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Old 04-29-2008, 18:05   #16
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David "Doer" Falkayn
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Quote:
Originally Posted by wizzszz View Post
Well, indeed, never saw 533.33 as 1600/3, as the others are such a nice multiple of 20 Stupid me :P
That came from MG Mighty's thread on health, which was the first rational explanation for the skill contributions to health that i saw. Attributes fit in there as well:
1600/40=40

Quote:
do you at least get good results with your method when you check only avatars with a stamina of 1?
Stamina 9 Avatars (Health, deviation from predicted health)
91 0.66
92 0.22
92 -0.18
95 -0.22
95 0.78
97 -0.65
98 -2.37
99 0.19
100 0.64
102 0.34
102 0.61
102 -0.50
103 -0.14
103 -0.19
104 0.55
105 -0.05
107 0.26
108 -1.04
108 -0.09
110 -0.40
110 -0.25
111 -0.77
111 -0.30
111 0.32
114 0.27
116 -0.28
117 0.54
117 0.54
117 -0.40
121 -0.15
121 -0.31
123 1.12
125 0.35
125 0.54
126 0.41
128 -0.20
129 0.28
130 0.42
131 0.06
133 -0.62
134 -0.64
135 -0.22
136 -0.24
139 0.26
142 -0.22
145 -0.20
149 -0.60
155 0.86
162 0.48
172 0.24
175 -0.24
176 -0.54
176 1.05

Stamina 1 Avatars
89 1.37
90 0.50
92 0.95
97 0.08
100 0.16
105 -0.42
144 0.73


One additional problem is that some of these were probably uploaded before the health was shown to a decimal value, and therefore are off by +-1 anyway.

Quote:
I played a lot with skill sets i made my on own during the last months (partially taken exactly on a "you've gained additional health" message), and still wasn't able to figure out some good numbers for the attributes, infact it worked a lot better when i changed some of the skill contributions.

My Avatar
143.0 0.60
143.0 0.98
143.0 1.16
143.0 1.28
144.0 0.76
144.0 0.92
144.0 1.04
144.0 1.23
144.0 1.41
145.0 0.47
145.0 0.76
145.0 0.93
145.0 0.99
145.0 1.16
145.0 1.35
145.0 1.46
146.0 0.52
146.0 0.64
146.0 0.76
146.0 0.88
146.0 0.97
147.0 0.96
147.0 1.36
148.0 0.47
148.0 0.61
148.0 0.79
148.0 0.98
148.0 1.07
148.0 1.22
149.0 0.48
149.0 0.54
149.0 0.71
149.0 0.94
149.0 1.13
149.9 0.50
150.2 0.49
150.3 0.49
150.4 0.49
150.5 0.51
150.6 0.51
150.7 0.51
150.8 0.51
150.9 0.51
151.0 0.51
151.1 0.50
151.2 0.50
151.3 0.50
151.4 0.51
151.5 0.52
151.6 0.52
151.7 0.52
151.8 0.52
151.9 0.52
152.0 0.51
152.3 0.51
152.6 0.51
152.7 0.52
155.7 0.54
156.0 0.53
156.1 0.53

I tried playing around with different values back when the 1600-trend was pointed out, both with my skills and some very high avatar skills, and nothing else came close to being as accurate at predicting all the values. As you can see, there's a very gradually increasing error visible since the decimal values of health became available. That becomes more pronounced for very highly skilled avatars. The difference is very subtle, so it's either due to a very slowly increasing skill (ie. not one of the known contributors) or some modifier effect (from an attribute, perhaps -- maybe health itself ). All the known contributors that i have would make too big of a difference if they were off by even a few points.

Quote:
You may see it as unnecessary to gather the data again, but additional confirmation with more precision should reveal what went wrong up to now, at least IMO.
So it's not that i don't see it as necessary, just as effort better spent eliminating the skills currently not considered to give health and creating a large body of very precise data so that baseline health and more subtle modifiers can be teased out.

Edit: I forgot to reset the base health to the currently used value before i printed out my health values, which is why they're off more than in the previous example i gave.

Last edited by Doer; 04-29-2008 at 18:16.. Reason: Oops
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05-01-2008 jdegre for all the hard work on number crunching 500.00