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Currently I am working on:
Currently I am working on:


==Upgrade [[action_speed|Action Speed]] page==
==Upgrade [[Battle]] page==


Current draft is:
Current draft is:
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V V V
V V V


Action Speed is the measure of how long any action taken by a player or [[Monster_Lab|monster]] in the HentaiVerse takes.<br>
Battle is a special screen in [[HentaiVerse]] game, where player can fight against monsters in order to get [[Experience]] points, [[Proficiency]] points, [[Items]], [[Equipment]]s and [[Credits]].
One player's action equals to one turn.


==Action Speed==
==Setup==
===Effects===
*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 site. No battles can triggered itself.
As [[battle]] progress and time units pass, some monsters with higher action speeds may perform an additional attack against the player. Conversely, players who accumulate enough time units due to their high action speed may take a turn to perform an additional action before the monsters are allowed their action.
*Each battle will spawn 1 to 10 [[Monster Lab|monster]] to fight. In [[Random Encounter]] battle mode, exists a special handicap for low-levelled player to prevent them face many monsters at once.
<!-- ==Formula==
*The player always acts first. Monsters can't ambush player or act first.
Base Time Units/Action is calculated as:
*The [[difficulty]] setting may be freely adjusted at any time outside of battle.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">minmax(20, 10000 / action_speed, 500)</pre>
*The player can [[#Fleeing|flee]] from battle to prevent losing.
*Where action_speed = 100 * Factors
 
data seems to obsolete and hardly suiting anywhere. I will left it for future research and as a part of history. Translators may left it behind -->
==Terms==
===Sub-items===
*A "turn" refers to a single action from player (attacking, using spells, using items, etc.).
Action Speed is cumulative term, which contains:
*A "round" refers to a single fight with a set of monsters that ends once they are [[#Victory|defeated]] or the players [[#Fleeing|flee]]/[[#Losing|dies]].
{| class="wikitable" align="center"
*A "battle series" refers to a set of battle rounds that last until completed or until the player [[#Fleeing|flee]]/[[#Losing|dies]].
! Term
**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==
When it is the player's turn to perform an action, he may choose between 7 different actions:
 
{|class="wikitable" width="100%"
! colspan="2" | Action
! Description
! Description
! Hotkey
|-
|-
| Attack speed
| colspan="2" | [[File:attack_n.png]] | [[File:attack_s.png]]
| How fast you deal physical attacks.
| Basic physical attack, applying physical attack stats against the target's physical defense stats.
| {{Keypress|Q}}
|-
|-
| Casting speed
| rowspan="2" | [[File:magic_n.png]]<br>[[File:magic_s.png]]
| How fast you deal magical attacks.
| [[File:sbsel_skills_s.png]]
| rowspan="2" | Prompts the player to select a [[skill]] to use or a [[spell]] to cast.
*Pressing the hotkey {{Keypress|R}} will recast the previously cast 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 cast 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.
Note that player can put spells/skills, he constantly use, in one of the [[HentaiVerse_Settings#Quickbar_Slots|quick-cast slots]]. This way, spells/skills can be selected via clicking and can also be selected using the hotkeys {{Keypress|Alt}} + {{Keypress|1}} through {{Keypress|Alt}} + {{Keypress|0}} (the number corresponds to the [[spell]] or [[skill]]'s quickslot placement). These slots are linked with to the player's [[Persona]]s and will be blank when switching to a new persona for the first time.
| rowspan="2" | {{Keypress|W}}
|-
|-
| Skill speed
| [[File:sbsel_spells_s.png]]
| How fast you attack with fighting style's [[skills#Weapon_Skills|skills]].
|-
|-
| Item speed
| colspan="2" | [[File:items_n.png]] | [[File:items_s.png]]
| How fast you use [[items]].
| Prompts the player to use one of their [[Battle Items]]. To use that action, player should [http://hentaiverse.org/?s=Character&ss=it move] Items from their [[Character Menu#Items|Inventory]] to one of the Battle Item slot. By default every player has five Battle Items slots, this amount may be increased via specific [[Training]]s. While player use [[items]] [[Monster Lab|custom monsters]] can't attack him in between. Items restock themselves in battle based on various cooldowns.
| {{Keypress|E}}
|-
|-
| Toggling speed
| colspan="2" | [[File:spirit_n.png]] | [[File:spirit_a.png]]
| How fast you enter in [[focus]], [[defend]], [[Spirit Stance|spirit]] modes, and use [[scan]].
| Toggles [[Spirit Stance]]. Can be toggled once a player has at least 50% [[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 player has enough Overcharge or he decided to toggle off Spirit Stance.
| {{Keypress|S}}
|-
|-
| Fleeing speed
| colspan="2" | [[File:defend_n.png]] | [[File:defend_a.png]]
| How fast you can [[flee|run away]] from battle.
| Toggles Defend Stance. Can be toggled in anytime.
*'''On the current turn''':
**Physical and magical mitigations are boosted by +25%.
**10% [[Overcharge]] is consumed to recover 10% base health (requires 10%+ overcharge).
*'''On the following turn''':
**Physical and magical mitigations are boosted by +25%.
| {{Keypress|D}}
|-
|-
| Monster speed
| colspan="2" | [[File:focus_n.png]] | [[File:focus_a.png]]
| Separate speed gauge, depend how fast [[Monster_Lab|monster]] attacks you.
| Toggles Focus Stance. Can be toggled in anytime.
*'''On the current turn''':
**Evade, Block, Parry and Resist<sup>?</sup> reduced to 0% (-100% penalty). Monsters can still miss though. Note: only for this turn.
**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%<sup>?</sup>.
**Counter-resist is boosted by 50%.
**Monster's resist is reduced by 50%<sup>?</sup>.
**Interference is reduced by 50%<sup>?</sup>.
| {{Keypress|F}}
|}
|}
[[file:Point.png]] Note, when it says "Action Speed" mostly subject talks about both Attack speed and Casting speed, since all other speeds listed above, have specific formulas and rules to operate with.


