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Battles in the [[HentaiVerse]] are where players can fight against [[Monster Lab|monsters]] in order to gain [[Experience]], [[Proficiency]], [[Items]], [[Equipment]], and [[Credits]].
==Setup==
==Setup==
[[HentaiVerse]] battles are initiated by the player entering one of the [[#Battle Modes|battle modes]] manually or via [[Random Encounter]]s which happen approximately once per hour while browsing the E-Hentai site if the player is not already in combat. Each battle will spawn a number of [[HentaiVerse Bestiary|monsters]] to fight. The player always acts first. The [[difficulty]] of the HentaiVerse battles may be selected out of battle.
*Battles are initiated by the player entering one of the [[#Battle Modes|battle modes]] manually or via [[Random Encounter]]s while browsing the E-Hentai [[galleries]].
 
*Each battle will spawn up to 10 [[Monster Lab|monsters]] to fight. In [[Random Encounter]]s low-levelled players will face fewer monsters.
A "round" refers to a single fight with a set of monsters that ends once they are defeated or the players flees or dies. A "battle series" refers to a set of battle rounds that last until completed or until the player [[Skills|flees]] or dies. e.g. The "Graduation" [[Arena]] challenge is a battle series with 5 rounds. [[Random Encounter]]s, the [[Ring of Blood]] challenges, and the first [[Arena]] challenge all contain only 1 round.
*The player always acts first.
*The [[difficulty]] setting may be adjusted at any time outside of battle.
*The player may [[#Fleeing|flee]] from battle to prevent defeat.


[[Stamina]] is consumed slightly at the end of every successfully cleared round; the amount consumed depends on which [[#Battle Modes|battle mode]] is being fought and the player's existing amount of stamina.
==Terms==
*A "turn" refers to a single action taken by the player (attacking, using [[spell]]s, using [[item]]s, etc.).
*A "round" refers to a fight with monsters that ends once they are [[#Victory|defeated]] (or the player [[#Fleeing|flees]]/[[#Losing|dies]]).
*A "battle series" refers to a set of rounds that last until completed (or the player [[#Fleeing|flees]]/[[#Losing|dies]]).
**e.g. The "First Blood" [[Arena]] challenge is a battle series with 5 rounds. [[Random Encounter]]s and [[Ring of Blood]] challenges consist of only 1 round.


==Combat==
==Combat==
When it is the player's turn to perform an action, they may choose between 7 different actions:
When it is the player's turn they may choose from 7 different actions:


*'''Attack''': Basic physical attack, applying physical attack stats against the target's physical defense stats. Hotkey is 'Q'.
{|class="wikitable" width="100%"
*'''Magic''': Prompts the player to select a [[Spells|spell]] to cast. Spells are divided into Offensive and Tactical categories. Offensive spells deal damage to monsters while Tactical spells include healing spells, supportive buffs, and debuffs against monsters. Hotkey is 'W'.
! colspan="2" | Action
**Pressing the hotkey 'R' will recast the previously cast spell on the previously selected target, or on the player if a [[Spells#Supportive_Magic|supportive]]/[[Spells#Curative_Magic|curative]] spell was cast. If no spell was cast, hitting R will have same effect as selecting Magic. If the previous target is dead, it will open the Magic menu and select the previously cast spell, but not cast it. Recast works even if the player performs other actions in between.
! Description
*'''Spirit''': Toggles [[Spirit Stance]]. Hotkey is 'E'.
! Hotkey
*'''Skills''': Prompts the player to select a [[Skills|skill]]. Note that these take a full turn to execute. Hotkey is 'A'.
|-
*'''Items''': Prompts the player to use an [[Items|item]] from their battle inventory. Note that items in the [[Character Menu#Items|item inventory]] must be moved to the battle inventory before they can be used this way. This is accomplished from the Battle Inventory page. [[Items#Infusions|Infusions]] and [[Items#Scrolls|Scrolls]] can be set to restock themselves during the battle but [[Items#Restoratives|restorative items]] can only do so once a battle series has ended. Hotkey is 'S'.
| colspan="2" | [[File:attack_n.png]] | [[File:attack_s.png]]
*'''Defend''': Increases the player's defenses for the turn (+25% physical and magical mitigation), but skips the player's action for the turn. If possible, 10% [[Overcharge]] is consumed to recover 10% base health. Hotkey is 'D'.
| Basic physical attack, applies the physical attack stats against the target's physical defense stats.
*'''Focus''': Increases the player's chance of landing a [[spell]] on the following turn (+50% hit chance, -25 effective [[Interference|interference]]), but reduces their evade, block, and parry chances to 0% for the current turn. If possible, 25% Overcharge is consumed to recover 5% base mana. Hotkey is 'F'.
| {{Keypress|Q}}
|-
| rowspan="2" | [[File:magic_n.png]]<br>[[File:magic_s.png]]
| [[File:sbsel_skills_s.png]]
| rowspan="2" | Prompts the player to select a [[skill]] / [[spell]] to use.
*Pressing the hotkey {{Keypress|R}} will recast the previously used spell/skill on the previously selected target (or on the player if a [[Spells#Supportive_Magic|supportive]]/[[Spells#Curative_Magic|curative]] spell was cast).
**If the previous target is dead it will open the Skillbook menu and select the previously used spell/skill, but not cast it.
**Recast works even if the player performs other actions in between.
**If no spell/skill has been cast at all during the round hitting {{Keypress|R}} will have same effect as selecting Skillbook.
*Any [[skill]]/[[spell]] on cooldown will have its name and [[HentaiVerse_Settings#Quickbar_Slots|quickcast]] icon grayed/faded out.
Players can put spells/skills they constantly use in one of the [[HentaiVerse_Settings#Quickbar_Slots|quick-cast slots]]. Spells/skills can be selected via clicking and can be selected using the hotkeys {{Keypress|Alt}} + {{Keypress|1}} through {{Keypress|Alt}} + {{Keypress|0}} (corresponding to the quickslot placement). These slots are linked to the player's [[Persona]] and will be blank when switching to a new persona for the first time.
| rowspan="2" | {{Keypress|W}}
|-
| [[File:sbsel_spells_s.png]]
|-
| colspan="2" | [[File:items_n.png]] | [[File:items_s.png]]
| Prompts the player to use one of their [[Battle Items]]. To use that action, players must [http://hentaiverse.org/?s=Character&ss=it move] items from their [[Character Menu#Items|Inventory]] to one of the Battle Item slot beforehand. By default every player has five Battle Items slots; this amount may be increased via [[Training]]. Using [[items]] is a free action; monsters cannot attack for that turn. Items have various cooldowns once consumed.
| {{Keypress|E}}
|-
| colspan="2" | [[File:spirit_n.png]] | [[File:spirit_a.png]]
| Toggles [[Spirit Stance]]. Can be toggled once a player has at least 50 units of [[Overcharge]] and consumes one SP and 10% Overcharge per round.
*'''On the current turn''':
**Physical damage is boosted by +100%.
**Mana cost is reduced by 25%.
*'''On the following turn''':
**Same as above, until the player runs out of Overcharge or toggles off Spirit Stance.
| {{Keypress|S}}
|-
| colspan="2" | [[File:defend_n.png]] | [[File:defend_a.png]]
| Use Defend command. Has no cooldown.
*'''On the current turn''':
**Physical and magical mitigations are boosted by +25%.
**25% [[Overcharge]] (one whole yellow pip) is consumed to recover 10% base health (requires 10%+ overcharge).
*'''On the following turn''':
**Physical and magical mitigations are boosted by +25%.
| {{Keypress|D}}
|-
| colspan="2" | [[File:focus_n.png]] | [[File:focus_a.png]]
| Use Focus command. Has no cooldown.
*'''On the current turn''':
**Evade, Block, Parry and Resist<sup>?</sup> reduced to 0% (-100% penalty). Monsters can still miss.
**25% [[Overcharge]] is consumed to recover 5% base mana (requires 25%+ overcharge).
*'''On the following turn''':
**Magic Hit Chance/Spell Hit Chance is boosted by 100%?.
**Counter-resist is boosted by 50%.
| {{Keypress|F}}
|}


