Author Topic: Genius of Sappherios Zansyo/Weekend  (Read 158036 times)

Validon98

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #600 on: December 11, 2012, 01:52:20 AM »
I've finally returned to this game after, what, a couple months? I may have played a little a couple weeks ago, but I wasn't really into it.
Since yesterday, I've recruited back Sanae, Reisen, Sakuya, Patchoulli, Byakuren, Remilia, Alice, and Marisa. Just need to get Youmu and Satori and I'll be going after Stage 22.

P.S. Marisa and Alice were difficult. I managed to barely kill them with Lithos alone (everyone else? Four words: Modified Straw Doll Kamikaze). :V
Derping at Touhou since June 2012, derping at RPing Touhou since Feburary 2013.

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #601 on: December 11, 2012, 09:08:38 AM »
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she definitely doesn't hit criticals 100% of the time with SoE

No, not 100%, I think it is just +100%. So, if base critical hit chance is 5%, it will be 10%. Or maybe it is as Sungho put it? +10% critical hit chance, since it counts by the x/1000? I don't know how it works, but everyone knows that Youmu's critical hit rate is insane. Reincarnation Slash crits like more than 75% of the time.

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Here's the thing you aren't considering: When you start to bring other multipliers into the picture (I.E. Slayers, hitting weaknesses, physical/elemental damage boosting equipment, land levels, etc) they increase the larger raw numbers by a much greater amount.

Taking those into account do not make a difference. Adding an x2 multiplier to 2 equations give you the same results, just bigger numbers.

I was simplifying it to show you numbers and why it favors Youmu.
The issue here is Slayers, hitting weakness, etc. all use a multiplier. This means Mokou will not have an edge over Youmu or vice versa, because this is done at the same time as the other damage multipliers. The math says it won't make a difference, so I don't need to take into consideration of slayer effect, because the boost would be the same for both.
If Youmu does 1000 damage and the slayer effect is x2 damage. Youmu will do 2000 damage. The same would be true for Mokou. There is nothing that you need to add here. That said, if you can provide me proof otherwise, I will gladly do the math for everything, slayers, elemental effects, etc.

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Mokou goes to 6231, while Youmu goes to 4158. What used to be a 1382 point damage gap is now 2073 points.

Since it is a multiplier effect, it makes no difference. On critical hit, 6231 x 2 = 12,462. On critical hit Youmu's 4158 x 3 = 12,474. That larger damage gap doesn't change a thing. Now let me talk about critical hits and more on multipliers...

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And while Youmu does get higher crit damage, Mokou's crit damage is still very significant. Especially when the larger base damage value means Mokou is getting more bang for her crits to begin with. Youmu would have to get two crits every attack to match the damage bonus Mokou gets from one, without any additional damage multipliers. As the multipliers increase, the amount of crits Youmu would need to keep up will also increase. With that one 1.5 multiplier example earlier? Youmu needs all four hits to be crits in order to keep up, and there are a lot more multipliers involved in the actual calculation than that. Again, it isn't hard for her to crit with Youmu as the commander.

Yes, Mokou's crit damage is significant, but she doesn't have bonus to damage. I believe it is the standard 2x damage. Also, we are talking about multipliers, having higher base damage doesn't change a multiplier. I am not sure why you are using that as an argument.
I think your math is off if you think having a higher base changes anything. Youmu will need the exact same number of critical hits in scenario A as in scenario B, because nothing changed. All you added was a multiplier to both equations, which brings you back to square one.

Let's use your example and my example at the same time, I will put them side by side.

Youmu's damage 693 per hit. 3 to 5 hits.
Youmu on crit 2079. With 4 critical hits, it is 8316.

Mokou's damage 4154 total.
Mokou on critical hit 8308.

On average, you would probably see (4154 x 10) + (8308 x 2) for Mokou. 58156. Less than that, since this means Mokou has a 16.6% chance of critical hitting, which I don't think she has.

For Youmu, you will see (693, 2079, 693, 2079) = 5544. Over the course of 12 hits, you get about 66582. Youmu has around 50% chance to land criticals as far as I can tell. Higher if she has the +crit katanas.

Now, using higher numbers with the 1.5 multiplier.
Youmu's damage is now 1039.5. In 4 hits, it is 4158.
For Youmu, you will see (1039.5, 3118.5, 1039.5, 3118.5). 8316. Over the course of 12 attacks, 99792.

