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

 
post Nov 30 2011, 22:31
Post #101
Maximum_Joe



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*shrug*

Okay, leaving it as is.


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post Dec 1 2011, 01:59
Post #102
Ballistic9



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Maybe more accurate to say:

Phys. Accuracy = 1 - (1 - base%) * (1 - orange aura bonus%) * (1 - weapon proficiency*0.5/10/100) * (1 - DEX/10/100) * (1 - AGI/20/100) * (1 - equip_bonus%)

Magic Accuracy = 1 - (1 - base%) * (1 - violet aura bonus%) * (1 - weapon proficiency*0.5/10/100) * (1 - WIS/10/100) * (1 - INT/20/100) * (1 - equip_bonus%)

Phys. Crit Chance = 1 - (1 - base%) * (1 - red aura bonus%) * (1 - armor proficiency*0.25/10/100) * (1 - DEX/25/100) * (1 - AGI/50/100) * (1 - equip_bonus%)

Magic Crit Chance = 1 - (1 - base%) * (1 - indigo aura bonus%) * (1 - armor proficiency*0.25/10/100) * (1 - INT/50/100) * (1 - WIS/25/100) * (1 - equip_bonus%)

(Note: armor proficiency = cloth / light armor proficiencies only, and only when wearing a full set)

equip_bonus = 1 - (1 - weapon slot1 %) * (1 - weapon slot2 %) * (1 - armor slot1 %) * (1 - armor slot2 %) * (1 - armor slot3 %) * (1 - armor slot4 %) * (1 - armor slot5 %)

Also I've noticed there's something wonky with the crit formula, I can't seem to get the number on the character pane. Tested with aura disabled + gearless, still something weird going on.

Edit: updated magic crit formula, cheers skillchip smile.gif

This post has been edited by Ballistic9: Dec 1 2011, 06:44


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post Dec 1 2011, 02:18
Post #103
skillchip



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QUOTE(Ballistic9 @ Nov 30 2011, 23:59) *

Maybe more accurate to say:

Phys. Accuracy = 1 - (1 - base%) * (1 - orange aura bonus%) * (1 - weapon proficiency*0.5/10/100) * (1 - DEX/10/100) * (1 - AGI/20/100) * (1 - equip_bonus%)

Magic Accuracy = 1 - (1 - base%) * (1 - violet aura bonus%) * (1 - weapon proficiency*0.5/10/100) * (1 - WIS/10/100) * (1 - INT/20/100) * (1 - equip_bonus%)

Phys. Crit Chance = 1 - (1 - base%) * (1 - red aura bonus%) * (1 - armor proficiency*0.25/10/100) * (1 - DEX/25/100) * (1 - AGI/50/100) * (1 - equip_bonus%)

Magic Crit Chance = 1 - (1 - base%) * (1 - indigo aura bonus%) * (1 - armor proficiency*0.25/10/100) * (1 - INT/25/100) * (1 - WIS/50/100) * (1 - equip_bonus%)

(Note: armor proficiency = cloth / light armor proficiencies only)

equip_bonus = 1 - (1 - weapon slot1 %) * (1 - weapon slot2 %) * (1 - armor slot1 %) * (1 - armor slot2 %) * (1 - armor slot3 %) * (1 - armor slot4 %) * (1 - armor slot5 %)

Also I've noticed there's something wonky with the crit formula, I can't seem to get the number on the character pane. Tested with aura disabled + gearless, still something weird going on.


Should put in a dummy variable for the armor proficiency to signify they only work when the full set is being used.

As for the wonkyness how far off are you? Maybe you are missing a factor?


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Fun Quotes from IRC
<~tenboro> because I just finished revising my log analyzing tool to work with the new battle log, aand.. it would seem that mages kinda got screwed
<~tenboro> panic achieved. tenboro away!

<Jenga> Evil-Skillchap, through HV.. I understand why distribution of wealth doesn't work, I think its slowly turning me republican

<~tenboro> I don't even remember anything about equipment generation
<~tenboro> and it will soon be moot anyway
<@Maximum_Joe> That's rather ominous
<Mika_Kurogane> ohoho
<viperit> O.o
<~tenboro> DARK DAYS AHEAD
<Jenga> ominous in a good way :X
<~tenboro> but srsly I'm changing it
<Jenga> Evil-Skillchap, you and I have some work to do in the future
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post Dec 1 2011, 04:01
Post #104
Ballistic9



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Should mention that it only happens for magic crit, physical crit works out just fine for some reason. Differences are too big to be rounding errors, haven't run into this problem with the mitigation/accuracy formulae.

