Open-Source Freeware PoE-Like Calculator
" 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 |
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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. |
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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? |
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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
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wait that formula wont work. Let me fix it.
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"looks like someone's figured out desynch!!!1 |
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" 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
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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 |
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"So what was different between the Real Time and the elapsed time mentioned in the other post, and how does it ruin the joke? |
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" 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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