Mokou's damage is now 6231.
Damage over the course of 12 attacks, 6231 x 10 + 12432 x 2, you get about 87174.

If you look at the multiplier difference between the two, it is exactly the same. Youmu will do 14% more damage.

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Anastasis is the only boss that applies to in the main game after the point where you'd reasonably have FV (Which my Mokou was still outdamaging that Nicovideo guy's Youmu against, as a reminder.). There are a few more in the expansion, but FV is still effective more often than not.

And I am saying that there is someting wrong with it if Mokou is out damaging Youmu. The equations do not add up. Mokou only has a 3.5 power, Anastasis' resistance to fire is very high. Youmu has a 1.05 power, in addition to 1.50 multiplier and gets to hit 3 to 5 times. The math says the person using Youmu does not have enough attack.

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This is huge, because it literally means that unless Youmu consistently does twice FV's damage with SoE, it is worse, barring the rare situations where you don't have opportunities to attack on consecutive turns

Are we trying to compare overall damage? Because I have already said, against high defense enemies, don't use Youmu. Go with magic, or whatever, you have a lot of characters and options. It takes setup to get it going, so unless you are in for a VERY long fight, don't do it. Slash of Eternity is not very effective if you do not have sufficient attack to override their defense. This means you have to give up on defensive accessories to put up numbers, which I don't tend to do.
If you plan to use Youmu, make sure you have a buffer, otherwise her damage is mediocre against high defense enemies. If Byakuren wasn't there to buff Youmu for the final boss fight, her damage would be underwhelming.

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Elemental Weapons are NOT affected by land power, except for certain +[Element] attacks. Just so you know. Really common misconception.

This is good to know. I had no idea that Elemental weapons are not affected by land power. So Dual Blade for instance is not affected by land power, but Byakuren's buff is. This is interesting.

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CRITs are x/1000.

Does this apply to all crits? What about weapons that say critical +20, like Mokou's Phoenix Hand. Or Youmu's +10 critical in her katana tree? That is still normal right and not x/1000?

@Youmu vs Anastasis - She has pretty high defense, so if you want to do real damage, you will probably need to use + attack items and put whatever spare points in the tree that ups attack power and strength. You should also use Byakuren with 100+ Induction to buff. You may need to use Alice to tank for you. Usually I just go with spell casters.

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #602 on: December 11, 2012, 11:24:09 AM »
The elemental weapon + damage influenced by Land seems to only work on 'certain' 'skill's.
I think it was a mistake on the damage formula.

I'm not sure how the Crit works. The only thing I know is that the ones in the skills description are permil.
Although I'm inclined to think that the ones in the weapons and the skill trees are flat percent increases.
Youmu's Human Realm Stance has a +33% Crit with the ACC increase. Mentioned that it is a separate factor.
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Re: Genius of Sappherios Zansyo/Weekend
« Reply #603 on: December 11, 2012, 12:33:28 PM »
Since it is a multiplier effect, it makes no difference. On critical hit, 6231 x 2 = 12,462. On critical hit Youmu's 4158 x 3 = 12,474. That larger damage gap doesn't change a thing.
Youmu's crit damage is 2.66, actually. Bonus of .33 in the stance tree and Katana tree. Looks like Youmu's crit is smaller to me!

And, no. The damage gap did exactly what I said it did. Youmu needs more crits to approach Mokou's level of damage. As the multipliers increase, the gap increases further and at some point five crits won't be enough to catch up with Mokou's crit. And the gap will still increase beyond that, up until Mokou hits the damage cap. That's mostly a hypothetical situation, though. I don't expect the multipliers to ever reach high enough for that to happen with these base numbers.

EDIT: No wait, you're right. the proportional damage never really increases between the two in this situation. I don't know where that came from. I guess I was just trying to get across that the damage difference between the two steadily increases, and my tired brain took it in a weird direction. Basically: Youmu has to get perfect hits and crits to even really keep ahead of Mokou, due to Mokou being able to attack every turn. Additionally, if Mokou ever gets a crit, Youmu's toast.

I made a spreadsheet. I included the damage difference, so you can see how the gap widens as it goes.

And a graph, because I don't get to make those very often. It's predictably linear, so Youmu will never overtake Mokou with the scenario you've provided.

And the kicker? This comparison is overly generous towards Youmu, and Mokou still comes out on top.

Youmu doesn't benefit from land levels or +fire damage accessories or fields (Unless against a fire-weak boss), but anything that can benefit Youmu will also benefit Mokou. Youmu will not get as many damage multipliers as Mokou. Ever.

