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why were the Spoil rates changed? - Page 5

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why were the Spoil rates changed?

Started by @MaTi, January 30, 2014, 07:28:03 PM

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Painkiler

Since the chance is 99%, extra quantity should be added by 49%.

=drake=

Quote from: Painkiler on January 31, 2014, 03:28:01 PM
Since the chance is 99%, extra quantity should be added by 49%.

I made it even better, it counts every single 1% and is added to the max quantity (of course, by math, 1% on rate means a 2% or max quantity)

so, for example:
Metallic Fiber is a EXTRA 2x item rate. After the dynamic spoil (2.5x) the result would be (not mob specified):
Quantity: 1-5
Chances: 87%

With the extra 2x the chances from 87% goes to over 99% and are caplimited (99%)

So here the solution:
[metallic_fiber] max 5 to 13, chances from 87.0 to 99 (overflow: 2.5)
87*2=174% (caplimit 99%)
overflow is +75%. In max quantity values it means a 75*2=+150%
Overflow ratio is 2.5 (1=+0%, 2.5=+150%)
Max quantity changes to 5*2.5=13 (that is +150% or, simply, 250% of original value (or 2.5x))

Painkiler

That's good for mobs that have 1-xx in default, but what's about 1x by default?

=drake=

Quote from: Painkiler on January 31, 2014, 03:39:05 PM
That's good for mobs that have 1-xx in default, but what's about 1x by default?

Is the same.

[reinforcing_agent] max 1 to 2, chances from 71.5633 to 99 (overflow: 1.882532)
[stem] max 1 to 2, chances from 76.6967 to 99 (overflow: 2.087868)
[mithril_ore] max 1 to 2, chances from 62.0351 to 99 (overflow: 1.501404)
[cord] max 1 to 3, chances from 92.6136 to 99 (overflow: 2.724544)

Painkiler

mob with default x1 mats with basic(x1) chance of ~60% (http://gracia.l2portal.com/gracia/Npc.aspx?ID=21395 for example), how rates will look there?

=drake=

Quote from: Painkiler on January 31, 2014, 04:12:02 PM
mob with default x1 mats with basic(x1) chance of ~60% (http://gracia.l2portal.com/gracia/Npc.aspx?ID=21395 for example), how rates will look there?

Enchant Scroll: 1 item, 1.832% (official is 0.7328%)
Crafted Leather: 1-2 item, 99% (official is 64.2786% and is overflowed, thats why becomes 1-2)
Mold Glue: 1-1 item, 99% (official is 61.0647% and isoverflowed, but not enough to make it switch to 1-2 (if the item was 1-2 to begin with, it would have switched to 1-3 without problems))

Painkiler

why not 61% x2,5= 150% x2 = 300%? So it will be 1-4 in the end.

=drake=

Quote from: Painkiler on January 31, 2014, 04:23:07 PM
why not 61% x2,5= 150% x2 = 300%? So it will be 1-4 in the end.

With the reboot right now i switched already the order in the way they are calculated (before it was calculated BEFORE the dynamic rate, now is correctly calculated AFTER)

the result is:
[scrl_of_ench_am_s];1;1;1.832%
[crafted_leather];1;3;99%
[mold_glue];1;3;99%

and makes more sense.

No, the initial dynamic rate curve does not have overflow calculation and makes no sense to have it at all because when for example server was 6x the spoil was not going in overflow-to-quantity.

If i would apply overflow calculation on the dynamic curve, then as conseguently i would also disable the mats boost as they would sum up excessively (and too high spoil = disaster for market)

Painkiler

That's fine too, add these values to drop database if u can.

=drake=

Monster Finder updated to the new "spoil overflow system".

examples:
here it overflows so the chances are caplimited to 99% and quantity is raised:
http://www.dragon-network.net/drop/npcinfo.php?from_level=0&id=21395&server_id=1

here it does not overflows so the chances is raised but not the quantity:
http://www.dragon-network.net/drop/npcinfo.php?id=22051&server_id=1&from_level=0

System for dynamic spoil rate i guess is definitely completed now and no more in "sort of beta".

Vendettacz

I'm lost now. I dodnt read last pages and im bad at math.

Could someone summarize what is going on? Or what happend? (if anything) :) Thx

edit: drake just posted it. Got it.
professional retarded driver

=drake=

Quote from: Vendettacz on January 31, 2014, 05:09:25 PM
I'm lost now. I dodnt read last pages and im bad at math.

Could someone summarize what is going on? Or what happend? (if anything) :) Thx

edit: drake just posted it. Got it.


To summarize:

The Beginning:
Initially we had "just" dynamic rate curve and generic craft mats had 3x max quantity

The Complain:
Some people complained that, by unluck, item had a bad feeling of spoiling because ok you was getting 1-3 quantity (instead of 1) but chances was 3% so over 100 mobs usually 97 was empty. Bad Feeling and ragequit.

The First Solution:
Change the boost from quantity to a boost to chances (using correct math approach so the conversion rate remains same (1% rate = 2% max quantity))
This way, over 100 mobs, instead of have 3 lucky mobs that can give you 1-3, you have 6-7 mobs that each of them gives 1.
Is a bit better feeling as you feel more rewarded (less empty mobs).

The Problem (second complain):
The spoil is caplimited to 99% chances, so items that was already at 99% (or near that value) had NO benefits from the change of "quantity-to-chances".
The First Solution was basically giving more reward toward mid-low level monsters and basically zero boost rewards to high level monsters.

The Second and Final Solution (right now):
When adding the extra chance, the value that goes over 99% is considered Overflow.
The Overflow is then recalculated and feeded back the the max quantity (same ratio 1% chance = 2% max quantity)
The system, this way, seems pretty solid and fair for all levels and i dont see further development required over it (finally i can focus on other stuffs)


examples spoil of Crafted Leather:
here it overflows (with the boost it was going over 99%) so the chances are caplimited to 99% and quantity is raised accordly:
http://www.dragon-network.net/drop/npcinfo.php?from_level=0&id=21395&server_id=1

here it does not overflows (under 99%) so the chances is raised but not the quantity:
http://www.dragon-network.net/drop/npcinfo.php?id=22051&server_id=1&from_level=0

The values you see on Monster Finder are already final and fully calculated.
(Spoil skill level may reduce the % of spoiling from the enlisted values)