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#26 eXempt

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Posted 08 May 2011 - 08:36 AM

Took me 54 tries to special ._.

*With 3% rose

Also, isn't there a medal that gives 2% soulcraft bonus?

EDIT: 253 tries to +17. Lovely.

Double EDIT: 433 from +19 to +20. I have no idea how some people make +20 items ingame.

Edited by eXempt, 08 May 2011 - 09:04 AM.

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#27 Slayze

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Posted 08 May 2011 - 10:00 AM

I don't think this took as long as you seem to think it took lol.

The logic used for enchanting/soulcrafting is simple, with just a basic loop for printing / RNG, so it shouldn't had taken too long.
...I do question the need to use multiple classes for a program as simple as this though.
Mainly for future upgrades?

Also, artifact and +13 in one try each.
If only it actually happened...

Oh, and add a variable on the Item for total number of attempts plx.
Maybe via the View option.

Edited by Slayze, 08 May 2011 - 10:03 AM.

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#28 Yurai

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Posted 08 May 2011 - 10:52 AM

The logic used for enchanting/soulcrafting is simple, with just a basic loop for printing / RNG, so it shouldn't had taken too long.
...I do question the need to use multiple classes for a program as simple as this though.
Mainly for future upgrades?

Also, artifact and +13 in one try each.
If only it actually happened...

Oh, and add a variable on the Item for total number of attempts plx.
Maybe via the View option.

You do need multiple classes for this. I don't see how else you'd be able to create an item object unless you use some extremely inefficient coding. For convenience, I coded an extra class for things such as the item slot and the item grade, since I rather not have a tower of if else for every time I need to determine which slot/grade it is for the enchant/sc process. I also used a different implementation of the SortedSet interface for a more efficient way to print out your inventory in order according to slot, name, grade, and enchant.

I was thinking of making it so that the view menu showed a complete listing of the statistics/stats for each item in the future when I add in SC options, but I can add in the total amounts soon, though. Do you want total tries for both sc and enchant, or just one of them?

Edited by Yurai, 08 May 2011 - 10:54 AM.

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#29 Miname

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Posted 08 May 2011 - 01:40 PM

You do need multiple classes for this. I don't see how else you'd be able to create an item object unless you use some extremely inefficient coding. For convenience, I coded an extra class for things such as the item slot and the item grade, since I rather not have a tower of if else for every time I need to determine which slot/grade it is for the enchant/sc process. I also used a different implementation of the SortedSet interface for a more efficient way to print out your inventory in order according to slot, name, grade, and enchant.

I was thinking of making it so that the view menu showed a complete listing of the statistics/stats for each item in the future when I add in SC options, but I can add in the total amounts soon, though. Do you want total tries for both sc and enchant, or just one of them?


I think he is saying..
Use
if
else
if
else
if else
etc

LOL

Edited by Miname, 08 May 2011 - 01:40 PM.

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#30 Maronu

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Posted 08 May 2011 - 04:45 PM

Took me 54 tries to special ._.

*With 3% rose

Also, isn't there a medal that gives 2% soulcraft bonus?

EDIT: 253 tries to +17. Lovely.

Double EDIT: 433 from +19 to +20. I have no idea how some people make +20 items ingame.

The medal gives .5% sc bonus. I'm seeing a lot of people posting who seem to think they are having bad luck when they are succeeding in a number of tries that are better than average or close to average. This is for you guys. The second percent tells you the chance of success with all bonuses that are available in game applied (5% rose not included). The first number after the equal sign tells you the average number of tries to successfully upgrade without bonuses. The number after the backslash tells you the average number of tries to successfully upgrade with max bonuses applied. The math to get this was very simple, but I figure it might save some time, and help some people to better understand the rates. Read it like a table not an equation.

And Yurai, if you want to use something like this, in your program, to let players get a better idea how lucky or unlucky they were that would be cool.



