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Proc Duration, Now with added unanswered questions |
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Oct 2 2010, 18:20
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20200
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QUOTE(Sayo Aisaka @ Oct 2 2010, 08:35)  So far it looks as though the scaling factor is 200, but I'm not sure about rounding.
Ignoring rounding for a moment, but if the scaling factor is 200, with this formula: scaled_stat = (1 + level / level_factor) * base_stat That would mean: Scaled Stat= (1 + 200/ 200)* 1 Scaled Stat= (1 + 1) * 1 Scaled Stat= 2 Wouldn't that mean that every piece of equipment would have at least 2 turns proc by level 200? Now, assuming the base stat can be as low as .5 due to rounding up: 1.5= (1 + X/ 200) * .5 3= 1 + X/200 2= X/200 X= 400 That would mean that every piece of equipment would have at least 2 turns by level 400. Assuming a non-standard .75 rounding: 1.75= (1 + X/200) * .75 2.33= 1 +X/200 1.33= X/200 266= X That would mean that every piece of equipment would have at least 2 turns by level 266.
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Oct 2 2010, 18:23
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buktore
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@ Sayo
At my current LV (111) ...
No. 6 / 4 turns No. 7 / 6 turns
Everything else = 5 turns
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Oct 3 2010, 00:45
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PSPhreak
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post # 1
1-5 all scaled down to 4 turns
6 scaled down to 3 turns
7 scaled down to 5 turns
8-12 all scaled down to 4 turns
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Oct 3 2010, 04:27
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Conquest101
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Only did the ones that are actually above my level:
Level 224 4. 6 turns 5. 7 turns 6. 5 turns 10. 7 turns 12. 6 turns
This post has been edited by Conquest101: Oct 3 2010, 04:28
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Oct 5 2010, 15:27
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Cyberdemon
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I'm now @ 104. Still no changes...
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Oct 6 2010, 17:36
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Sayo Aisaka
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I don't think you said how much you got for numbers 11 and 12. Everything else stays the same up to at least level 111, btw.
Still need more data for other levels. The more, the merrier...
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Oct 6 2010, 17:45
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Cronauron
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Level 120:
1 = 6 turns 2 = 6 turns 3 = 5 turns 4 = 5 turns 5 = 6 turns 6 = 4 turns 7 = 6 turns 8 = 6 turns 9 = 6 turns 10 = 6 turns 11 = 6 turns 12 = 5 turns
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Oct 6 2010, 17:58
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Death Grunty
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QUOTE(Cronauron @ Oct 6 2010, 09:45)  Level 120:
1 = 6 turns 2 = 6 turns 3 = 5 turns 4 = 5 turns 5 = 6 turns 6 = 4 turns 7 = 6 turns 8 = 6 turns 9 = 6 turns 10 = 6 turns 11 = 6 turns 12 = 5 turns
same @level118
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Oct 7 2010, 09:30
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hybras
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In the order of Sayo's post. I don't feel like writing the item names.
4 4 4 4 4 3 5 4 4 4 4 4
@ lvl 57
This post has been edited by hybras: Oct 7 2010, 09:31
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Oct 7 2010, 18:39
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Cyberdemon
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Now I'm at 105 and still no changes.
1 = 5 turns 2 = 5 turns 3 = 5 turns 4 = 5 turns 5 = 5 turns 6 = 4 turns 7 = 6 turns 8 = 5 turns 9 = 5 turns 10 = 5 turns 11 = 5 turns 12 = 5 turns
Edit: 106, and guess what? No changes.
This post has been edited by Cyberdemon: Oct 9 2010, 03:07
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Oct 9 2010, 10:17
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PsychoticSoul
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1: 4 2: 4 3: 4 4: 4 5: 4 6: 3 7: 5 8: 4 9: 4 10: 4 11: 4 12: 4
@level 47
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Oct 9 2010, 23:45
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Sayo Aisaka
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QUOTE(Cyberdemon @ Oct 7 2010, 17:39)  Now I'm at 105 and still no changes.
Edit: 106, and guess what? No changes.
QUOTE(Sayo Aisaka @ Oct 6 2010, 16:36)  Stays the same up to at least level 111.
Still need more data for other levels.
