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Author Topic: Mag-LootLogger [Locked]
Mag-nus  1 star
Posts: 234
Registered:
Gafoon, I'll likely add that after I publish a working Mag-SuitBuilder
Gibbon_raver  2 stars
Posts: 390
Registered: 2004-4-11 15:45:47
Useful, obviously, but not very user friendly.

 

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Gibbon_raver  2 stars
Posts: 390
Registered: 2004-4-11 15:45:47
Televangelist posted:

Gibbon_raver posted:

Televangelist posted:

Full and complete max stats are on the wiki (ac.wikkii.net) already.



Unfortunately, the actual min damage is not provided, unless there is another wiki link that I am not aware of.



max * (1 - variance) = min



Yes, a derived algorithm is needed to return the original, meaningful value for game play. A completely unnecessary task and one that is not as much of a simple thing to many as it is to you and I. Much less, it is such a simple thing to provide along with the variances to greatly reduce user manhours of effort.

EDIT: Even if the variance is the actual random seeded formula used by turbine, there is no reason why the useful, calculated min damage value cannot be provided.

 

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joeblow8579  2 stars
Posts: 257
Registered:
Who really cares about the minimum damage?

You say "derived formula" as if we are talking about advanced calculus. We are not. It's simple arithmetic.
Gibbon_raver  2 stars
Posts: 390
Registered: 2004-4-11 15:45:47
joeblow8579 posted:

Who really cares about the minimum damage?

You say "derived formula" as if we are talking about advanced calculus. We are not. It's simple arithmetic.



lol, when in game have you ever attempted to sell\describe\post stats about a weapon without considering the bottom end damage? (or even attempting to present the weapon stats as a % variance of top end?). The bottom end damage is many times a deciding factor in determining the value\usefulness of a weapon, i.e., a 12-66 heavy weapon spear would be junk.

In any real world user application to require the user to perform their own calculations is absurd. I have been an application\systems\database developer for more years then most players have probably been alive and to provide a single calculated column so that every person who uses the application can get more effective use out of it, much less a one time coding that would eliminate keystrokes and calculations for each and every user, would have not even been a second consideration.

Lastly, as mentioned above, "simple arithmetic", especially requiring calculations of fractions, is not as a simple a thing for many as it is for you and I.

 

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joeblow8579  2 stars
Posts: 257
Registered:
Gibbon_raver posted:

lol, when in game have you ever attempted to sell\describe\post stats about a weapon without considering the bottom end damage? (or even attempting to present the weapon stats as a % variance of top end?). The bottom end damage is many times a deciding factor in determining the value\usefulness of a weapon, i.e., a 12-66 heavy weapon spear would be junk.

In any real world user application to require the user to perform their own calculations is absurd. I have been an application\systems\database developer for more years then most players have probably been alive and to provide a single calculated column so that every person who uses the application can get more effective use out of it, much less a one time coding that would eliminate keystrokes and calculations for each and every user, would have not even been a second consideration.

Lastly, as mentioned above, "simple arithmetic", especially requiring calculations of fractions, is not as a simple a thing for many as it is for you and I.



You should understand that variance is the easiest thing in the world to correct for. The difference in total tinked DoT for a weapon with top versus the level below top variance is fractions of a point of damage. Even the difference between three or four levels of variance (weapons spawn with one of five different variances) is not a make-or-break thing for any weapon really, whereas correcting for a weapon two points below the top maximum damage means much, much less DoT once fully tinked.

Do the math yourself on the tinkering, or use Endy's calculator to do it for you. You'll see that minimum damage (and thus variance) are not as important as the maximum damage.

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