===Base Action Speeds===
After selecting and executing a command each living [[Monster Lab|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. In these cases, some enemies may act a second time before the player can respond.
Every [[battles#Combat|attack]], [[item]] usage, [[spell]] and [[skill]] in the HentaiVerse require certain time units to launch on. Depends on how many time units it takes, all actions can be divided in five categories.


{| class="wikitable" align="center"
==Targeting==
! Category
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>
! Description
Targeting is important for certain [[Fighting Styles]] and [[spells]] that can hit multiple targets.
! Base action speed should be
 
==Criticals==
There is a chance, that during regular physical or magical attack player or monster will perform critical attack (crit), which deals more damage than regular attack and provide 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 attacks (physical & magical) are boosted by +50%. This extra damage may be increased further by:<br>
**For critical physical attacks:
***Using the [[Spells#Supportive|Heartseeker spell]].
***Using certain equipment with "Savage" [[prefix]].
***Getting Fatality [[potency#Potencies|potency]] to melee weapon.<br>
**For critical magical attacks:
***Using the [[Spells#Supportive|Arcane Focus]] spell.
***Using certain equipment with "Mystic" [[prefix]].
***Getting Annihilator [[potency#Potencies|potency]] to staff weapon.<br>
*Chances to deal critical physical attack or critical magical attack (their "rate") maybe increased by:<br>
**For physical attacks crit rate:
***Using certain [[equipment]], which have innate bonuses to attack crit chance.
***Using equipment with specific [[suffixes]].
***Investing into STR and DEX primary [[PAB|Primary Attributes]].
***Using [[item#Special_Items|Flower Vase]] special item<sup>?</sup>.
***Using ability, named [[ability#Dual-Wielding|DW Crit]], which can increase physical attacks crit rate when player use DW ot Niten [[playing style]]s. This modification scaling with player's DW proficiency.
***Using ability, named [[ability#Light_Armor|Light Crit]], which can increase physical attacks crit rate when player use only cloth armor. This modification scaling with player's light armor proficiency.
***[[File:Point.png]] Having [[Burden]] above 70 reduces any critical physical attack bonuses, completely removing them at 120 burden.<br>
**For magical attacks crit rate:
***Using certain [[equipment]], which have innate bonuses to magic crit chance.
***Using equipment with specific [[suffixes]]
***Investing into INT and WIS primary [[PAB|Primary Attributes]]
***Using [[item#Special_Items|Flower Vase]] special item<sup>?</sup>.
***Using ability, named [[ability#Cloth_Armor|Cloth Spellcrit]], which can increase magical attacks crit rate when player use only cloth armor. This modification scaling with player's cloth armor proficiency.
***[[File:Point.png]] Having [[Interference]] above 0 reduces any critical magical attack bonuses, completely removing them at 50 Interference.<br>
*Monsters have 20% damage bonuses and rate to deal crit attack, depends on their STR and DEX (for physical attacks) and WIS and INT (for magical attacks). [[Enemy Procs|Fury of the Sisters]] status-effect increases hit and crit chances of all living monsters.
 
