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Old 10-09-2008, 03:44   #71
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Quote:
Originally Posted by wizzszz View Post
Oh noes - don't tell me you have health predicted wrong by Jdegres Chipping Optimizer...

Do you, by chance, have any of the unlocks listed under "contribution to health still unknown"?
Jdegre's Chipping Optimiser correctly estimates my health. However if i set all values =1(instead of 0), ofc i get an extra 0.2 there.

And yes I am paying attention to any unlocks i get for their health contribution but don't have any of the missing ones yet :P
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Old 10-09-2008, 04:33   #72
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Originally Posted by Doer View Post
FYI i use 88.8 as the base health. Can't remember why except that it fit best last time i compared a few different avatars. That could account for almost one hp overprediction if it's off.
You seem to have missed the thread i've linked (and don't read the summary in first post only) - the values there are very likely correct, tested with very different avatars (i.e. Neomaven and a complete newb) and resulted in minimal errors only, so i have little doubt the values there are correct.


Quote:
Originally Posted by Immortal View Post
Jdegre's Chipping Optimiser correctly estimates my health. However if i set all values =1(instead of 0), ofc i get an extra 0.2 there.

Don't really get where those 0.2 come from - shouldn't you have 9 stamina?
Those 9 points alone are 0.8325 HP - however, for 1 stamina it would fit.

1 psyche and 1 intelligence give 0.0125 HP each, 1 strength is 0.05 and 1 agility is 0.025 - sums up to exactly 0.1 HP.

If you count a stamina of 1 this is another 0.0925 which results in a base health of

88.1925 for stamina=1 avatars
88.9325 for stamina=9 avatars

Doer very likely still uses the old formula which calculates 1 HP for every 40 points in every attribute.

Glad that the chipping optimizer is correct - otherwise it would mean the formula is still off.
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Old 10-09-2008, 04:41   #73
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Quote:
Originally Posted by wizzszz View Post
Don't really get where those 0.2 come from - shouldn't you have 9 stamina?
Those 9 points alone are 0.8325 HP - however, for 1 stamina it would fit.
I don't have 9 stamina
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Old 10-09-2008, 04:50   #74
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I don't have 9 stamina
n00b...
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Old 10-09-2008, 05:13   #75
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Quote:
Originally Posted by wizzszz View Post
n00b...
I know I only just hit 60 str :O

Meanwhile, doer's been doing a fantastic job with the progrees calculator

Sword Dmg
Code:
Skill	Volume	Levels	Fraction	Contribution
Anatomy		10.93	25.43	0.04	20%
Wounding	5.78	61.14	0.04	10%
Melee Combat	4.93	200.26	0.07	5%
MDA		5.44	291.46	0.29	14%
Longblades	24.53	257.91	0.46	25%
Serendipity	3.25	22.71	0.01	4%
Inflict Melee	1.7	223.9	0.08	5%
				
				
	56.56	1082.81		83%
Sword Hit
Code:
Skill	Volume	Levels	Fraction	Contribution
Dexterity	1.02	17.22	0	2%
Melee Combat	4.93	200.26	0.11	9%
Perception	1.15	28.87	0	2%
Coolness	2.44	33.6	0.01	5%
Bravado		2.65	232.26	0.1	7%
Longblades	24.53	257.91	0.59	39%
Courage		2.34	22.12	0.01	4%
Serendipity	3.25	22.71	0	1%
Martial Arts	1.92	244.32	0.09	6%
Combat Reflexes	2.78	25.47	0.01	5%
Combat Sense	2.86	99.05	0.02	4%
Heavy Melee	2.58	136	0.06	7%
				
				
	52.44	1319.79		91%
first 9k I got 0.0084% skill/ped on sword (including skill contributors on hit+dmg, but not excluding factors such as evade,CS,CR gained via evade/dodge/other weapons used). Going to split runs (have three atm) and use to predict, then compare to actual gains.

