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Ilmoita käännösongelmasta
We can only make estimations really as the actual best set up will vary depending on the enemy you are fighting, your base stats and up to 3 skills worth of pure luck. And that's before using Health Potions.
Fullmoon Werewolf. Pet no 8. lvl 10. 970 BP to spend. Fighting boss at Silver V with 1e12 HP. Best stats seem to be
lvl 26 HP
lvl 26 ATK
lvl 4 DEF
lvl 8 Life Steal
lvl 8 Block
lvl 0 Reflect
It seems likely to me that in general this skill ratio will hold throughout.
High HP / ATK. Possibly leaning towards ATK.
Low Def.
Mid -> Low Life Steal / Block
Reflect seems to be all but useless in the tests we have run.
at least it was at the low level of the parrot when i tested it ^^
https://codepen.io/volv/full/BRoVee/
Working out something for the actual best placement of skills is beyond me at the moment. And I'm scared of the iterations required to brute force a solution to that :)
I stick by the ratio being somewhat near my other post, hopefully this makes it fast to tinker with skill distributions and decide for yourself.
So far I've used it mainly to work out minimum potions I can get away with to win a battle. Can also see if a battle is feasible at all or use it to work out when your pet / champ would be good enough to take on a battle.
All Health potions are front loaded onto your total health before simulation starts. So best to up those slowly to see results.
There is no pattern that we can find to the increases in enemy HPs at the moment and so for now that information can not be filled in automatically.
Just finished this so their may still be hopelessly broken bits. Let me know :)
On top of that.. Volv ratio is what I use from start and it doesn't really change.
1 of def = 4 points of life steal (they "protec" from the same amount of damage, well more or less, the RNG is at play here but we can assume that it correct) at least at boar for melife steal "oryginal" value is 2x def value, that means that 1 BP of def = 2 BP of life steal. so the ratio of def :lifesteal should be 2:1 (so if you invest 6 BP's 4 should go to def 2 should go to lifesteal)
You can name this as "protection "
nos hp:protection depends on the round count, for me 1 increase of vit gives~9k where 1 in def~300, it means that 1 point of hp is equals to 30hits, so it greatly depends on round count,
ill look at this in later date, but you dont need to do the brute force for the calculations.
about the potions - do anyone know how exacly are those working? i mean the def mostl
Basically you need 2 stats:
min round count: how much rounds needs a mob to kill you(your hp/(monster attack-def-1/4 life steal)).
max round count: how much rounds you need to kill a mob (mob hp/your attack).
Attack value mods the min_rc
defensive values mods the max_rc
hp value is 60 / BP
def value is (2*min_rc)/BP
life steal value is (1*min_rc)/BP
for example if round count is 10 values would be:
hp 60
def 20
ls 10
if you put 1 point in hp stats the value should be:
hp 30
def 20
ls 10
and so on. This gives you the most valuable stats / bp (increasing the "most valuable" stat is always the best)
Attack vs defense:
first you need to determinate max round count, then you need to determinate how many points it would take to decrease the max_rc by 1
next put the same value to the defensive skills and compare the improvement (min vs max), pick better outcome, repeat until out of BP.
Enemy Damage done to you = Their rolled attack value (seems to range from enemy HP/8 to (MOB HP/8)*1.1) - Your Defense and the resulting damage is halved by the potion.
So damage taken with potion = (DMG - DEF)*0.5
Lifesteal is just a heal like you have noticed
Block is in effect a heal also
Reflect is extra attack.
Average Low Round Count: how much rounds a mob needs to kill you on average
Potion = 1 for no potion. Potion = 0.5 for using potion.
YOUR HP / (((MOB ATK - DEF)*POTION) - 0.3*BLOCK - 0.25*LIFESTEAL)
Average High Round Count: how much rounds you need to kill a mob on average
Potion = 1 for no potion. Potion = 1.5 for using potion.
MOB HP / (YOUR ATK*POTION + 0.3*REFLECT)
I think I see where you are going with your method. Just need to tidy it up a bit and wrap my head round it :)
Um... that is just stupid :/ it is the same or even worse than the research time. Does the devs dont know how to stick to one rule? is it really that hard? -_-
The funny thing is that if the def pot works this way (DMG - DEF)*0.5 it means that oposite to other pots the more def you got the less usefull the pot is.
for example:
if you got 100 def and mob attack is 1000, you recieve 900 damage.
after using potion the 900 is halved, so the potion protected you from 450 damage. (450% def boost)
if you got 500 def and mob attack is 1000 you recieve 500 damage.
after using potion the 500 is halved, so the potion protected you from 250 damage.(50% def boost)
in this case def is more crappy than ever, making it "dont touch it if you want use def pot" stat.
What is the most "funny" part?
If you happend to have more def that mob got attack...
for example you got 1000 def, monster got 500 attack. monster dealt you 0 points of damage (or rather he dealt -500 damage) if you dringk potion and do the same fight mob still would deal you the same 0 damage, (but it would be counted as -250) so basically the def pot helped mob to deal you more damage. And how not to love the avesome math in this game...
It even makes sense to me conceptually if you twist your thinking a bit and think of armor as something you wear (constant reduction) and potion as something you drink (toughens skin say...)
But yeh becomes less effective.
It seems like defence and lifesteal would be better than hp
(and the only reason you would take hp is because the hp potions stack).
Although being a percentage increase you would get the most value out of increasing stats that have a higher base value..
Lifesteal is also very luck based. I've found that when struggling on a fight I can up lifesteal and then run a few times until my luck is good.
Attack and HP have the highest base values and lifesteal is x0.25 give or take which reduces it even further..
Takes a lot of trial and error but I've had the best luck increasing Attack and HP the most and then def and lifesteal the least and if I'm very close to a win then increasing lifesteal a little and waiting for good luck.