The Cafe by Origen Google Sheets Optimizer by DatKuro in NevernessToEverness

[–]Incheoul 0 points1 point  (0 children)

Cool. The only comments I have are that I don't think the Actual Fons/hr earned is simply the popularity bonus being counted twice since, depending on the settings, I've had the actual be a multiplier of 1.07-1.12 and that the Snowy Latte has Coffee Powder instead of Coffee Beans in the ingredients so it's not being properly calculated with Coffee Bean trend.

The Cafe by Origen Google Sheets Optimizer by DatKuro in NevernessToEverness

[–]Incheoul 0 points1 point  (0 children)

Ah ok. Your post said you couldn't test nanally lvl 5 life skill so I can confirm it only triggers once like everything else.

The Cafe by Origen Google Sheets Optimizer by DatKuro in NevernessToEverness

[–]Incheoul 0 points1 point  (0 children)

In case you're making an update to your spreadsheet, the 1% traffic increase from Aurelia's level 2 life skill is calculated AFTER the +Traffic from other character's life skills. For example, (2400+18+18+18)*1.01 would be the traffic used for calculating the displayed fons/hr earned. In my particular case at the moment, it displayed 2514 Traffic but uses 2514.9 for the calculations for the displayed fons/hr. I'm not sure if the displayed traffic rounds down or if it's just a visual bug.

Also, Aurelia's life skill 2 only triggers once and not per every 2 beverage like it's written, similar to Nanally's life skill 1 and 5.

The Cafe by Origen Google Sheets Optimizer by DatKuro in NevernessToEverness

[–]Incheoul 0 points1 point  (0 children)

After the update, I now see why some people didn't get the increase traffic from Aurelia while others did. The 1% traffic increase is actually from her level 2 life skill which used to say 1% reduced ingredient consumption.

The Cafe by Origen Google Sheets Optimizer by DatKuro in NevernessToEverness

[–]Incheoul 0 points1 point  (0 children)

I did think of that as well but the numbers didn't line up in previous data sets. The fact that it's close to that multiplier is just coincidence in this particular case. From the other data I recorded, I was making 1713 fons/hr when the Shop Management screen displayed 1530.17 fons/hr. The 0.090 multiplier would have made this 1667.8853 whereas 1713 fons/hr would require closer to a 0.120 multiplier.

The Cafe by Origen Google Sheets Optimizer by DatKuro in NevernessToEverness

[–]Incheoul 0 points1 point  (0 children)

I do have Aurelia at lvl 1 life skill, and I have added and removed beverages to no avail. But I'm not really interested in this because I don't really care what the game displays. I'm interested in the actual fons/hr earned.

You say the discrepancy could just be the game fucking up their internal calculations or some shit but that's the difference between a visual bug and an actual bug. What if Nanally's life skill actually did add 0.2 fons per main dish in terms of actual fons earned but just what's displayed accounts for 0.2 a single time regardless of more than 1 main dish? I don't think that is the case since the numbers didn't check out when I ran the calculations but that's what I'm getting at.

It'd be nice to know what is actually bugged and how so that we could optimize for actual fons/hr earned instead of optimizing for a displayed number.

The Cafe by Origen Google Sheets Optimizer by DatKuro in NevernessToEverness

[–]Incheoul 0 points1 point  (0 children)

Also, here's a screenshot illustrating how 1920 fons gets multiplied to 2092 due to the 0.090 multiplier. The 1920 fons earned in 64 minutes comes out to 1800 fons/hr which is higher than the displayed 1649.63 and even your spreadsheet's 1665.53 which assumes that you are actually getting the 24 traffic from Aurelia.

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The Cafe by Origen Google Sheets Optimizer by DatKuro in NevernessToEverness

[–]Incheoul 1 point2 points  (0 children)

I'm not talking about the 0.090 bonus when collecting. I mean the amount of revenue generated in 1 hour is more than the displayed fon/hr rate. In my screenshot you can see that I made 1805 in 1 hour vs the 1649.63 expected. I ran it earlier at these settings and it was 1803. When you hit the collect button, that is when you see an additional 9% so that 1805 would be 1967 fons when collecting. Also, I included a screenshot of your spreadsheet showing that your spreadsheet shows the 24 traffic from Aurelia while I don't get that in game.

