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.
flguy147ub17_ESO wrote: »2 + 2 = 3
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.
ok, and now explain to me in a non-matematical language, what you wanted to say
WuffyCerulei wrote: »flguy147ub17_ESO wrote: »2 + 2 = 3
You are mistaken. 2+2=fish

KingYogi415 wrote: »It's so simple
Why didn't I see it before?
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.
You know, at first.. I was like why the hell would you measure it in molecules... but then I saw your equation and my mind is utterly perplexed and astounded at the same time.
We're going to get to the bottom of ZOS's shenanigans and allow players to have a 90+-% on the items they need at the time and locations they need them.
WuffyCerulei wrote: »flguy147ub17_ESO wrote: »2 + 2 = 3
You are mistaken. 2+2=fish
MLGProPlayer wrote: »I just tried OP's method and got a sharpened vMA inferno staff on my first try. Can confirm that it works.
I then applied it to undaunted chests, and got Illambris and Grothodarr divines shoulders in every weight class. 6 chests, 6 divines pieces.
This is the biggest community breakthrough this game has ever had.
https://www.youtube.com/watch?v=Jqdjy-VcT50 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.