But the bigger thing is that a significant chunk of a large multiplier comes from using a slayer weapon. Moving away from Katanas drops Youmu's crit damage down to 2.33, as well as gives her a hit to overall crit chance. Not to mention how all these hypothetical numbers are against an enemy with 0 defense, which you yourself have admitted to be the best kind of enemy for her to face.

DOUBLE EDIT: You take Youmu down to 2.33x crit and not even five crits will overtake Mokou's with the previous numbers, which were already giving Youmu too many damage bonuses. So no, giving her a Turtlesmasher definitely won't allow her to deal more damage to Biotopos than I did.

Less than that, since this means Mokou has a 16.6% chance of critical hitting, which I don't think she has.
Nah, she's got higher than that. If you're damage rushing a boss with a non-Youmu character, you're using Youmu's three bomb commander spell at every opportunity. No reason not to. That crit I got on Biotopos wasn't a coincidence, it's just another benefit Mokou gets that Youmu doesn't.

For Youmu, you will see (693, 2079, 693, 2079) = 5544. Over the course of 12 hits, you get about 66582. Youmu has around 50% chance to land criticals as far as I can tell. Higher if she has the +crit katanas.
Why are you counting 12 hits with Youmu? Try six. And throw six Crescent Moon Slashes in there. It's been a while since I've done anything complicated with spreadsheets, but I might be able to make a graph of that too!

Being able to use Fujiyama Volcano every turn is a really big deal. Why are you ignoring it?

Are we trying to compare overall damage?
Uh.

What else would we be doing?

You said "she is the hardest hitter consistently pre-expansion." I disagreed. Definitely not with SoE at least. She's got a very wide damage range that can potentially hit very extremely hard if you're pretty lucky, then her damage plummets the next turn. That's kind of the opposite of consistency!

She still does good damage! I just prefer more consistency in my consistently hardest hitters.
« Last Edit: December 11, 2012, 03:17:59 PM by SpoonyGundam »

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #604 on: December 11, 2012, 04:06:52 PM »
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Youmu's crit damage is 2.66, actually.
there is an unclear bonus from the stance buff to make it higher
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Re: Genius of Sappherios Zansyo/Weekend
« Reply #605 on: December 11, 2012, 04:12:02 PM »
Does this apply to all crits? What about weapons that say critical +20, like Mokou's Phoenix Hand. Or Youmu's +10 critical in her katana tree? That is still normal right and not x/1000?
x/1000 refers to the raw data; the Touhou Fuhai has a listed crit bonus of 150, which is 15% (150/1000 = 0.15 = 15%).

Taking those into account do not make a difference. Adding an x2 multiplier to 2 equations give you the same results, just bigger numbers.

I was simplifying it to show you numbers and why it favors Youmu.
The issue here is Slayers, hitting weakness, etc. all use a multiplier. This means Mokou will not have an edge over Youmu or vice versa, because this is done at the same time as the other damage multipliers. The math says it won't make a difference, so I don't need to take into consideration of slayer effect, because the boost would be the same for both.
If Youmu does 1000 damage and the slayer effect is x2 damage. Youmu will do 2000 damage. The same would be true for Mokou. There is nothing that you need to add here. That said, if you can provide me proof otherwise, I will gladly do the math for everything, slayers, elemental effects, etc.

From my understanding, double damage from a slayer, extra damage from exploiting weaknesses, buffs, etc will add to the total damage done before defense is calculated. This wouldn't have any effect on a theoretical 0-defense monster, but against most targets it would favor Youmu's attacks. I believe the manual explicitly suggests trying to exploit weaknesses on high-defense targets for this reason; "double damage" gives you a lot more than 2x damage.

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #606 on: December 11, 2012, 04:16:08 PM »
Yes, and in the same line of thought, resistances are more powerful then, say, a flat 50% damage reduction, because it means your defense has a higher influence as well.

Mokou also loses out on weakness hit advantages to a degree against enemies that are weak against an element other then fire, as half of her attack is fire, wheras Youmu's entire attack is ? Elemental. This is without bringing up the obvious "if it resists Fire her damage is neutered" factor, including because she has significant additional fire element strength that makes it even weaker.

If anyone knows exactly how POT influences crits, by the way, I'd love to know!
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Re: Genius of Sappherios Zansyo/Weekend
« Reply #607 on: December 11, 2012, 04:35:14 PM »
Objection. The slayers and the weaknesses are added to total damage. After the defense is factored.
You've never 'try'ed to slash Titans before and after elemental weapon ETH.
The damage increase was quite pathetic.

