どんぐりシステムについて話しましょう ★11(大砲禁止専用) (1002レス)
前次1-
抽出解除 必死チェッカー(本家) (べ) 自ID レス栞 あぼーん

このスレッドは1000を超えました。
次スレ検索 歴削→次スレ 栞削→次スレ
227
(5): どんぐりキャノン ★ 06/24(月)15:31 ID:CAP_USER(1/25)調 AAS
hello
230
(1): どんぐりキャノン ★ 06/24(月)15:50 ID:CAP_USER(2/25)調 AAS
>>229
229(1): 06/24(月)15:49 ID:FSI39N750(2/2)調 AAS
>>227
Glad see you.
Me too.
237: どんぐりキャノン ★ 06/24(月)16:16 ID:CAP_USER(3/25)調 AAS
>>236
236(1): 06/24(月)16:13 ID:7ISr0buW0(1/2)調 AAS
>>227
Thanks for moving
This is my opinion on the WT and HP adjustments
外部リンク:donguri.5ch.net
Even with the current adjustments, there are many battles like this that don't end because armor with very high evasion rates is widespread
There are various ways to adjust, but I would like you to first understand the current situation and solve it
In my opinion, I think it is easier to understand that a lower WT (lighter weight) leads to a higher evasion rate because it is more realistic.
Ok I agree it is more realistic.
I will try again to adjust it in a way that works realistically.
248
(1): どんぐりキャノン ★ 06/24(月)17:56 ID:CAP_USER(4/25)調 AAS
Lets try higher weight = less evasion.
249
(1): どんぐりキャノン ★ 06/24(月)17:57 ID:CAP_USER(5/25)調 AAS
>>238
238(1): 06/24(月)16:20 ID:ey8qzqig0(2/4)調 AAS
>>227 どんぐりキャノン★さん

sort2.jsのquickSort部分を変えたら、綺麗に動いたよ。
参考にしてみてください。

function quickSort(arr, _l, _h, colIndex, direction) {
 function to8Number(value) {
  return value.replace(/\d+/g, (m) => ("00000000" + m).slice(-8));
 }
 function extractString(row) {
  var value = row.getElementsByTagName("TD")[colIndex].textContent;
  if (colIndex == 0) {
   // 名前(レアリティで昇順降順、名前で昇順)
   [v2, ...v3] = value.replace(/(.*)\[([A-Z]{1,3})\](.*)/s, "$2,$1$3").split(",");
   return ["", v2, v3.join(",")];
  } else if (colIndex == 1) {
   // ATK,DEF(最大値,最小値で昇順降順)
   value = value.replace(/(\d+)(?:.*?)(\d+)/, "$2,$1");
  } else if (colIndex == 4) {
   // ELEM([火氷雷風地水光闇なし]順、属性値で昇順降順)
   [v2, ...v1] = value.replace(/(\D*)(\d*)(\D*)/, "$2,$1$3").split(",");
   return [String("火氷雷風地水光闇なし".search(v1.join(","))), to8Number(v2), ""];
  }
  return ["", to8Number(value), ""];
 }
 order = direction === "asc" ? 1 : -1;
 arr.sort((a, b) => {
  a = extractString(a);
  b = extractString(b);
  return a[0].localeCompare(b[0]) || a[1].localeCompare(b[1]) * order || a[2].localeCompare(b[2]);
 });
}
Lets try that too.
253
(5): どんぐりキャノン ★ 06/24(月)18:09 ID:CAP_USER(6/25)調 AAS
You can see the new SPD and WT. model here:
外部リンク:donguri.5ch.net
387
(9): どんぐりキャノン ★ 06/25(火)14:02 ID:CAP_USER(7/25)調 AAS
Hello everybody.
408
(1): どんぐりキャノン ★ 06/25(火)14:30 ID:CAP_USER(8/25)調 AAS
>>390
390(2): 06/25(火)14:05 ID:yl1O9lyg0(1/4)調 AAS
>>387
Hello!

This is a report of what appears to be a bug.
Currently, we believe that attack hit determination is calculated based on SPD and WT values, but there is a bug in the special effect of water-element weapons that may cause the SPD value to be permanently set to 0 (or equivalent) (it should be reduced by 50%, but this is still unbalanced and should be downwardly revised).
Due to this bug, all attacks will be unable to hit from the moment the special effect of a water-element weapon is applied.
We propose the following two solutions.
(1) Leave the multiplier of the special effect of water-element weapons as is, but shorten the turn the effect lasts to 1 turn, and make it disappear after 2 turns.
(2) Reduce the special effect multiplier of water-element weapons to around 10%, and make the effect permanent and cumulative (for example, if the effect is activated twice, SPD will be reduced by 20%).
If either of these corrections is made correctly, we believe it will be possible to prevent situations where the moment the special effect of a water-element weapon is activated, the game is effectively decided.
Please confirm the above and consider your options.
Do you have an example fight log of the water effect deciding the entire battle?

