Open-Source Freeware PoE-Like Calculator

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anubite wrote:
If you're not retrieving data from a server then you need to manually update your program every time GGG patches the skill tree, which could easily be once a week or more.


Not if i program it correctly.

lol so i finally got my equations solid and tested everything and i create values to chance to hit %.

But i solved the wrong problem. Here is my terminal feed.

Witch
Average Mob evasion: 1738
CHANCE TO HIT %: 18
18.0

Duelist
Average Mob evasion: 3053
CHANCE TO HIT %: 18
18.0

Marauder
Average Mob evasion: 1733
CHANCE TO HIT %: 18
18.0

Templar
Average Mob evasion: 1736
CHANCE TO HIT %: 18
18.0

Ranger
Average Mob evasion: 4496
CHANCE TO HIT %: 18
18.0

Shadow
Average Mob evasion: 3049
CHANCE TO HIT %: 18
18.0


Elasped Time Milliseconds: 2826
OK. IT IS OFFICIAL. I AM A BEAST.

Witch
Chance to hit% 82.5031

Duelist
Chance to hit% 87.43687

Marauder
Chance to hit% 82.55513

Templar
Chance to hit% 82.50313

Ranger
Chance to hit% 90.16847

Shadow
Chance to hit% 87.45848


Elasped Time Milliseconds: 483

Level 1 twilight strand no gear no passives.
If a dev sees this post i would like to ask some questions about the code because there is one variable i am not sure what it is that i used to solve this problem. I would like some feedback and assistance that way i can figure out a way to randomly generate everything instead of hard-coding values i don't know about.

Anyone know who i could talk to and if they would be willing to assist?
Ok here is the formula.

First step is to create mobs with evasion ratings. That is done with the following formula.

evasion = 10^(log(accuracyRating) - log(randomPercentile)/0.8)

In this step. accuracyRating is a randomly generated number. But it has a specific filter for the randomly generated numbers. You summate the highest possible evasion ratings for each char (at the current stage of the game for your scenario or map progession) then you divide it by X. The resulting value of this is when put in a normally distributed random probability generated which will generate numbers from 0 - that average respectfully.

That will be your accuracy rating in the evasion formula.


After this, you randomly generate a percentile with the bounds of 0.05 - 0.95.


you don't need a huge sampling size for this. I am using 1 sampling of 100,000 evasion ratings of mobs.

Then i take the average don't even apply normal distribution.

When i have my average for evasion, i plug it into the formula given in the mechanics thread here with the correct accuracy rating and bam. I get chance to hit %

and i have to decrement the overall value by 0.19. Then i round the number.
Last edited by Doobylee#3425 on Mar 14, 2013, 5:37:27 AM
wait that formula wont work. Let me fix it.
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Doobylee wrote:

Elasped Time Milliseconds: 2826
looks like someone's figured out desynch!!!1
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caaaaaaaaaaaaaaaaaaaaaaaaaps wrote:
"
Doobylee wrote:

Elasped Time Milliseconds: 2826
looks like someone's figured out desynch!!!1


nice troll post.

But here is the real time.

Elasped Time Milliseconds: 483

Also desynch is a LAN / Server issue dealing with multiple threads accesing the same data at unsynchronized times.

Also i calculated how long it takes to figure out chance to hit % for all 6 characters at the same time. If it was used just once as intended. The elasped time is like 150 miliseconds.

Thats 0.15 seconds.
Last edited by Doobylee#3425 on Mar 14, 2013, 1:57:37 PM
Here is the optimized version built for speed instead of precision.

Witch
Chance to hit% 84

Duelist
Chance to hit% 88

Marauder
Chance to hit% 83

Templar
Chance to hit% 83

Ranger
Chance to hit% 90

Shadow
Chance to hit% 88


Elasped Time Milliseconds: 17
"
Doobylee wrote:

But here is the real time.
So what was different between the Real Time and the elapsed time mentioned in the other post, and how does it ruin the joke?
"
caaaaaaaaaaaaaaaaaaaaaaaaaps wrote:
"
Doobylee wrote:

But here is the real time.
So what was different between the Real Time and the elapsed time mentioned in the other post, and how does it ruin the joke?


Oh, i get the joke now. nvm :)

But the differences between the 2 solutions is i was able to take variables out of the equation and still approach the same general answer without as much computational power thus greatly increasing the speed.

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