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Oct 10 2010, 16:55
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hentai_fusion
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QUOTE(Sayo Aisaka @ Oct 2 2010, 06:25)  Lv. 101 (Ascended) 1. 5 2. 5 3. 5 4. 5 5. 5 6. 4 7. 6 8. 5 9. 5 10. 5 11. 5 12. 5
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Oct 10 2010, 17:05
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PsychoticSoul
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1: 4 2: 4 3: 4 4: 4 5: 4 6: 3 7: 5 8: 4 9: 4 10: 4 11: 4 12: 4
@ level 51, still all the same
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Oct 20 2010, 17:39
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Sayo Aisaka
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Well, I got some answers. When I went from level 171 to 172, number 1 went up to 7 turns. So did number 2. And 5, 8, 9, 10 and 11. And all the weapons posted by Torotuna and 4EverLost that didn't make it into my list. Also, the ones that still give me 6 turns all look alike for everyone who's posted so far. So it looks like there's a very limited set of values for base duration. Anyway, this info allowed me to nail down the numbers. The scaling factor is /200, and duration is rounded to the nearest whole number (.5 rounds up). Base duration for the weapons I mentioned above is 3.5. For numbers 3, 4 and 12 it's probably 3 (which would make them go up a turn at levels 34, 100, 167 and 234). For number 6 it looks like 2.5 and for number 7 it looks like 4 (though that one has a wide margin of error). Also, number 7 would be 8 turns if it wasn't capped. That isn't the whole story though. This staff went from 2 to 3 turns somewhere in the mid 160s, which equates to a base duration of about 1.36. So it would seem that staffs have weird multipliers. But I'm not going to investigate this any further. Someone else can look at staffs if they really want to. Finally, thanks to everyone who contributed.
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Nov 8 2010, 03:30
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Sayo Aisaka
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Update. I searched this thread for instances of the proc duration going up a turn, and found enough to confirm that base durations for 1H and 2H weapons are multiples of 0.5. The minimum is 0.5 and the maximum I've seen is 4.0. Not all weapon types can have the full range of values - I haven't looked that in detail, but you might be able to extract some information from the wiki if you're interested. Older weapons without procs effectively have 0 base, of course, and I'm not ruling out the possibility that higher values exist - for example weapon number 1 in my first post is a pre-nerf Shortsword with 3.5 base, while the highest that can drop now appears to be 2.5. Anyway, this means it is actually possible to work out the base duration for many weapons, or at least narrow it down to one of two possible values (the exception being high level 7 turn weapons, due to capping). That means you might be able to work out exactly how much you need to level that Axe you bought before it goes up a turn. This table shows the miminum level at which each base value will give a certain number of turns (note: it assumes the maximum level is 999). CODE Number of Turns
1 2 3 4 5 6 7 +--------------------------- 0.5 | 0 400 800 - - - - 1.0 | 0 100 300 500 700 900 - 1.5 | - 0 134 267 400 534 667 Base 2.0 | - 0 50 150 250 350 450 Duration 2.5 | - - 0 80 160 240 320 3.0 | - - 0 34 100 167 234 3.5 | - - - 0 58 115 172 4.0 | - - - 0 25 75 125
Also, I said I wasn't going to look at Staffs, but in the end I did anyway. I didn't get very far though. There were no examples of one gaining a turn, and very few posts showing the duration being scaled down (or not) at such-and-such a level. The only thing I can say for sure is that the base values are definitely not multiples of 0.5, but what they are multiples of is still a mystery.
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Nov 8 2010, 03:42
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20200
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QUOTE(Sayo Aisaka @ Nov 7 2010, 17:30)  Also, I said I wasn't going to look at Staffs, but in the end I did anyway. I didn't get very far though. There were no examples of one gaining a turn, and very few posts showing the duration being scaled down (or not) at such-and-such a level. The only thing I can say for sure is that the base values are definitely not multiples of 0.5, but what they are multiples of is still a mystery.
If you need data points, we can probably help. I've got a number of very high level staffs. And really, knowing when a staff might gain a 2nd/3rd turn of Ether theft is more important than other proc duration increasing.
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Nov 8 2010, 03:52
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grumpymal
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If you can work out a model related to the base value and scaling formulas that I can implement in code, I can add it to my calc.
This post has been edited by cmal: Nov 8 2010, 03:52
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Nov 8 2010, 23:34
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Sayo Aisaka
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QUOTE(Boggyb @ Nov 8 2010, 01:42)  If you need data points, we can probably help. I've got a number of very high level staffs.
What I would need is not high level staffs, but low level players. As far as the staffs go, anything above about level 170 will do, since they appear not to scale down for players above that level. QUOTE(cmal @ Nov 8 2010, 01:52)  If you can work out a model related to the base value and scaling formulas that I can implement in code, I can add it to my calc.
Well, if I had that table to hand I'd just go down the "number of turns" column and compare the equipment level with the values there. The first number that's less than or equal to the equipment level gives you one possible value for the base. The next line down will give another possible base value if the equipment level is less than the value in the next column along. 1H and 2H weapons can have at most two possible base values... except for 7 turn weapons of course. Those are a bit of a problem, since almost all base values will scale to 7 turns at a sufficiently high level. And then there are staffs, which could have more possible values due to the smaller (as yet unknown) step size. Alternatively, if I didn't have the table, but had a calculator, I'd probably scale the maximum and minimum possible (i.e. un-rounded) values of duration to level 0 and see which multiple(s) of 0.5 lay in that range. Of course, if the player is lower level than the equipment, you could potentially use their level and the scaled duration in a similar calculation, and eliminate any values that weren't in both sets of results. I imagine it could be something of a PITA to code, though...
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