Testing naked:
Indigo aura rank 5 (disabled)
INT 402
WIS 394

Magic Crit Chance = 1 - (1 - base%) * (1 - indigo aura bonus%) * (1 - armor proficiency*0.25/10/100) * (1 - INT/25/100) * (1 - WIS/50/100) * (1 - equip_bonus%)

Magic Crit Chance = 1 - (1 - 0.05) * (1 - 0) * (1 - 0*0.25/10/100) * (1 - 402/25/100) * (1 - 394/50/100) * (1 - 0)

Magic Crit Chance = 1 - 0.95 * 1 * 1 * 0.8392 * 0.9212 * 1

Magic Crit Chance = 26.56% (26.40% in stat pane, over value)

-----

Testing with gear set 1:
Staff crit: 4.87%
Cloth armor prof: 318.80
Indigo aura rank 5 (enabled)
INT 475
WIS 489

Magic Crit Chance = 1 - (1 - base%) * (1 - indigo aura bonus%) * (1 - armor proficiency*0.25/10/100) * (1 - INT/25/100) * (1 - WIS/50/100) * (1 - equip_bonus%)

Magic Crit Chance = 1 - (1 - 0.05) * (1 - 0.05) * (1 - 318.80*0.25/10/100) * (1 - 475/25/100) * (1 - 489/50/100) * (1 - 0.0487)

Magic Crit Chance = 1 - 0.95 * 0.95 * 0.9203 * 0.8100 * 0.9022 * 0.9513

Magic Crit Chance = 42.26% (42.50% in stat pane, under value)

-----

Testing with gear set 2:
Staff crit: 6.86%
Cloth armor prof: 318.80
Indigo aura rank 5 (enabled)
INT 489
WIS 480

Magic Crit Chance = 1 - (1 - base%) * (1 - indigo aura bonus%) * (1 - armor proficiency*0.25/10/100) * (1 - INT/25/100) * (1 - WIS/50/100) * (1 - equip_bonus%)

Magic Crit Chance = 1 - (1 - 0.05) * (1 - 0.05) * (1 - 318.80*0.25/10/100) * (1 - 489/25/100) * (1 - 480/50/100) * (1 - 0.0686)

Magic Crit Chance = 1 - 0.95 * 0.95 * 0.9203 * 0.8044 * 0.9040 * 0.9314

Magic Crit Chance = 43.75% (43.60% in stat pane, over value)

This post has been edited by Ballistic9: Dec 1 2011, 04:26


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post Dec 1 2011, 04:53
Post #105
skillchip



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Ok I found your issue, and its wrong on the Primary Attribute section of http://ehwiki.org/wiki/Character_Stats as well. Switch int and wisdom in your equation and it works. Comes out to 43.6 exactly.

Going to go fix the page now

This post has been edited by skillchip: Dec 1 2011, 04:58


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My wiki contribution: Equipment Ranges Updated as of 12/14/2017, contribute gear that falls out of the wiki ranges here If you really want to help download the script in this topic: Equipment Parser and help contribute to the database! or download the script here: [dl.dropboxusercontent.com] Script

Hit me up in the IRC or through PM for specific HV related questions.

Fun Quotes from IRC
<~tenboro> because I just finished revising my log analyzing tool to work with the new battle log, aand.. it would seem that mages kinda got screwed
<~tenboro> panic achieved. tenboro away!

<Jenga> Evil-Skillchap, through HV.. I understand why distribution of wealth doesn't work, I think its slowly turning me republican

<~tenboro> I don't even remember anything about equipment generation
<~tenboro> and it will soon be moot anyway
<@Maximum_Joe> That's rather ominous
<Mika_Kurogane> ohoho
<viperit> O.o
<~tenboro> DARK DAYS AHEAD
<Jenga> ominous in a good way :X
<~tenboro> but srsly I'm changing it
<Jenga> Evil-Skillchap, you and I have some work to do in the future
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post Dec 1 2011, 06:30
Post #106
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Should we ask Tenb if the switch in INT and WIS is intentional?
Because it's haven't been changed for a long time.


