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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. Waldorf

    Waldorf User

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    i'm no pro on the matter but i do believe most random number generators in mmos use normalization (this may not be the correct name) where if you get a streak (either positive or negative), after a while the system gives you the opposite result so as to conform the results with the probability.
    example using your blue/red balls: i pick 10 balls from the bag and they are all blue, at that point the rng normalizer kicks in and if i pick more balls, they will mostly be red until the ratio of blue to red reaches roughly 50%.

    this normalization may only be used in combat though (to avoid players going 3 days without dishing out a single crit, for example) and maybe doesn't apply here.
     
    Last edited by a moderator: Dec 7, 2011
  2. Truga

    Truga User

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    normalization definitely doesn't apply here, or high oe'd weapons would be non-existant.
     
  3. |Mak0|

    |Mak0| User

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    each time, it's iid (independently and identically distributed, due to constant randomization based on system clock) so of course there is no "normalization" (i don't really understand that word but w/e).
    however, i do believe that your chance to oe decreases as your weapon is highly oed, a bit like with skills but you can't see it. of course it's all speculation and tests should be done to verify it. i even believe something like enchant_rate = 66.6% * (1-exp(enchant_level/100)).
    which gives something like...
    [​IMG]

    66.6% to go +3 > +4
    45% to go +15 > +16

    again, speculation.
     
  4. Etherial

    Etherial User

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    we'd like to inform you that this topic is being closed, since it is inactive, and will be archived at the 1st of the month, as planned.

    kind regards.
     
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