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Old 01-24-2009, 10:14 AM   #11
Gandalfa82
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Originally Posted by Icy View Post
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.
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Old 01-24-2009, 10:36 AM   #12
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Originally Posted by Gandalfa82 View Post
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.
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Old 01-25-2009, 01:44 AM   #13
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Originally Posted by Icy View Post
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.
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Old 01-25-2009, 12:35 PM   #14
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Originally Posted by Gandalfa82 View Post
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.
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Old 01-27-2009, 05:29 PM   #15
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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%?
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Old 01-27-2009, 09:09 PM   #16
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There must have been some confusion in the derivatives - use the primary figures rather than the secondary.
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Old 01-27-2009, 09:37 PM   #17
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Originally Posted by Icy View Post
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.
Have not thought about those ideas. So could be those.
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