Enemies can also be targeted using the hotkeys '1' through '0' (either on the home row or number pad), with 1 corresponding to the Monster A and 0 to Monster J. Targeting is important for certain [[Fighting Styles]] that can hit multiple targets.
After selecting and executing a command each living [[Monster Lab|monster]] may perform an attack, spell, or spirit attack. Most of the time this will result in the end of a turn, though sometimes certain abilities [[Action Speed|take longer to perform]] than others. In these cases some monsters may act a second time before the player can respond.


The [[HentaiVerse_Settings#Quickbar_Slots|Quickcast spells]] can also be selected using the hotkeys 'Alt+1' through 'Alt+0', where the number corresponds to the spell's slot number. Note that these bars are linked with to the player's [[Character Menu#Equipment|Equipment Set]] and will be blank when switching to a new set for the first time.
==Targeting==
Enemies can be targeted by mouse clicking or '''keyboard's hotkeys {{Keypress|1}} through {{Keypress|0}}''' (either on the home row or number pad); {{Keypress|1}} corresponds to the [[File:mon_a.png]] through to {{Keypress|0}} for [[File:mon_i.png]].<br>


After selecting a command and executing it, each enemy may perform an attack, spell, or spirit attack. Most of the time, this will result in the end of a turn, though sometimes certain abilities [[Action Speed|take longer to perform]] than others, like Area-of-Effect spells. In these cases, some enemies may act a second time before the player can respond. Combat ends when either the player or all enemies' health are reduced to 0, or if the player successfully [[Skills|flees]] from battle.
==Criticals==
Physical and Magical attacks have a chance to perform a critical attack (crit) for both monsters and players, which deals bonus damage, as well as having a 100% chance to execute a [[weapon]]'s or [[spell]]'s innate procs. Does not affect procs granted by equipment [[suffixes]] or [[fighting style]].


===Criticals===
Critical hits have the following properties:
Critical hits have the following properties:
*Player's damage (physical & magical) is boosted by +50%. This extra damage may be increased further by:
**'''Physical''':
***Using the [[Spells#Supportive|Heartseeker]] spell.
***Using [[equipment]] with "Savage" [[prefix]] or "Fatality" [[potency#Potencies|potency]]
**'''Magical''':
***Using the [[Spells#Supportive|Arcane Focus]] spell.
***Using [[equipment]] with "Mystic" [[prefix]] or "Annihilator" [[potency#Potencies|potency]]
*The chance to deal critical attacks ("crit rate") can be increased by:
**'''Physical''':
***Using [[equipment]] which has innate bonuses to attack crit chance or specific [[suffixes]].
***Investing into STR and DEX [[PAB|primary attributes]].
***Using the ability [[ability#Dual-Wielding|DW Crit]] (Dual Wielding or Niten Ichiryu [[fighting style]]s only).
***Using the ability [[ability#Light_Armor|Light Crit]] (light armor only).
***[[File:Point.png]] Having [[Burden]] above 70 reduces any critical physical attack bonuses, completely removing them at 120 burden.
**'''Magical''':
***Using [[equipment]] which has innate bonuses to magic crit chance or specific [[suffixes]].
***Investing into INT and WIS [[PAB|primary attributes]].
***Using the ability [[ability#Cloth_Armor|Cloth Spellcrit]] (cloth armor only).
***[[File:Point.png]] Having [[Interference]] above 0 reduces any critical magical attack bonuses, completely removing them at 50 Interference.


