Waffennacht wrote: »I'm gonna uncode this @$!#
First sentence "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. "
Gradient of a single base generator = In mathematics, the gradient is a multi-variable generalization of the derivative. While a derivative can be defined on functions of a single variable, for functions of several variables, the gradient takes its place. The gradient is a vector-valued function, as opposed to a derivative, which is scalar-valued. If f(x1, ..., xn) is a differentiable, real-valued function of several variables, its gradient is the vector whose components are the n partial derivatives of f.
Like the derivative, the gradient represents the slope of the tangent of the graph of the function. More precisely, the gradient points in the direction of the greatest rate of increase of the function, and its magnitude is the slope of the graph in that direction.
So an undefined number... that changes...
The Hessian matrix or Hessian is a square matrix of second-order partial derivatives of a scalar-valued function, or scalar field
Some sort of graph and equation I think...
Ok let's say I hypothetically get the item's id number. Which undefined number in your equation becomes the ID number.
You said simple math, and all I need is the number. So do tell good sir, what the "simple" math is?
Edit: btw, the reason you only have one awesome is because everyone knows wtf you're doing.
If you're reading this far and haven't figured it out yet, the first post is complete nonsense, and just happens to use real (math) words.
So basically what you are saying is, my chances of getting heads can be greater than 50/50 if I "math the $*#^ out of it?"

Oh my god what have I done
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.

mrfrontman wrote: »After attempting this, it's obvious to me that the circumference of the diameter is proportionally outweighed by the symmetric quantum continuum which generates RNG. If the calculation is measured in molecules, we end up with x 4√a - n√a, α = 60°59′. Whereas |x-y| f (x) - N(μ,σ2) = gamma(c, λ). See the difference?
In my opinion, I believe that if we subdue the equivalent generated number, we can come to the conclusion of lim x→1- f(x) = 2. It's possible the level between the diameter of 0.00055‰ppt (1ppt = 10-12) and 10ppt × 30 = 3×10-10 are equal to your next drop.
I think you're on to something here.
How does one take a gradient from something that is effectively noise? Or is OP actually ignoring RNG and just measuring drop rates, and finds a low drop rate item rare and high drop rate item common? That would be really simple math.
FrancisCrawford wrote: »How does one take a gradient from something that is effectively noise? Or is OP actually ignoring RNG and just measuring drop rates, and finds a low drop rate item rare and high drop rate item common? That would be really simple math.
Never mind that -- if you're taking the gradient of something discrete, you should at least nod to that fact.
When I realized the OP implied both that one could know some base number and that it was trivial to differentiate something discrete, I decided the whole thing was a spoof.
And the Tom Lehrer song is perfect for this thread!
FrancisCrawford wrote: »How does one take a gradient from something that is effectively noise? Or is OP actually ignoring RNG and just measuring drop rates, and finds a low drop rate item rare and high drop rate item common? That would be really simple math.
Never mind that -- if you're taking the gradient of something discrete, you should at least nod to that fact.
When I realized the OP implied both that one could know some base number and that it was trivial to differentiate something discrete, I decided the whole thing was a spoof.
And the Tom Lehrer song is perfect for this thread!
hehehehehe
However the rng generator is not only used for you opening the chests its used for everything,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.