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Myth

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Everything posted by Myth

  1. Yeah, that's why. :p   And in the case of target all, the attack is calculated based on each target's VE individually.
  2. Confirmed.   - upgraded 7 Bird Eggs to level 2 - returned to creature page - refreshed - noticed no change in current exploring points: max/max - upgraded 1 of the birds to level 3 - returned to creature page - refreshed - noticed no change in current exploring points: max/max   I was gonna ask if it could be Trade Sense related, but then I noticed I only had 17 of that, so it can't be the case       And if that's the case, the Costs section shouldn't include exploring points :p
  3. This behavior was mentioned in a few previous reports. To follow this issue, we have the following rigged fight:   Attacker: Mythrandir Slot 1: Dark Archer (840124) --- attack: 50 (base) + 25 (Imp. bonus) = 75 Slot 2: Imperial Aramor Assassin (830050) --- attack: 130 (base) + 65 (Imp. bonus) = 195 Slot 3: Dark Archer (840125) --- attack: 50 (base) + 25 (Imp. bonus) = 75 Slot 4: Grasan Huvourer (835144) --- attack: 100 (base) + 50 (Imp. bonus) = 150 Slot 6: Unholy Priest II (836171) --- power: 80 (base) Defender: *Miq* Slot 2: Remains (841570) [shop version] --- power: 40 (base);
  4.   Actually the same observation can be made by examining and comparing the behavior of defense on several creatures.   For instance, (816383) gets +150 in round 0 -150 starting with the end of round 2 (the 3 native turns) +70 in round 6 (while it keeps losing 150 from the other bonus) -70 starting with the end of round  8 (the 3 native turns) +150 in round 8 (while it keeps losing 70 from the other bonus) -150 starting with the end of round 10 (the 3 native turns) ...   So because the creatures don't place their effects on top of each other, no extra turns are a
  5. Moving on to the 2nd easier to observe ability.   2. Martirism   Attacker: Asthir, 0% Influence Slot 1: Hollow Warrior (816381) - Heal - Dying target Slot 2: Hollow Warrior (816382) - Heal - Dying target Slot 3: Hollow Warrior (816383) - Heal - Dying target Slot 4: Santa II (817752) - Martirism - Random target Slot 6: Root Warrior I (828460) - Martirism - Random target Defender: Syrnia, 0% Influence Slot 1: Barren Soul (823971) - Heal - Random target Slot 2: Barren Soul (823972) - Heal - Random target Slot 3: Aramor (823994) - Damage - Random target (Martirism on Random
  6. This was observed, tested and discussed multiple times, and now here's the report. (Thanks Sy, F, Shem, Rider)   Every turn based ability we've tested (weaken defense, martirism, regenerate) has this symptom. If there are more such abilities out there, I'd wager they have it as well.   Basically, these abilities put an effect on a creature, and from that moment on, this effect will end on every turn until the end of combat through an exact opposite effect, until this effect is reapplied on the creature, or the creature in question dies.   I’ll split this into 3 separ
  7. Their worth is pretty much related to the need an individual has for what they can be exchanged for, in accordance with their character's nature. This worth basically ranges from nothing to everything.
  8. Announcement #3   Since this tournament is for all MP levels, and because I said everyone will be fighting the same ritual, the math I take into consideration revolves around creatures obtainable at MP3 only. Another better reason for this, is that you have no way of being precise when random or multiple targets are being hit.   [hr]   Now, regarding the previous announcement. I said at the start that I wouldn't be giving any information to help, but these are bugs you need to be aware of. Take them as hints. :p   1. Targeting   There's a recent bug report re
  9. Descriptions:   Strong creatures The creature will target the creature with the highest total amount of attack and defence attributes. This option will select the strongest creature available, based on these two attributes only. This option is useful to eliminate the big and powerful threats first.   Weak creatures The creature will target the creature with the lowest total amount of attack and defence attributes. This option will select the weakest creature available, based on these two attributes only. This option is useful to eliminate the small annoying creatures first.
  10. So the 15-75% bonus is applied to the sum of % the gear gives, then rounded down to an integer..   So it's not applied to the stats gained through all the set pieces added up...     Well... unless this was the way it was meant to be, point 3. in the first post can be discarded, lol
  11. This is linked to what I call a "end of effect turn" bug, which I'll explain in a different post as soon as I get the time to.   It affects Weaken Defense, Martyrism and Regenerate, as far as I could observe. It's possible all multiple turn abilities are affected by this bug.
  12. Also retested the full Medusa set, this time on Myth, where Royal Guard set was fine.   Ended up with:   - 1.67 attack under correct value - 2.28 defense under correct value - 0.23 power under correct value - correct regeneration - correct energetic immunity   Went on to perform the same test as on Asthir = hand piece + foot piece only:   - 2.33 attack under correct value - 0.68 defense under correct value (the exact 15% bonus which should have been added) - 0.41 power under correct value (the exact 15% bonus which should have been added) - 0.87 regeneration
  13. Royal set tested. Math is indeed correct. Which leads me to believe there's a problem with how the Medusa set is made to work :p
  14. Don't use your external profile page to understand what you get. Those values aren't the ones which go in combat. Also, you're complicating things by using more equipment than the one in question, just get rid of it for the sake of this particular problem = set bonus of 15% per piece starting with 2nd piece :p   If you had 52.50 attack on your profile page (in game page) it would display 52 on the external page. But in battle, were you to attack with 5 creatures at 100% slider, the value which would be divided would be the one on the in game profile page.   So your troops would g
  15. How are you seeing rounded values? My profile page displays them as follows:
  16. Now try the 2 Medusa pieces I mentioned, but take off all other equipment for a cleared view :p
  17. Announcement #2   The announcement in post #6 no longer applies, thanks to the newly implemented "neutralluck" spell. (Thanks again, Chew :P) Because of this, the contents of the quote in post 6 (re-quoted below) are reinstated.     Sadly, I can no longer edit the first post to remove the strikes, so hopefully folks will read these announcements. :P   In light of this, I must remind you that when the time comes, participants won't be able to carry on without letting me know how much VE they have. (when doing the math, I'll assume that the attackers are at full prof
  18. The math is ok :P   In the example above - quoted by Grido - all is explained step by step. Bonuses are calculated, added up, given the 15% extra from 2 pieces and only then added to the base profile value.   Do the following experiment:   1. Assume you have 2000 att, 1000 pow, 3000 def, and 100 reg 2. Equip Medusa hand piece = +5% att, +3% pow = +100 att, +30 pow 3. Equip Medusa foot piece = +4% att, +1% def, +2% reg = +80 att, +30 def, +2 reg 4. Add the base bonuses from the 2 pieces = +180 att, +30 pow, +30 def, +2 reg 5. Add the set bonus to the above results (*1.1
  19.   To tell the truth, I was asking him because I skipped the 2nd picture. But now that you mention it, yeah, that should have been directed at Dragan :p
  20. Which scenario occurs?   1. You can't interact with them 2. You can (= defeat them again) but they keep reappearing 3. You haven't tried yet, can interact with them, and they might disappear as they should
  21. The announcement I made in post number 6 regarding luck might get cancelled. Stay tuned for more information on this.   In the meanwhile, I suggest preparing for both situations:   1. Slider will not be used if things don't pan out 2. Slider will be used if they do, meaning I'll need to know your VE after all
  22. May I suggest changing the subtitle at Fortune's Well from "Story Telling" into "Information Center", and making the board the clicky for it?
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