==End of Round==
Round ends in this cases:
*Player winning (victorious) - then occurs next round in battle series or player will be ejected from battle series if no further rounds are present.
*Player losing (dies) - then player will be ejected from battle series with penalties.
*Player flees - then player will be ejected from battle series with little to no penalties.
 
===Victory===
[[File:battle-victor.png|200px|thumb|right|Player win current round.]]
Player win the current round when every spawned monster died (their health are reduced to 0).
<br>
The player will be given a message to indicate their winning with next text: <br><br>
"You are victories!<br>
You Gain (Amount) EXP<br>
Continue (Battle mode)"<br><br>
Player should click on this "Continue" text string to move toward next round or press {{Keypress|Spacebar}}.<br>
Reward for winning current rounds are:
*Specific amount of [[Experience Points]].
*Some [[credits]], [[items]] or [[equipment]] may be obtain as drop.
*Any [[Items#Battle_Powerups|powerups]] held will be lost.
Reward for winning battle series are:
*Specific amount of [[Potency]] Experience Points, 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 Clear Bonus (If Battle Mode was Arena or Ring of Blood).
*Chance to get [[Token]] of Blood or [[Token]] of Chaos (If Battle Mode was Arena or Ring of Blood).
*Chance to get [[Soul Fragment]] (If Battle Mode was Random Encounter).<br><br>
Note: [[Stamina]] is slightly consumed at the end of every successfully cleared round; the amount consumed depends on player's existing amount of stamina.
 
<div id="losing"></div><div id="Dying"></div><div id="dying"></div>
===Losing===
[[File:battle-end.png|200px|thumb|right|Player lose current round.]]
Player lose the current round when his HP are reduced to 0 and [[Spells#Supportive|Spark of Life]] does not proc.<br>
The player will be given a message to indicate their losing with next text: <br><br>
"You have been defeated!<br>
The (Battle mode) has ended"<br><br>
 
Penalties for losing current rounds are:
*The player's MP and SP will be depleted to 0, HP will be depleted to 1.
*Any progress made in a round will be lost. No [[credits]], [[EXP]], or drops are given for the incomplete round.
*[[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.
*The player will lose a set percentage of [[condition]] on all [[equipment]] currently worn (depends on player's level). This lose also can be cut in 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.
*The player will keep any [[proficiency]] points gained during the round.<br><br>
Note: Entering any new battle series without recovering at least 1 HP will result in another immediate loss.
 
===Fleeing===
[[File:battle-flee.png|200px|thumb|right|Player run away from current round.]]
In any time player may flee from current round and left battle behind.<br>
To escape from battle 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 their successfully fleeing: <br><br>
"You have run away!<br>
The escape from the (Battle mode)"<br><br>
 
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.
*[[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.
*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.
*The player will keep any [[proficiency]] points gained during the round.<br><br>
Note: Leaving a battle takes one [[tick]] (roughly, one-two monster turns) in which time monsters '''can''' kill player. After activating Yakety Sax [[Hath Perk]], player can leave battle immediately.
 
==Recovering==
While out of combat 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 draughts and [[Items#Restoratives|potions]] to fully restore any of these points. These restorations are affected by [[abilities]].
 
==Battle Window==
[[Image:battle_window.png|200px|thumb|The Battle window.]]
 
===Player Side===
*'''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 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]].
*'''Spirit Points''': Used for [[Spirit Stance]] and as a cost to proc certain [[Spells#Supportive|supportive spells]].
*'''Overcharge Gauge''': Used for [[Spirit Stance]] and [[Skills#Fighting_Skills|fighting skills]].
*'''[[HentaiVerse_Settings#Quickbar_Slots|Quick-cast Bar]]''': Buttons for executing [[spells]] or [[skills]]; can be adjusted in the [[settings]] area.
 
===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.
 
