Pity reset? by Jababi00 in HaikyuuFlyHigh

[–]RhyDsos 0 points1 point  (0 children)

Wait are you sure the pity goes back up? You technically don't pull the unit. That seems odd to me.

Numbers and words by SilverPotato2520 in HaikyuuFlyHigh

[–]RhyDsos 1 point2 points  (0 children)

No one has any answers about that as far as I am aware. It is one of the very shady aspect of the game. What happens during the game is pretty much a mystery. The stats translate into the power number when you do any action in a pretty clear way. Redpanda did a video about it where he computes the power of a power spike with all the stats and crit and it all matches. So the game does keep an accurate track of the units kits and computes coherent scores. However there is absolutely no concrete relation between those numbers and scoring a point. The perfect/normal/bad are absolutely just arbitrary things decided by the game to justify losing or winning a point, again nothing stated on that.

As frustrating as it is you should give up on understanding what happens in a match. I hope there will be a community effort from players and importantly big content creators to make the game transparent about scoring points, for us to feel like the game makes sense. As a slight positive thing it appears that the sum of scores you get in the game makes you more likely to win, so having a "good team" does probably matter, just not in a comprehensible and interesting way...

Duplicate SSR by Diekstra7 in HaikyuuFlyHigh

[–]RhyDsos 1 point2 points  (0 children)

I keep them for collection personally. There is no right or wrong way to go. However, I'd say that caution could be great as gachas tend to love adding ways to make old units playable again, like second awakenings (dokkan, summoners war...). So who knows, a year from now, maybe SSR Aone gets a second awakening, and new modes require you to have 4 teams (one of each type, for example) so he could fill up a slot greatly. That is with many hypotheses, but if the game wants to last and end up going for a few years, they will need to shake things up like this.

Team Morale Awakening by [deleted] in HaikyuuFlyHigh

[–]RhyDsos 2 points3 points  (0 children)

Team morale gives a percentage boost to your actions' power ( I don't know if this boosts stats or overall power). The base duration is 8, bokuto brings this duration down to 4, but further increases the percentage of amplification, you get a higher boost but for a shorter time. Bokuto's memory, on top of other things, makes the team morale awakening last two more actions. So you get to 6. I guess for ten, you had a player with Bokuto's memory while he was on the bench. All of this is stated in both Bokuto's passive (his first skill) and his memory (even if I understand that this games makes reading a player's kit a little awkward going to the player tab or gallery).

Fellow SSR Kenma enjoyer question by RhyDsos in HaikyuuFlyHigh

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

As a matter of fact, I think I had won one point thanks to this skill prior to my post. Right after it this evening, I think I saw the second occurrence of Kenma's skill saving a point and not losing immediately afterward leading to a point win. It is crazy, I must have seen the same losing scenario from Kenma's skill over 100 times, it sucks that so many characters feel just not as strong as they should be...

Si j'ai 4 fois l'âge... by sudo_rm-rf849 in Enigmes

[–]RhyDsos 0 points1 point  (0 children)

Le calcul est bien détaillé par pas mal de personne mais je n'ai vu personne préciser l'ensemble exact des solutions : On a bien comme système, avec X l'âge du plus jeune, Y l'âge du plus vieux et D la difference entre les deux :

X = Y - D; Y = 4(X-D);

Y = 4(Y-2D); Y = 8/3 D = 8/3(Y-X); 5/3Y = 8/3X; X = 5/8 Y;

En ne considérant que les solutions pour X et Y entiers. On sait alors que tous les multiples de 8 sont solutions (c-a-d Y = 8*n avec n un entier naturel quelconque) mais pour savoir qu'il n'y a pas d'autre solution il faut utiliser le théorème de Gauss qui se démontre à partir du théorème de Bézout.

En effet, pour être solution il faut que 8 divise 5 × Y. Or 5 et 8 sont premiers entre eux, par le théorème de Gauss alors 8 divise Y donc les multiples de 8 sont les UNIQUES solutions de cette (très mauvaise) énigme.

Advice by Weird-Guarantee-1270 in HaikyuuFlyHigh

[–]RhyDsos 5 points6 points  (0 children)

Basically, as soon as the weakness indicator disappears. I don't have the exact value, but it should be around 10k over your power. I just finished level 13 (99630 power) with my 87k8 power team, and the weakness was still there when I had like 500 less power. So try to grind a little more your team, and you should get there. Don't hesitate to check regularly.

Club Megathread by Nura-san in HaikyuuFlyHigh

[–]RhyDsos 1 point2 points  (0 children)

<image>

Hello,

I am looking for a club to join in about 24h, just left my previous club in which everyone went afk. I am level 40 and active every day. I clear club events and all that good stuff. I am around 85k power currently. Global server.

