[Release] Formulla to calculate equal droprates

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  1. #1
    aka Reb3lzrr Boarderkoen is offline
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    [Release] Formulla to calculate equal droprates

    Name of Release: Uhm, Reb3lzrr's Equal Droprates?
    Description: Well, I wanted to (re)make the droprates, and I came by the events. Here I wanted that ALL flags ( like 15 items ), have equal droprates ( all 100/15 = 6.666 percent chance to drop ), but was a f*cking long formula.

    So I created a formula which tells which number you have to put in in the ItemGroup.txt. So I putted this formula in exel for people who aren't as good in math as I am lol
    Features: for droplists
    Download-Mirror 1: [ Here ]

    Last Word:
    * Using these numbers would result in a itemgroup where an item HAS to come out
    * I'm btw not responsible for any damage to your server or droplists


  2. #2
    Kal Craker cristy_abaddon is offline
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    Re: [Release] Formulla to calculate equal droprates

    can u post the formula please?

  3. #3
    Account Upgraded | Title Enabled! NarutaruTR is offline
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    Re: [Release] Formulla to calculate equal droprates


  4. #4
    aka Reb3lzrr Boarderkoen is offline
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    Re: [Release] Formulla to calculate equal droprates

    The formulla is in the exel file

    but ill post in anyway:
    Code:
    =(B21*10)/((1-(D21/1000))*(1-(E21/1000))*(1-(F21/1000))*(1-(G21/1000))*(1-(H21/1000))*(1-(I21/1000))*(1-(J21/1000))*(1-(K21/1000))*(1-(L21/1000))*(1-(M21/1000))*(1-(N21/1000))*(1-(O21/1000))*(1-(P21/1000))*(1-(Q21/1000))*(1-(R21/1000))*(1-(S21/1000))*(1-(T21/1000))*(1-(U21/1000))*(1-(V21/1000)))
    * The D/E/Fetc 21 are variables, and B21= the requested equal droprate ( for example 5% )

  5. #5
    Arrogant Wizard DeathArt is offline
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    Re: [Release] Formulla to calculate equal droprates

    To be honest, I don't belive they use a formula, and far from one as complex as you posted.
    They use simple math, in a very wrong way though. Pacd allready proven this long time ago.

    So I doubth it will be possible to calculate equal droprates, only something close too.

  6. #6
    boo General is offline
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    Re: [Release] Formulla to calculate equal droprates

    When you have 4 items, wouldnt it be "250 500 750 1000" instead of "250 333 500 1000" ????

  7. #7
    Account Upgraded | Title Enabled! MILEKY is offline
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    Re: [Release] Formulla to calculate equal droprates

    No, they don't use logic.

  8. #8
    aka Reb3lzrr Boarderkoen is offline
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    Re: [Release] Formulla to calculate equal droprates

    Quote Originally Posted by DeathArt View Post
    Pacd allready proven this long time ago. too.
    I made my formula based on this guide, written by pacd,

    Code:
    =(B21*10)/((1-(D21/1000))*(1-(E21/1000))*(1-(F21/1000))*(1-(G21/1000))*(1-(H21/1000))*(1-(I21/1000))*(1-(J21/1000))*(1-(K21/1000))*(1-(L21/1000))*(1-(M21/1000))*(1-(N21/1000))*(1-(O21/1000))*(1-(P21/1000))*(1-(Q21/1000))*(1-(R21/1000))*(1-(S21/1000))*(1-(T21/1000))*(1-(U21/1000))*(1-(V21/1000)))
    Well This is the formula which will apply on the 19th item in an itemgroup,
    And it has to be this long, because everytime an item gets loaded, you will take a factor over the remaining chance, just take a look at this:

    Code:
    (1-(NUM/1000))
    this calculates the factor which will be applied to get the remaining chance

    in example:
    250: (1-(250/1000)) = 0.75
    500: (1-(500/1000)) = 0.5
    so everytime a new item gets added the formulla gets longer. And adds this:"(1-(NUM/1000))" statement



    I will use pacd's example to make clear my formula is working
    This examples uses the numbers: "500 443 470"

    the first item has 500% chance to drop
    the second item has (1000*(1-(500/1000))*(1-(433/1000) = 283.5 ( 28.35% chance to drop )
    the third item has (1000*(1-(250/1000))*(1-(500/1000)*(1-(470/1000)) = 150.255 ( 15.025% chance to drop )

    *My numbers are more precies because pacd rounded off.


