I kinda want to explain the problem with lust battles. Lust battles are based on a Roshambo game like rock paper scissors. Many games like Pokemon use this rock beats scissors/scissors cuts paper/paper covers rock combo in that fire burns plants plants absorb water water puts out fire.... but pokemon knows that if the computer and the player go with the same element, then there is no advantage... therefore it's a tie. This game however uses a weird success failure mechanic where there is no tie if both pick the same option.... instead it's a "counter move" if you don't get the right option meaning instead of .333 success, .333 failure and .333 tie, it's .667 failure and .333 success. That means there's only a .333 percent probability of success each round. Compounding .333 percent probability each round of an opponent is insane. That means for 2 successful consecutive rounds; the odds become .111 meaning averaging 9 attempts to be successful. Add to this that the computer AI gives the computer an option of healing itself a full hit, you could require 3 successful attempts in a row to be successful. That's a .037 successful possibility. For reference, a .04 means you'd have to try 20 attempts to be successful meaning you'd have to try over 20 times before you "might" be successful. The other character can do multiple heals... meaning you could require 4 successive successes to win.... which is a .014 odd. Meaning you could fail over 80 times and never succeed. Failure results in no level up to improve the odds, and you just cycle through the same few sexy pictures when you miss. I don't care what the game says... loosing continuously for over 2 hours is not fun.... it's a frustrating time sink, especially when it's tied to a side quest. Either get rid of this abomination of a game mechanic, allow for some stat increase even on failure or change the Roshambo mechanic to .333 success, .333 failure and .333 tie like all Roshambo games.