On my code, the water effect should only affect one turn.
Please show me where it is affecting more than one turn, then I can determine if it is a bug or not.
410
(1): どんぐりキャノン ★ 06/25(火)14:32 ID:CAP_USER(9/25)調 AAS
>>402
402(1): 警備員[Lv.0][新芽]:0.00000000 06/25(火)14:21 ID:XTTPmCd90(1)調 AAS
>>387
Did you see my mail?
I lost 400 HP after critical demod.
Because demod was too powerful, it now slightly lowers HP.
As with most of the issues revolving around balancing the game, we might change this in the future if it is too terrible.
424
(2): どんぐりキャノン ★ 06/25(火)15:05 ID:CAP_USER(10/25)調 AAS
>>417
417(1): 06/25(火)14:48 ID:fLosfsfa0(7/14)調 AAS
>>415
スロウが発動せず相手に先に削られた時と
相手が風属性で確実な一撃(100%命中)で削られた時ね
スロウが発動するとそれ以降相手の攻撃がスカって
アブソルが勝つかHPを削れず膠着になってる
Absol has a strong strategy to win fights against those with a lot of HP.

>>421
421(3): 06/25(火)14:57 ID:8aTvnhnF0(13/38)調 AAS
>>410
"slight"?
My original HP was 1400, and losing 400 HP is almost 30%
What is your hunter ID? I will check to see if there is a bug.
432
(1): どんぐりキャノン ★ 06/25(火)15:13 ID:CAP_USER(11/25)調 AAS
>>425
425(3): 06/25(火)15:07 ID:8aTvnhnF0(14/38)調 AAS
AM 6:01 HP1411
AM 6:06 1 demod +1 mod HP1416
AM 6:25 9 demod +9 mod HP1077
PM 03:00 10 demod +10 mod HP1084

Calling a 400 HP loss "a slight decrease"????
Are you kidding me?
This is nearly 30% of my total HP!
Let me check it and adjust if necessary.
439: どんぐりキャノン ★ 06/25(火)15:26 ID:CAP_USER(12/25)調 AAS
>>435
435(1): 06/25(火)15:18 ID:4yEq/hk40(1/4)調 AAS
>>425
前から INT(MOD/10)の値によってHPは大きく変わったよ
MODが減らなかったから気付きにくかっただけ
今はこれにDEMODが絡んでいるようだけどまだ解明できてない
Yes, DEMOD now is part of the calculation.
HP calculate relies heavily on your armor's stats, and DEMOD makes your armor weaker.
Since DEMOD makes your armor weaker, it makes sense that your HP will go down since your armor is weaker.
440
(1): どんぐりキャノン ★ 06/25(火)15:30 ID:CAP_USER(13/25)調 AAS
>>438
438(1): 06/25(火)15:25 ID:8aTvnhnF0(18/38)調 AAS
わけわかんねえこといってんなよ
ステータスmod nはMAXだし
なんならスキルレベルも上がってnの値は今の方がでかい

クリティカルdemodと最小最大ATKのmodしかしてねえのに
気がついたらHP400下がってるとかおかしいだろ
しかも突然何も言わず仕様変えたとかいってるしもうね
I did say something about this on a previous thread.
HP is affected by DEMOD, and a lower WT. increases evasion.
By lowering your WT. by using DEMOD, you increase your evasion rate at the cost of HP.

Before this change, it was generally thought that whoever had more HP would win a fight.
With this change, even those with lower HP can win a fight if they are able to evade the higher HP player.
464
(4): どんぐりキャノン ★ 06/25(火)16:03 ID:CAP_USER(14/25)調 AAS
Oh,.... actually アブソル is correct.
HP calculation has a bug that can negate HP gain from WT if `count(mod)==count(demod)`.
I will fix it.
479
(1): どんぐりキャノン ★ 06/25(火)16:22 ID:CAP_USER(15/25)調 AAS
OK I will update the HP calculation now.
Hopefully it fixes the bug.
489
(1): どんぐりキャノン ★ 06/25(火)16:30 ID:CAP_USER(16/25)調 AAS
>>472
472(2): ハンター[Lv.243][UR武][SSR防][木] 06/25(火)16:14 ID:Uqu54pzT0(2/2)調 AAS
The History Board has been vandalized by AI.So please introduce the Acorn System to this board😭😭😭😭😭😭
2ch板:history
I enabled BBS_USE_VIPQ2=2.
Please try that for a few days.
If it is not strong enough then remind me and I will apply BBS_ACORN=2.
495: どんぐりキャノン ★ 06/25(火)16:36 ID:CAP_USER(17/25)調 AAS
>>490
490(2): 06/25(火)16:31 ID:qORQ6BC80(2/2)調 AAS
どんキャ、計算間違ってねーの?HPがだだ下がりなんだが!
Fixed that.

