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> Gathering datas about forge formulas, Ultimate purpose: write a forge calculator/simulator. Suggestions appreciated

 
post Feb 22 2017, 16:04
Post #21
Cleavs



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QUOTE(skillchip @ Feb 22 2017, 14:50) *

Are you guys remembering to take out quality bonus?

this one?

CODE
Quality_Bonus = Total_Roll - floor(Total_Roll)


actually not, tbh. aren't rolls on rage tables already ready-to-use?
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post Feb 23 2017, 02:54
Post #22
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You can use that to calculate it or what I detail below.

Its essentially pxp0 (the amount you see before any IW/forging 0/380 for example) converted to a Quality bonus value

Quality_Bonus=(PXP0-100)/25 (Range between 0 and 13)

This part doesn't grow with forging, so will need to be removed to get accurate results.

(Base_Roll*Forging+Quality_Bonus)*Stat_Multiplier=Visible_Stat


Peerless Shocking Redwood Staff of Destruction (matches current lottery)- PXP0 of 371, Quality_Bonus of 10.84

Lv0 MDB is stated to be 51.71
Lv100 is 85.78

Quality portion is 0.8993
85.78/51.71=1.6588
(85.78-.08993)/(51.71-.08993)=1.67
1+.278875*ln(.1*100+1)=1.6687

abs(1.67-1.6687)=.001 < abs(1.6588-1.67)=.0099

Could check more, but I'll leave that up to you guys.

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post Feb 24 2017, 03:53
Post #23
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QUOTE(Scremaz @ Feb 19 2017, 17:02) *

doesn't work as intended. it failed to recognize 100% range on both your waki and jenga's staff. also, there are a bit of differences on the rolls of your shoes. little, but there are. but seems also there are some closer and some farer. but (maybe also due to rounding errors, who knows?) there doesn't seem to exist an unique relation between them.

for those interested, here comes a spreadsheet:

Attached File  forge_spread.xls.txt ( 48.5k ) Number of downloads: 37



Try this. Look at the area in H:K

Attached File  forge_spread.xlsx.txt ( 32.22k ) Number of downloads: 31


This post has been edited by skillchip: Feb 24 2017, 03:57
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post Feb 27 2017, 02:41
Post #24
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after having worked another lot on that, i can say i understand less than before. guess i'll give it another try and then i'll let others deal have fun with it. (IMG:[invalid] style_emoticons/default/dry.gif)

This post has been edited by Scremaz: Feb 27 2017, 02:50
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post Feb 27 2017, 07:43
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I could try to make a less complicated version of my old optimizer spreadsheet?
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post Feb 27 2017, 12:36
Post #26
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QUOTE(skillchip @ Feb 27 2017, 06:43) *

I could try to make a less complicated version of my old optimizer spreadsheet?

having a way to calculate quality_mod which doesn't depend on PXP0 (even at the cost of losing a bit of precision) would be enough.
then, some proof check in my way to reverse-calculating the derived_base starting from a forged value.
if the forged_value re-calculated by derived_base coincides with the old one (which currently doesn't always do), then i could already have a public release to beta-test.

btw, in the sheet you sent me used roadshoe's shoes (since those were the datas i gave you), which are IW10. then you calculated quality_mod starting from item's level, rather than pxp0. is it intentional?
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post Feb 27 2017, 16:42
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Posting pic of Heimdall shoes prior to forging, etc.

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post Feb 27 2017, 16:44
Post #28
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I believe that pxp0 is what was in the database. I'll double check to make sure I grabbed the right number.
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post Feb 27 2017, 16:52
Post #29
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QUOTE(skillchip @ Feb 27 2017, 15:44) *

I believe that pxp0 is what was in the database. I'll double check to make sure I grabbed the right number.

no, no, it doesn't matter. i pmed roadshoe and seems that on that piece pxp0 is equal to level. my bad (IMG:[invalid] style_emoticons/default/heh.gif)
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post Feb 27 2017, 17:47
Post #30
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I do remember having to check that a few times to make sure I wasn't doing something weird
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post Feb 28 2017, 04:07
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Here's Forge Level 18.

I'm out of cloth, and in arrears for about 300 crystal packs.
It's going to take till the weekend to buy a few morsels of High-grade. (IMG:[invalid] style_emoticons/default/smile.gif)

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post Feb 28 2017, 15:58
Post #32
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uhu. you're helping us confirming our theories, sir. thank you (IMG:[invalid] style_emoticons/default/biggrin.gif)

if needed, feel free to slow down though.


[edit]: ooook, we're going somehwere. now i have a simple, less-than-1%-error method to reverse-calculating base values and to re-calculate forged values starting from it. (IMG:[invalid] style_emoticons/default/biggrin.gif)

This post has been edited by Scremaz: Feb 28 2017, 16:12
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post Mar 1 2017, 02:52
Post #33
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We could just use an average value from the database for the pxp based on name, suffix, prefix, ect.

Attached File  pxps2.xls.txt ( 198k ) Number of downloads: 28

Attached File  pxps3.csv.txt ( 9.37k ) Number of downloads: 25

Attached File  pxps4.csv.txt ( 287.97k ) Number of downloads: 21


with increasing detail

This post has been edited by skillchip: Mar 1 2017, 02:53
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post Mar 7 2017, 16:53
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QUOTE(RoadShoe @ Feb 19 2017, 08:25) *

This is what I found on my equipment to get a baseline on your forging script.


btw, where is gathering forge data script?
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post Mar 7 2017, 16:58
Post #35
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QUOTE(NerfThis @ Mar 7 2017, 15:53) *

btw, where is gathering forge data script?

i don't know if there is one. personally i collected datas manually (eventually by resorting to 3rd parties like with roadshoe) and analyzed with excel.

[edit]: files are available to download here

discussion shifted to that thread.

This post has been edited by Scremaz: Mar 9 2017, 15:51
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