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#11 | ||||||||
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Prowler
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If someone edits the file by hand (i.e. because of scanning errors), it will be marked as changed on upload, and therefore useless for your calculations... Well, just a thought, i think we'll get it nailed down this time with a shared effort, now that we have the detailed health. If we have the contribution of the skills as exact as possible, it will be no problem to find the contribution of the attributes. Quote:
If you assume +/- 2.5 pixels, that would be pretty exactly +/- 0.02 health points, and for the skills, the error is neglectable when the chipping resulted in a change > 500 points. |
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#12 | ||||||||
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Elite
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Another source of trouble in this context is that you can actually deselect the box that updates the health value when you upload skills. Quote:
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__________________
Champion of reason, unraveler of MA's mysteries...forever n00ber Myth busters: Evade/Defense Skills Weapon damage Armor decay Unlocking Skills Weapon attachmentsOther esoterica: My Story Luck Project Entropia: what's in a name? More bang
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#13 | |||||||
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Prowler
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But there is a much more simple solution: The skill scanner could ask for a direct upload to i.e. jdegre.net directly after scanning. Or gather some people who are willing to provide the unchanged .csv files for that purpose. I keep backups of mine, although i do not verify the scanned values other than by estimated total skills value. However, let's see what we can gather here, i.e. the 533.3 for athletics and melee combat listed on entropedia always seemed a bit odd to me, imo a result of neglecting the decimals of health before & after chipping. (not sure if jdegre uses them in his formula though) Last edited by wizzszz; 04-29-2008 at 15:24. |
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#14 | |||||||
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Elite
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1600/3 = 533.33... 1600/4 = 400 1600/5 = 320 1600/8 = 200 The fact that the 1600-based numbers work so well is why i think it's only in attributes/modifiers and/or base values that we're off. It's true that the rounding could introduce some error, but that's only on the order of 0.0012 HP/10k skills. ![]() |
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#15 | |||||||
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Prowler
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Stupid me :PThe rounding was more meant towards full healthpoints, as we had no decimals before. Well, still it hasn't been possible to nail it completely down so far (and some of the new skills and several unlocks are missing), do you at least get good results with your method when you check only avatars with a stamina of 1? 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. 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. Last edited by wizzszz; 04-29-2008 at 16:22. |
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#16 | ||||||||||
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Elite
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1600/40=40 Quote:
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:
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:
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 17:16. Reason: Oops |
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| EFD Awarded to Doer for this Post | |||
| Date | User | Comment | Amount |
| 05-01-2008 | jdegre | for all the hard work on number crunching | 500.00 |
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#17 | ||||||
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Moderator
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Well, was going to go to CP for the afternoon but the malls let me down with only 2 out of 7 parts of Serum found.
So did my skills instead. Scanner reads my health as 154.45, Optimiser calculates it as 154.28. Full list of skills: http://www.entropedia.info/Info.aspx...Avatar&id=2786 |
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#18 | ||||||
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Prowler
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I've read MG Mighty's thread, i've read almost every post ever made on that topic.
My data are a bit different, as my skills rise, the error (0.25 points less than predicted by the chipping optimizer back then) get smaller as my skills rise. The 1600 thingie always sounded very plausible, but there is still an error left. With the old data, we can't be sure if it's not maybe 1610 or 1590. (The 1600 is a nice number for humans, computers would prefer i.e. 1536 = 0x600) And, we can't be sure if there aren't other skills that contribute like 1600/0.5 = 1 HP per 3200 or even less, too. Such small contributions could very well slip through the detection by fapping. We should generally separate old avatars with a stamina of 9 and newer avatars with a stamina of 1, it's very likely MA was forced to add/take some points of the base health to not change the HPs of older avatars too much on the last skill nerf. This can only be done if we have the best possible data available, to minimize the error, and i'm pretty confident this thread will help revealing some things we haven't thought of before. And even if not, it's a good start to gather people working on the health formula again. The effort to maintain this thread is minimal, most of the data will come from people chipping out anyway. We still have no real good formula, and everytime i get stuck, i return to the start and re-validate the basics, and that's the idea behind this thread. And i'm sure you'll agree that research on health is kinda "stuck" atm. |
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#19 | |||||||
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Prowler
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![]() 100 ped and i'll delete the quote ![]() |
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#20 |
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Moderator
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