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post Jul 9 2013, 16:52
Post #4581
skillchip



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Im ok being bored. Ill just see if there are ways to optimize playing then
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post Jul 9 2013, 17:15
Post #4582
elda88



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QUOTE(radixius @ Jul 9 2013, 20:47) *

Me :<

(IMG:[farm4.staticflickr.com] http://farm4.staticflickr.com/3681/9249218562_4d36ff2a71_o_d.jpg)
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post Jul 9 2013, 18:21
Post #4583
skillchip



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QUOTE(Tenboro @ Jul 9 2013, 09:42) *

You have ALL the numbers and formulas. They are in the patch notes.


We don't have monster spawning distribution. And using average pl now wont give proper numbers since everything over 1250 can be treated as 1250, lowering observed pl
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post Jul 9 2013, 18:52
Post #4584
Lement



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jenga201 is working on that, but he's 379....
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post Jul 9 2013, 21:28
Post #4585
PK678353



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QUOTE(Lement @ Jul 9 2013, 11:52) *

jenga201 is working on that, but he's 379....


Assuming the selector still biases heavily toward the highest mobs you can face, Jenga being 379 won't make that much difference. Everyone at ~270+ will meet the same mobs at IWBTH if that is the case.
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post Jul 10 2013, 00:22
Post #4586
skillchip



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If pl increases drop rates. Doesn't that reduce credit rates since they can only drop if nothing else does?

Along those lines, if the monster drops bonus crysals in grindfest, it can not drop credits right? And this bonus rate tops out at 12.5%?

This post has been edited by skillchip: Jul 10 2013, 00:29
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post Jul 10 2013, 04:01
Post #4587
FiniteA



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How does the drop roll mechanism go?
I have been reading http://ehwiki.org/wiki/drop_roll

Does it roll a random number at every "xxx Roll"? Suppose you get a drop. Then without training the chance to get an artifact is actually: (1-4%)*0.1% = 0.96%, instead of 0.1%? I think a single roll for Eq, Arti, Token, Item will solve this issue. 0.0

This post has been edited by FiniteA: Jul 10 2013, 04:02
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post Jul 10 2013, 05:10
Post #4588
Maximum_Joe



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QUOTE(FiniteA @ Jul 9 2013, 18:01) *

I think a single roll for Eq, Arti, Token, Item will solve this issue. 0.0

What issue?
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post Jul 10 2013, 05:50
Post #4589
Lement



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@PK: You can't balance stuff around only the top end.

@Joe: the issue of some trainings reducing the chance of drop for other things.
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post Jul 10 2013, 06:02
Post #4590
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QUOTE(Lement @ Jul 9 2013, 19:50) *

the issue of some trainings reducing the chance of drop for other things.

You mean the infinitesimally small reductions that Tenboro is well-aware of and over which he gives 0 fucks? Yea... not a big issue.
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post Jul 10 2013, 06:54
Post #4591
xmagus



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QUOTE(Maximum_Joe @ Jul 10 2013, 14:02) *

You mean the infinitesimally small reductions that Tenboro is well-aware of and over which he gives 0 fucks? Yea... not a big issue.

Clearly not a believer in the butterfly effect.
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post Jul 10 2013, 07:00
Post #4592
FiniteA



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QUOTE(Maximum_Joe @ Jul 10 2013, 11:10) *

What issue?

There is a issue if 0.1% is intended instead of 0.96%.
Meaning that an equipment roll will possibly starve an artifact roll.
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post Jul 10 2013, 07:42
Post #4593
piyin



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QUOTE(FiniteA @ Jul 10 2013, 08:00) *

There is a issue if 0.1% is intended instead of 0.96%.
Meaning that an equipment roll will possibly starve an artifact roll.


...artifacts... what we need right now... right?
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post Jul 10 2013, 11:15
Post #4594
Tenboro

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QUOTE(skillchip @ Jul 10 2013, 00:22) *
If pl increases drop rates. Doesn't that reduce credit rates since they can only drop if nothing else does?


No. It corrects for that.

QUOTE(skillchip @ Jul 10 2013, 00:22) *
Along those lines, if the monster drops bonus crysals in grindfest, it can not drop credits right? And this bonus rate tops out at 12.5%?


No. Those are independent drops.

Why do you people care about stuff that would make up <1% difference averaged over time? The drop mechanism is as it is, I'm not changing stuff over trivial crap like that.
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post Jul 10 2013, 14:58
Post #4595
Ichy



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QUOTE(skillchip @ Jul 10 2013, 00:22) *

If pl increases drop rates. Doesn't that reduce credit rates since they can only drop if nothing else does?

I rather have gear drops any ways.
More fun to rage about a bad loot roll than a low Credit roll (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jul 10 2013, 16:23
Post #4596
FiniteA



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QUOTE(Tenboro @ Jul 10 2013, 17:15) *

No. It corrects for that.
No. Those are independent drops.

Why do you people care about stuff that would make up <1% difference averaged over time? The drop mechanism is as it is, I'm not changing stuff over trivial crap like that.

Because it takes 3 lines to code correctly. (IMG:[invalid] style_emoticons/default/tongue.gif)

Let p1=0.1, p2=0.2, p3= otherwise = 0.7
Let r be the roll in [0,1]

For each p[i]{
r -= p[i];
if(r <= 0){ type i drop; return; }
}
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post Jul 10 2013, 16:25
Post #4597
Ichy



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QUOTE(FiniteA @ Jul 10 2013, 16:23) *

Because it takes 3 lines to code correctly. (IMG:[invalid] style_emoticons/default/tongue.gif)

Let p1=0.1, p2=0.2, p3= otherwise = 0.7
Let r be the roll in [0,1]

For each p[i]{
r -= p[i];
if(r <= 0){ type i drop; return; }
}

There should also be a 'if Catgirl = better rolls' line (IMG:[invalid] style_emoticons/default/heh.gif) (IMG:[invalid] style_emoticons/default/duck.gif)
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post Jul 10 2013, 17:05
Post #4598
Lement



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Sure. Result: NAN, catgirls get no drops.
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post Jul 10 2013, 20:50
Post #4599
piyin



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QUOTE(Lement @ Jul 10 2013, 18:05) *

Sure. Result: NAN, catgirls get no drops.


Justice or Hard trolling?
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post Jul 10 2013, 21:03
Post #4600
MSimm1



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QUOTE(piyin @ Jul 10 2013, 13:50) *

Justice or Hard trolling?

Probably a mix of both (IMG:[invalid] style_emoticons/default/laugh.gif)
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