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morkian33 01-22-2009 02:46 PM

contradiction in the wiki
 
I was searching information on chances to refine items, and bonus of bless/lucky stones.

I found two pages which don't says the same thing, which is right?
http://www.fiestafan.com/wiki/Enhancement_Stones
http://www.fiestafan.com/wiki/Enhancement_Guide

ps: 15% for elrue[1] seems inacurate because i usually enchant 4 tier1 item to +3 with 20elrue1 only. (i play on bijou)

Gandalfa82 01-22-2009 05:30 PM

the Enhancement Stones page data is taken straight from the game files. That is the true numbers.

Enhancement Guide is done as a way to explain how to Enhance and not to tell about the stones. The Stone page is done to tell about the stones and not Enhancements. These are done this way so you can find what your looking for without have to hassle with more information then you need.

But I know, cause I was the one that did it, that the Stones pages is completely correct.

Triumph 01-22-2009 08:32 PM

Issue has been resolved.

Gandalfa82 01-22-2009 09:22 PM

Thanks Triumph, I just have not had the time to change that little bit.

morkian33 01-23-2009 08:02 AM

OK so bless stone increases success only by 2%.

Another thing in Enhancement_Stones:
"Examples of this: You have a +2 Weapon and using a lucky stone on it to try to enhance. There will be a 17% chance you will enhance the item to +3. If you are successful at enhancing the item then you will have a 35% chance of getting the weapon to +4 instead of +3"

But lucky elrue[1] which is the more succesful has only 13%.
The 17% is a mistake between lucky and bless or there is a mechanism that i missed?
Thx for your work! Wiki help me a lot.

Icy 01-23-2009 10:39 AM

Quote:

Originally Posted by morkian33 (Post 284494)
OK so bless stone increases success only by 2%.

Another thing in Enhancement_Stones:
"Examples of this: You have a +2 Weapon and using a lucky stone on it to try to enhance. There will be a 17% chance you will enhance the item to +3. If you are successful at enhancing the item then you will have a 35% chance of getting the weapon to +4 instead of +3"

But lucky elrue[1] which is the more succesful has only 13%.
The 17% is a mistake between lucky and bless or there is a mechanism that i missed?
Thx for your work! Wiki help me a lot.

Blessed Elrue[1] increases success rate by 17%, the Lucky Elrue[1] counterpart increases it by 13%. And if you use Lucky Elrue[1], 35% of the successes raise enhancement by 2 levels.

I find the "Lucky Sucess Rate" misleading - what about the inherent rate of success? Currently, the probability listed is just P(lucky stone's contribution to success) * P(getting lucky when successful). However, there's also P(inherent probability of success) * P(getting lucky when successful).

Gandalfa82 01-23-2009 03:41 PM

Quote:

Originally Posted by Icy (Post 284509)
Blessed Elrue[1] increases success rate by 17%, the Lucky Elrue[1] counterpart increases it by 13%. And if you use Lucky Elrue[1], 35% of the successes raise enhancement by 2 levels.

I find the "Lucky Sucess Rate" misleading - what about the inherent rate of success? Currently, the probability listed is just P(lucky stone's contribution to success) * P(getting lucky when successful). However, there's also P(inherent probability of success) * P(getting lucky when successful).

Icy, you are correct about the fact that the chance of being successful or Lucky are not what is showed. But each item you try to enhance has its own numbers for enhancements that must be taken into effect but since this page is not about enhancements but instead it is about Stones I have only put the numbers from the stones on it.

I've done it the best I can given the numbers that Outspark offers in the game. But it would be next to impossible to take all weapons from the game and figure out the different categories and then the Item success rate and factor that into the Stone page. As it is now, the page is about Enhancement Stones and the power ups from Sparks Store that goes with them. That is all. To keep this true then only the stone side of things should be shown. Though feel free to take the numbers and grab the weapon numbers to incorporate into the Enhancement Guide. That would be the best place for that.

Here are the numbers for Elure 1:
Lucky - 13% Success, 35% Luck
Normal - 15% Success
Blessed - 17% Success

The Lucky Success Rate is just the fact that you must be Successful before you can be Lucky. So if you fail the 13% success then you fail the whole thing, only when you fall in that 13% do you have that 35% chance for the lucky enhancement. So the Lucky Success Rate is just how often you will be lucky from the start. If you enhanced 1000 times then you will have 130 Successful Enhancements. 59 will be Lucky when you enhance them. So you Enhance 1000 times and you end up with 71 +1 and 59 +2 Enhancements. So by using this stone you were able to obtain +189 points in Enhancements.

If you Enhance 1000 times with a Bless Stone you would be successful 170 times. That would be 170 +1. Bless stones gives +170 points in Enhancements. Normal will give 150 +1 so +150 points in Enhancements.

If you only add the numbers that goes up then you would have:
Normal - 150 times
Bless - 170 times
Lucky - 189 times.