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post Dec 1 2011, 06:40
Post #107
Ballistic9



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Nice biggrin.gif

Have some shiny karma~


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post Dec 1 2011, 07:11
Post #108
skillchip



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I believe he corrected me one time when I commented on this same topic. Going to find reference now.

/index.php?showt...p;#entry1193429

QUOTE
post Jul 13 2011, 10:39
Post #515
Tenboro

QUOTE
(skillchip @ Jul 13 2011, 03:15) *

So I found a small bug, unless its not a bug then pardon me.

On my character sheet I have 13.8% spell crit
I only have 60 int and 204 wis
No gear equiped that can increase crit

Assuming that the crit formula follows diminishing returns it would be (1-(1-.05)*(1-60/2500)*(1-204/5000))*100=11.06



You flipped INT and WIS around. (1-(1-.05)*(1-60/5000)*(1-204/2500))*100 = 13.8%.


This post has been edited by skillchip: Dec 1 2011, 07:16


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My wiki contribution: Equipment Ranges Updated as of 12/14/2017, contribute gear that falls out of the wiki ranges here If you really want to help download the script in this topic: Equipment Parser and help contribute to the database! or download the script here: [dl.dropboxusercontent.com] Script

Hit me up in the IRC or through PM for specific HV related questions.

Fun Quotes from IRC
<~tenboro> because I just finished revising my log analyzing tool to work with the new battle log, aand.. it would seem that mages kinda got screwed
<~tenboro> panic achieved. tenboro away!

<Jenga> Evil-Skillchap, through HV.. I understand why distribution of wealth doesn't work, I think its slowly turning me republican

<~tenboro> I don't even remember anything about equipment generation
<~tenboro> and it will soon be moot anyway
<@Maximum_Joe> That's rather ominous
<Mika_Kurogane> ohoho
<viperit> O.o
<~tenboro> DARK DAYS AHEAD
<Jenga> ominous in a good way :X
<~tenboro> but srsly I'm changing it
<Jenga> Evil-Skillchap, you and I have some work to do in the future
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post Dec 1 2011, 07:22
Post #109
varst



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So it's intentional, without any notification? faint.gif


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post Dec 1 2011, 07:31
Post #110
skillchip



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he notified me smile.gif

Few other things on character stats need to be added too changed.
Health Points = (50 + Level * 5 + STR + END * 4) * HP Tank Modifier
Magic Points = (10 + Level + INT * 0.25 + WIS * 0.75) * MP Tank Modifier

needs to be changed to

Health Points = (50 + Level * 5 + STR + END * 4) * HP Tank Modifier * Aura Bonus
Magic Points = (10 + Level + INT * 0.25 + WIS * 0.75) * MP Tank Modifier * Aura Bonus
where Aura bonus is 1.1 for black and white auras

This
Health Regen (per minute) = 20 + (END / 5)
Magic Regen (per minute) = 5 + (WIS / 25)

is actually

Health Regen (per minute) = 20 + (END / 5) * Aura Bonus
Magic Regen (per minute) = 5 + (WIS / 25) * Aura Bonus
Where Aura bonus is (1+0) for no Aura, and +.5 for Rainbow, and +.5 for Gold making the max for it x2

MP gained per turn = Magic Regen / 30
SP gained per turn = Spirit Regen / 30

is now

MP gained per turn = Magic Regen / 15
SP gained per turn = Spirit Regen / 30
Tenboro doubled the regen for mana awhile ago. He also said the base is not affected b the bonuses.

As things are right now I have an upkeep of 1.91
I have 341 wisdom, Gold Aura, and Rainbow Aura.
Character sheet says I have a Magic Regen of 32.3
Magic Regen=5+341/25 = 18.64
/w gold = 5+341/25*1.5 = 25.46
/w gold/rainbow if multiplied = 5+341/25*1.5*.15= 35.69
/w gold/rainbow added = 5+341/25*2= 32.28 ~ 32.3

With the in-combat regen rates stated on the wiki my mp/turn would be 32.3/30=1.076~1.08

However I gain about 1 mana every 4 turns.

If in-combat regen is over 15 instead of 30 my mp/turn becomes 2.152

2.15-1.91=.24 which matches what I am seeing while in combat.

I'll put the changes in later if no one else does

This post has been edited by skillchip: Dec 1 2011, 10:13


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My wiki contribution: Equipment Ranges Updated as of 12/14/2017, contribute gear that falls out of the wiki ranges here If you really want to help download the script in this topic: Equipment Parser and help contribute to the database! or download the script here: [dl.dropboxusercontent.com] Script

Hit me up in the IRC or through PM for specific HV related questions.