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====
{|class="wikitable"
!Color
!Drops
|-
|-
| Immediately
|'''<span style="color:#FF0000">Red</span>''' || [[Equipment]]
| Action takes place right after player's command, and monsters don't attack after '''at all'''.
| 0
|-
|-
| Sub-standard
|'''<span style="color:#A89000">Gold</span>''' || [[Credits]]
| Action takes place right after player's command, and '''some''' monsters '''may''' attack after.
| 0.01-0.99
|-
|-
| Standard
|'''<span style="color:#00B000">Light Green</span>''' || [[Restoratives]], [[Scrolls]], [[Infusions]], [[Special Items]], and [[Shards]]
| Action takes place right after player's command, and '''all''' monsters attack back '''once'''.
| 1
|-
|-
| Upper-standard
|'''<span style="color:#254117">Dark Green</span>''' || [[Tokens]]
| Action takes place right after player's command, and '''all''' monsters attack back '''at least once'''.
| 1.01-1.99
|-
|-
| Delayed
|'''<span style="color:#489EFF">Cyan</span>''' || [[Food]]
| Action takes place right after player's command, and '''all''' monsters attack back '''twice'''.
| 2 and higher
|}
Different actions have different Base action speeds.
[[File:ActionSpeedExample1.png|200px|thumb|right|Player used six different items and monsters do not attack him in between.]]
[[File:ActionSpeedExample2.png|200px|thumb|right|Player physically attacked one monster and every monster hit him back at least once. Some monsters attacked him twice, thanks to PFUDOR difficulty, high Swiftness Chaos Upgrade ranks and moderate burden.]]
{|border="1" class="wikitable"
!Action
!Base Action Speed
|-
|-
|colspan="2" align="center"|'''Physical Attack and [[Fighting Skills]]'''
|'''<span style="color:#0000FF">Blue</span>''' || [[Artifacts]] and [[Collectables]]
|-
|-
|Physical Attack || 1
|'''<span style="color:#461B7E">Purple</span>''' || [[Trophies]]
|-
|-
|Fighting Skills || 1?
|'''<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===
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 Level''': Can be equal to or up to 5 levels lower than the player's [[level]].
*'''Monster Color''': Indicates the monster's class/rarity.
**'''No color''' = Ordinary (Common; all [[Monster Lab|player created monsters]] are of this class)
**<span style="color:#E6CCA3">'''Orange'''</span> = [[HentaiVerse_Bestiary#Boss|Boss]]
**<span style="color:#DBA8A0">'''Red'''</span> = [[HentaiVerse_Bestiary#Legendaries|Schoolgirl]]
**<span style="color:#A989A5">'''Purple'''</span> = [[HentaiVerse_Bestiary#Gods|God]]
*'''[[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.
*'''[[Monster_Stats#Points|Monster MP]]''': Monsters can potentially use their magic attacks when they have at least 50% mana.
*'''[[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.
*'''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.
 
====Spawning Pattern====
*[[Monster Lab|Custom Monsters]] are picked according to [[Monster_Lab#Monster_PL_vs._Player_Level|their Power Level vs. the player's level]].
*A [[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.
*Only 1 [[Monster Lab|custom monster]] per owner may spawn per round.
 