Youmu's Bold Advance gives another +33% to damage.
If you want to, I could show you how much Sanae's Iyasaka can do.
Actually, I should test how much Youmu's skill tree influences Crit damage.

Crit chance : (POT/2 + 20) ?, says the JPN wiki.

x/1000 refers to the raw data; the Touhou Fuhai has a listed crit bonus of 150, which is 15% (150/1000 = 0.15 = 15%).
Thanks for clearing up.
« Last Edit: December 11, 2012, 04:45:06 PM by Sungho »
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Serela

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #608 on: December 11, 2012, 04:46:34 PM »
(POT/2 + 20)

The sad thing is I imagine this has to be out of 1000, then. So... 20 pot is 1% chance more. D'awww. And I was hoping I could get really high crit rates.


Also, uh, you know the glitch to get tons of clears out of a single sidequest take? If you do it with the wrong party and get the Failure result, then the midboss enemy is kind of negated- even if you run away and such, it'll still just be a normal enemy encounter. And then after you beat it, you get Success, and the screen blacks out... and the game has essentially crashed. So you have to close it. XD
« Last Edit: December 11, 2012, 04:48:06 PM by Serela »
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Re: Genius of Sappherios Zansyo/Weekend
« Reply #609 on: December 11, 2012, 05:00:43 PM »
there is an unclear bonus from the stance buff to make it higher

The crit/normal numbers that I'm seeing divide very cleanly into 2.33/2.66 depending on whether or not both skills are taken. If the stance buff is supposed to give a damage bonus, it's completely negligible.

I'll test the elemental thing some.

EDIT: Oh, that other buff. Okay.

EDIT EDIT: Okay, tested elemental stuff.

You are correct in that it roughly halves what you'd expect someone to be doing from hitting a weakness, however the fact that the attack is influenced by land levels ends up making up for it. Hitting a water-weak enemy at not-quite-max water levels did roughly double damage with FV, when an uninfluenced water elemental attack got a 50% boost.
« Last Edit: December 11, 2012, 05:40:39 PM by SpoonyGundam »

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #610 on: December 11, 2012, 09:48:18 PM »
whoops, fought the second gorgon sister with youmu, too :V

http://www.abload.de/img/unbenannt2mtewb.jpg

I actually took a look for this wikipedia because in my first try, I game over'd because I didn't expect aging drizzle. looked for ways to parry that. though, it was pretty obvious with alice :V

satori also learned mad thunder in this fight, so that's a plus, I suppose.

youmu did 2000 per regular hit with SoE. Of course, she had enwater and PATK buffs. it wasn't as painful as I thought it would be, to be honest. I mean seriously, who the fukck uses patchouli in this fight :V when i saw on the wiki she had mad thunder, I took the chance as put satori in the team instead. she also managed to inflict poison, so there's that. hooray for youmu \o/
« Last Edit: December 11, 2012, 09:54:17 PM by Sakurei »

Re: Genius of Sappherios Zansyo/Weekend
« Reply #611 on: December 11, 2012, 11:40:20 PM »
youmu did 2000 per regular hit with SoE.
Cool!

From my testing, Easy mode works out to be a 50% damage boost. So ~1330 damage or so on normal. Turtlesmasher is a 75% damage slayer. Slayers are a total damage multiplier near the end of the equation, so that'd be around 2330 for a normal hit and 6200 for a crit. Five crits takes her to 31000, substantially less than the 36k I have screenshot evidence of.  And I don't think anyone's going to accuse you of neglecting Youmu.

This calculation also doesn't take into account the raw damage loss from switching from the Kusanagi to the Turtlesmasher, so the real number would be slightly lower to begin with. And no, Biotopos' defense isn't high enough to hurt Youmu's damage all that significantly at that point. Defense is halved in every damage calculation, and SoE pierces a good chunk anyway.

Can I stop talking about this now? Please? :V

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #612 on: December 12, 2012, 01:08:34 AM »
Whoops. completely forgot turtlesmasher would be better here. well, still managed without any problems after overcoming the desperate death attack.

that said, the paralysis cloud was weird and annoying.

so, after doing like 4 mps on the last stage, I have to say the mobs are bullshit. some have like what, 40k HP? are they minibosses or what? other only have like 10k, in return. I don't get the differences. also, got the sharp blade drop \o/ I could craft youmu's ultimate weapon or armor, if I wanted to. After beating the stage, because I don't want the enemies to respawn before I finish it normally.

