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Posts
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Joined
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On the Game Info: Enemies page the selector also lets you examine the Mooks and Marcones page, only when you attempt to go there you get a 404 error.
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[ QUOTE ]
Thus for a to hit of p = 75%, with a given intial distribution across the ensemble (say every enemy in an ensemble starts with streakcount = 0) the deviation from the affected statistics described above should decay proportional to (0.25)^n.
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(entire intesting quote omitted for brevity sake)
The only part that's missing from this equation is the fact that the strikebreaker itself impacts the probably while the set is "in play". For instance, if the current odds have the strikebreaker at halting a losing streak at four misses, and the dice rolls were going to come up:
[*] hit miss miss miss miss miss miss miss hit
Then the strikebreaker would force the outcome to be:
[*] hit miss miss miss miss (hit) miss miss hit
Only the current equation doesn't take into account that there are going to be some misses that are turned into hits. This means that the set of outcomes is less than perfectly random. These inhibited miss-streaks are going to be rare, but they will lower the percentages just a bit.
I believe this is why your equation says that 75% will lead to 75.29% and the simulations show that it's more like 75.27%.
I just don't have the math background to point this out more eligantly. -
<font class="small">Code:[/color]<hr /><pre>
hit = 0
miss = 0
misscount = 0
for (i = 0; i<10000000; i++)
{
if (misscount == STREAKBREAKER)
{
misscount = 0
hit++
}
else
{
if (rand() >= HITCHANCE)
{
miss++
misscount++
}
else
{
hit++
misscount = 0
}
}
}
print (hit / (miss + hit))
</pre><hr />
d'oh! bug in my simulator. Marked above in red. Simulator now agrees with your findings (75.27%). *shame* -
So, given that the strikebreaker is in effect, an accuracy of 75% will actually hit 76.9%... which means that _Castle_'s simulated all night run was a little off for some reason (he only got 75.29%). We should be expecting upward percentage changes of the following order:
[*] 5% -> 5.9% [*]15% -> 15.7% [*]25% -> 31.4% [*]35% -> 41.4% [*]45% -> 51.6% [*]55% -> 59.5% [*]65% -> 68.6% [*]75% -> 76.9% [*]85% -> 86.0% [*]95% -> 95.2%
This is based on computational runs of 10,000,000 runs with the given odds and the strikebreaker thrown in. The simulation code basicly looked like this:
<font class="small">Code:[/color]<hr /><pre>
hit = 0
miss = 0
misscount = 0
for (i = 0; i<10000000; i++)
{
if (misscount == STREAKBREAKER)
{
misscount = 0
hit++
}
else
{
if (rand() >= HITCHANCE)
{
miss++
misscount++
}
else
hit++
}
}
print (hit / (miss + hit))
</pre><hr /> -
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Bow spec'd Ranger, pre TOA
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Bow spec'd Hunter, pre TOA...
Why, when I was a youngster I had to respec uphill on the way to the frontiers. ... both ways! -
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*does the Posi dance*
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Is that the one where you vent radiation on the down beat? -
[ QUOTE ][*] Shadow cysts still appearing in missions, including <L40.
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*sigh* When playing as my stone tanker, I gotta say I have to surpress a hidden grin when I see one of these bad boys in a mission. Nothing really makes me feel heroic like telling my teammates "have no fear... I can handle this one!" I realize that others might not be so lucky when they encounter one of these without a tank that can solo it.
Speaking for my level 30 Kheldian, I haven't encountered one yet... and I'm sure it would be painfull if I did. I'm eyeing that last mission in the Croatoa TF with suspicion (a Crystal's been there when I've gone with two other characters).
[ QUOTE ][*] Teleport animation fires off twice (depart & arrive).
[/ QUOTE ]
Isn't this true of all teleports? I think it's just the special effect that's in place for the non-kheldian tport that hides the fact that the user is duplicating the animation. Cosmeticly what I'd really like is if the animation were reversed for the arrival (arms open to teleport... arms back to chest to arrive).
[ QUOTE ][*] Glitch that makes us human for a split-second while in forms. This can lead to mez/resistance failure!
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I've seen this in my granite form for my stone tanker. Are you sure the character is actually reverting and you're not just seeing a client side graphics glitch? My tanker has never suffered because of these momentary pauses... and I've never noticed my warshade to start to plummet from mid flight when I see this happen to him. If it's more than a cosmetic change, then I definately want this address... if it's just a graphics glitch, then I'd rather other bugs were addressed first.
[ QUOTE ][*] XP reward for Quantums/Voids does not equal risk.
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As a corallary, it seems that quantums/voids are always an "addition" to a spawn... so that if a spawn was supposed to be three minions, it is now three minions and a quantum. Now given that fighting a lone quantum/void is just as hard as fighting a regular spawn the solo Kheldians are essentially fighting a double spawn each time they encounter a quantum/void... This is a problem only for the solo Kheldian, as the unbalance is greatly mitigated by larger spawn sizes encountered in group missions.
[ QUOTE ][*] "Boom" effect when zoning.
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Oh my god is this annoying. Wow. It's annoying for me, it's annoying for my teammates.
[ QUOTE ][*] Warshades are extremely dependent upon corpses to function.
[/ QUOTE ]
Indeed, there are some enemies I just hate fighting since there's nothing I have to recharge with (robots and spirits notably). They are sooooo painful (and not a challenging sort of painful, just a general yucky sort of painful).
I also find that corpses often fade too quickly to take advantage of in many situations.