*Player's attacks (physical & magical) do 1.5x damage. For monsters it's 1.2x. This is calculated after all other damage factors.
*Monsters have a base 20% crit damage bonus and crit rate, increased by their STR and DEX (for physical attacks) and WIS and INT (for magical attacks).
*Cannot miss.
*Have 100% chance to proc a weapon's or spell's innate procs.  Does not affect procs granted by equipment suffixes or fighting style.
 
==Losing==
Losing occurs when the player's Hit Points are reduced to zero and Spark of Life does not proc. The player will be given a message to indicate their defeat and will be ejected from the battle series in which they were fighting. Entering any new battle series without recovering at least 1 HP will result in another immediate loss. [[Skills#Universal_Skills|Fleeing]] allows the player to leave a battle at any time (given a few turns) with slightly less penalties.
 
*'''There is no direct penalty for being defeated''', except for the ejection from the battle series in which the player was fighting.
*Any progress made in a multi-round battle series will be lost. No [[credits]], [[EXP]], or drops are given for the incomplete round.
*Any [[Items#Battle_Powerups|powerups]] held will be lost.
*[[Arena]] and [[Ring of Blood]] challenges may not be attempted again until the next [[Dawn of a New Day]] and any [[Items#Tokens|Tokens of Blood]] used will not be refunded.
*[[Monster_Lab|User-created monsters]] besides the player's will gain a "Battle Won" if they were alive during the round in which the player was killed and a "Killing Blow" if they were the monster that dealt the final hit that defeated the player.
*The player will keep all remaining MP and SP, as well as any proficiency points gained during the round.
 
==Recovering==
While out of combat HP, MP, and SP regenerate over time at various rates based on the player's [[Character_Stats#Primary_Attributes|primary attributes]]. While out of battle the [[Image:restoratives.png‎]] option, located beneath the SP bar, is also available. It allows players to consume a few [[Items#Restoratives|potions]] to fully restore any of these points. This uses Lesser potions of the appropriate type and will only use stronger ones if the Lesser potions are insufficient in number. Players may also recover all 3 points completely by using a single [[Items#Tokens|Heal Token]].