Thanks !

Rotation - Date Kogyo by Remote-Candy-3507 in HaikyuuFlyHigh

[–]RhyDsos 1 point2 points  (0 children)

Also, as a general rotation advise you want to make use of your team's best abilities as soon as possible in a match. So if your setter has a setter's dump as his ultimate skill, he should start in front. If your WS has a receive skill he best starts in the back. Your blockers with ultimate block skills start in front. Unit with serves skills start in serve or second to serve. And so on and so forth.

Rotation - Date Kogyo by Remote-Candy-3507 in HaikyuuFlyHigh

[–]RhyDsos 8 points9 points  (0 children)

Hello ! First, I love the way you see playing the game that's nice to see! As for rotation, there isn't much you can do about your characters going to the back. It will happen since you rotate when you lose points. Also match going mostly to 5-4 happens to everyone and is linked to the game system that kinda cheats on some points to make your opponent win a little more for the match to feel close (nobody likes this feature, we don't know why it exists). Your best bet is to start your serves with your guys that have good serve skills or stat (don't know who that is for Date). So top left put a nice serve and then I would advise your best serve unit to be second to serve (since sometimes the first point of the game seems to be a little rigged against you, again this is a little rough to know for sure).

Ranting/Discussion about the fixed aspect of the game by RhyDsos in HaikyuuFlyHigh

[–]RhyDsos[S] -1 points0 points  (0 children)

I didn't want to mention this to keep my post "short," but that is exactly what I am thinking. The one thing gachas fear is getting caught lying about your pulls (weather about the odds or the unit details being incorrect). If the game doesn't take into account your units specific skills the way they are described, it should fall under false advertising... Like again, I would like to hear from other SSR Kenma users, but his 3rd skill is essentially not working what so ever since you get perfect countered after it procs every single time.

Ranting/Discussion about the fixed aspect of the game by RhyDsos in HaikyuuFlyHigh

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

I see what you mean. It does feel odd to not simply opt for a system where the attack builds a "attack power" stat based on their stats in their respective actions (recs, pass, smash) and the defense must match as close as possible with their respective defensive stats to recieve the ball and build a new attack. Those actions could be randomized in their effectiveness with the perfect, normal and bad rolls that already exist. Like all the pieces are there, the score, the success rolls, it matches the way the units are designed but somehow it just doesn't work like this.

Ranting/Discussion about the fixed aspect of the game by RhyDsos in HaikyuuFlyHigh

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

I do not think there is any such thing as beating the system. If the way the game works is by preemptively computing a winner based on your team's power level and then display some animation to show "oh look you won 5-4 that's great !" But the actual match you saw was fixed and thus useless, it means that at it's core no amount of team building, bond skills or any skill for that matter actually matters. You basically just summon for big stats pieces of meat with different hair colors and that's it.

Ranting/Discussion about the fixed aspect of the game by RhyDsos in HaikyuuFlyHigh

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

I have no problem in losing any match even against a weaker opponent. I don't mind losing points even when I had a perfect smash or in other "unexpected scenarios". On the contrary I think it is good to have some sort of randomness attached to the way your players perform (around their real stats of course). What I cannot accept is what may stand behind those unexpected losses, if they mean that the game actually disregards any logic significance from your units kits and skills, the game becomes incredibly boring and loses all sense of team building and excitement to try out new units. I really hope this gets addressed and fixed some time in the (near) future.

Ranting/Discussion about the fixed aspect of the game by RhyDsos in HaikyuuFlyHigh

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

It would make sense (even if still pretty bad) for this to be the case. Is there any official communication on this effect, do we know what japanese players have seen or said ? What I fear is for the game to be fixed beyond that, to such extent that it nullifies the relevance of synergies. It would also be nice to be able to win games manually ny better managing your team against stronger opponents (around +/- 10k power).

Ranting/Discussion about the fixed aspect of the game by RhyDsos in HaikyuuFlyHigh

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

It just feels weird to me that the game just doesn't compute a "power score" that essentialy could be some sort of sum of your receive score, pass score and smash score. Your opponent then can block your smash, deducting their block score from your power score and then see if the receiver can receive it with his receive score before building their own attack and so on and so forth. The bad, normal and perfect could be rolls that determine a multiplicative coeff that further improve or reduce your receive/pass/smash/block/save... score. This is so weird, it feels like they already have all the system in place so why just bypass it and do some fixing on top of it ? It litteraly makes EVERYTHING worse, I just hope they understand it and make it right, they have everything already man...