==Battle Modes==
{|class="wikitable" width="100%"
!Name
!width=54px|# of rounds
!Drop Conditions
!Base [[Difficulty]]
!width=58px|[[EXP]] Mod
!Notes
|-
|-
|colspan="2" align="center"|'''Basics'''
|[[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.
|-
|-
|Using [[items]] || 0
|[[Arena]] || 5 - 150<sup>A</sup> || Guaranteed [[equipment]] drop (Tier 1-8 [[trophy]] quality<sup>A</sup>) || Higher [[challenge]]s have more high-class monsters || 1x - 3x<sup>A</sup> || Higher [[challenge]]s require clearing the previous ones. [[Level]] requirements.
|-
|-
|Toggling [[Spirit Stance]] || <1
|[[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.
|-
|-
|Defend, Scan, Focus || 1
|[[Grindfest]] || 1,000 || ¼ [[credits]]. Additional chance to get [[crystal]] drops || 50%? to start, increases by .4%? each round || [[Crystal]] drop multiplier.
|-
|-
|Fleeing || <1
|[[Item World]] || 10 - 100<sup>B</sup> || ¼ [[credits]] || 100% to start, increases by 2%? each round. Overall multiplier<sup>B</sup> || 1x - 1.2x<sup>B</sup> || For increasing [[equipment]] [[potency]].
|-
|colspan="2" align="center"|'''[[Spells#Offensive_Spells|Offensive Spells]]'''
|-
|Elemental T1 (Fiery Blast, Freeze, Shockblast, Gale) || 1.2?
|-
|Elemental T2 (Inferno, Blizzard, Chained Lightning, Downburst) || 1.4?
|-
|Elemental T3 (Flames of Loki, Fimbulvetr, Wrath of Thor, Storms of Njord) || 1.6?
|-
|Divine/Forbidden T1 (Smite, Corruption) || 1.4?
|-
|Divine/Forbidden T2 (Banishment, Disintegrate) || 1.6?
|-
|Divine/Forbidden T3 (Paradise Lost, Ragnarok) || 1.8?
|-
|colspan="2" align="center"|'''[[Spells#Deprecating_Magic|Deprecating Spells]]'''
|-
|Drain || 1.2?
|-
|Slow, Sleep, MagNet || 1.5?
|-
|Weaken, Imperil || 0.8?
|-
|Blind || 1.2?
|-
|colspan="2" align="center"|'''[[Spells#Curative_Magic|Curative Spells]]'''
|-
|Cure, Regen || 0.2?
|-
|colspan="2" align="center"|'''[[Spells#Supportive_Magic|Supportive Spells]]'''
|-
|Haste, Shadow Veil, Absorb, Spark of Life, Arcane Focus, Heartseeker, Spirit Shield || 0.1?
|-
|Protection || 0.2?
|}
|}
Notes:
*Base action speeds, listed above are solid and programed server-side, however they real value may vary, due to effect of player's [[abilities]], current [[equipment]] or used [[spells]] (see below).
*Monsters recovering from stun get a free action the turn after, regardless of the player's action speed during that turn.
*Using [[Items#Battle_Powerups|powerups]] always takes 0 time units.
===Increasing Action Speed===
[[File:AttackSpeedandCastSpeed.png|200px|thumb|right|Player can find his current Attack Speed and Casting Speed in Statistics Pane]]
*Player can increase Attack Speed via:
**Using the [[Spells#Supportive Magic|Haste spell]] (+25%, +50%) or [[Scroll]] of swiftness (+60%).
**Using certain [[weapons]] such as Wakizashi, which have innate bonuses to attack speed.
**Using Wakizashi or Shortsword with "of Swiftness" [[Equipment_Suffixes|suffix]].
**Using certain [[armor]]s or [[shield]] with "Agile" [[prefix]].
**Getting Swift Strike [[potency]] to their melee weapon.
**Using ability, named [[Abilities#Light_Armor|Light Speed]], which can increase attack speed when player use only light armor. This modification scaling with player's light armor [[proficiency]].
**Players who have [[Character_Stats#Primary_Attributes|AGI]] higher than their current [[level]] receive an attack speed bonus, capping at 10% when agility is twice their level.
[[file:Point.png]] Having [[burden]] above 40 reduces any attack speed bonuses, completely removing them at 90 burden.
*Player can increase Casting Speed via:
**Using the [[Spells#Supportive Magic|Haste spell]] (+25%, +50%) or [[Scroll]] of swiftness (+60%).
**Using certain [[armor]]s with "Charged" [[prefix]].
**Getting Spellweaver [[potency]] to their [[staff]].
**Using ability, named [[Abilities#Cloth_Armor|Cloth Castspeed]], which can increase casting speed when player use only cloth armor. This modification scaling with player's cloth armor [[proficiency]].
**Using ability, which decrease casting time of specific spell.
*Player can also get the [[Innate Arcana]] [[hath perk]], which improves a player's action economy by maintaining [[Spells#Supportive_Magic|supportive spells]] without using actions.
===Monster Action Speed===
*All monsters have an initiative for their first attack of 0.1 to 1 times their base action speed (chosen at random).
*Monsters receive a free action after leaving a state of being [[Equipment_Procs|stunned]].
*Monster's Action Speed may be increased by:
**[[Monster Lab|Custom Monsters]] can increase their action speed with the Swiftness [[Monster_Lab#Chaos_Upgrades|Chaos Upgrade]] (+2.5% per rank).
**Playing on PFUDOR [[difficulty]] (+25%)
**[[Enemy_Procs|Wailings of the Present]] status effect increases attack speed of any living monster.
*Monster's Action Speed may be decreased by:
**Using [[Spells#Deprecating_Spells|MagNet]] spell (-25%)
**Using [[Spells#Deprecating_Spells|Slow]] spell (-30%, -50%)
==Tick==
Tick is a special time amount, designed for counting down this special time-based events:
*[[Spell]]'s cooldown.
*[[Skill]]'s cooldown.
*Cooldown between using [[item]] of same type.
*Spell's duration.
*[[Scroll]]'s duration.
*[[Infusion]]'s duration, when it used as [[Character_Menu#Battle_Items|battle item]]
*Other item's duration.
*Weapon's [[Equipment_Proc|proc]] duration.
*Spell's proc duration.
*Fighting style skill's [[chain]] time.
*[[Spells#Curative|Regen]]'s replenishment effect, e.t.c.
Tick is '''always equals to one time unit''' and cannot be modified in anyway. <br>
Tick is not equal to turn, second, one attack or whatever. This is stand-alone time-operated value.
==Tick & Action Speed==
Both, Action Speed and Tick are time-based amount, which take place similarly during the battle and don't affect each other and count down independently. Player and monsters can modify their Action Speed (see above), while Tick is always means one time unit.