Armor enchant rates:

Chant level Success rate (100% = 100000)
+0 --> +1 95000 (95%)(118.75%) = 1.05/1 (over 100%)
+1 --> +2 95000 (95%)(118.75%) = 1.05/1 (over 100%)
+2 --> +3 95000 (95%)(118.75%) = 1.05/1 (over 100%)
+3 --> +4 50000 (50%)(62.5%) = 2/1.6
+4 --> +5 40000 (40%)(50%) = 2.5/2
+5 --> +6 30000 (30%)(37.5%) = 3.33/2.67
+6 --> +7 25000 (25%)(31.25%) = 4/3.2
+7 --> +8 20000 (20%)(25%) = 5/4
+8 --> +9 18000 (18%)(22.05%) = 5.55/4.53
+9 --> +10 16000 (16%)(20%) = 6.25/5
+10 --> +11 14000 (14%)(17.5%) = 7.14/5.71
+11 --> +12 12000 (12%)(15%) = 8.33/6.67
+12 --> +13 10000 (10%)(12.5) = 10/8.33
+13 --> +14 5000 (5%)(6.25%) = 20/16
+14 --> +15 3000 (3%)(3.75%) = 33.33/26.67
+15 --> +16 900 (0.9%)(1.125%) = 101.01/88.89
+16 --> +17 800 (0.8%)(1%) = 125/100
+17 --> +18 400 (0.4%)(.5%) = 250/200
+18 --> +19 350 (0.35%)(.4375%) = 285.71/228.57
+19 --> +20 340 (0.34%)(.425%) = 294.12/235.29

Weapon enchant rates:

Chant level Success rate (100% = 100000)
+0 --> +1 95000 (95%) = 1.05/1 (over 100%)
+1 --> +2 95000 (95%) = 1.05/1 (over 100%)
+2 --> +3 95000 (95%) = 1.05/1 (over 100%)
+3 --> +4 30000 (30%)(37.5%) = 3.33/2.67
+4 --> +5 27000 (27%)(33.75) = 3.70/2.96
+5 --> +6 24000 (24%)(30) = 4.17/3.33
+6 --> +7 21000 (21%)(26.25) = 4.76/3.81
+7 --> +8 18000 (18%)(22.5) = 5.55/4.44
+8 --> +9 15000 (15%)(18.75) = 6.67/5.33
+9 --> +10 12000 (12%)(15%) = 8.33/6.67
+10 --> +11 9000 (9%)(11.25%) = 11.11/8.89
+11 --> +12 6000 (6%)(7.5%) = 16.67/13.33
+12 --> +13 3000 (3%)(3.75%) = 33.33/26.67
+13 --> +14 3000 (3%) = 33.33/26.67
+14 --> +15 1000 (1%)(1.25%) = 100/80
+15 --> +16 700 (0.7%)(.875%) = 142.86/114.28
+16 --> +17 400 (0.4%)(.5) = 250/200
+17 --> +18 200 (0.2%)(.25%) = 500/400
+18 --> +19 180 (0.18%)(.225%) = 555.56/444.44
+19 --> +20 170 (0.17%)(.2125) = 588.23/470.59


Soul craft rates:

Craft level Success rate (100% = 100000)
Advanced success rate (regular -> advanced) 6000 (6%)(6.21%) = 16.67/16.10
Special success rate (advanced -> special) 4000 (4%)(4.14%) = 25/24.15
Artifact success rate (special -> artifact) 2000 (2%)(2.07%) = 50/48.31
Legendary success rate (artifact -> legendary) 2000 (2%)(2.07%) = 50/48.31

Edited by Maronu, 08 May 2011 - 04:52 PM.

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#31 Yurai

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Posted 08 May 2011 - 05:29 PM

If they can't figure out some simple math, then it's their loss. I'm not going to clutter up my interface will all these numbers just for some people who can't add and multiply.
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#32 Maronu

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Posted 08 May 2011 - 07:17 PM

If they can't figure out some simple math, then it's their loss. I'm not going to clutter up my interface will all these numbers just for some people who can't add and multiply.



Pretty sure it's not that they can't. They just didn't bother to do it. I mean, you can take pretty much any number generator and a calculator, and you can simulate sc/enchanting.. The program just makes it slightly more convenient. Are you planning to add the ability to keep track of the amount of gold and souls used?

386 tries to 20 sigh


386 tires is not bad at all. ^

Edited by Maronu, 08 May 2011 - 07:18 PM.

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#33 ImDiene

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Posted 08 May 2011 - 07:30 PM

[font="arial, verdana, tahoma, sans-serif"]

Pretty sure it's not that they can't. They just didn't bother to do it. I mean, you can take pretty much any number generator and a calculator, and you can simulate sc/enchanting.. The program just makes it slightly more convenient. Are you planning to add the ability to keep track of the amount of gold and souls used?


