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HentaiVerse 0.76, Wall-EEEE |
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Jul 9 2013, 16:52
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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Im ok being bored. Ill just see if there are ways to optimize playing then
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Jul 9 2013, 18:21
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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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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Jul 9 2013, 18:52
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12
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jenga201 is working on that, but he's 379....
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Jul 9 2013, 21:28
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PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10
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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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Jul 10 2013, 00:22
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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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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Jul 10 2013, 04:01
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FiniteA
Group: Members
Posts: 2,419
Joined: 3-November 11
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How does the drop roll mechanism go? I have been reading http://ehwiki.org/wiki/drop_rollDoes 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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Jul 10 2013, 05:10
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11
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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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Jul 10 2013, 05:50
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12
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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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Jul 10 2013, 06:02
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11
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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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Jul 10 2013, 06:54
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xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12
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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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Jul 10 2013, 07:00
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FiniteA
Group: Members
Posts: 2,419
Joined: 3-November 11
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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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Jul 10 2013, 07:42
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piyin
Group: Gold Star Club
Posts: 10,747
Joined: 4-February 09
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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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Jul 10 2013, 11:15
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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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Jul 10 2013, 14:58
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09
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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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Jul 10 2013, 16:23
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FiniteA
Group: Members
Posts: 2,419
Joined: 3-November 11
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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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Jul 10 2013, 17:05
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12
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Sure. Result: NAN, catgirls get no drops.
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Jul 10 2013, 20:50
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piyin
Group: Gold Star Club
Posts: 10,747
Joined: 4-February 09
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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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Jul 10 2013, 21:03
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MSimm1
Group: Members
Posts: 43,530
Joined: 26-December 09
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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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