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Unbalanced items in shop (Boost enchant rate for 10%)

Discussion in 'Archive 2.0' started by AD1736, Dec 7, 2011.

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  1. Koren

    Koren User

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    even if it was 99% you still have a chance of breaking your item at +4
    it don't means anything
     
  2. CyberX

    CyberX User

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    then fix rate be (with donate) 72,6%?
     
  3. Koren

    Koren User

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    1. there is no donate, you ether buy items or premium account
    2. enchant rate is normal with premium account
    3. enchant rate will be 66.6% if you buy an item to use when you enchant your item (wich has 66% chance of success)
     
  4. l3fty

    l3fty User

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    @cyberx
    the item boosts base enchant % for each enchant level up to +10 (attempt at +10 rather) for 10% of base chance, basically, +4 base chance is 66%, item adds 10% of base for total of 72.6% chance for enchant success, +5 and above have decreasing chance as you go up, meaning that total boosted chance drops as well, and on top of that you have to count on korean random chance in all of this.
     
  5. CyberX

    CyberX User

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    +1 and thank you wery much for explain it...
     
  6. Cheyron

    Cheyron User

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    math..

    ofc it makes a difference in overall tries to +16, escalibran stated the correct formula, not to mention lowering chance with higher ++

    anyway this 10% higher enchant rate (in fact 6.6% higher) is by far no guarantee that you are lucky. you can fail more or less denpending on what you believe (some people cross fingers or close eyes to enhance enchant rate :) ), getting a +16 is extreme luck anyways. no problem for me, these items...
     
  7. escalibran

    escalibran User

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  8. CyberX

    CyberX User

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    and w/o pa be abnormal rate or what :d
     
  9. darky

    darky User

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    it was posted long ago in off forums
    [​IMG]
    and since its random everytime you press the enchant process that 66% is in overall success rate not at a single one because you can get +16 in the first try or broke 10-12 weapons to get to +16 the real success of individual process is 33 or 34%
     
    Last edited by a moderator: Dec 7, 2011
  10. AD1736

    AD1736 User

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    this is free hosting just for advertising on your page.
     
  11. Satan

    Satan User

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    its not that hard folks. there are no rules except one. lets say you have a bag with 50 blue balls and 50 red balls. you pick up one ball: its blue. you put back the ball into the bag. you pick up one ball: its blue again. you put back the ball into the bag. sooooo now most ppl think its waaaaay bigger chance that the next ball you pick is red....right? but its not! in this example with the ba with the balls its always 50% probability that its either blue or red no matter what color it was on the once you picked before.
    so to enchant a weapon to +16 is like picking 16 blue balls out of the sack in a row. everytime there is 50% (yeah its not 50% with the enchants i know) risk you wont get a blue.

    well dunno if this was understandable but what im trying to say is ppl often get fooled by "the probability": if i have crashed 3 weapons now, ther emust be a bigger chance to make it this time. but the truth is...its not.;)

    in the end its all about luck!
     
  12. CyberX

    CyberX User

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    anyway i am curious about innova, if it will be extreme fail or it will be good. because what i heard and i have seen till now is that primeshop and pa are horrible. we will see (that we its mean me)
     
  13. AD1736

    AD1736 User

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    so if i understand. the enchant rate is 66% (2/3) and item from primeshop boost chance for 10% of 66% so +6,6%. but this chance is not a constant. the chance is decreasing with more "+".


    so i am not able make correct formula.




    please delete this thread, too much incorrect informations. thanks
     
  14. |Mak0|

    |Mak0| User

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    just to make it clear cause not everybody can understand that formula, it's a confidence interval.
    if you consider that the x variable follows a normal distribution which is the case if you consider n very high, then you can approximate the real value of mu like shown above:
    _ za would be 1.96 if you consider a 95% confidence interval (which means that the probability of the real value of the chance to enchant to be out of the interval is less than 5%)
    _ sâ² is the variance of the sample
    _ x is the mean of the sample
    _ n is the number of elements of the sample



    that's not a smart way to approximate the real value...
    fact is that your chance of enchanting decreases the higher your weapon is already enchanted (lower chance to go from +15 to +16 than +3 to +4)
    so in order to know exactly the chance to enchant at every step of enchanting, you need a very large sample (like l2wh used to have) and then make some calculation... which is a bit more complicated than your 0.66^13 >.>
     
  15. franko

    franko User

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    + 10% to enchancing is op ? :eek:, 50 % ok but... +10% really ? not for me.
     
  16. Sieghardt

    Sieghardt User

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    afaik the "real" chance stays at 66% / enchant, just korandom hits hart.... (there is some random number generator in the background)

    it's like rolling a dice, chance to get a 6 is 1/6 everytime, chance to get 16x6 in a row is still 1/6 - but for each try. hypothetical chance is much lower of course.

    i did this in the past, bought 5 dark screamer and start enchanting them one by one. got all 5 to +6 before i started to fail (thats 15 enchants in a row that worked,) and then a lot of fails in a row (got 1 to +8). urban legends tell you to wait a few minutes because of bad random numbers xd. another time i got just 1 to +5 (and because i was mad about it, it failed to +6, maybe i should have waited then?).


    btw i got 2 of these stones from the scrap merchant, +10% and even +15% iirc.

    both failed doing duals to +4
     
    Last edited by a moderator: Dec 7, 2011
  17. mertainer

    mertainer User

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    coding wise i'd say it wouldn't make a difference - if the random number generator is based on current time there's an unique chance that varies each millisecond :/
     
  18. darky

    darky User

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    Column 1
    {tr}
    {td}[size=-1]dark screamer (c) +3 -> +4[/size]{/td}
    {td}[size=-1]284[/size]{/td}
    {td}[size=-1]73[/size]{/td}
    {td}[size=-1]74.2958 %[/size]{/td}
    {/tr}
    {tr}
    {td}[size=-1]dark screamer (c) +4 -> +5[/size]{/td}
    {td}[size=-1]210[/size]{/td}
    {td}[size=-1]61[/size]{/td}
    {td}[size=-1]70.9524 %[/size]{/td}
    {/tr}
    {tr}
    {td}[size=-1]dark screamer (c) +5 -> +6[/size]{/td}
    {td}[size=-1]123[/size]{/td}
    {td}[size=-1]38[/size]{/td}
    {td}[size=-1]69.1057 %[/size]{/td}
    {/tr}
    {tr}
    {td}[size=-1]dark screamer (c) +6 -> +7[/size]{/td}
    {td}[size=-1]74[/size]{/td}
    {td}[size=-1]28[/size]{/td}
    {td}[size=-1]62.1622 %[/size]{/td}
    {/tr}
    {tr}
    {td}[size=-1]dark screamer (c) +7 -> +8[/size]{/td}
    {td}[size=-1]40[/size]{/td}
    {td}[size=-1]12[/size]{/td}
    {td}[size=-1]70.0000 %[/size]{/td}
    {/tr}
    {/tbody}[/xtable]
    there is no point on that..
     
    Last edited by a moderator: May 29, 2015
  19. |Mak0|

    |Mak0| User

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    http://l2wh.com/

    edit: "tools -> oe tools -> oe success stats"

    that's how you must proceed in order to get the real way it's calculated. but if you want something more precise the sample is way too limited when you consider enchants higher than +10 (cause obviously there are not so many).
     
    Last edited by a moderator: Dec 7, 2011
  20. 1tm

    1tm User

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    link, for those who are lazy to few click: http://l2wh.com/tools/oes.php.
     
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