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Joe

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    Galileo
  • Race
    Progen
  • Profession
    Warrior

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  1. Is it possible to make a server slash command that changes the quantity built when you press the build button?   The same sort of thing would be amazing for PM ammo.  I feel like a dick if I have to get someone to make ammo for me.  If I pay them any substantial amount, I'll go bankrupt, and it sucks for the other person if I'm paying 2 or 3 times the build cost because ammo can't be made to cost a lot more than it already does.   I'm not certain how the ammo thing would work.  Increasing the stack size to five or ten times what it currently is would have been my first thought, but if that requires messing with the client then obviously it won't work.
  2. Is there any reason to limit the range to 250K?  Some sectors are really huge (Lagarto and Grissom come to mind) and having this be able to cover the entirety of such a sector would be a nice quality-of-life improvement to this skill that I don't think has any impact on its power.  It's still going to remain limited by the fact that you can't use it on someone in another sector (which is a necessary limitation), and teleporting someone 250K vs 600K isn't going to make any difference in a combat situation.
  3. Joe

    Credits

    I agree that there really needs to be something to buy for credits at all levels.  Credits really have no use beyond buying things from vendors or buying the PM gear of levels 7, 8, and 9.  Once you have all the PM gear you need, you're basically done with credits aside from ammo upkeep costs, which are minimal.   It's kind of a problem in a lot of themepark MMOs really.  You get to max level and suddenly you can't use the game's currency anymore because all of the useful items are drop-only.  This happened in WoW, SWTOR, EQ, and I'm sure plenty of other games.  The difference is, those games have major RMT problems because they're reasonably popular.  I don't see the EnB emulator getting big enough to attract attention of the RMT "industry", and so I think we can actually have a valuable currency in this.
  4. Yeah, I'd like the same thing for corpses I've already looked at.  Can suck looting when I don't want ammo sample drops or ammo components, etc.
  5. I'd like to just see an alternative means of acquiring access to the repository.  As I said when I posted here a few weeks ago, I had just told the Councillor that I wanted to seek peace between the races about five minutes prior to this part of the mission.  For story's sake, it makes less than no sense that I'm suddenly willing to go slaughter Centuriata NPCs.  I'd like to see the option of a short alternate mission from Vinda about getting the information.  Maybe bring her some minerals that she happens to need in exchange for access to the information you need.
  6. I... I think I mirror this sentiment?
  7. I was disappointed you weren't referring to Fun with an "H" for some reason.
  8. I just finished test #2.  Target was CL31 Manes.  Number of shots was again 600, with 153 non-critical hits.  Again, auto-follow with no movement. No shots missed. Something I noticed in both trials is that the client is combining numbers of two shots together.   The numbers I saw in this test were 8 (-2), 16 (-4), 16 (-4) (CRIT) and 33(-8) (CRIT).  This means that a single non-crit must be the smallest number, 8, and that a single crit must be 16.  I never saw a damage number of 24 in the entire test, which implies that the client does not combine crit and non-crit shots together.   Using a binomial distribution again with probability of success, p = .9591 and n = 600 trials, the probability that we pick a sample containing 447 critical hits or fewer is 1.15 x 10^(-74).   I'm not sure what's going wrong but it's very clear that my actual critical hit chance is far below 95.91%.   I would be glad to help you look over the code, if you'd like.  It's quite helpful to have a second set of eyes for debugging.  I'm proficient with C++ - would just need Kyp to set up the access.
  9. I know it's a chance and not a guarantee.  Hence why I'm using probability theory to back up my findings.  The probability of getting such a discrepancy between the advertized critical chance and my sampled critical rate is extraordinarily low.  If the PRG was indistinguishable from random, as is the goal of a PRG, then the probability that my sample contains as few or fewer criticals as mine did is astronomically low.
  10. I just tested a low level gun against Trever Ardun, CL25 named Claimjumper.  I used autofollow to close the distance and did not touch movement controls at all during the "fight".  I fired exactly 600 shots, and 112 of them came up as non-critical hits.   I will test again when I come home from work tonight.   In a binomial distribution using p = .9591 (Critical targeting skill contributes .7, CFB contributes .2591 for this total), the probability of getting less than or equal to 488 successes out of 600 is 2.22 * 10^(-16).  In conclusion, either I'm missing some very important variables of critical rate, or the PRG is badly broken.   Can you detail all of the critical rate calculations?   edit: Fixed statement.
  11. I didn't know it was based on angle or movement.  Do they heavily influence the formula or is it only a slight difference?   Also the reason I wanted to try out low level guns is because they do less damage, which means I get to sample many more shots than I do with an Archos on the same mob -> more reliable sample.
  12. I'd like to test this better on a mob with much more HP but low damage output.  Alternatively, should using a lower level weapon affect my chance to crit at all?  If not, I'll just go get some low level gun and record a larger sample.   I went over to the Claimjumpers earlier with a single Archos with impact (makes it easier to tell if the shot that just landed was a crit or not), but they don't really last long enough to get a reasonably large sample.  Out of the 30ish shots I counted (not including the kill shot, which doesn't display damage), 7 or 8 were non-crits.
  13. Interesting... I didn't think to mention it before, but I was using Impact ammo at the time.  Also, I didn't think Combat Trance affected my critical rate?
  14. I want to say it was a L20 Claimjumper in Carpenter.  I know it was in Carpenter and it was a ship-type mob that wasn't Red Dragon faction.
  15. A few days ago, I was testing something, firing single shots of impact ammo at a target.  I happened to notice that my crit chance was nowhere near what I expected it to be.  I'm a PW with max Critical Targeting and a 200% Crimson Force Barrier, which adds ~26%.    The way I always thought it worked was that the bonus from your Critical Targeting skill plus the highest critical targeting bonus from gear was the chance you would deal a critical hit.  If this were the case, I should see very few non-crits.  However, what actually happened was that I saw a non-crit almost every other shot.  I didn't fire a huge number of shots, but I did see quite a few non-crit shots - far more than I'd expect to see if I had a 96% chance to crit.   I don't think that it's just a multiplier of my base crit chance either.  Base crit seems very low - I'd bet that it was less than 10%.  If I roughly doubled this estimate, I'd be looking at about 20% crit chance, which also doesn't seem even close.   Has anyone actually tested how crit chance works?  How does Rally affect it?
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