But that is not a true recap of the success only the raw points you get from 1000 tries.

Icy 01-23-2009 10:45 PM

I was only lectured on probability last term so I remember what they mean -.-

If you say that the Lucky Success Rate is not misleading, show a useful calculation that can be done with it, correctly.

Apart from that, there's no problem with the other columns, so there's nothing that's needed to be done to them.

Gandalfa82 01-24-2009 04:35 AM

The only useful calulation is to know the percent that you will get the lucky +2 as opossed to the standard +1 of a success. That is just to show the rate that the +2 will come over all.

I figure if people are using Lucky stones over Blessed stones it is cause they are hoping for the +2 Lucky Enhance so I added that column to show them the rate that these enhancements should come as they are upgrading items. If it is redundant or unneeded feel free to remove it.

What I wished I could find is the Degrade and Brakage Rates for the diffrent stones/items. That I am currently looking into.

Icy 01-24-2009 07:57 AM

Quote:

Originally Posted by Gandalfa82 (Post 285008)
The only useful calulation is to know the percent that you will get the lucky +2 as opossed to the standard +1 of a success. That is just to show the rate that the +2 will come over all.

I'm saying that you can calculate neither the overall Lucky Success Rate nor Increased Lucky Success Rate without knowing the success rate inherent from the item, as you earlier said. Therefore, that column is misleading. Come all who disagree and I will enlighten you.

Gandalfa82 01-24-2009 10:14 AM

Quote:

Originally Posted by Icy (Post 285090)
I'm saying that you can calculate neither the overall Lucky Success Rate nor Increased Lucky Success Rate without knowing the success rate inherent from the item, as you earlier said. Therefore, that column is misleading. Come all who disagree and I will enlighten you.

Point taken and I did place a note on the top of the Game Items part that says as much to better explain this to the users of this page. I have yet to be able to find the Item success rate or the luck rate so I can not give examples for this note.

I think it is defaulted in the game based on something about the item itself. But no way to prove this since it seems to be Server side calculations or Hard Coded into the Client itself.

Icy 01-24-2009 10:36 AM

Quote:

Originally Posted by Gandalfa82 (Post 285113)
Point taken and I did place a note on the top of the Game Items part that says as much to better explain this to the users of this page. I have yet to be able to find the Item success rate or the luck rate so I can not give examples for this note.

I think it is defaulted in the game based on something about the item itself. But no way to prove this since it seems to be Server side calculations or Hard Coded into the Client itself.

And there's also the probability that the developers hardcode placebo codes to screw us over. If only they used more precise English in their description, we'd be sure if the numbers are additive or multiplicative.

Gandalfa82 01-25-2009 01:44 AM

Quote:

Originally Posted by Icy (Post 285115)
And there's also the probability that the developers hardcode placebo codes to screw us over. If only they used more precise English in their description, we'd be sure if the numbers are additive or multiplicative.

So true, but we may never know the truth. After all it like rolling a D10, you have a 10% chance to get any number. So, if a success was 10% we would say you had to roll a 10 and it could take 1000 rolls to get that 10. So, the illusion could be the same as rolling a dice or it could be something else coded. We don't know and probably never will know that.

Icy 01-25-2009 12:35 PM

Quote:

Originally Posted by Gandalfa82 (Post 285330)
So true, but we may never know the truth. After all it like rolling a D10, you have a 10% chance to get any number. So, if a success was 10% we would say you had to roll a 10 and it could take 1000 rolls to get that 10. So, the illusion could be the same as rolling a dice or it could be something else coded. We don't know and probably never will know that.

Lol when there's a 10, 13, 15, 17 - naturally we think they mean 10%, 13%, 15%, 17% because those are sensible values. But they could, following the habits of the developers, mean 10 in 1000, 13 in 1000.... or 10 in 50, 13 in 50, etc. Lol. It could even be the mean of a Poisson distribution dictating how many $ a user ought to spend on average before a +9. :uhoh:

morkian33 01-27-2009 05:29 PM

lucky elrue[1]
success Rate 13%
Luck Rate 35%
Lucky Success Rate 5.95%

There is a thing that i dont understand...
13%*35%=4.55%
17%*35%=5.95%
Lucky elrue[1] success rate is 13% or 17%?

Icy 01-27-2009 09:09 PM

There must have been some confusion in the derivatives - use the primary figures rather than the secondary.

Gandalfa82 01-27-2009 09:37 PM

Quote:

Originally Posted by Icy (Post 285526)
Lol when there's a 10, 13, 15, 17 - naturally we think they mean 10%, 13%, 15%, 17% because those are sensible values. But they could, following the habits of the developers, mean 10 in 1000, 13 in 1000.... or 10 in 50, 13 in 50, etc. Lol. It could even be the mean of a Poisson distribution dictating how many $ a user ought to spend on average before a +9. :uhoh:

Have not thought about those ideas. So could be those.


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