A single potion restores the player's base points in that stat multiplied by the following:
==Day of the Week==
During each day of the week damage done by a [[damage type]] is temporarily increased (both for the player and for monsters). Mitigation for the element is reduced by 10 points except for Friday's which is 5.
{|class="wikitable"
{|class="wikitable"
!Potion Type
!Day
!Quality
!Damage Type
!Restores
|-
|rowspan="6"| '''Health''' || Lesser || 1.2
|-
|-
|Average || 1.9
|Sunday || Holy
|-
|-
|Greater || 2.6
|Monday || Dark
|-
|-
|Superior || 3.3
|Tuesday || Fire
|-
|-
|Godly || 4
|Wednesday || Cold
|-
|-
|Elixir || 7
|Thursday || Wind
|-
|-
|rowspan="6"| '''Mana/Spirit''' || Lesser || 0.4
|Friday || ''All (see note)''
|-
|-
|Average || 0.5
|Saturday || Elec
|-
|Greater || 0.6
|-
|Superior || 0.8
|-
|Godly || 1
|-
|Elixir || 2
|}
|}
Note: Friday's 'all' damage bonus includes Void damage, as well as Slashing, Crushing, Piercing, and all elements listed on the table.
==End of Round==
Rounds end in these cases:
*Player win (victorious) - after which the player may enter the next round in the battle series, until the final round where they will be ejected from the battle upon victory.
*Player defeat (dies) - after which the player will be ejected from the battle series with armor durability loss.
*Player flees - after which the player will be ejected from battle series, and if successful will have no penalties. Players may still be killed, unless they have the Yakety Sax [[Hath Perks|Hath Perk]]
===Victory===
[[File:battle-victor.png|200px|thumb|right|Player won current round.]]
Players are victorious when every spawned monster has been defeated (their health is reduced to 0).
The player will be given a message to indicate their victory with the text:
<blockquote> "You are victories!<br>You Gain [Amount] EXP<br>Continue [Battle mode]" </blockquote>
Clicking on Continue [Battle mode] or pressing {{Keypress|Spacebar}} will move the player onto the next round.<br>
Rewards for winning a round are:
*Specific amount of [[Experience Points]].
*Some [[credits]], [[items]] or [[equipment]] may be obtained as a drop from monsters.
Rewards for winning a battle series are:
*Specific amount of [[Potency]] Experience (PXP), as well new Potency for equipment (If Battle Mode was Item World).
*Specific amount of [[Credits]] (If Battle Mode was Arena, Ring of Blood or Grindfest).
*Some [[Equipment]] as a Clear Bonus (If Battle Mode was Arena, Ring of Blood, or The Tower).
*Chance to get [[Token]] of Blood or [[Token]] of Chaos (If Battle Mode was Arena or Ring of Blood).
*Chance to get 5 [[Soul Fragment| Soul Fragments]] (If Battle Mode was Random Encounter, and guaranteed at the end of each floor of The Tower).
*Any [[Items#Battle_Powerups|powerups]] held will be lost.
Note: [[Stamina]] is slightly consumed at the end of every successfully cleared round; the amount consumed depends on player's existing amount of stamina (player with [[stamina#Effect|great]] stamina will lose stamina at double the normal rate).
<div id="losing"></div><div id="Dying"></div><div id="dying"></div>
===Losing===
[[File:battle-end.png|200px|thumb|right|Player lose current round.]]
The player will lose the current round when his HP is reduced to 0 and [[Spells#Supportive|Spark of Life]] does not proc.
The player will be given a message to indicate their losing with next text:
<blockquote> "You have been defeated!<br>
The [Battle mode] has ended" </blockquote>
Penalties for losing current rounds are:
*Any progress made in a round will be lost. No [[credits]], [[EXP]], or drops are given for the incomplete round.
**The player will keep any [[proficiency]] points gained during the round.
*The player will lose a set percentage of [[condition]] on all [[equipment]] currently worn (depends on player's level). The loss of durability can be reduced to half with the Repair Bear Mk.4 [[Hath Perk]].
*Any [[Items#Battle_Powerups|powerups]] held will be lost.
*[[Monster_Lab|User-created monsters]] (besides the player's own) will gain a "Battle Won" during the round in which the player was killed and a "Killing Blow" if they were the monster that dealt the final hit that defeated the player.
===Fleeing===
[[File:battle-flee.png|200px|thumb|right|Player run away from current round.]]
At any time the player may flee from the current round and leave the battle behind.<br>
To escape from battle the player should open his [[File:magic_n.png]] and select "Flee" from [[File:sbsel_skills_s.png]] list.
The player will be given a message to indicate that they have successfully fled:
<blockquote> "You have run away!<br>
You escape from the [Battle mode]" </blockquote>
Penalties for fleeing current rounds are:
*Any progress made in a round will be lost. No [[credits]], [[EXP]], or drops are given for the incomplete round.
**The player will keep any [[proficiency]] points gained during the round.
*Any [[Items#Battle_Powerups|powerups]] held will be lost.
*[[Monster_Lab|User-created monsters]] (besides the player's own) will gain a "Battle Won" during the round in which the player was fled.
Note: Leaving a battle takes one [[tick]] (roughly 1-2 monster turns); in that time monsters '''can''' kill the player. The Yakety Sax [[Hath Perk]] allows players to leave the battle immediately.
==Recovering==
*While out of combat MP, SP and health are fully recovered instantaneously.


==Battle Window==
==Battle Window==
[[Image:battle_window.png|thumb|The Battle window.]]
[[Image:battle_window.png|200px|thumb|The Battle window.]]


===Player Side===
===Player Side===
*'''Status Effects''': Displays all the status effects (mostly from [[Spells#Supportive_Magic|supportive spells]] or items) currently on the player. A maximum of 8 effects can be shown, though more can be active. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left after Auto-cast spells. Effects that expire in 1 turn will blink. Placing the cursor over the icon provides information on the status effect.
*'''Status Effects''': All of the effects (mostly from [[Spells#Supportive|supportive spells]] or [[items]]) currently on the player. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left after [[HentaiVerse_Settings#Auto-cast_Slots|auto-cast spells]]. Effects due to expire in 1 turn will blink. Hovering the cursor over any icons provides information about the effect.
*'''Health Points''': If this is reduced to 0 the battle series will end. Health can be restored in battle via [[Items#Restoratives|Restorative Items]] or [[Spells#Curative_Magic|healing spells]]. Will turn silver if [[Abilities#Tier_11|Spark of Life]] is active and has sufficient Spirit Points (50%+) to proc. Will flash red at 35%.
*'''Health Points''': If this is reduced to 0 the player [[#Losing|loses]]. Health can be restored in battle via [[Items#Restoratives|restorative items]] or [[Spells#Curative|healing spells]]. Will turn silver if Spark of Life is active and has sufficient Spirit Points to proc. Will flash red at 35%.
*'''Mana Points''': Used to cast [[Spells]].
*'''Mana Points''': Used to cast [[spells]].
*'''Spirit Points''': Used for [[Spirit Stance]], and as a cost to proc the [[Spells#Supportive_Magic|supportive spells]] [[Abilities#Tier_11|Spark of Life]] and [[Abilities#Tier_16|Spirit Shield]].
*'''Spirit Points''': Used for [[Spirit Stance]] and as a cost to proc certain [[Spells#Supportive|supportive spells]].
*'''Overcharge Gauge''': Displays the player's current [[Overcharge]] level, used for [[Spirit Stance]] and [[Skills#Fighting_Skills|Fighting Skills]].
*'''Overcharge Gauge''': Used for [[Spirit Stance]], [[Defend]], [[Focus]] and [[Skills#Fighting_Skills|fighting skills]].
*'''Actions''': Buttons for executing the basic battle actions.
*'''[[HentaiVerse_Settings#Quickbar_Slots|Quick-cast Bar]]''': Buttons for executing [[spells]] or [[skills]]; can be adjusted in the [[settings]] area.


===Battle Log===
===Battle Log===
[[File:log.png|200px|thumb|right|Example of log and drops.]]
A log of all the events during the battle. Only shows the last 100 lines.
A log of all the events during the battle. Only shows the last 100 lines.


