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Old 04-29-2008, 13:55   #301
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Has it been established that the base HP changed for the new avatars? I've been playing with my script that pulls down avatar skills from wiki and found a different base 88.43 (old) vs. 87.95 (new) on a set of 43 avatar data (where all were +-2 hp from predicted values), but there are still large deviations and it's impossible to know if the skill set is complete and correct.

If i sort the avatars by total HP, there's no clear trend to the amount of deviation -- it's all over the place.
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Old 04-29-2008, 14:16   #302
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Quote:
Originally Posted by Doer View Post
Has it been established that the base HP changed for the new avatars? I've been playing with my script that pulls down avatar skills from wiki and found a different base 88.43 (old) vs. 87.95 (new) on a set of 43 avatar data (where all were +-2 hp from predicted values), but there are still large deviations and it's impossible to know if the skill set is complete and correct.

If i sort the avatars by total HP, there's no clear trend to the amount of deviation -- it's all over the place.
Did you take into consideration that Stamina might give health as well?

Can't find the post, but someone filed a support case because his stamina was 1 on his "pre-nerf" avatar.
MA changed it to 9 and health increased.
(unfortunately that was before we had the detailed health)
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Old 04-29-2008, 14:24   #303
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Quote:
Originally Posted by Doer View Post
Has it been established that the base HP changed for the new avatars? I've been playing with my script that pulls down avatar skills from wiki and found a different base 88.43 (old) vs. 87.95 (new) on a set of 43 avatar data (where all were +-2 hp from predicted values), but there are still large deviations and it's impossible to know if the skill set is complete and correct.

If i sort the avatars by total HP, there's no clear trend to the amount of deviation -- it's all over the place.
that's another factor to consider: we don't know if MA computes HP with a single formula for all avatars, or if they do it depending on the avatars "generation".

attribute weight and base HP could be different for different avatar generations.

that would explain a very big deviation for old avatars with huge attribute levels.
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Old 05-02-2008, 12:59   #304
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well, finally the long-awaited solution to the HP mystery has been solved

thanks to the outstanding work of the guys in this thread: Impact on health of chipping skills (wizzszz, jimmyB, doer...), the HP calculation has been nailed down.

i've updated the chipping optimizer to reflect the new %'s (only the attributes were off), so now it should be much more accurate than before (with the same drawback of handling integer numbers only).
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Old 05-14-2008, 03:20   #305
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I can confirm the chipping optimiser gives accuracy to 0.01 (totally accounted by integer only input) for all basic unlocks melee/mining/psycho/ranged before combat sense
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Old 05-14-2008, 03:54   #306
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Configming Immortal's confirmation:

Actual health - 128.07
Generated health - 128.06

0.01 accuracy - sweeet!

TY,
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Old 05-25-2008, 17:45   #307
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Skill Scanner update???

Hi jdegre,

When can we expect an updated skill scanner to work with latest VU? If you have posted this info somewhere, and I missed, sorry, part blind from staring at auction pages too long.... Love your Chipping site, btw, it saves tons of time for manual calcs.

Cheers,

Savya
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Old 05-25-2008, 17:49   #308
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Quote:
Originally Posted by savya View Post
Hi jdegre,

When can we expect an updated skill scanner to work with latest VU? If you have posted this info somewhere, and I missed, sorry, part blind from staring at auction pages too long.... Love your Chipping site, btw, it saves tons of time for manual calcs.

Cheers,

Savya
check the other sticky about the skill scanner itself.
it is progressing quite well, probably i'll post a beta around next week.
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Old 06-25-2008, 08:33   #309
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Hi Jdegre,

First of all thanks for the time and effort you've put in to the chipping tool and skill scanner - been using them both to work out skills etc on the Mrs avi.

Posting here because i think there might be a bug in the way the chipping tool deals with having skill points in skills that have become relocked.

Her avi has a dmg prof lvl of 15.1 but the tool shows it as 17.5, it seems to be counting her 1.7k of RDA despite it not being available until lvl 18.

More info on how this seems to have come about can be found at Unlocking A Re-Locked Skill

Thanks
TJ
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Old 06-25-2008, 13:02   #310
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Quote:
Originally Posted by T.J View Post
Hi Jdegre,

First of all thanks for the time and effort you've put in to the chipping tool and skill scanner - been using them both to work out skills etc on the Mrs avi.

Posting here because i think there might be a bug in the way the chipping tool deals with having skill points in skills that have become relocked.

Her avi has a dmg prof lvl of 15.1 but the tool shows it as 17.5, it seems to be counting her 1.7k of RDA despite it not being available until lvl 18.

More info on how this seems to have come about can be found at Unlocking A Re-Locked Skill

Thanks
TJ
hi TJ,

i'm not sure if we can say that this is a bug. the chipping optimizer does not implement the notion of "red" (re-locked) skills, on purpose.

so, if you enter the red value into the tool, then it is accounted for your professional standing. therefore, if you have re-locked skills, you should enter 0 (or leave blank) those skill values in the tool.

ideally, the tool could have the knowledge of what sills unlock at what level, and automatically exclude re-locked values, but this is something that is not currently implemented. the unlock level for skills is an input provided by the user of the tool, when you enter a target level.

cheers,
/jdegre.
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