===Graphical Presentation===
<sup>A</sup> - Depending on [[challenge]] selected.
'''This is graphical presentation, just to show how this two measures works together, not a real calculation with every vars taken in account'''
<br><sup>B</sup> - Depending on [[equipment]] [[quality]].


Ideally, if both Tick and every player's actions will be equal, they will then have same start and end for every time unit, like this:
==See Also==
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">
*[[Random Encounter]], [[Arena]], [[Ring of Blood]], [[Grindfest]], [[Item World]] - Five Battle Modes.
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Tick
*[[Settings]] - Here player adjust his difficulty, Quick-cast Bar and auto-cast spells.
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Player
*[[Hotkeys]] - More information about hotkeys.
</pre>
But since some player's actions take longer/faster to complete, thanks to Action Speed measure, real Tick and player's actions will be different in terms when they start and end, like in graph below. Here presents 8 ticks (this means, [Spells#Curative|Regen]] replenished player's health 8 times, duration of [[skills]] decreased on 8, e.t.c), while player did 9 real turns.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Tick
|_._._._.|_._._._._._._.|_._._.|_._._.|_._._._._.|_._._._._._.|_._._.|_._._._._._.|_._._. - Player
</pre>
If player will constantly use [[items]] to replenish his HP, MP and SP, his Tick versus Action Speed progression will be presented as on this graph, because item usage takes 0 (zero) base Action Speed. This means cooldown and duration of his [[spells]] will never decreased, as well [[Spells#Curative Magic|Regen]] will never replenished any HP.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Tick
|                                                                                        - Player
</pre>
If player had used [[Spells#Supportive Magic|Haste spell]] supportive spell, has big Attack Speed parameter and keep attacking physically first 9 times, then use [[Defend]] and keep attacking back, his Tick versus Action Speed progression will be presented as this graph.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Tick
|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._._._.|_._._.|_._._.| - Player
</pre>
In a case of monsters Tick versus Action Speed progression works same way. If player encounter two [[monsters]] with +0% and +50% Action Speed, respectively, their actions may be presented in this graph. So, monster with higher Action Speed parameter may attack player three times, while [[Spells#Curative|Regen]]'s replenished his health only two times.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Tick
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Monster #1
|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._. - Monster #2
</pre>
In the end, this is graph of real-time [[battle]] versus three monsters with this setup:
*PFUDOR [[difficulty]].
*Monster #1 has +0% bonus to Action Speed, Monster #2 has +25% bonus to Action Speed, *Monster #3 has +50% bonus to Action Speed.
*Player has +25% to his Attack Speed and he is melee fighter.
*Player used [[Spells#Curative|Regen]] in first his turn and [[Spells#Supportive|Haste]] in his forth turn.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">
|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.|_._._._._.| - Tick
|_._._._.|_._._._.|_._._._.|_._._._.|_._._._.|_._._._.|_._._._.|_._._._.|_._._._.|_._._._ - Monster #1
|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._._.|_._. - Monster #2
|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._ - Monster #3
|_.|_._._._.|_._._._.|_.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._.|_._. - Player
</pre>
So, while Regen replenished player's health 8 times only, first monster attacked him 9 times, second monster attacked him 12 times and third one 17 times. In same 8 ticks, player cast two spells (first and forth turns), used two physical attack without Hastened effect (second and third turns) and 12 more attack with Hastened effect.


==External Links==
*[https://forums.e-hentai.org/index.php?s=&showtopic=191528&view=findpost&p=4413288 More explanation #1] - From nec1986.
*[https://forums.e-hentai.org/index.php?s=&showtopic=21512&view=findpost&p=3689786 More explanation #2] - From Dan31.
*[https://forums.e-hentai.org/index.php?s=&showtopic=21512&view=findpost&p=3770480 More explanation #3] - From uareader.
*[http://forums.e-hentai.org/index.php?s=&showtopic=27680&view=findpost&p=747114 Action Time] - A thesis on how various game mechanics affect the actual amount of time units/"ticks" actions take.
*[http://forums.e-hentai.org/index.php?showtopic=47834&st=320&p=1845119&#entry1845119 Skillchip's Testing for Action Speed and X-Mods] (Apr. 2012, patch 0.6.6)


