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> EHWiki Report Thread, Add missing or fix existing data - don't use this for equipment ranges please

 
post Oct 23 2012, 17:11
Post #641
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I think the word choice confused me. As far as more PAB -> more quality on the equip is concerned, I'm of the opinion this was intentional (not accidental) but yes I agree it's not the only method to get that bonus quality.

As for actual number of PAB vs expected number of PAB, arkhen's boots may support that hypothesis.
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post Oct 23 2012, 17:45
Post #642
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QUOTE(Slobber @ Oct 23 2012, 23:11) *

I think the word choice confused me. As far as more PAB -> more quality on the equip is concerned, I'm of the opinion this was intentional (not accidental) but yes I agree it's not the only method to get that bonus quality.

As for actual number of PAB vs expected number of PAB, arkhen's boots may support that hypothesis.


It's more like 'support from Tenb's words and tons of data'. And probably the only known method to get bonus quality. As least I don't think (or want) there's more.

[docs.google.com] https://docs.google.com/open?id=0B6qhgHRgMeWVUlVsZE5zQXc4UkU

Data's here, but if you can't get the file later, probably I've updated that again. Note that this is a 30 MB file.
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post Oct 23 2012, 22:10
Post #643
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BTW, I am too bored and start to try finding the relationship between quality and the number of rounds of IW again. After several tries, suddenly...

IW round = 200*(x^2), where x = item's quality, min IW rounds = 25 and max IW rounds = 200, seems to fit everything.

As for quality, it can be approximated by the formula mentioned before:

quality = (lv.0 potency - 100)/250

So if you want to find the number of rounds of IW for a certain equip,
1. look at the lv.0 potency
2. approximate the quality factor with the second formula.
3. substitute quality into the first formula to find the approximate number of rounds.

It's approximate since lv.0 potency is actually a round-off of the original quality value, not the other way round. But the error should be within 1 round.

This post has been edited by varst: Oct 23 2012, 22:13
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post Oct 23 2012, 22:15
Post #644
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I've checked on a few items and it's as you said. Nice find (IMG:[invalid] style_emoticons/default/smile.gif)
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post Oct 23 2012, 22:41
Post #645
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QUOTE(skillchip @ Oct 23 2012, 13:29) *

Would be nice if we could get actual min rolls lol, too bad flimsy has a different standard then drops now. If you can find the worst crude possible it would be appreciated.


doing crudes would be easy since there are so many of them in the bazaar. I just looked and they had a range of 157-212. So it wouldn't take long to find their range
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post Oct 24 2012, 01:20
Post #646
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QUOTE(4EverLost @ Oct 23 2012, 20:41) *

doing crudes would be easy since there are so many of them in the bazaar. I just looked and they had a range of 157-212. So it wouldn't take long to find their range


I was refering to the quality calculation where we need the min/max values (IMG:[invalid] style_emoticons/default/smile.gif)

But yeah, I think I need to relook at the ranges of quality
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post Oct 31 2012, 20:38
Post #647
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Dug up something interesting.

QUOTE(Tenboro @ Oct 6 2009, 12:07) *

Well. For quality, you do a roll between 1 and 1000. The loot quality bonus is simply added to that. When it has rolled to see what type of consumable you get, it uses the loot quality to look up what tier of item you get. If you get a restorative, you'd need a quality of 1300 or more to get a Godly potion, which means that to even have a chance of reaching that you'd need a 1500+ base bonus just to have a chance of getting it on Cake - which is a very high bonus. For an hourly encounter it is base 250, and the "round bonus" caps at +500.

Luck of the Draw helps a bit of course, in the example above you'd "just" need +1200 with capped luck. But generally, you won't see many Godlies in cake, since you'd need a fairly high bonus from the monster itself to reach it.
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post Oct 31 2012, 23:34
Post #648
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Few things at the bottom of the spectrum (but still recent). Pity they're leather and cotton rather than interesting stuff, but that's what's common at the low levels where you can actually roll that low.

138
132 <- Worst PXP I've ever seen.

This post has been edited by PK678353: Oct 31 2012, 23:35
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post Nov 1 2012, 02:04
Post #649
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QUOTE(Maximum_Joe @ Oct 31 2012, 18:38) *

Dug up something interesting.


