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Do Australians play a different version of DAoC?

Posted: Tue Aug 01, 2006 9:09 pm
by Gandelf
http://www.classesofcamelot.com/misc/ClassGuides/spellcraft.asp

"Classes of Camelot" is an Australian website. In the past I've come across a number of errors. Recently I was researching into the probabilities of overcharging success rates, when I found the above link.

Can any of you find any glaring mistakes, or is it just me not reading it properly? I won't say what I think is wrong, but I believe I've spotted several assumptions that are in error.

Yours in anticipation... gandelf:

Posted: Tue Aug 01, 2006 9:32 pm
by Xest
Had a quick look through and couldn't see anything glaringly obvious but it was quick.

Australians don't have specific servers, they tend to play US servers, certainly I've met a lot of Australians there though.

Posted: Tue Aug 01, 2006 10:10 pm
by Lairiodd
In fairness, Gandelf, that is a few pages of equations. Perhaps you would have better luck if you asked if a specific equation is correct :).

Maybe you are refering to the packing efficiency thing? I haven't really looked at it much.

IMO, the best way to calculate utility is to use these coefficients

Skills: 3.75
Stats: 0.6818 (i.e. 15/22)
resist: 1.7647 (i.e. 15/8.5)
Hits: 0.25

An ideally SC-ed and OC-ed 37.5 point item will always score 60, if you use those coefficients.

4*(+60 hits) = 240 * 0.25 = 60 points
4*(+4 skills) = 16*3.75 = 60 points
4*(+22 stat) = 88*( 0.6818 ) = 59.9984 points
4*(+8.5 resist) = 34*( 1.7647 ) = 59.9998 points

The point is that each of the above gems (+60 hits, +4 skills, +22 stat and +8.5 resist (if it existed)) uses up 1 slot in the optimal SC setup. Therefore, they are optimal and should be given the same score.

Posted: Wed Aug 02, 2006 8:33 am
by Gandelf
Here is one quote from the link, which I thought was in error:-
So lets say you have a 1000 spellcrafter (SCL=1000) overcharging a lvl 51, 100% quality item to achieve a capacity of 37, the max. He uses 4, 100% quality gems. His chance of success is S = -70% + 50% + 26% + 4*11% = 50%. So a smart spellcrafter will save his 100% quality gems for overcharge comissions. Note that spellcrafters make their own gems from reagents.

I do overcharged templates all the time and I certainly don't use 4xMP gems on one item. Usually, most overcharged items I imbue have 1x98% gem and 3x99%. I've even tested imbuing something myself using 2x98% and 2x99% gems and that was on a 99% quality item, with a 5½ point overcharge. I've never blown up. So I just can't relate to the quote above. Not unless it's because I've capped Spellcrafting? I know the quote is an hypothetical example, but that being the case, why would the author suggest that "smart" spellcrafters save MP gems for overcharging. Also, why do all the templates players send me only ask for 99% quality gems? Can you understand my confusion?

Posted: Wed Aug 02, 2006 9:08 am
by Lieva
if ypu use the spellcraft calculator you can change your qual gem so it has less chance to blow up.
Chances are when people give you templates theyve used that type of programme :)

I suppose without that sort of programme it would just be easier to use MP gems if you dont know if it will blow or not :)

Posted: Wed Aug 02, 2006 1:39 pm
by Lairiodd
[quote="Gandelf"]Here is one quote from the link, which I thought was in error:-

I do overcharged templates all the time and I certainly don't use 4xMP gems on one item. Usually, most overcharged items I imbue have 1x98% gem and 3x99%. I've even tested imbuing something myself using 2x98% and 2x99% gems and that was on a 99% quality item, with a 5&#189]

Ahh, they probably are using the official formula from here

The formula is:

Overcharge penalty
0: 0
1: -10
2: -20
3: -30
4: -50
5: -70

Gem Quality Bonus (per gem)
96: 1
97: 3
98: 5
99: 8
100: 11

Item Quality Bonus
96: 6
97: 8
98: 10
99: 18
100: 26

Spellcrafter Skill Bonus
5*(floor(Skill/50) - 10)

e.g. floor(1005/50) = floor(20.1) = 20
so the bonus would be 5*(20-10) = +50

So a 1001 crafter with 100% everything and 5 overcharge works out at

OC: -70
Gems: 4*11
Item: +26
Skill : +50

total: 50%

Anyway, it seems like Mythic decided that that was to traumatic for people to lose 99/MP items. The rule of thumb was that anything above 30% chance of success is safe.

Maybe they decided not to apply the overcharge penalty.

In any case, can you imagine what it would have been like if they kept the official chances. Customers would be demanding MP gems (and not getting them :p). With 99% gems, the chance would be 38%. This means that people who want MP gear would take an average of ~2.5 items per slot. This would generate alot of buisness for crafters with remakes. A 5 point OC on a 99% item would be 30% chance of success, so going the cheap route actually means more likelyhood of blowing up.

Posted: Wed Aug 02, 2006 1:43 pm
by Xest
It's not because in Gandelf's quote it says 1000 SC is it? iirc at 1000 SC there was still a chance of exploding an item, but as soon as you hit 1001 that chance dissapears, maybe to do with that? I've got 3 SCers across all servers now and have only ever used 2x 99% 2x 98% and never had a failure.

Posted: Wed Aug 02, 2006 5:21 pm
by Lairiodd
Xest wrote:It's not because in Gandelf's quote it says 1000 SC is it? iirc at 1000 SC there was still a chance of exploding an item, but as soon as you hit 1001 that chance dissapears, maybe to do with that? I've got 3 SCers across all servers now and have only ever used 2x 99% 2x 98% and never had a failure.
Well, at 1001 you get the final step in the skill bonus. The formula is actually (I made a slight error in the first post)

5*(floor((Skill-1)/50) - 10)

So

1000 -> 5*(floor(999/50)-10) = 45
and
1001 -> 5*(floor(1000/50)-10) = 50

However, nobody actually knows the formula and the step change from 1000 to 1001 is only assumed due to the web page I linked to.

Posted: Thu Aug 03, 2006 6:44 pm
by Craft
they play upside down? duh.