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#61 | ||||||
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Elite
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Avatar Name:
Hadlen Immortal Deity Soc: cK Shadows
EFD: 20,025.61
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<I really really don't know where to post this now I r conufzzd, and too {lazy;tired;drunk} t ocare... but it's cough topical and I posted it in the wrong thread once already >_> >
In another thread where I was answering how to predict agility gains over time... I used 6100-6000 (i.e. 100*agi) to give approximations as to time required hunting... turned out to be a bad example due to continuing fluctuation in the algo at that point... d(C(x))/dx=sin(g(x))*exp(f(x)) Code:
Skill Value SKill Volume d(C(x))/dx 5600 214.84 18.89 5700 229.51 14.67 5800 241.2 11.69 5900 257.48 16.28 6000 279.33 21.85 Code:
Skill Value SKill Volume d(C(x))/dx 6100 298.19 18.86 6200 318.89 20.7 6300 341.39 22.5 6400 365.68 24.29 6500 391.74 26.06 6600 419.57 27.83 6700 449.13 29.56 |
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#62 | ||||||
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Elite
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Sorry, i have no idea what you're saying. Could you explain using more words, please.
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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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#63 | ||||||
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Elite
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Avatar Name:
Hadlen Immortal Deity Soc: cK Shadows
EFD: 20,025.61
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Okay using chipping optimiser (which I assume is based on master-curve (which I can't find any other appropriate thread to post in)) I took a sample skill volume from 6100 to 6000, which ended up giving me an odd result... So I investigated further
Standard master-curve (or whatever it's referred to nowadays) V(x) ![]() dV/dx ![]() Definable dV/dx regions ![]() Discontinuities ![]() ![]() So my questions with relation to dV/dx 1) Are those discontinuities intentional? 2) Are the discontinuities consistent with data gathered 3) Is there any reasoning why the function dV/dx changes at those discontinuities 4) Is attribute volume and dV/dx known to be similarly affected? If not... can we assume the function for attributes can be arrived at by deconvoluting the function from dV/dx and removing the sin component? |
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#64 | |||||||
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Elite
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Quote:
You will find some transitions if you use the wikitools calculator (my fit), although i did smooth between functions by moving through a weighted average of the two at the transition. It's one of the reasons the tt->level inverse is a bit "jumpy". These come about because there was no one function that perfectly fit all the data. I used exponentials and sines and i think polynomials for some segments. You can read through the last bit of the thread where we worked through it to see the impressions and so forth: Fill up ESI data... |
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#66 | |||||||
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Elite
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I haven't had more than a few minutes at a time to think EU for the last few weeks and it's all spent on EF and convincing myself that the multitarget chipping calculator algorithm is correct. Knowing that there's interest for the progress tool will be enough to shift my attention that way next time i can code. Thanks for the feedback. |
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#67 | |||||||
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Elite
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Avatar Name:
Hadlen Immortal Deity Soc: cK Shadows
EFD: 20,025.61
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Quote:
I did a check on all individual skills to see if there were any unexpected skill health contributors affecting it: there aren’t. Starting health with all values=1 is 89.2 Health consistently over by 0.9-1.0 A couple of future features that would be nice:
Last edited by Immortal; 10-08-2008 at 04:25. |
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#68 | |||||||
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Elite
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#69 | |||||||
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Prowler
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Base health is 88.00, influence of the attributes/skills is listed here (should be the same values the chipping optimizer uses, not sure if wikitools were updated with the new contribution values for attributes) Do you, by chance, have any of the unlocks listed under "contribution to health still unknown"? |
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#70 | |||||||
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Elite
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I added the skill volumes to the progress calculator. It also lists % contributions for comparison. If you find any discrepancies, please let me know. Tailoring is probably off... |
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