Fun Quotes from IRC
<~tenboro> because I just finished revising my log analyzing tool to work with the new battle log, aand.. it would seem that mages kinda got screwed
<~tenboro> panic achieved. tenboro away!

<Jenga> Evil-Skillchap, through HV.. I understand why distribution of wealth doesn't work, I think its slowly turning me republican

<~tenboro> I don't even remember anything about equipment generation
<~tenboro> and it will soon be moot anyway
<@Maximum_Joe> That's rather ominous
<Mika_Kurogane> ohoho
<viperit> O.o
<~tenboro> DARK DAYS AHEAD
<Jenga> ominous in a good way :X
<~tenboro> but srsly I'm changing it
<Jenga> Evil-Skillchap, you and I have some work to do in the future
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post Dec 1 2011, 09:56
Post #111
varst



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Nah

This post has been edited by varst: Dec 1 2011, 10:11


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post Dec 1 2011, 10:05
Post #112
skillchip



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Ah my bad, I'll fix it in my post

This post has been edited by skillchip: Dec 1 2011, 10:05


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My wiki contribution: Equipment Ranges Updated as of 12/14/2017, contribute gear that falls out of the wiki ranges here If you really want to help download the script in this topic: Equipment Parser and help contribute to the database! or download the script here: [dl.dropboxusercontent.com] Script

Hit me up in the IRC or through PM for specific HV related questions.

Fun Quotes from IRC
<~tenboro> because I just finished revising my log analyzing tool to work with the new battle log, aand.. it would seem that mages kinda got screwed
<~tenboro> panic achieved. tenboro away!

<Jenga> Evil-Skillchap, through HV.. I understand why distribution of wealth doesn't work, I think its slowly turning me republican

<~tenboro> I don't even remember anything about equipment generation
<~tenboro> and it will soon be moot anyway
<@Maximum_Joe> That's rather ominous
<Mika_Kurogane> ohoho
<viperit> O.o
<~tenboro> DARK DAYS AHEAD
<Jenga> ominous in a good way :X
<~tenboro> but srsly I'm changing it
<Jenga> Evil-Skillchap, you and I have some work to do in the future
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post Dec 1 2011, 18:28
Post #113
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Does CrysFest take 0.025 stamina per round on Great status?
Yes.
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post Dec 4 2011, 09:19
Post #114
skillchip



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OK, here I go.

On the previous page I posted about how I was working on how to determine the base roll of a piece of gear. The base roll being the integers Tenboro provided us in the past when he did a patch update and stated a range.

For example, physical mitigation for Kevlar is stated to be (20,30) on the 0.5.3 notes which would correspond to (4.2 , 6.3) physical mitigation, which matches the range I found for Kevlar Helmets. There is a separate roll for protection, so protection gear can fall outside this range. Also this range is modified by slot, so the numbers I gave you above only work on Kevlar Helms. The slot a piece of gear belongs too will modify the base roll and is then rounded before the base stat is found.

However in a recent patch things were made difficult due to two things. The first thing that made things difficult was the across the board buff all gear got based on their quality. This boost is about equal to the quality score of a piece of gear. Like a Legendary piece of gear will get nearly an extra +1 to the roll of all its stats, while a crude will only gets around +0.4 and average around +0.6. This quality piece can be calculated from the residuals when converting a base value to a roll, or by just looking at the base Primary Attribute Bonuses and seeing what value is in the hundredths place. This would give you a good ballpark estimate.

The second thing that makes things difficult on certain pieces of gear is the "Coolness" that has been bestowed to gear of Exquisite, Magnificent, or Legendary quality. This 5%, 10%, and 20% coolness is actually a factor that is applied to the base roll and then rounded before the base stat is found.

To determine the Base Roll of a piece of gear it needs to be converted from the base stat to the Total Roll, which is equal to the Piece Roll, Suffix Roll, and Quality Bonus.

CODE
Total_Roll = Scaled_Base_Roll + Scaled_Suffix_Roll + Quality_Bonus
or
Total_Roll = Base_Stat/Stat_Factor


The second equation would be used more commonly because the Base Stat of a piece of gear can be seen if you are using HV Hud Equipment Base Stat, or Cmal's Scaling Calculator and looking at the Base Stat of a piece of gear.

