Open-Source Freeware PoE-Like Calculator
Ok, i got a new problem. It should be solveable i don't see why it wouldn't considering all chars share all skill points and items and skills. There is no class specifics, so i should be able to make this algorithm and it should work.
Here is the equation to work with. (a + b + c + d + e + f)/N * 1/x = g the variables a,... f = each classes highest possible attack rating at current stage of game. N equals number of classes. x i have no clue what x is. g = answer that gets plugged into my algorithm for finding chance to hit % a, b,c each have 28 attack rating at level 1 twilight strand. d, e each have 44 attack rating at level 1 twilight strand. while f has 60 attack rating at level 1 twilight strand. To break it down even farhter, a, b, c = 2* 14 dexterity. d, e = 2 * 22 dexterity f = 2 * 30 dexterity. basically i want to derive a system of equations that works like this. If you plug in, a , b , c ,d ,e or f. It will solve for all other attack ratings first. Plug those answers into the equation that solves for x then plugs x into the original equation, then runs the algorithm. All variables can be treated as constants. I have a random generator. Also, solve the problem first. Worry about how fast it solves it second. Remember, if you sum mate random variables a million times it will reach the appropriate probability + answer if you apply normal distribution. Given that hte probabilities in the java Random class of generated numbers are always normally distributed. |
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Also, ignore the passive skill tree. Ignore mods on items ignore everything.
Just derive a system of equations that will results in the following stats. Witch 83% Duelist 88% Shadow 88% Ranger 91% templar 83% marauder 83% As long as the answers, end up close to that. Around -1% to +1%. The algorithm works. |
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Also, you don't have to code it, you don't have to explain it. You don't even have to know java or any programming language. Just post your formula, for me to program and ill reply with a terminal feed.
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Oh and in this case. X should = 2.333333333333333333333
Last edited by Doobylee#3425 on Mar 14, 2013, 11:56:20 PM
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OH I FORGOT ONE MORE THING.
G = 14 |
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problem solved. What i was trying to do was impossible. Can't script for hardcoded values. Now im toying with the weight applied to the accuracy rating formula to see what hit % chances would pop up as result.
It's kinda fun :) |
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Hey GGG with your chance to hit formula i was able to create this game condition. It looks like a fun race.
Witch Chance to hit% 0 Duelist Chance to hit% 0 Marauder Chance to hit% 0 Templar Chance to hit% 0 Ranger Chance to hit% 0 Shadow Chance to hit% 0 Elasped Time Milliseconds: 96 Here are the evasion ratings for all the mobs my version of the engine created trolololol
Spoiler
Mob_Evasion: 2147483647
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I'm copy pasting this in my thread.
Spoiler
Drop rates
There is a penalty to the chance of currency items (scrolls, orbs, etc.) dropping in areas with a monster level more than two levels lower than your character level. For each additional level that you have compared to the area's monster level+2, the chance of a currency item drop is reduced by 2.5%. So if you are level 30 in a level 20 area, you will see 20% less currency item drops on average: 2.5*(30-(20+2))=20 A level 30 character in a level 28 area will see no penalty. Currency item Drops are not increased or decreased in this way when fighting in areas above your level. For the purposes of this penalty, your level is never considered to be higher than 68. Therefore a level 75 character receives no penalty in a level 66 area. There are two modifiers that affect drop rates in the game, increased item rarity, and increased item quantity. There are three potential sources of these modifiers: - the player (skills, passives, gear etc.) - monsters (such as bosses and champions) - Party bonuses Modifiers from the player stack additively with each other, and are subject to diminishing returns. Modifiers from the party bonus and monsters stack additively with each other, and are not subject to diminishing returns. The total player bonus stacks multiplicatively with the total party & monster bonus. Increased Item Rarity Increased Item Rarity % modifiers increase the chances of an item being magic, rare, or unique. For example with a total of +100% increased item rarity, you'd get twice as many magic items, twice as many rares and twice as many uniques from normal enemies. This modifier has no effect on the number or type of currency items, scrolls, or gems that drop. When in a party, only the modifier from the player who lands the killing blow on an enemy is counted. If one of your minions gets a kill, the minion's IIR is added to yours and the total is used. Magic, rare, and unique monsters have an Increased item rarity modifier for drops. Increased Item Quantity This modifier increases the average number of items that drop from monsters and chests. It does not affect the type, quality, or rarity of item dropped, only the chance that something will drop. There is no cap on the usefulness of this modifier, as monsters can drop more than one item at a time. The base chance for an item to drop from a normal monster is 16%. This varies between monster types, and special monsters have higher drop chances. When in a party, each player in the party after the first gives a +50% item quantity modifier on drops. IIQ & IIR modifiers from support gems currently do not work with kills made by damage over time effects, such as the poison from poison arrow. Modifiers from your gear will affect those kills however. I use this thread as a way to organize thoughts and access my information and share it to hopefully get feedback and assistance. But if i don't it doesn't matter. |
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This explanation of the mechanic is lacking way too much information. I can't possibly make any kind of accurate approximation to this. It's nearly impossible.
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I'm going to use the poeex.info rates as drop rate percents for each item.
Last edited by Doobylee#3425 on Mar 15, 2013, 6:42:49 PM
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