^^^
^^^
Line 248: Line 288:
* [[Abilities]] - done
* [[Abilities]] - done
* [[Acronyms]] - done
* [[Acronyms]] - done
* [[Action Speed]] - draft
* [[Action Speed]] - done


* [[Battles]]
* [[Battles]] - draft
** [[Arena]]
** [[Arena]]
** [[Grindfest]]
** [[Grindfest]]
Line 259: Line 299:
* [[Burden]] & [[Interference]]
* [[Burden]] & [[Interference]]


* [[Currency]]
* [[Currency]] - done
** [[Credits]]
** [[Credits]] - done
**[[Hath]]
**[[Hath]] - done
**[[Hath Perks]]
**[[Hath Perks]] - done
**[[Gallery Points]]
**[[Gallery Points]] - done
***[[Rewards]]
***[[Rewards]]



Revision as of 19:54, 19 July 2016

Hello, everyone!

Currently I am working on:

Upgrade Battle page

Current draft is:

V V V

Battle is a special screen in HentaiVerse game, where player can fight against monsters in order to get Experience points, Proficiency points, Items, Equipments 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 site. No battles can triggered itself.
  • Each battle will spawn 1 to 10 monster to fight. In Random Encounter battle mode, exists a special handicap for low-levelled player to prevent them face many monsters at once.
  • The player always acts first. Monsters can't ambush player or act first.
  • The difficulty setting may be freely adjusted at any time outside of battle.
  • The player can flee from battle to prevent losing.

Terms

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

Combat

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

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

Prompts the player to select a skill to use or a spell to cast.
  • Pressing the hotkey R will recast the previously cast 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 cast 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.

Note that player can put spells/skills, he constantly use, in one of the quick-cast slots. This way, spells/skills can be selected via clicking and can also be selected using the hotkeys Alt + 1 through Alt + 0 (the number corresponds to the spell or skill's quickslot placement). These slots are linked with to the player's Personas 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, player should move Items from their Inventory to one of the Battle Item slot. By default every player has five Battle Items slots, this amount may be increased via specific Trainings. While player use items custom monsters can't attack him in between. Items restock themselves in battle based on various cooldowns. E
| Toggles Spirit Stance. Can be toggled once a player has at least 50% 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 player has enough Overcharge or he decided to toggle off Spirit Stance.
S
| Toggles Defend Stance. Can be toggled in anytime.
  • On the current turn:
    • Physical and magical mitigations are boosted by +25%.
    • 10% Overcharge is consumed to recover 10% base health (requires 10%+ overcharge).
  • On the following turn:
    • Physical and magical mitigations are boosted by +25%.
D
| Toggles Focus Stance. Can be toggled in anytime.
  • On the current turn:
    • Evade, Block, Parry and Resist? reduced to 0% (-100% penalty). Monsters can still miss though. Note: only for this turn.
    • 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%.
    • Monster's resist is reduced by 50%?.
    • Interference is reduced by 50%?.
F

After selecting and executing a command each living 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 take longer to perform than others. In these cases, some enemies 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 .
Targeting is important for certain Fighting Styles and spells that can hit multiple targets.

Criticals

There is a chance, that during regular physical or magical attack player or monster will perform critical attack (crit), which deals more damage than regular attack and provide 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 attacks (physical & magical) are boosted by +50%. This extra damage may be increased further by:
    • For critical physical attacks:
    • For critical magical attacks:
  • Chances to deal critical physical attack or critical magical attack (their "rate") maybe increased by:
    • For physical attacks crit rate:
      • Using certain equipment, which have innate bonuses to attack crit chance.
      • Using equipment with specific suffixes.
      • Investing into STR and DEX primary Primary Attributes.
      • Using Flower Vase special item?.
      • Using ability, named DW Crit, which can increase physical attacks crit rate when player use DW ot Niten playing styles. This modification scaling with player's DW proficiency.
      • Using ability, named Light Crit, which can increase physical attacks crit rate when player use only cloth armor. This modification scaling with player's light armor proficiency.
      • Having Burden above 70 reduces any critical physical attack bonuses, completely removing them at 120 burden.
    • For magical attacks crit rate:
      • Using certain equipment, which have innate bonuses to magic crit chance.
      • Using equipment with specific suffixes
      • Investing into INT and WIS primary Primary Attributes
      • Using Flower Vase special item?.
      • Using ability, named Cloth Spellcrit, which can increase magical attacks crit rate when player use only cloth armor. This modification scaling with player's cloth armor proficiency.
      • Having Interference above 0 reduces any critical magical attack bonuses, completely removing them at 50 Interference.
  • Monsters have 20% damage bonuses and rate to deal crit attack, depends on their STR and DEX (for physical attacks) and WIS and INT (for magical attacks). Fury of the Sisters status-effect increases hit and crit chances of all living monsters.