To go from Scaled Base Rolls and Scaled Suffix Rolls the following is used

CODE
Base_Roll = Round(Round(Scaled_Base_Roll/Quality_Mod,0)/Slot_Mod,0)

Suffix_Roll = Round(Round(Scaled_Suffix_Roll/Quality_Mod,0)/Slot_Mod,0)

where Quality_Mod = 1.2 for Legendary, 1.1 for Magnificent, 1.05 for Exquisite, and 1 otherwise
and Slot_Mod = 1.0 for helms and weapons/shields, 1.2 for body, 1.1 for legs, .9 for hands, and .8 for feet


To get from the Total Roll to the actual Base Roll or Base Stat to Total Roll takes some work, because it happens in a few steps and rounding occurs at many of these steps.

First lets go from a Base Stat to Total Roll. Average Kevlar Helmet of Dampening will be the piece of gear used in the example, and Physical Mitigation will be the stat. 0.21 is the Stat Factor for Physical Mitigation.

Total_Roll = 5.8/0.21 = 27.619 which can then be split into 27 and 0.619 which correspond to the Scaled_Base_Roll and the Quality Bonus. In this case the Scaled Base Stat is equal to the Base stat because the quality is below exquisite, and the piece of gear is in a helm slot.

Now for something a bit more complicated. Exquisite Kevlar Boots of Deflection. Once again Physical Mitigation will be the stat looked at.

Total_Roll = 5.01/.21 = 23.857 which can be split into 23 and 0.857 which correspond to the Scaled Base Stat and Quality Mod. Suffix mod is 0 because Deflection has no effect on Physical Mitigation. It would need to be found though trial and error if this was a Protection piece.

So now we need to go from the Scaled Base Roll to the actual Base Roll
Base_Roll = Round(Round(23/1.05,0)/.8,0)= 28
Step by step:
23/1.05=21.9 ~ 22
22/0.8= 27.5 ~ 28
so this piece isn't that far off from the max possible Physical Mitigation for a non Protection piece of gear.

To get back to the Scaled Roll which is in turned used to determine the base stat use the following

CODE
Scaled_Base_Roll=Round(Round(Base_Roll*Slot_Mod,0)*Quality_Mod,0)


Scaled_Base_Roll=Round(Round(28*.8,0)*1.05,0)=23
Step by step:
28*.8=18.4 ~ 22
22*1.05=23.1 ~ 23

which can be added back to the Quality Bonus to get the Total Roll and turned back into the base stat
23+0.857=23.857
23.857*.21=5.01

If the Base Roll had been a 30, which is the best for Kevlar then the boots would've had a scaled base roll of 25, so the best an exquisite non protection boot can be without the quality modifier would be 5.29 and if given the same bonus as the example its Mitigation would be 5.43. Legendary Boots with a full +1 mod would be 6.3 which would make them as good as the old helms!

If someone would like to help me set up a wiki page where the Factor Table and min/max base rolls for each type of gear can be posted that would be great. I'm not sure if I could make it myself without making it terrible. Also I can post the factor table here if you would like. The min/max table is still in progress.

Special thanks to Varst, and Tiap.
Varst for pushing me in the right direction and collaboration
Tiap for a script to help me compile all the data needed

This post has been edited by skillchip: Dec 4 2011, 09:22


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My wiki contribution: Equipment Ranges Updated as of 12/14/2017, contribute gear that falls out of the wiki ranges here If you really want to help download the script in this topic: Equipment Parser and help contribute to the database! or download the script here: [dl.dropboxusercontent.com] Script

Hit me up in the IRC or through PM for specific HV related questions.

Fun Quotes from IRC
<~tenboro> because I just finished revising my log analyzing tool to work with the new battle log, aand.. it would seem that mages kinda got screwed
<~tenboro> panic achieved. tenboro away!

<Jenga> Evil-Skillchap, through HV.. I understand why distribution of wealth doesn't work, I think its slowly turning me republican

<~tenboro> I don't even remember anything about equipment generation
<~tenboro> and it will soon be moot anyway
<@Maximum_Joe> That's rather ominous
<Mika_Kurogane> ohoho
<viperit> O.o
<~tenboro> DARK DAYS AHEAD
<Jenga> ominous in a good way :X
<~tenboro> but srsly I'm changing it
<Jenga> Evil-Skillchap, you and I have some work to do in the future
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post Dec 4 2011, 16:35
Post #115
hzqr



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Some name suggestions to clear things up:

Scaled_Base_Roll → Slot_Base_Roll
Scaled_Suffix_Roll → Slot_Suffix_Roll
Total_Roll → Slot_Roll

I get what you mean by Scaled, but it reminds of the wrong type of scaling.