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #613 on: December 12, 2012, 01:31:30 AM »
Some of the Stage 21 enemies are minibosses; they aren't random-battle grade enemies at all, but they have like 10~15% drop rates on a character-specific super craft material and a good piece of equipment, often upgradeable later into something even nicer.

On the others, with the more buff ones it's really good to either hit their weaknesses or go all-out with bombs.
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Re: Genius of Sappherios Zansyo/Weekend
« Reply #614 on: December 12, 2012, 01:51:33 AM »
whoops. I see. makes sense why that black knight that dropped youmu's sharp blade was so tough, then. I couldn't find a weakness for that one, either. fucking oe shotted alice 3 times, duh.

I go apeshit with bombs on all encounters, though. I do have the luxury of a "nearby" healing circle, after all. after 3-4 fight (usually) I return to heal as to avoid getting stuck in a tough encounter with not enough bombs left.

team that grinds this stuff is alice, youmu, byakuren, patchouli and sanae, if anyone cares. I set mokou as commander because I desperately NEED someone who can revive quickly (I usually use a healing move with sanae the same turn, so that the revived character has full HP. only need like 2 more POW for the 25 on miracles, so yeah) I might change the commander after that.
I was planning on using satori in this stage, too. to learn stuff, you know. turns out it was a little tough :/ shame. even though she has mad thunder now, she can't use it

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #615 on: December 12, 2012, 02:23:45 AM »
Mad Thunder is still pretty nifty for phase 1~2 on the final boss, it's a big help to have it around.

The most notable thing I'd say for Satori in this stage is Medoroa from Ambivalence. It's a miniboss on the portal area in the middle of the first map (aka go through that portal and it's in that area). It's immune to the physical elements, but weak to the 4 main magic ones.  It's a penetration attack, so you can just set Satori in the back of Poison Shield and get it. You'll want to keep in mind it's gonna one-shot anyone without some kind of unavoidable defense though...! (Like Super Duplex, Starlight Barrier, Leaf Shield, Nitori camo, etc) Ambivalence is pretty easy as long as you have a way to damage it, though, apart from that one attack.

Medoroa does a crapload of damage in exchange for a crapload of MP. (It's damage formula includes the number 999, but it's mp cost is 99...!) With mp reduction gear or for dealing a few major blows for a boss, it's highly effective. It's great for stage 21 in general since you have a healing circle RIGHT THERE, once you get to the end of the stage.
« Last Edit: December 12, 2012, 02:28:10 AM by Serela »
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Re: Genius of Sappherios Zansyo/Weekend
« Reply #616 on: December 12, 2012, 03:04:47 AM »
Hey, am I interpreting the probability to get extra hits from the various multihit types correctly?

Type 0: All hits have equal probability (A hypothetical 5-hit attack has a 1/5 chance for 5, 1/5 for 4, etc.)
Type 1: The probability for max hits starts at 1, and the probability for each hit less than that doubles each time (1/31 for 5, 2/31 for 4, 4/31 for 3, 8/31 for 2, 16/31 for 1)
Type 2: The probability for max hits starts at 1, and the probability for each hit less increases by 1 each time (1/15, 2/15, 3/15, 4/15, 5/15)
Type 3: The probability for both min and max hits start at 1, and doubles up to the midpoint (1/10, 2/10, 4/10, 2/10, 1/10)
Type 4: The probability for min hits starts at 1, and the probability for extra hits increases by 1 (5/15, 4/15, 3/15, 2/15, 1/15)
Type 5: The probability for min hits starts at 1, and the probability for extra hits doubles (16/31, 8/31, 4/31, 2/31, 1/31)

Illusion Doll moves Sakuya's multihit attacks from 1 to 3, 4, or 5 depending on the level. Jackpot World moves everything Type 4 and lower into Type 5, so I guess Sakuya doesn't actually benefit from it if she's maxed out her Illusion tree?

Then targeting types:

Type 0: Hits the selected target unless it dies, then it moves on to random targets.
Type 1: Hits the selected target once, then targets randomly.
Type 2: Hits the selected target once, hits a random target other than the one previously hit for all remaining hits.
Type 3: Only hits the selected target and stops attacking if the target dies.

The attacks are written as Number of hits/Probability type/Target type.

Does Devil of Decline work similarly? I remember trying to figure multihit attacks out there and getting pretty confused a while back.