End of Round

Round ends in this cases:

  • Player winning (victorious) - then occurs next round in battle series or player will be ejected from battle series if no further rounds are present.
  • Player losing (dies) - then player will be ejected from battle series with penalties.
  • Player flees - then player will be ejected from battle series with little to no penalties.

Victory

Player win current round.

Player win the current round when every spawned monster died (their health are reduced to 0).
The player will be given a message to indicate their winning with next text:

"You are victories!
You Gain (Amount) EXP
Continue (Battle mode)"

Player should click on this "Continue" text string to move toward next round or press Spacebar.
Reward for winning current rounds are:

Reward for winning battle series are:

  • Specific amount of Potency Experience Points, 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 Clear Bonus (If Battle Mode was Arena or Ring of Blood).
  • Chance to get Token of Blood or Token of Chaos (If Battle Mode was Arena or Ring of Blood).
  • Chance to get Soul Fragment (If Battle Mode was Random Encounter).

Note: Stamina is slightly consumed at the end of every successfully cleared round; the amount consumed depends on player's existing amount of stamina.

Losing

Player lose current round.

Player lose the current round when his HP are 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:

  • The player's MP and SP will be depleted to 0, HP will be depleted to 1.
  • Any progress made in a round will be lost. No credits, EXP, or drops are given for the incomplete round.
  • Arena and Ring of Blood challenges may not be attempted again until the next Dawn of a New Day and any Tokens of Blood used will not be refunded.
  • The player will lose a set percentage of condition on all equipment currently worn (depends on player's level). This lose also can be cut in 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.
  • The player will keep any proficiency points gained during the round.

Note: Entering any new battle series without recovering at least 1 HP will result in another immediate loss.

Fleeing

Player run away from current round.

In any time player may flee from current round and left battle behind.
To escape from battle player should open his and select "Flee" from list. The player will be given a message to indicate their successfully fleeing:

"You have run away!
The escape from the (Battle mode)"

Penalties for fleeing current rounds are:

Note: Leaving a battle takes one tick (roughly, one-two monster turns) in which time monsters can kill player. After activating Yakety Sax Hath Perk, player can leave battle immediately.

Recovering

While out of combat MP, and SP regenerate over time at various rates based on the player's primary attributes. While out of battle the option, located beneath the SP bar, is also available. It allows players to consume a few draughts and potions to fully restore any of these points. These restorations are affected by abilities.

Battle Window

The Battle window.

Player Side

  • Status Effects: All of the effects (mostly from 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 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 player loses. Health can be restored in battle via restorative items or 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.
  • Spirit Points: Used for Spirit Stance and as a cost to proc certain supportive spells.
  • Overcharge Gauge: Used for Spirit Stance and fighting skills.
  • Quick-cast Bar: Buttons for executing spells or skills; can be adjusted in the settings area.

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
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: Can be equal to or up to 5 levels lower than the 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 Base Difficulty EXP Mod Notes
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 5 - 150A Guaranteed equipment drop (Tier 1-8 trophy qualityA) Higher challenges have more high-class monsters 1x - 3xA Higher challenges require clearing the previous ones. Level requirements.
Ring of Blood 1 Guaranteed equipment drop Only face boss-class or higher monsters 1x Costs Tokens of Blood to enter. Level requirements.
Grindfest 1,000 ¼ credits. Additional chance to get crystal drops 50%? to start, increases by .4%? each round Crystal drop multiplier.
Item World 10 - 100B ¼ credits 100% to start, increases by 2%? each round. Overall multiplierB 1x - 1.2xB For increasing equipment potency.

A - Depending on challenge selected.
B - Depending on equipment quality.

See Also


^^^ Draft ends here


Wiki's pages in priority

  • Create a separate page for procs and put here:

Translate one of mandatory pages

I should translate one of this pages:

In the end only, since I am noob.

I guess, I will shoot in a Donation or Credits, since money is all this game about. =) Damn, I need help with H@H, because I never used it. Hard to translate page, I don't understand subject of =/

Translating the whole game in Russian

Ага, блин, одна из тех задач, которые человек выполняет просто для того чтобы выполнить >_>