Line 95: Line 206:
*'''LV''': The monster's level.
*'''LV''': The monster's level.
*'''HP''': The monster's starting health.
*'''HP''': The monster's starting health.
====Log Colors For Drops====
{|class="wikitable"
!Color
!Drops
|-
|'''<span style="color:#FF0000">Red</span>''' || [[Equipment]], and [[The_Forge#Materials|materials]] from [[HentaiVerse_Settings#Auto-Sell_.2F_Auto-Salvage|Auto-Salvaging]] and [[Isekai]] drops
|-
|'''<span style="color:#A89000">Gold</span>''' || [[Credits]]
|-
|'''<span style="color:#00B000">Light Green</span>''' || [[Restoratives]], [[Scrolls]], [[Infusions]], [[Special Items]], and [[Shards]]
|-
|'''<span style="color:#254117">Dark Green</span>''' || [[Tokens]]
|-
|'''<span style="color:#489EFF">Cyan</span>''' || [[Food]]
|-
|'''<span style="color:#0000FF">Blue</span>''' || [[Artifacts]] and [[Collectables]]
|-
|'''<span style="color:#461B7E">Purple</span>''' || [[Trophies]]
|-
|'''<span style="color:#BA05B4">Magenta</span>''' || [[Crystals]]
|}
'''While [[Credit]] drops are shown in the log the player's amount will only update after the battle series has ended.'''


===Monster Side===
===Monster Side===
Each monster has its own row with the following:
Each monster has its own row with the following:
*'''Monster Letter''' [[Image:mon_a.png]]: Refers to the monster's position for targeting purposes.
*'''Monster Letter''' [[Image:mon_a.png]]: Refers to the monster's position for targeting purposes.
*'''Monster Level''': Can be at or slightly lower than the player's level.
*'''Monster Level''': Equal to player's [[level]].
*'''Monster Color''': Indicates the monster's class/rarity.
*'''Monster Color''': Indicates the monster's class/rarity.
**'''No color''' = [[HentaiVerse_Bestiary#Ordinary|Ordinary]] (Common; all [[Monster Lab|player created monsters]] are of this class)
**'''No color''' = Ordinary (Common; all [[Monster Lab|player created monsters]] are of this class)
**<span style="color:#E6CCA3">'''Orange'''</span> = [[HentaiVerse_Bestiary#Boss|Boss]] (Rare)
**<span style="color:#E6CCA3">'''Orange'''</span> = [[HentaiVerse_Bestiary#Boss|Boss]]
**<span style="color:#DBA8A0">'''Red'''</span> = [[HentaiVerse_Bestiary#Legendaries|Schoolgirl]] (Legendary)
**<span style="color:#DBA8A0">'''Red'''</span> = [[HentaiVerse_Bestiary#Legendaries|Schoolgirl]]
**<span style="color:#A989A5">'''Purple'''</span> = [[HentaiVerse_Bestiary#Gods|God]] (Ultimate)
**<span style="color:#A989A5">'''Purple'''</span> = [[HentaiVerse_Bestiary#Gods|God]]
*'''Monster HP''': If reduced to 0, the monster is dead and can no longer take any action. Once all monsters' health are reduced to 0, the player is victorious in the battle round.
*'''[[Monster_Stats#Points|Monster HP]]''': If reduced to 0 the monster is dead and can no longer take any action. If all monsters' health are reduced to 0 the player is victorious in the battle round.
** Determined by the following formula:
*'''[[Monster_Stats#Points|Monster MP]]''': Monsters can potentially use their magic attacks when they have at least 50% mana.
'''Monster HP''' = (50 + 10 * level + 0.1 * base_STR * level +
*'''[[Monster_Stats#Points|Monster SP]]''': Only monsters with a PL of 400+ or Boss-class or higher monsters have these. Monsters can potentially use their spirit attack when they have 100% spirit.
0.5 * base_END * level + 5 * '''y''') * [[Difficulty|difficulty_mod]] * class_mod)
*'''Status Effects''': The status effects (usually from [[Spells#Deprecating_Magic|deprecating spells]]) with which the monster is afflicted. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left. Effects that are due to expire in 1 turn will blink. Hovering the cursor over an icon provides information on the effect. Up to 6 effects can be shown although more can be active.
 
**See [[Enemy Procs|here]] for a list of known ''beneficial'' status effects.
'''y''' = ((level ^ 1.07) - 10) * 0.2
 
'''class_mod''' = 201 for Flying Spaghetti Monster, 101 for Real Life,
and 1 for [[Monster Lab]] monsters and common monsters.
 
*'''Monster MP''': Indicates how close a monster is to possibly using its magic attack. Monsters can potentially use their skill when they have at least 50% mana.
**All monsters regenerate mana at a rate of ''roundup(max_mp / 20)'' per action.
*'''Monster SP''': Only monsters with a PL of 400+ or Boss-class or higher monsters have these. Monsters can only use their spirit attack when they have 100% spirit.
*'''Status Effects''': Displays the status effects (usually from [[Spells#Deprecating_Magic|deprecating spells]]) with which the monster is afflicted. A maximum of 6 effects can be shown, though more may be active. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left. Effects that expire in 1 turn will blink. Placing the cursor over the icon provides information on the status effect.
**See [[Enemy Procs|here]] for a list of known beneficial status effects.