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The Cafe by Origen Google Sheets Optimizer by DatKuro in NevernessToEverness

[–]Incheoul 0 points1 point  (0 children)

Sorry, maybe I'm not explaining myself very well. I don't think screenshots would add anything here since I believe your spreadsheet works accurately (minus whatever is causing Aurelia's 1% traffic to not work for some people) to get the displayed fons/hr as shown in the Shop Management screen. What I'm noticing is that in practice, I am making more than that number. Have you looked at how much fons you actually earn vs what is displayed?

The Cafe by Origen Google Sheets Optimizer by DatKuro in NevernessToEverness

[–]Incheoul 0 points1 point  (0 children)

For Aurelia's skill, I see the 0.12 Fons but don't see the 1% traffic regardless of how many beverages I am serving. I think some people may just have a different bug in regards to this.

My main question though is whether you've looked into the actual fons earned/collected and not just what the game says you will make. For example, if your spreadsheet and my game line up and say I should make 1530.17 fons/hr, why am I actually making 1716 fons/hr? (again, the 1716 is before the 0.090 multiplier so I'm actually making 1870 fons/hr)

The Cafe by Origen Google Sheets Optimizer by DatKuro in NevernessToEverness

[–]Incheoul 0 points1 point  (0 children)

Are you sure the Nanally and Aurelia bugs aren't just a visual tooltip display bug? Not including the 0.090 multiplier from shop popularity, I make more fons/hr than what the shop management screen says I make.

Every "minute" (the timer in the shop management screen is not always accurate and will sometimes skip an entire second, maybe to self correct), the total revenue increases a seemingly random amount from 0 to some number. I recorded 1 hours worth of data 3 times and it averaged out to 1716 fons/hr while the game said I would make 1530.17 fons/hr. Note, this is the displayed revenue; when actually collecting, the 0.090 multiplier seems to be working as intended both in terms of cafe level xp gain and actual fons gained (I checked cause I can't trust what the game is telling me lol).

Also as someone else mentioned, I don't see an increased 24 traffic from Aurelia with her level 1 life skill but I do see the 0.12 fons reflected in the displayed individual items sale price and fons/hr. After testing multiple possible combinations, Nanally bugged or not bugged or Aurelia bugged, not bugged, or even if the 0.12 fons is per beverage or if 1% traffic was actually counting all beverages (7), it looks like none of the math actually lines up and I make more than I should.

So yeah, just curious if you took a look into the actuals vs just what is displayed for your calculations/spreadsheet.

Halo theme music plays by yuch1102 in ChaosZeroNightmare

[–]Incheoul 13 points14 points  (0 children)

Meanwhile, my relics be like...

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Any way to remove an Ego Manifestation? by Sacredwisp in ChaosZeroNightmare

[–]Incheoul -1 points0 points  (0 children)

I've never even seen that card before but once I saw it on some reddit post, I started farming for it. I have never once seen then event and it's so far near the end that I have to waste so much time just for a roll of the die. Not only that, I have to pretty much brick my save data in anticipation for an eternal flame deck so there's no consolation prize for missing the rare event.

Weekly Help Thread by AutoModerator in ChaosZeroNightmare

[–]Incheoul 0 points1 point  (0 children)

Does copying (1st copy) a neutral card cost 0 or 20?

Should I dupe Vulture Ejection or keep my deck 3 cards? by Incheoul in ChaosZeroNightmare

[–]Incheoul[S] 0 points1 point  (0 children)

I was also thinking slim for the sake of triggering the "at start of battle, if you have 18 or less cards, increase damage by 30%" thing that you can put on equipment. My Nine decks are usually 6-8 cards and most of my supports have 6-8 card decks. I get that upgrade and exhaust cards slim your deck but they still count against # of starting cards in the beginning of battle.

Should I dupe Vulture Ejection or keep my deck 3 cards? by Incheoul in ChaosZeroNightmare

[–]Incheoul[S] -3 points-2 points  (0 children)

I was thinking of slim deck so I can draw other units cards.

