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Old 04-28-2008, 13:27   #1
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Impact on health of chipping skills

Purpose of this thread:

The contribution of the skills to health has been resolved in this thread.
A few rare unlocks remain to be checked (listed below)

If you have one of this unlocks, please take a complete snapshot of your skills and contact either me, Doer or Jimmy B. via PM here on EF.

Contribution to health:
  • 148/1600 = 9.2500% Stamina
  • 80/1600 = 5.0000% Strength
  • 40/1600 = 2.5000% Agility
  • 20/1600 = 1.2500% Intelligence
  • 20/1600 = 1.2500% Psyche
  • 8/1600 = 0.5000% Commando
  • 5/1600 = 0.3125% Courage
  • 4/1600 = 0.2500% Coolness
  • 3/1600 = 0.1875% Athletics
  • 3/1600 = 0.1875% Melee Combat
  • 2/1600 = 0.1250% Combat Sense
  • 2/1600 = 0.1250% Dexterity
  • 1/1600 = 0.0625% Combat Reflexes
  • 1/1600 = 0.0625% Drilling
  • 1/1600 = 0.0625% Handgun
  • 1/1600 = 0.0625% Mining
  • 1/1600 = 0.0625% Perception
  • 1/1600 = 0.0625% Prospecting
  • 1/1600 = 0.0625% Rifle
  • 1/1600 = 0.0625% Serendipity
  • 1/1600 = 0.0625% Surveying
  • 1/1600 = 0.0625% Weapons Handling

Contribution to health still unknown:
  • Beauty Sense
  • Coloring Methodology
  • Doctor
  • Equipment Methodology
  • Force Merge
  • Glamor
  • Industrialist
  • Manufacture Methodology
  • Mindforce Harmony
  • Quality Sense
  • Robotology
  • Surface Composition

Last edited by wizzszz; 05-02-2008 at 23:20.
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Date User Comment Amount
05-01-2008 jdegre excellent inititative! 500.00
04-29-2008 levithanikos This is a very nice briefing! Thanks Wizzszz. 500.00
Old 04-28-2008, 13:35   #2
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Get it now =)

Last edited by List Living; 04-28-2008 at 13:48. Reason: stupid =)
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Old 04-28-2008, 13:40   #3
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Quote:
Originally Posted by List Living View Post
Isnt this all already known? i mean jdegres skill calculator works correctly, or i got this wrong
No, not at all, we have estimated numbers, some confirmed, some unconfirmed, and a variety of higher level unlocks that are completely unknown.


This post popped up today:

Quote:
Originally Posted by ruslan View Post
Weird.

I've just SkillScanned myself and the scanner told me that my HP is at 126.11,
BUT when I loaded all the skills to the Chipping Optimizer as a .csv file it
told me that I have 127.3 HP?

umm, help?


Thanks,
Rus
I was always a bit off for me, too, and a lot of research was going on to finally fix this.
However, since we have the detailed health displayed, nobody made use of the additional digits yet, so here we go.
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Old 04-28-2008, 13:51   #4
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The idea that skills contribute to the amount of 1600/n per hp works so well that i think the only unknowns are in the precise effect of attributes or perhaps a skill or two where n<1. The problem is, each skill that gives HP should allow you to FAP right after you get a gain, so i think they've all been tested. Nevertheless, it would be a start to compile a list of every skill gain after which you can't FAP. We'll need two confirmations of each to verify, due to regenerations.

An easier way to solve this if there were enough complete skill sets in wiki would be to do it the way i did some of the explosives skill contributions, by using a script that tries different permutations to find a fit.

In Ruslan's case it's almost certainly a missing or miss-scanned skill. Deviations from the current predictions that big don't happen at such low skill levels.
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Old 04-29-2008, 00:25   #5
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Quote:
Originally Posted by MG Mighty View Post
Contribution of Coloring:

=> 47% in Colorer
=> 5% in Material Designer
(No gain in Health)


Click to enlarge
Stole this from Jimmy B.'s thread

Added to first post.
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Old 04-29-2008, 12:21   #6
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First of all, great to see this task re-activated; it is about time that we nail down the HP calcs

Quote:
Originally Posted by wizzszz View Post
You may as well use Jdegres skill scanner and post the numbers for Health and the chipped skill here, but i'm not sure if the way the decimals are generated is 100% correct, so screenies are preferred!
you can use screens or the csv's, whatever works better for you; however, i can tell you that the reason for the skill scanner to generate "inconsistent" decimals is that the edges of the green bars are heavily anti-aliased and blended with the background color.