====Agitation====
===Spawning Pattern===
*Monsters become Agitated when they are below 20% health. This is indicated when their name turns <span style="color:red">red</span>. Agitated monsters do 20% more damage.
*[[Monster Lab|Custom Monsters]] are picked according to [[Monster_Lab#Monster_PL_vs._Player_Level|their Power Level vs. the player's level]].
*Monsters at or above 80% health do 25% less damage.
*Any given [[Monster Lab|custom monster]] won't appear more than once every ten rounds (roughly).
 
*Monsters of the same class (species) will tend to appear together. It is not possible to face more than 4 different classes of monsters in a single round.
====Spawning Pattern====
*Only 1 [[Monster Lab|custom monster]] per owner may spawn per round.
*Monsters are picked according to [[Monster_Lab#Monster_PL_vs._Player_Level|their Power Level vs. the player's level]].
*A monster won't appear more than once every ten rounds (roughly).


==Battle Modes==
==Battle Modes==
{|class="wikitable"
{|class="wikitable" width="100%"
!Name
!Name
!width=14%|# of rounds
!width=54px|# of rounds
!Drop Conditions
!Drop Conditions
!Base [[Difficulty]]
![[Difficulty|Monster damage multiplier]]
![[EXP]] Mod
!width=84px|[[EXP]] Mod
!Notes
!Notes
|-
|-
|[[Random Encounter]] || 1 || High chance bonus || Normal || High || Can be triggered only once per hour outside of [[dawn]]
|[[Random Encounter]] || 1 ||  
*Overall chance bonus
*[[Soul Fragment]] chance
*3x [[credits]]
|| Normal || 5x || Can be triggered once per 30 minutes, up to 24 times per day
|-
|-
|[[Arena]] || Depends on challenge ||rowspan="2"| Bonus drop on clear || Higher challenges have more high-class monsters || Depends on challenge || Challenges are unlocked by clearing previous ones. Level requirements
|[[Arena]] || 5 - 100 || Guaranteed [[equipment]] drop (Tier 1-8 [[trophy]]) || Higher [[challenge]]s have more high-class monsters || 1x - 3x ||
*Higher [[challenge]]s require clearing the previous ones
*[[Level]] requirements
|-
|-
|[[Ring of Blood]] || 1 || Only face [[HentaiVerse_Bestiary#Boss|boss-class]] or higher monsters ||rowspan="4"| Normal || Costs [[Items#Tokens|Tokens of Blood]] to enter. Level requirements
|[[Ring of Blood]] || 1 || Guaranteed [[equipment]] drop || Only face [[HentaiVerse_Bestiary#Boss|boss-class]] or higher monsters ||rowspan="2"| 1x ||
*Costs [[Items#Tokens|Tokens of Blood]] to enter
*[[Level]] requirements
|-
|-
|[[Grindfest]] ||rowspan="2"| ∞ || Normal ||rowspan="2"| Increases each round || Consumes the most [[Stamina]]
|[[Grindfest]] || 1,000 || ¼ [[credits]]. Additional chance to get [[crystal]] drops || 50%? to start, increases by .4%? each round || [[Crystal]] drop multiplier
|-
|-
|[[CrysFest]] || Almost everything becomes [[Items#Crystals|crystals]] || Consumes the least [[Stamina]]
|[[Item World]] || 20 - 100 || ¼ [[credits]] || 100% to start, increases by 1% each round || 1x - 1.2x || For increasing [[equipment]] [[potency]]
|-
|-
|[[Item World]] || Depends on [[equipment]] [[quality]] || No [[credits]] || Depends on [[equipment]] [[quality]]. Increases each round || For increasing [[equipment]] [[potency]]
|[[The Tower]]
|
|
*Guaranteed [[equipment]] drop (Tier 1-7 [[trophy]])
*10 [[Soul Fragment|Soul Fragments]]
|100% to start, increases by 2% each round
|1x
|For increasing rank in [[Isekai|Isekai Mode]]. Not available in persistent.
|}
|}
'''Note:''' Crystals will not drop in Grindfest while in Isekai Mode.


==See Also==
==See Also==
*[[HentaiVerse Settings]] - Allows the adjustment of difficulty.
*[[Settings]] - Options for difficulty, the quick-cast bar, and auto-cast spells.
*[[HentaiVerse Hotkeys]]
*[[HentaiVerse Hotkeys]]
*[[Abilities]]
*[[Spells]]
*[[Skills]]


{{HVnav}}
{{HVnav}}

Latest revision as of 14:59, 3 April 2025

Battles in the HentaiVerse are where players can fight against monsters in order to gain Experience, Proficiency, Items, Equipment, and Credits.

Setup

  • Battles are initiated by the player entering one of the battle modes manually or via Random Encounters while browsing the E-Hentai galleries.
  • Each battle will spawn up to 10 monsters to fight. In Random Encounters low-levelled players will face fewer monsters.
  • The player always acts first.
  • The difficulty setting may be adjusted at any time outside of battle.
  • The player may flee from battle to prevent defeat.

Terms

  • A "turn" refers to a single action taken by the player (attacking, using spells, using items, etc.).
  • A "round" refers to a fight with monsters that ends once they are defeated (or the player flees/dies).
  • A "battle series" refers to a set of rounds that last until completed (or the player flees/dies).