It then would become: (‹ x › = Round(x))
CODE
Slot_Roll = Slot_Base_Roll + Slot_Suffix_Roll + Quality_Bonus
or
Slot_Roll = Base_Stat/Stat_Factor

CODE
Base_Roll = ‹ ‹Slot_Base_Roll/Quality_Mod› / Slot_Mod ›

Suffix_Roll = ‹ ‹Slot_Suffix_Roll/Quality_Mod› / Slot_Mod ›

CODE
Slot_Base_Roll= ‹ ‹Base_Roll*Slot_Mod› * Quality_Mod ›
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post Dec 4 2011, 21:07
Post #116
skillchip



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Looks much cleaner and will probably cause less confusion. I was having trouble coming up with the right names for everything.


--------------------
My wiki contribution: Equipment Ranges Updated as of 12/14/2017, contribute gear that falls out of the wiki ranges here If you really want to help download the script in this topic: Equipment Parser and help contribute to the database! or download the script here: [dl.dropboxusercontent.com] Script

Hit me up in the IRC or through PM for specific HV related questions.

Fun Quotes from IRC
<~tenboro> because I just finished revising my log analyzing tool to work with the new battle log, aand.. it would seem that mages kinda got screwed
<~tenboro> panic achieved. tenboro away!

<Jenga> Evil-Skillchap, through HV.. I understand why distribution of wealth doesn't work, I think its slowly turning me republican

<~tenboro> I don't even remember anything about equipment generation
<~tenboro> and it will soon be moot anyway
<@Maximum_Joe> That's rather ominous
<Mika_Kurogane> ohoho
<viperit> O.o
<~tenboro> DARK DAYS AHEAD
<Jenga> ominous in a good way :X
<~tenboro> but srsly I'm changing it
<Jenga> Evil-Skillchap, you and I have some work to do in the future
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post Dec 18 2011, 07:24
Post #117
Maximum_Joe



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Added some non-HV questions for giggles.


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post Dec 18 2011, 15:57
Post #118
hzqr



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How much Power does a Karma Level add?
Power = Base Power * Power Multiplier

Base Power → affected by registration date, posts, level, Power Tank, etc.
Power Multiplier → (Karma Level - 1) * (1/6) * Aura Multiplier
Aura Multiplier → sum of all the Aura Bonuses (Primary → +0.07 each, Bronze → +0.25, Silver → +0.5, Gold → +1.0, etc)

What does "Disable delayed folder loading" do?
Disabled → Folder infos are fetched when the page is generated (statically)
Enabled → Folder infos are fetched on request, when the user expands a folder root (dynamically, using AJAX)
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post Dec 18 2011, 15:59
Post #119
Drksrpnt



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Do expunged galleries still award GP?

Probably. I know for a fact that removed/deleted galleries still reward GP, so I don't see why the same wouldn't happen for expunged galleries.

This post has been edited by Drksrpnt: Dec 18 2011, 16:00


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My Uploads, includes various Members Only doujin-moe translations and DLSite/FANZA(DMM) sets.

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post Dec 18 2011, 16:24
Post #120
GeForce310



All the ponies in this town are CrazY! cRaZy! CrAzY!
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QUOTE(Drksrpnt @ Dec 18 2011, 21:59) *

Do expunged galleries still award GP?

Probably. I know for a fact that removed/deleted galleries still reward GP, so I don't see why the same wouldn't happen for expunged galleries.


Shouldn't the expunged/removed/deleted galleries STOP awarding GP? Shouldn't the system be able to handle this?
It would really be unfair to those uploaders who keep within the guidelines/RoE, BUT to still reward those that abuse it, that would just be plain outright unjust.

Similarly, Do the expunged galleries get deleted from the system, BY the system after a period of time? AFAIK, these expunged galleries are normally deleted by the owners themselves, unless of course the expunged galleries have seriously violated the RoE, especially on Child-Porn (which I strongly support), then the moderators immediately step-in to delete them.


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