Waffennacht wrote: »Um, did we do some backward engineering there? Sounds like it lol
Also, i think we're missing something, like a program or add on?
Re reading, yes, this has nothing to do with console...
If you plot actual drop rates from repetitive things like refining mats in the time domain, you'll noticed that certain items follow a distinct (half) sine wave like distribution.Thus leading to the real practical numbers that follow through with finding the correct percentages on items and success factors.
Waffennacht wrote: »Um, did we do some backward engineering there? Sounds like it lol
Also, i think we're missing something, like a program or add on?
Re reading, yes, this has nothing to do with console...
Works on all platforms so long as you can acquire item IDs & solve basic math equations.
Waffennacht wrote: »Um, did we do some backward engineering there? Sounds like it lol
Also, i think we're missing something, like a program or add on?
Re reading, yes, this has nothing to do with console...
lol I don't know what I just read but I'm guessing it explains the crap I pulled in maelstrom over the last 16 runs.
If you plot actual drop rates from repetitive things like refining mats in the time domain, you'll noticed that certain items follow a distinct (half) sine wave like distribution.Thus leading to the real practical numbers that follow through with finding the correct percentages on items and success factors.
This pattern has been there since the beginning and is a clear indicator that ZOS uses a modified system that adjusts probabilities in a repeating pattern that utilizes a bell curve type filter.
When you take the gradient of a single base generator at the current point of the base roll on RNG derivatives, you will find the Hessian Matrix of the second derivative of the diagonal matrix which you can plug into the second formula to better see your odds of a success in crafting and whether or not a specific item is considered to be rare, common, very rare, or other. To determine the drop rate of one single item and to improve your chances on a scale that leads to less 'farming' and remove the 1 in 20 (example) chances in it dropping will depend on your ability to plug in the specific formula of the subspace regarding the item ID (which can be found when linking more than the approved amount in chat).
min{1/2s^T_Hs+s^Tg such that ||Ds||≤Δ}
where g is the gradient of f at the current point x, H is the Hessian matrix (the symmetric matrix of second derivatives)
such algorithms typically involve the computation of a full eigensystem.
min f(d)=1/2F(x_k+d)^T_F(x_k+d)
But a minimum of f(d) is not necessarily a root of F(x). Thus leading to the real practical numbers that follow through with finding the correct percentages on items and success factors.
Ugh, can't you do math? Let me translate it for you...how to get vMA inferno again?
Idk what I just read. You suggesting that during certain period of time during the day the better the drop rate of said items?
You know those Protean Rune Nodes from Surveys, here is something to chew on
https://www.math.uwaterloo.ca/~nwormald/papers/protean.pdf
WalksonGraves wrote: »So how many goats do I sacrifice per equinox for any of that to translate into anything practical?