Combat

When it is the player's turn they may choose from 7 different actions:

Action Description Hotkey
| Basic physical attack, applies the physical attack stats against the target's physical defense stats. Q

Prompts the player to select a skill / spell to use.
  • Pressing the hotkey R will recast the previously used spell/skill on the previously selected target (or on the player if a supportive/curative spell was cast).
    • If the previous target is dead it will open the Skillbook menu and select the previously used spell/skill, but not cast it.
    • Recast works even if the player performs other actions in between.
    • If no spell/skill has been cast at all during the round hitting R will have same effect as selecting Skillbook.
  • Any skill/spell on cooldown will have its name and quickcast icon grayed/faded out.

Players can put spells/skills they constantly use in one of the quick-cast slots. Spells/skills can be selected via clicking and can be selected using the hotkeys Alt + 1 through Alt + 0 (corresponding to the quickslot placement). These slots are linked to the player's Persona and will be blank when switching to a new persona for the first time.

W
| Prompts the player to use one of their Battle Items. To use that action, players must move items from their Inventory to one of the Battle Item slot beforehand. By default every player has five Battle Items slots; this amount may be increased via Training. Using items is a free action; monsters cannot attack for that turn. Items have various cooldowns once consumed. E
| Toggles Spirit Stance. Can be toggled once a player has at least 50 units of Overcharge and consumes one SP and 10% Overcharge per round.
  • On the current turn:
    • Physical damage is boosted by +100%.
    • Mana cost is reduced by 25%.
  • On the following turn:
    • Same as above, until the player runs out of Overcharge or toggles off Spirit Stance.
S
| Use Defend command. Has no cooldown.
  • On the current turn:
    • Physical and magical mitigations are boosted by +25%.
    • 25% Overcharge (one whole yellow pip) is consumed to recover 10% base health (requires 10%+ overcharge).
  • On the following turn:
    • Physical and magical mitigations are boosted by +25%.
D
| Use Focus command. Has no cooldown.
  • On the current turn:
    • Evade, Block, Parry and Resist? reduced to 0% (-100% penalty). Monsters can still miss.
    • 25% Overcharge is consumed to recover 5% base mana (requires 25%+ overcharge).
  • On the following turn:
    • Magic Hit Chance/Spell Hit Chance is boosted by 100%?.
    • Counter-resist is boosted by 50%.
F

After selecting and executing a command each living monster may perform an attack, spell, or spirit attack. Most of the time this will result in the end of a turn, though sometimes certain abilities take longer to perform than others. In these cases some monsters may act a second time before the player can respond.

Targeting

Enemies can be targeted by mouse clicking or keyboard's hotkeys 1 through 0 (either on the home row or number pad); 1 corresponds to the through to 0 for .

Criticals

Physical and Magical attacks have a chance to perform a critical attack (crit) for both monsters and players, which deals bonus damage, as well as having a 100% chance to execute a weapon's or spell's innate procs. Does not affect procs granted by equipment suffixes or fighting style.

Critical hits have the following properties:

  • Player's damage (physical & magical) is boosted by +50%. This extra damage may be increased further by:
  • The chance to deal critical attacks ("crit rate") can be increased by:
    • Physical:
      • Using equipment which has innate bonuses to attack crit chance or specific suffixes.
      • Investing into STR and DEX primary attributes.
      • Using the ability DW Crit (Dual Wielding or Niten Ichiryu fighting styles only).
      • Using the ability Light Crit (light armor only).
      • Having Burden above 70 reduces any critical physical attack bonuses, completely removing them at 120 burden.
    • Magical:
  • Monsters have a base 20% crit damage bonus and crit rate, increased by their STR and DEX (for physical attacks) and WIS and INT (for magical attacks).

Day of the Week

During each day of the week damage done by a damage type is temporarily increased (both for the player and for monsters). Mitigation for the element is reduced by 10 points except for Friday's which is 5.

Day Damage Type
Sunday Holy
Monday Dark
Tuesday Fire
Wednesday Cold
Thursday Wind
Friday All (see note)
Saturday Elec

Note: Friday's 'all' damage bonus includes Void damage, as well as Slashing, Crushing, Piercing, and all elements listed on the table.

End of Round

Rounds end in these cases:

  • Player win (victorious) - after which the player may enter the next round in the battle series, until the final round where they will be ejected from the battle upon victory.
  • Player defeat (dies) - after which the player will be ejected from the battle series with armor durability loss.
  • Player flees - after which the player will be ejected from battle series, and if successful will have no penalties. Players may still be killed, unless they have the Yakety Sax Hath Perk

Victory

Player won current round.

Players are victorious when every spawned monster has been defeated (their health is reduced to 0).

The player will be given a message to indicate their victory with the text:

"You are victories!
You Gain [Amount] EXP
Continue [Battle mode]"

Clicking on Continue [Battle mode] or pressing Spacebar will move the player onto the next round.
Rewards for winning a round are:

Rewards for winning a battle series are:

  • Specific amount of Potency Experience (PXP), as well new Potency for equipment (If Battle Mode was Item World).
  • Specific amount of Credits (If Battle Mode was Arena, Ring of Blood or Grindfest).
  • Some Equipment as a Clear Bonus (If Battle Mode was Arena, Ring of Blood, or The Tower).
  • Chance to get Token of Blood or Token of Chaos (If Battle Mode was Arena or Ring of Blood).
  • Chance to get 5 Soul Fragments (If Battle Mode was Random Encounter, and guaranteed at the end of each floor of The Tower).
  • Any powerups held will be lost.

Note: Stamina is slightly consumed at the end of every successfully cleared round; the amount consumed depends on player's existing amount of stamina (player with great stamina will lose stamina at double the normal rate).