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #617 on: December 12, 2012, 04:10:10 AM »
Yeah, I think that you got most of them right.
Type 5 works differently if there are only 2 numbers to choose from, becoming 3:1. (75% of 3 hits, 25% of 2 hits for Mad Thunder, for example)

Sakuya's Illusion Doll 'pushes the lower bound' of Types, to say.
So you're correct about Sakuya not benefiting from Jackpot World if she has Illusion Doll 3.
Just do Berserker Soul + Ten Dice Sword + Jackpot World for the Quest Minibosses.

Devil of Decline works differently.
Type 0 is the bell curve, Type 4 is the equal probability,
Lower chance of higher hits for lower type numbers, and higher chance of higher hits for higher type numbers, from Type 1 ~ Type 7.
Don't know exactly what the distributions are.
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Serela

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #618 on: December 12, 2012, 04:50:43 AM »
How exactly does the Ten Dice sword work anyway? Is it a 1~10 hit weapon? The english wiki entry is not english and I'm still grinding my face off before doing stage 23 because I'm lazy.
« Last Edit: December 12, 2012, 04:59:51 AM by Serela »
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Re: Genius of Sappherios Zansyo/Weekend
« Reply #619 on: December 12, 2012, 05:18:58 AM »
It's 1-10 hits at probability Type 4, if I'm reading this right. So 10/55 for ten hits, etc.

When bumped up to Type 5, the max hits seems to be adjusted from the 512/1023 that you'd expect it to be to 489/1000.

I don't know what its targeting is like, and I don't know if the multihits will activate outside of a normal attack. I never had one to play around with. Still, you're looking at a good 70 hits on average per turn with Berserker Soul. That's definitely something.

Re: Genius of Sappherios Zansyo/Weekend
« Reply #620 on: December 12, 2012, 07:05:22 AM »
@Youmu and Mokou: I'll refrain from commenting on them. I will just say I disagree with your analysis, because I have observed both Youmu and Mokou's damage. The former doing more damage than the latter. I will comment about critical hits, because I am unsure how it works.

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Youmu's crit damage is 2.66, actually. Bonus of .33 in the stance tree and Katana tree. Looks like Youmu's crit is smaller to me!

There are 3 ways to read this. +33% could be a multiplier, so 2 instances of +33% is not +66%. Once instance would make it go from 2x damage to 2.66x damage. The second instance would make it go from 2.66x to 3.53x. The third instance would make it go from 3.53x to 4.70x. And if you include the bonus crit Katana, which is not very impressive, but if it is multiplicative, that means, crit damage can go up to 7.05x damage. I don't know how crit multipliers are calculated.
The other way to read this is that it is multiplicative and additive. Additive when it comes to multiple bonuses, like 2 instances of +33% will become +66%. Multiplicative when it comes to actual multiplier. So at +66% you get (2 * 1.66) = 3.32x damage. Less impressive, but still pretty potent, if you have 33% + 33% + 33% + 50% = 149%, which gives you an ending multiplier of almost 5x crit damage.
And the last way is the way you mentioned, additive. So, 2x crit damage + 33% would give you 2.33x crit damage.

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Hey, am I interpreting the probability to get extra hits from the various multihit types correctly?

That's pretty cool to know. I saw that part and couldn't make anything out of it. I think Youmu's Cycling Realm Slash is type 4, 1-7 hits.
While Slash of Eternity is type 2, this means her average amount of hits is not 4, but lower, 3.66 hits.

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Whoops. completely forgot turtlesmasher would be better here. well, still managed without any problems after overcoming the desperate death attack.

that said, the paralysis cloud was weird and annoying.

Yeah, I hate that cloud, it is annoying. I would rather use the Kusanagi over the Turtlesmasher, unless you are doing a damage race against the boss or looking for bigger numbers.

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whoops. I see. makes sense why that black knight that dropped youmu's sharp blade was so tough, then. I couldn't find a weakness for that one, either. fucking oe shotted alice 3 times, duh.

There are some amazing drops these mini bosses give. The Black Knight, Basche, drops one of the best armors in the game, I think it is called Obsidian Armor, upgrades into very impressive medium armor. Another knight, Pendragon, drops a very good defensive weapon, Excalibur.
And some 6 armed titan looking thing drops Zeus' Robe, which upgrades into Golden Cassock, and then Sacred Cloth, the best heavy armor in the game and likely the best armor. Golden Cassock has a hidden effect of 50 hp regen, 2 mp regen. I did not even realize that until I had someone wore it and was wondering why my Sakuya was regenerating 50 hp and 2 mp per turn.

