlier incompetency "Attack from the back" does work "Front Defender" does work "Impactful" gives damage to all girls, even tho the description says "backline girls"
  15. Note to self, when doing numbers make sure you check for the correct girl and stop being an imbicile. Correct girls and numbers this time (I promise) 14% Defence total Both Skye who was in my FRONTLINE, have the same defence at 35.107 35.107*0.14=4914.98 35.107+49.14.98 = 40.021.98. "Front defender" does work. Apologies for previous claims that it does not work.
  16. Finished my run, and yeah I could not find anything to collaborate my hypothesis. The first battles at the start always seemed to have the more difficult one at the top, but as you see at my 3rd floor starting position and in @DvDivXXX's post in his 2nd floor, the harder battle was in the lower position. Sorry for wasting everyones time, I'll be over here in the corner if anyone needs me
  17. I am not looking for the labyrinth girl, neither the art or her element are that interesting to me. I just value the Xp, kisses and combativity more. I am spending my coins on Mythic bulbs, Having more bulbs is worth more to me right now, then then a girl that does not fit into any of my teams at this point, this ofcource could change in the future. Coins on floor 2 and floor 3 are also more valuable then coins at floor 1. Floor 1 coins are worth 28, floor2 56 (x2) and floor 3 is 84 (x3) That means skipping coins on floor 1 for hard fights are better then doing so on floor 3, this is if one is going for a more balanced combination of the two. I used to try to get 2 coins from each floor, but swapped at some point, especially with the constant Seasonal bullshit™ events, any extra kisses are nice. Speaking of coins, you would have liked my floor3, 4 hard figths, and all the coins are in positions where you could skip medium fights for them.
  18. Adding onto yesterdays post, I decided to screenshot and map out my preferred route thru the floor1 labyrinth. Here you can see the route I scoped out before starting, I value fights over coins and I want to do as many hard fights as possible. The biggest choice for me was like in @Telums post I replied to yesterday. The first fight of the floor. I chose the more difficult fight here (this does not really matter here, as its the first fight of the run, but this could both be hard fights on later floors) as choosing the more difficult one sets me up to chose between any of the hard fights afterwards. I can then chose the easiest of those two without disrupting my preferred route through the labyrinth. If i chose the easier fight here, then I would have no choice but to take the middle hard fight to proceed according to plan. Turns out that in the end it did not matter, as the easier fight was the middle one. This actually makes me wonder; are the hard fights always going to be towards the top of the labyrinth? I've never considered this before, my Floor 1 layout has all the medium fights concentrated at the top layer. I will keep an eye out and look at both map and fights themselves to see if the harder ones tends to be the top choice. Interesting.
  19. Somehow I missed this post, and didn't see it until now. I like to map out my route before I do any fight, and I don't know how the entire stage looks like, but based on this screenshot alone, I would go for the 6.62 fight, because that opens the way for another hard (red) fight after it. If I go for the 6.33 fight, I cannot get to the hard (red) fight and have to chose between a yellow and one tile that is not in the screenshot.
  20. I can confirm, in one Laby run I did Agate was quicker then Sake, so I had to go into girl equip and move some items around to make Sake quicker again. Having the healer go first is just really convenient. I did not plan around Sake, she just happens to be used in my leagues team, and therefore was easy to slot into my laby team. I've been testing a L5, due to shortage of mythic bulbs. I don't know how much stunchance increases with 1 extra bulb, and the tooltip is less then helpful. If it works for you and you are happy with stun, that's great Stun is really powerful, but I am no the biggest fan of the randomness of it, first you need it to trigger, then you want it to hit the correct girls aswell. If it triggers on two girls that you are going to kill before the opponent get its turn back, then the skill did not actually do anything. It's the same with "double attack" It's really strong, but I can't rely on it. I think if they changed the skill to be 100% stun, but for 1 turn instead of 2, or make it 50% stun for 2 rounds, with the clause that if you fail the first stun chance, you are guaranteed to hit the 2nd. That would probably make me want to get a permanent stun girl into my team.
  21. I am also using 1 healer, its very convenient, she is my fastest girl, and that makes me able to sometimes get off my heal before the opponent team is all taken out. I have been running a L5 stun girl for 9 laby runs now, and her stun percentage is at 24.24%, 48 out of 198 chances used. I don't stuns is worth it for this percentage. I would probably just swap her for another spank or put in a blue girl for shields, if I wasn't testing the stun percentage. My 3rd floor boss team; Heal in the backrow, spank in the midline. Frontline does not matter against most bosses as they will usually die before they get enough mana to use their manaskill. In this picture I had a tank girl in the frontline, She was domi and I had several domi damage relics. Not that it mattered much as the opponent took her down before I got my turn.
  22. I do not know how the sorting works, I assume the algorithm has certain preferences that makes charm girls come lower down on the list, that is why I manually select my girls, as I want a lot of charm girls to be used in the frontline since they have the most defence as of now, then I want some, but not too many know-how girls for damage, around 15 or so to make sure I could field 3 backlines and midlines incase my team suffers a loss. And the rest I put in Tank girls because I don't have enough Charm girls to fill up my team. I think my setup this time was 34 mage, 16 damage dealer and 20 tanks. The main problem with tanks is that they don't do tanking very well, KK made a mistake when creating the classes. Mages got the defence that tanks were supposed to have, and Damagedealers got the extra mana that mages was suppose to have. So mages are better tanks, and Damagedealers not only do the most damage, they also get more mana then anyone else, meaning they can use their skills faster too. Damagedealers at level 750 start with 33-35 mana (depending on their stats) while tanks and mages have around 18-20. If you have a tank with less then 20 mana, your will not get enough mana to use your manaskill at round 4, and have to wait another round. And even if you start with 20 or more, if you get hit with the purple manaskill from the opponent they will drain 6 mana from all your girls, resulting in a guaranteed round5 skill. A damage dealer, since they start out with more mana, not only are they guaranteed to cast the skill in round 4 regardless if they get drained or not, they also do the most damage. So until they fix the classes, Tanks are just worse tanks then mages, and worse damagedealers then, well damagedealers.
  23. If you are using domi girls in the laby and have limited bulbs, 1 bulb is going to give you a lot more then 5. It would be more cost effective to give 2 girls 1 bulb each, then 2 bulbs to 1 girl. 1st bulb gives 100% damage, and then its 25% extra for each after that.
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