>>493
493(1): 06/25(火)16:33 ID:Na0wGRVY0(2/2)調 AAS
>>479
Until recently, increasing W.T. points made it harder for attacks to hit, but has it become easier now? Also, which is better: increasing defense power to the maximum value by a lot, or keeping the difference between the minimum and maximum values ​​roughly the same?
It really depends on how your opponent is setup.
A large variance might cause a lot of "lucky" defensive movements, but could also lead to a quicker demise if unlucky.
496
(2): どんぐりキャノン ★ 06/25(火)16:36 ID:CAP_USER(18/25)調 AAS
>>447
447(2): 06/25(火)15:47 ID:8aTvnhnF0(20/38)調 AAS
NO!!!!!!!!!

I DO NOT TOUCH WT!!!!!!!!!!!!!!

AND

I CHECKED HP FIRST DEMOD!!!!!!!!!!

YOU SHOULD CHECK ACCESS LOG!!!!!

I CRITDEMOD 9TIMES!!!!
I ATKMOD 9TIMES!!!!
I LOST 400HP!!!!!!

OK?????
How does it look now?
502
(4): どんぐりキャノン ★ 06/25(火)16:42 ID:CAP_USER(19/25)調 AAS
>>500
500(1): ハンター[Lv.587][UR武+21][UR防+26][森]:109.00941410 06/25(火)16:41 ID:8aTvnhnF0(25/38)調 AAS
>>496
I changed equipment 1000000000 times
画像リンク
Why do people keep giving you so many donguri points?
504
(1): どんぐりキャノン ★ 06/25(火)16:43 ID:CAP_USER(20/25)調 AAS
>>501
501(1): ハンター[Lv.444][UR武+3][UR防][木] 06/25(火)16:41 ID:qnpwCTHJ0(1/19)調 AAS
Dear Mr. DonnguriCannon
You said アブソル is correct.
アブソル is a unhopefully random shooter.
Random shooting behaviour is correct?
In this Donguri, random shooting is allowed?
Definitely , it is ABUSOLUTELY incorrect.
What about you, Mr .
He was correct to point out a bug.
530
(1): どんぐりキャノン ★ 06/25(火)17:11 ID:CAP_USER(21/25)調 AAS
>>521
521(1): 06/25(火)16:54 ID:dZM+gzMr0(5/5)調 AAS
This balance is just right and this is good.
Acorn Cannon, this is the best balance adjustment I've ever seen.
Perfect.
532: どんぐりキャノン ★ 06/25(火)17:13 ID:CAP_USER(22/25)調 AAS
>>523
523(1): ハンター[Lv.587][UR武+21][UR防+26][森]:109.04181585 06/25(火)16:55 ID:8aTvnhnF0(29/38)調 AAS
てか元に戻せるような実装なのかよこれ
僕には元データ破壊する類のバグに思えたが.
なんかもう疲れちゃった
I use GIT for version control and can go back to view previous versions.
534
(1): どんぐりキャノン ★ 06/25(火)17:15 ID:CAP_USER(23/25)調 AAS
>>384
384(2): ころころ 06/25(火)13:24 ID:nBQJCAdm0(1/2)調 AAS
Please allow us to gift equipment to any user!

任意のユーザーに装備を贈れるようにしてください!

(自動翻訳)
We will, but not yet.
611
(6): どんぐりキャノン ★ 06/26(水)08:15 ID:CAP_USER(24/25)調 AAS
>>570
570(1): ハンター[Lv.587][UR武+21][UR防+26][森]:109.14851795 06/25(火)19:36 ID:8aTvnhnF0(35/38)調 AAS
I even mistook 'DEF' for 'ATK' in my emails.

どんキャへのメールでも"ATK"と言い間違えてた🤮
もう休憩するわ.

---------
I'm アブソル[ID: 318ca6d8]

After demod the critical stat of the "硬化木の鎧" and then mod the ATK, I noticed that the HP decreased by approximately 400.

Is this a bug?
---------
I have been trying to replicate this bug.
We will get it fixed.
646
(3): どんぐりキャノン ★ 06/26(水)08:51 ID:CAP_USER(25/25)調 AAS
I just reverted the HP calculation function to the previous build.
The bug should be gone now.
前次1-
スレ情報 赤レス抽出 画像レス抽出 歴の未読スレ

ぬこの手 ぬこTOP 1.269s*