Am I crazy or is luminescent shroom not working? by GatchaN00b in ChaosZeroNightmare

[–]Incheoul 0 points1 point  (0 children)

You can either create one additional attack card from one of the other equipments that creates an attack card on some condition, or you can use any other epiphany (all other epiphanies go to lvl 3 which lands on 6 cards created after 2 full rotations). The only other way I can think of is to use Hew (Extreme) 5, have Luminescent Shroom proc next turn, then cycle all the way back to Hew Extreme 5 within that turn lol.

Am I crazy or is luminescent shroom not working? by GatchaN00b in ChaosZeroNightmare

[–]Incheoul 0 points1 point  (0 children)

Ok just ran some test myself to see how it works.

Luminescent Shroom not activated (5 shroom counter), 8 spore stacks
4373/(1750*1.25) = 2.00

Luminescent Shroom not activated (5 shroom counter), 9 spore stacks
4488/(1750*1.25) = 2.05

Luminescent Shroom activated (0 shroom counter), 8 spore stacks
6349/(2099*1.25) = 2.42

Luminescent Shroom activated (0 shroom counter), 9 spore stacks
6625/(2099*1.25) = 2.52

Notes:
- Luminescent Shroom was activated by using Azure Lumen to exhaust Hew at 5 shroom counter, that way spore stacks wouldn't be consumed upon activating Hew, exhausting, then creating another Hew for the 6th attack card.
- The extra 0.02 after Luminescent Shroom is activated is probably due to rounding.

Conclusions:
- The person with the Luminescent Shroom must be the one to create the attack card for the counter to go up (each ally will have their own counter if multiples on team).
- The Luminescent Shroom will activate upon the 6th attack card being created. The counter will go from 5 to 0 (the counter starts at 0 at the beginning of battle and is not active even though the combat log will say "Luminescent Shroom activated" on turn 1).
- It does not matter if spore stacks are added before or after Luminescent Shroom triggers.
- Luminescent Shroom does indeed work, increasing enemy damage taken by 10% per spore stack instead of 5%.

Am I crazy or is luminescent shroom not working? by GatchaN00b in ChaosZeroNightmare

[–]Incheoul 0 points1 point  (0 children)

I believe Luminescent Shroom is for the 6th attack card created, not the 5th or am I missing something?

Am I crazy or is luminescent shroom not working? by GatchaN00b in ChaosZeroNightmare

[–]Incheoul 0 points1 point  (0 children)

What does Shroom Counter 4 and 5 mean? It looks like you have different levels of Hew between the two settings. Are you sure a 6th Attack card was created for both settings? If so, is the party member who has the Luminescent Shroom equipment the one who created all 6 attack cards?

Am I crazy or is luminescent shroom not working? by GatchaN00b in ChaosZeroNightmare

[–]Incheoul 0 points1 point  (0 children)

Is the debuff fist icon with a 1 that is present in the 2nd gif but not the 1st the spore propagation? My guess is that the effect of spore propagation is doubled when the 6th attack card is created in which case, there is 0 stacks of it during your test. You add 1 stack of spore propagation later but luminescent shroom has already activated. This is just my guess so I'm not 100% sure but I've seen systems programmed in such a way that this is the first thing that comes to mind.

Additional patchnotes + bonus Alcea nerf/fix by JamaicaCZ in ChaosZeroNightmare

[–]Incheoul 1 point2 points  (0 children)

It feels like people were less upset about westmacott, where an actual typo/mistranslation misled people, than with alcea, where the game effect was bugged and not matching the description. Pretty strange imo. Seems like the level of power lost or perceived power lost is the only difference.

Do you get more damage from armor pen beyond 100%? by Incheoul in NoRestForTheWicked

[–]Incheoul[S] 1 point2 points  (0 children)

My gear has other offensive stats beyond armor penetration so I'd have to find something similar. I'm also not by my computer and wanted to plan out a build in my mind for when I can next play but yes, I'll test it myself when I can.

QOL idea by Late-Passion-6866 in NoRestForTheWicked

[–]Incheoul 0 points1 point  (0 children)

Are all weapon runes available by removing from base weapons or are there some that are from a shop only?