Losing

Player lose current round.

The player will lose the current round when his HP is reduced to 0 and Spark of Life does not proc.

The player will be given a message to indicate their losing with next text:

"You have been defeated!
The [Battle mode] has ended"

Penalties for losing current rounds are:

  • Any progress made in a round will be lost. No credits, EXP, or drops are given for the incomplete round.
    • The player will keep any proficiency points gained during the round.
  • The player will lose a set percentage of condition on all equipment currently worn (depends on player's level). The loss of durability can be reduced to half with the Repair Bear Mk.4 Hath Perk.
  • Any powerups held will be lost.
  • User-created monsters (besides the player's own) will gain a "Battle Won" during the round in which the player was killed and a "Killing Blow" if they were the monster that dealt the final hit that defeated the player.

Fleeing

Player run away from current round.

At any time the player may flee from the current round and leave the battle behind.
To escape from battle the player should open his and select "Flee" from list.

The player will be given a message to indicate that they have successfully fled:

"You have run away!
You escape from the [Battle mode]"

Penalties for fleeing current rounds are:

  • Any progress made in a round will be lost. No credits, EXP, or drops are given for the incomplete round.
    • The player will keep any proficiency points gained during the round.
  • Any powerups held will be lost.
  • User-created monsters (besides the player's own) will gain a "Battle Won" during the round in which the player was fled.

Note: Leaving a battle takes one tick (roughly 1-2 monster turns); in that time monsters can kill the player. The Yakety Sax Hath Perk allows players to leave the battle immediately.

Recovering

  • While out of combat MP, SP and health are fully recovered instantaneously.

Battle Window

The Battle window.

Player Side

Battle Log

Example of log and drops.

A log of all the events during the battle. Only shows the last 100 lines.

When a battle starts, the system prints information about the battle, which includes the type of battle, the current round (if in a multi-round battle series such as the Arena), and monsters' spawn information.

Monsters' spawn information contains the following:

  • MID: The monster's ID number. The monster's name is also listed in parentheses.
  • LV: The monster's level.
  • HP: The monster's starting health.

Log Colors For Drops

Color Drops
Red Equipment, and materials from Auto-Salvaging and Isekai drops
Gold Credits
Light Green Restoratives, Scrolls, Infusions, Special Items, and Shards
Dark Green Tokens
Cyan Food
Blue Artifacts and Collectables
Purple Trophies
Magenta Crystals

While Credit drops are shown in the log the player's amount will only update after the battle series has ended.

Monster Side

Each monster has its own row with the following:

  • Monster Letter : Refers to the monster's position for targeting purposes.
  • Monster Level: Equal to player's level.
  • Monster Color: Indicates the monster's class/rarity.
  • Monster HP: If reduced to 0 the monster is dead and can no longer take any action. If all monsters' health are reduced to 0 the player is victorious in the battle round.
  • Monster MP: Monsters can potentially use their magic attacks when they have at least 50% mana.
  • Monster SP: Only monsters with a PL of 400+ or Boss-class or higher monsters have these. Monsters can potentially use their spirit attack when they have 100% spirit.
  • Status Effects: The status effects (usually from deprecating spells) with which the monster is afflicted. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left. Effects that are due to expire in 1 turn will blink. Hovering the cursor over an icon provides information on the effect. Up to 6 effects can be shown although more can be active.
    • See here for a list of known beneficial status effects.

Spawning Pattern

Battle Modes

Name # of rounds Drop Conditions Monster damage multiplier EXP Mod Notes
Random Encounter 1 Normal 5x Can be triggered once per 30 minutes, up to 24 times per day
Arena 5 - 100 Guaranteed equipment drop (Tier 1-8 trophy) Higher challenges have more high-class monsters 1x - 3x
Ring of Blood 1 Guaranteed equipment drop Only face boss-class or higher monsters 1x
Grindfest 1,000 ¼ credits. Additional chance to get crystal drops 50%? to start, increases by .4%? each round Crystal drop multiplier
Item World 20 - 100 ¼ credits 100% to start, increases by 1% each round 1x - 1.2x For increasing equipment potency
The Tower 100% to start, increases by 2% each round 1x For increasing rank in Isekai Mode. Not available in persistent.

Note: Crystals will not drop in Grindfest while in Isekai Mode.

See Also

HentaiVerse Navigation
Character Menu StatsTrainingSettingsPersonaIsekai
Abilities SkillsSpells (Spell Damage‎)Spirit Stance
Levels Experience PointsLeveling UpRanksLevel and Rank Table
Info. Action SpeedOverchargeProficienciesStamina
Services Bazaar Equipment ShopItem ShopMonster Lab (Monster Stats)ShrineMoogleMailThe LotteryThe Market
The Forge RepairUpgradeEnchantSalvageReforgeSoulFuse
Items Drops Loot Drop RollsObsolete Items
Equipment Equipment BasicsDetailed Equip CharacteristicsWeapon ProcsStatsBurdenInterferenceEquipment RangesLevel Scaling
Battles Modes ArenaGrindfestItem WorldRandom EncounterRing of BloodThe Tower
Info. BestiaryDamage TypesDamage (Physical Damage)Enemy ProcsRiddleMaster
Isekai The Tower RankingRewards
Info. SeasonsRewardsRules
Misc. Currency CreditsGallery PointsHathHath Perks
Strategy Play StylesAdviceAdvanced Advice
System Dawn of a New DayBugsTechnical IssuesFAQHotkeysScripts & Tools