Re: Genius of Sappherios Zansyo/Weekend
« Reply #621 on: December 12, 2012, 08:52:29 AM »
And the last way is the way you mentioned, additive. So, 2x crit damage + 33% would give you 2.33x crit damage.
The tree bonuses are definitely just additive. Just use SoE and divide the crit damage by the normal damage, and you'll see that the number is 2.33/2.66x.

I dunno about the buff, but it wouldn't be hard to test that either.

And I'm not really surprised that you haven't seen Mokou do as much damage as I have. One of the things that's become pretty apparent in this discussion is that a lot of Mokou's damage comes from somewhat odd places for a physical character. If you just hand them the same weapon and buffs and tell them to go, Youmu is probably going to deal more damage. It's when you start boosting fire damage and land levels and such that Mokou overtakes her. I didn't know at the time that land levels didn't influence most physical attacks, so I was always raising it regardless, and that ends up being a really, really big deal. I had no idea why Mokou was doing so much more damage than everything else I tested the first time through, but now I've got some answers to explain what I was seeing at least.

Going back to the Ten Dice Sword madness: I remembered Yuugi also gets a 30% crit damage bonus in one of her trees, so the next step seems pretty clear: Use Youmu's commander bomb before you attack, and about 2/3 of those 70 hits are going to turn into crits.

Sungho

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #622 on: December 12, 2012, 09:10:27 AM »
Did I say that Land power has no effect on physical damage(except for Nitori's elemental chasers) unless you get Byakuren's Elemental Weapon?

About Ten Dice Sword,
Did I mention anything about Sakuya + Ten Dice Sword?
25 Points to Illusion, 25 Points to Murder, 5 Points to Sword, boost her IND and ACC,
and watch everything that can be instadeathed be instadeathed. Hopefully.
For maximum effect, add Hypnotic Bullet and/or Byakuren's Hyper Trigger.
It helps a lot when grinding for material.

Getting the Ten Dice Sword is the hard part.
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Sakurei

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #623 on: December 12, 2012, 07:29:44 PM »
whoops, beat lithos and all that's left is the (presumably) last fight. Satori learned vortex in that fight. actually the first spell I have to dispel stuff. pretty cool, actually. also, did I do something terribly wrong? lithos satus effect (petrify and charm) hit me even though I used sanae's RES buff (with a full POW tree) + amplified it through that one spell she got in the 60s somewhere.
like what, are they that powerful?

also, after losing the first 2 fights, I felt like I didn't need alice in this fight, cconsideirng lithos didn't hit hard. at all. so i went with youmu, sanae, byakuren, satori and patchouli for this fight. the weakness to fire was easily exploited with patchouli and youmu/byakuren combo. also, 10k per hit :V with...half-moon slash or whatever it was called. new attack I got in stage 21 and seems pretty neat for the rounds I can't use a spell because the cooldown's there.

before I fight the last bossfight, I wanna grind up everyone who didn't find in stage 20 and 21. aya is still level 44 :V

oh yeah, a question. in the room you're in before you fight lithos ar 4 chests on 2 isolated island. how do I get to them? will a path open once I defate the last boss or something?

RegalStar

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #624 on: December 12, 2012, 07:50:48 PM »
There are invisible pathways.

As far as I know, the only maps with visible but inaccessible segments with stuff on it are map S and T in stage 27. In both cases there aren't any items on those segments, just some enemy icons, and if you're actually going to go there, then believe me you'll be glad that they can't get to you =D

Re: Genius of Sappherios Zansyo/Weekend
« Reply #625 on: December 12, 2012, 07:51:31 PM »
oh yeah, a question. in the room you're in before you fight lithos ar 4 chests on 2 isolated island. how do I get to them? will a path open once I defate the last boss or something?

There's already an invisible path. Just try walking to it from various angles and you'll get it eventually.

Re: Genius of Sappherios Zansyo/Weekend
« Reply #626 on: December 13, 2012, 06:06:02 AM »
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The tree bonuses are definitely just additive. Just use SoE and divide the crit damage by the normal damage, and you'll see that the number is 2.33/2.66x.

Why are you so certain of this? I don't think you quite get what I am saying.