Is the value fraction intended to just raw skill rather than TT? Both values could be interesting side by side

Last edited by Immortal; 10-09-2008 at 05:23..
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Old 10-09-2008, 06:34   #76
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Quote:
Originally Posted by wizzszz View Post
You seem to have missed the thread i've linked (and don't read the summary in first post only) - the values there are very likely correct, tested with very different avatars (i.e. Neomaven and a complete newb) and resulted in minimal errors only, so i have little doubt the values there are correct.
You seem to have forgotten that i was an active part of that thread and the final cracking of the attribute contribution.

I hadn't updated the esi.coolinc.info site with the new contributions since finding them on my local computer. It should be correct now.

Immortal, the fraction is the contribution of the skill to pro. standing divided by the total increase in pro. standing (so it's level-based).
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Old 10-09-2008, 06:55   #77
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Originally Posted by Doer View Post
Immortal, the fraction is the contribution of the skill to pro. standing divided by the total increase in pro. standing (so it's level-based).
Yup understood the raw skill/total skills threw me

I think an interesting development option would be use weapon type
And then calculates gains based on the split (i.e. all sword contributions – we assume dmg+hit contribute equally?)
Something like

Code:
		run 9k (1,2,3)	actual	predicted
Dexterity	1.02	2%	0.01	0.01
Melee Combat	4.93	14%	0.06	0.08
Perception	1.15	2%	0.02	0.01
Coolness	2.44	5%	0.03	0.03
Bravado		2.65	7%	0.03	0.04
Longblades	24.53	64%	0.32	0.37
Courage		2.34	4%	0.03	0.02
Serendipity	3.25	5%	0.04	0.03
Martial Arts	1.92	6%	0.03	0.03
Combat Reflexes	2.78	5%	0.04	0.03
Combat Sense	2.86	4%	0.04	0.02
Heavy Melee 	2.58	7%	0.03	0.04
Anatomy		10.93	20%	0.14	0.11
Wounding	5.78	10%	0.08	0.06
Melee Damage 	5.44	14%	0.07	0.08
Inflict Melee 	1.7	5%	0.02	0.03
		76.3	174%

Meanwhile, here's a pretty graph using cross-correlated data of both the chipping optimiser, progress calculator and a standard loot return assumption

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Old 10-09-2008, 07:38   #78
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Quote:
Originally Posted by Doer View Post
You seem to have forgotten that i was an active part of that thread and the final cracking of the attribute contribution.
Umm, yes... sry - it's been a while... just remember Jimmy B. being faster...

Quote:
Originally Posted by Doer View Post
I hadn't updated the esi.coolinc.info site with the new contributions since finding them on my local computer. It should be correct now.
At least we've tracked down the issue - already thought we need to review the formula!

DefCon set back to 5 - situation normal - pheew!
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Old 10-09-2008, 09:31   #79
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Very interesting results when I looked at the smaller intervals

I graphed all sword-related skills and their expected gains to the actual TT gains recorded for the 3k intervals
The later runs correlate far more with expected skill gains.

No solid explanation for this yet. the TT value of my total skills between for run1,run2,run3 is 40,30,30, yet all spent 3k, and sword related skills volume accounts for 50%, 95% and 95% of skills.

odd...
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Old 10-15-2008, 04:36   #80
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Why am I posting this in her? don't know I just found my result interesting and this program makes it very easy to analyse :p
Both runs are 9k.
Code:
		Run1	Run2
Dexterity	1.02	1.74
Melee Combat	4.93	7.74
Perception	1.15	1.32
Coolness	2.44	2.74
Bravado		2.65	3.76
Longblades	24.53	35.84
Courage		2.34	2.68
Serendipity	3.25	3.89
Martial Arts	1.92	3.05
Combat Reflexes	2.78	3.51
Combat Sense	2.86	2.63
Heavy Melee 	2.58	4.75
Anatomy		10.93	12.14
Wounding	5.78	6.49
Melee Damage 	5.44	8.34
Infl. Melee Dmg	1.7	2.58
	Total	76.3	103.2
	STR	1.95	2.12
each 3kped run yielded 30, 30, 30 ped TT, until yesterdays run Which garnered 50ped TT (and 1kskill instead of 6-700) in a standard 3.1k sword run. I found this interesting. If it continues it drastically reduces the amount of time required to be spent. A point of note was that in Run2, 94% of TT gain is in sword related skills, compared to 85% in the previous 9k.
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