1: how did you quote that?

2: The problem with most of those things Tenboro said, is that Tenboro said them, and they are from a long time ago (IMG:[invalid] style_emoticons/default/sad.gif)
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post Nov 1 2012, 04:07
Post #650
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QUOTE(skillchip @ Oct 31 2012, 16:04) *

1: how did you quote that?

Toggle mutliquote on the post then replied to this thread.

QUOTE
2: The problem with most of those things Tenboro said, is that Tenboro said them, and they are from a long time ago (IMG:[invalid] style_emoticons/default/sad.gif)

A lot of data we have on the wiki is based on very old but unchanged numbers. I doubt he overhauled anything in the item quality formula (equipment yes, but only the PAB thing).
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post Nov 1 2012, 06:53
Post #651
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I've been trying to figure out how to make multiquote work. Thanks.

And I'd say there is a pretty high chance he reworked the quality bonus formula to rebalance it

This post has been edited by skillchip: Nov 1 2012, 06:54
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post Nov 2 2012, 20:10
Post #652
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QUOTE

The formula for determining Channeling chance.


In the 0.6.0 patch notes, it says,

QUOTE(Tenboro @ Jul 10 2011, 10:50) *

- The mechanics of Channeling has changed. It is no longer triggered from Ether Theft, but will randomly trigger whenever you cast any spell. The exact chance of the spell triggering depends on how much mana the spell costs compared to your base mana.


I did some testing in Crysfest on Easy, and the results were close to (spell cost / base mana).

Magic Missile - cost 0 - 0 Channeling in 100 casts

Cure - cost 36 base mana 743.0 (1 : 20.64) 12 Channeling in 300 casts (1 : 25.00)
ratio of the ratios: 1.21

Heartseeker - cost 177 base 743.0 (1 : 4.20) 12 Channeling in 61 casts (1 : 5.08)
1.21

Heartseeker - cost 348 base 502.0 (1 : 1.44) 12 Channeling in 20 casts (1 : 1.67)
1.16

So maybe a chance of (spell cost) / (base mana * 1.2).
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post Nov 2 2012, 20:47
Post #653
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I'll put that as an estimate, thanks!
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post Nov 3 2012, 22:04
Post #654
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Monster lab:

- Fleeing from a battle now counts as a victory for the monsters involved. However, a cooldown has been added to how often a player can count towards a win.

- Monsters now have a small chance of bringing materials even if they have not killed anything. (+1 is added to the kill count for the purpose of calculating the probability.)

Shouldn't these be added (the equation fixed)?
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post Nov 13 2012, 19:18
Post #655
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QUOTE(Maximum_Joe @ Sep 29 2012, 07:49) *

Token distribution rate needed. I'm predicting 60/40 for Chaos/Blood.

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post Dec 5 2012, 04:22
Post #656
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QUOTE(mechafujoshi @ Nov 2 2012, 18:10) *

In the 0.6.0 patch notes, it says,
I did some testing in Crysfest on Easy, and the results were close to (spell cost / base mana).

Magic Missile - cost 0 - 0 Channeling in 100 casts

Cure - cost 36 base mana 743.0 (1 : 20.64) 12 Channeling in 300 casts (1 : 25.00)
ratio of the ratios: 1.21

Heartseeker - cost 177 base 743.0 (1 : 4.20) 12 Channeling in 61 casts (1 : 5.08)
1.21

Heartseeker - cost 348 base 502.0 (1 : 1.44) 12 Channeling in 20 casts (1 : 1.67)
1.16

So maybe a chance of (spell cost) / (base mana * 1.2).


Was that base, or visible mana cost?
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post Dec 8 2012, 00:16
Post #657
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When you look at grindfest why aren't there any links/info on credit drops and how they scale for different difficulties?
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post Dec 8 2012, 01:14
Post #658
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https://forums.e-hentai.org/index.php?s=&am...t&p=1698987

wasn't sure where to put it so I was waiting for joe to do it
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post Dec 8 2012, 02:05
Post #659
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It's technically already there.

http://ehwiki.org/wiki/Credits#Acquisition_And_Uses
+
http://ehwiki.org/wiki/Difficulty#Challenge_Level
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post Dec 8 2012, 03:52
Post #660
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But not in an easy to see table
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