Pretend I say this skill "doubles the damage of critical hits".
If you do 2000 damage on a critical hit, usually, you read it as 4000 damage on critical hit instead. Which is what I mean by multiplicative and additive. The second part being, if you have multiple bonuses, those will add, but the bonus itself is multiplicative.

The same deal is if someone were to say +33% damage to critical hit. Usually, you think of it as +33% damage to the critical hit. If you deal 1000 damage normally, you would do 2000 damage on critical hit. Then, you increase that damage by 33%, meaning you end up with 2660 damage. That means the multiplier effect you got was 2.66x, if it says +33% critical hit damage. This is how I read it, but it is possible that it does not work that way.

I would need to do more testing to get a more accurate estimation, but from what I have observed, it is multiplicative and additive. Meaning, you do 2.66x damage if you only one instance of Youmu's +33% critical hit damage bonus.
If I use Berserker's Soul on Yuugi, I might be able to estimate what the multiplier is. Even then, it is hard, because the random damage is pretty high. I have seen Youmu do about 4000 on a non-critical hit and 16,000 on critical hit with the same attack (3 critical hit bonuses used: +66% from 2 trees, and +33% from bold advancing). But this does not mean anything, because it is just 1 iteration and random damage is random.

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And I'm not really surprised that you haven't seen Mokou do as much damage as I have. One of the things that's become pretty apparent in this discussion is that a lot of Mokou's damage comes from somewhat odd places for a physical character.

I am aware of all the places that Mokou's damage comes from. It is not odd or strange. It is the same as any of the casters or element weapon enchanted users. I believe Formation(Okuu's) can affect Mokou's damage, as well as the items that give +elemental damage. Those aren't anything out of the ordinary and can be replicated by anyone with elemental weapon enchant. You can also use Nitori as your commander to further increase the damage, as she adds to elemental strength. But this is something you can do when you element enchant a character, so it isn't like she is receiving bonuses from more places than other characters.

BTW, Youmu is the only character that can lower the weapon/element resistance of the opposing enemy. This is kind of funny, even though I have never tried to use it correctly. This is mainly because the skill description is wrong and I did not realize what it did until one of my random uses of that skill. I think the skill says lowers defense or something.
If, for example, Youmu is fire enchanted, she can lower the opposing enemy's fire resistance by 1 stage. This means if the enemy had a solid triangle vs fire, they now have an X vs fire, from double damage to quadruple damage.

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About Ten Dice Sword

I'll probably try to farm for that. The 1 to 10 hits, what multihit type is that?

Sungho

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #627 on: December 13, 2012, 08:01:27 AM »
Ten Dice Sword :
It's 1-10 hits at probability Type 4, if I'm reading this right. So 10/55 for ten hits, etc.
When bumped up to Type 5, the max hits seems to be adjusted from the 512/1023 that you'd expect it to be to 489/1000.

Anyways, SpoonyGundam's right about the two bonuses being 2.66

Tested with Touhou Fuhai Reincarnation Slash on Resentment.
55 Crits, 34 Normals (That's how Youmu rolls.)
Critical : Avg 3154, Min 2836, Max 3435
Normal : Avg 1175, Min 1066, Max 1291

The ratio for the Min and Max is suspiciously close to 2.66, and the Avg ratio is 2.68.

Will do some more testing for Bold Advance(or not).
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NamelessFool

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #628 on: December 13, 2012, 08:52:41 AM »
I have a few questions... does anyone have a recommended levels list for areas/bosses? Currently cleared the Netherworld and grinding for Muenzuka. Party range is from 23-19... am I too over-leveled? Also, for the expansion, do I still need to get the expansion to play it if I have Weekend?
Too lazy for a proper sig.

Sungho

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Re: Genius of Sappherios Zansyo/Weekend
« Reply #629 on: December 13, 2012, 09:22:33 AM »
You'll know that you're overleveled if you're are getting less than 50% of the EXP. You're not overleveled yet. Just level up at the new stage, if possible.
Weekend comes with the expansion.

About Youmu's Bold Advance with the two +33% boosts in the skill trees.

Tested with Touhou Fuhai Reincarnation Slash on Resentment.
68 Crits, 37 Normals. (As expected of Youmu!)
Critical : Avg 4213, Min 3788, Max 4587
Normal : Avg 1400, Min 1267, Max 1534

The ratio for the Min and Max is suspiciously close to 2.99, and the Avg ratio is 3.00.

Seriously, if Youmu was any stronger, she would have been nerfed.
Crescent Moon Slash is quite the economic physical attack. It fits my conservative playstyle.
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