so, what the skill scanner does is to filter the image to sharpen the edges of the bar, and this sharpening is dependent on the brightness of the environment where the screenshot was taken. you can do the same with your "eye", but it is not bullet-proof, either; sometimes it is really hard to say if a certain pixel belongs to the green bar, or not.
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Old 04-29-2008, 13:47   #7
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Quote:
Originally Posted by Doer View Post
The idea that skills contribute to the amount of 1600/n per hp works so well that i think the only unknowns are in the precise effect of attributes or perhaps a skill or two where n<1. The problem is, each skill that gives HP should allow you to FAP right after you get a gain, so i think they've all been tested. Nevertheless, it would be a start to compile a list of every skill gain after which you can't FAP. We'll need two confirmations of each to verify, due to regenerations.

An easier way to solve this if there were enough complete skill sets in wiki would be to do it the way i did some of the explosives skill contributions, by using a script that tries different permutations to find a fit.

In Ruslan's case it's almost certainly a missing or miss-scanned skill. Deviations from the current predictions that big don't happen at such low skill levels.
There's three possible sources of error imo:

(i) High level unlocks that no-one has posted info about (MF ones have been talked about quite a bit recently as possibles, but there's others that haven't been checked in detail either)
(ii) Unusual skills that most people have level 1 in. I'm thinking stuff like Animal Taming, Animal Lore, etc - don't know how well the rarer skills have been tested
(iii) Attributes

Anyway, good job starting this off wizz, I'll post my data later - I guess we can just get the skill values from jedgre's scanner rather than using screen shots?

[EDIT: Having read on - what sort of error does the scanner have in the decimals jdegre? I'm guessing its pretty small so OK for these purposes?]
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Old 04-29-2008, 14:09   #8
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Quote:
Originally Posted by Jimmy B View Post
There's three possible sources of error imo:

(i) High level unlocks that no-one has posted info about (MF ones have been talked about quite a bit recently as possibles, but there's others that haven't been checked in detail either)
(ii) Unusual skills that most people have level 1 in. I'm thinking stuff like Animal Taming, Animal Lore, etc - don't know how well the rarer skills have been tested
(iii) Attributes
The problem is that there seems to be a lot of variability at all different levels of avatar advancement, but data reliability is a big problem. I have that script that pulls down skills from wiki and crunches it, but it's a perpetual problem to know if the player has uploaded a complete set and how accurate the numbers are. We really need to establish the base HP with some degree of accuracy for new and old -- maybe that's been done. My skills predict a number very close to my actual health, and i have enough of the taming skills that it would skew it -- assuming the baseline is correct.

If people could upload a complete (i.e. all skills over 1.0) and accurate (i.e. using jdegre's scanner and checking that the professions it predicts are correct) skill snapshot to wiki and then post here, i could selectively grab their data and then let the program look for trends and such.
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Old 04-29-2008, 14:24   #9
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Quote:
Originally Posted by Doer View Post
If people could upload a complete (i.e. all skills over 1.0) and accurate (i.e. using jdegre's scanner and checking that the professions it predicts are correct) skill snapshot to wiki and then post here, i could selectively grab their data and then let the program look for trends and such.
The problem is that you have to change the "Add skills with more than" manually to 0, otherwise it won't update the skills from the scanner data.

Maybe talk to witte to make him remove it, and i.e. add a "source column" that is set to "skill scanner" on upload of a file, and to "manually" if a single skill is changed by hand afterwards.

@ Jimmy B.
I think the error is not much more than 1 or 2 pixels, this won't make much of a difference, because it should be safe that MA used multiples of 10 (well, more like 100) for the calculation of health.

Not exactly sure how many pixels the bar has atm, we can include an error margin for the results until we get enough data (or bigger chipping changes).
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Old 04-29-2008, 14:32   #10
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Quote:
Originally Posted by wizzszz View Post
The problem is that you have to change the "Add skills with more than" manually to 0, otherwise it won't update the skills from the scanner data.
No, it only excludes skills not over 1.0 so that isn't a problem. The problem is people uploading incomplete sets or doing it by hand, which is obviously not going to be as precise.

Quote:
Not exactly sure how many pixels the bar has atm
124. Each bar (light green, dark green, light green...) is a single pixel in width.
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