386 tires is not bad at all. ^

THAT'S HORRIBLE
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#34 Yurai

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Posted 08 May 2011 - 10:06 PM

[font="arial, verdana, tahoma, sans-serif"]

Pretty sure it's not that they can't. They just didn't bother to do it. I mean, you can take pretty much any number generator and a calculator, and you can simulate sc/enchanting.. The program just makes it slightly more convenient. Are you planning to add the ability to keep track of the amount of gold and souls used?


386 tires is not bad at all. ^

Unless someone wants to figure out the enchant and soulcraft gold cost formula, I don't see how that's even plausible.
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#35 sXcDennis

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Posted 09 May 2011 - 06:39 AM

Unless someone wants to figure out the enchant and soulcraft gold cost formula, I don't see how that's even plausible.


Apply B for each of the following to fill formula.
Note: If item level is below level 10, then apply like this- Example: Level of item is 5, then it'll equal .05 , If the level of item is 1- Then it'll equal .01


Enchanting
A=To +1

A=.06 X Level of item
Example: .06 x Zauharnart Staff(70)=4.2

Formula to + the item = A+B(Current Enchant Level)
Example: 4.2+.9(13)=15.9 = To +14 item.


Weapons

B= .2+ . Level of Item
Example: .2+ .Zauharnart Staff (.70) =.9


Armors:


Shield:
B=.07+ .Level of Shield
Example: .07+ .Clover Arms(.36)=.43


Shoes
B=.06+.Level of Shoe
Example: .06+ .Premium Kyros Shoes(.67)= .73

Gloves
B=.07+ .Level of Glove
Example: 0.7+ .Apprentice Hero Gauntlets(.05)= .12

Shoulders
B=.08+.Level of shoulder
Example: .08+ .Heirloom Bubo Shoulders(.60)=.68

Bottom
B= .10+ .level of Bottom
Example: .10+ .Secmanthian Bottom(.67)=.77


Top
B= .12+ .Level of Top
Example: .12+ .WerewolfTop(.40)=.52

Helm
B= .09+ .Level of Helm
Example: .09+ .Alivda Hat(.36)=.42

Back
B= .10+ .Level of back
Example: .1+ .Blizzard Muffler(.66)= .76


Belt
B=.06+ .Level Of Belt
Example: .06+ .Five star Lava Belt(.44)=.5

Face
B=.10+.Level of face item
Example: .1+ .Ruby Sunglasses(.01)=.11

IM Medal
B=.10+ .Level Of Medal
Example: .1+ .Prize Pack Balloon(.05)= .15

Edited by sXcDennis, 09 May 2011 - 08:00 PM.

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#36 Yurai

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Posted 09 May 2011 - 08:06 AM

Have you considered that the cost may be different depending on what type of armor you have and which slot they go in?
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#37 sXcDennis

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Posted 09 May 2011 - 08:24 AM

Yeah, i just thought of that, it might be...the type of armor. I can figure that out when i get back home tonight.
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#38 sXcDennis

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Posted 09 May 2011 - 08:01 PM

Sorry for double post, but I fixed my first post and finished it all.
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#39 Yurai

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Posted 10 May 2011 - 05:49 AM

Not sure if I'm going to add in face and balloon, but thanks for the rest. I'll probably get working on it within a few days, hopefully.
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#40 Meganekko

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Posted 10 May 2011 - 05:07 PM

I keep getting an error, i made sure my java was updated but it still continues. When I open the batch it opens for a second and says "java' is not recognized as an internal or external command perable program or batch file" and auto closes. It happens so fast I had to screenshot it and open in paint JUST to read it.
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#41 Miname

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Posted 10 May 2011 - 05:22 PM

I keep getting an error, i made sure my java was updated but it still continues. When I open the batch it opens for a second and says "java' is not recognized as an internal or external command perable program or batch file" and auto closes. It happens so fast I had to screenshot it and open in paint JUST to read it.

Download this.
http://www.java.com/...load/manual.jsp

If it still persists you may just have to set Environmental variables.
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#42 Meganekko

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Posted 10 May 2011 - 05:47 PM

Download this.
http://www.java.com/...load/manual.jsp

If it still persists you may just have to set Environmental variables.

After I posted I regoogled and saw about setting the variables it noW works, Thanks Sada.

GAIZ 665 TRIES for Jona's Zblade from 17-18. THANK GOD IN DRAGONSAGA IT WAS REALLY 2 TRIES. hahaha


WOO ONLY 100 tries for +19~!

Edited by Meganekko, 10 May 2011 - 05:48 PM.

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