    Quote Originally Posted by BjornVH View Post
    When you have 4 items, wouldnt it be "250 500 750 1000" instead of "250 333 500 1000" ????
    Hmm not realy,
    the first item has 25% chance to drop
    the second item has (1000*(1-(250/1000))*(1-(500/1000) = 375 ( 37% chance to drop )
    the third item has (1000*(1-(250/1000))*(1-(500/1000)*(1-(750/1000)) = 93.75 ( 9,375% chance to drop )
    the forth item has (1000*(1-(250/1000))*(1-(500/1000)*(1-(750/1000))*1 ( because (1-(1000/1000) equals 0 , but it takes the 100% remaining chance. So we need to load the last enty, and do this times 1. ) = 93.75 ( 9,375% chance to drop )

    In my way it would be like this:
    the first item has 25% chance to drop
    the second item has (1000*(1-(250/1000))*(1-(333/1000) = 250 ( 25% chance to drop )
    the third item has (1000*(1-(250/1000))*(1-(333/1000)*(1-(500/1000)) = 250 ( 25% chance to drop )
    the forth item has (1000*(1-(250/1000))*(1-(333/1000)*(1-(500/1000))*1 = 250 ( 25 chance to drop )



    just trust me lol I wont release sh*t :D

  9. #9
    Account Upgraded | Title Enabled! MILEKY is offline
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    Re: [Release] Formulla to calculate equal droprates

    Well Izu says you're wrong.

  10. #10
    aka Reb3lzrr Boarderkoen is offline
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    Re: [Release] Formulla to calculate equal droprates

    LOL I say im right,

    This formulla is based on pacd's way of calculating this. You all say he is right, but I'm wrong w/e; beleave what you want but dont say im wrong

  11. #11
    Account Upgraded | Title Enabled! swarm133 is offline
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    Re: [Release] Formulla to calculate equal droprates

    Actually i disagreed with PACD.
    He is wrong.
    I agree with KING IZU

    A better way of explaining how they work as follows:
    Code:
    Item Groups work like a 1000 sided dice.
    
    when a itemgroup is called by a monsters death the die is rolled twice. 
    (For each bag that drops)
    
    The first dice roll determines what group of items will be picked.
    
    The second dice roll determines what group of items will be picked.
    Example 1
    Code:
     (itemgroup (index 2000) (group (500 2001)(600 2002)(800 2003)(950 2004)))
    
     Broken Down:
    
    Group 2001 is assigned the 1st 500 sides of the dice (50%)
    Group 2002 is then assigned the remaining sides up-to and including 600 (10%)
    Group 2003 is then assigned the remaining sides up-to and including 800 (20%)
    Group 2004 is then assigned the remaining sides up-to and including 950 (15%)
    
    as the last group was only 950 there is 50 sides that have 
    nothing attibuted to them and therefore if chosen they drop nothing (5%)
    Example 2
    Code:
     (group (index 2001) (money (400 200) (500 8000))(item (550 730)(700 731)(1000 732)))
    
    Broken Down:
    
    The Groups of items work the same way as itemgroups do but reference items 
    rather than groups
    
    200 geons is assigned the 1st 400 sides of the dice (40%)
    8,000 geons is then assigned the remaining sides up-to and including 500 sides (10%)
    Item 730 is then assigned the remaining sides up-to and including 550 sides (5%)
    Item 731 is then assigned the remaining sides up-to and including 700 sides (15%)
    Item 732 is then assigned the remaining sides up-to and including 1000 sides (30%)
    
    As the last item was assigned up to and including 1000 all sides are used and 
    therefore there is no chance of getting no drop.
    But hey it's your server files, so you can stuff it up all you want. I just explained how they actually work. take it or leave it

  12. #12
    Valued Member dragonsword1 is offline
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    Re: [Release] Formulla to calculate equal droprates

    LoL nice guide

  13. #13
    Arrogant Wizard DeathArt is offline
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    Re: [Release] Formulla to calculate equal droprates

    It's still a fact that none of you know the precise dropsystem in details :p
    We can only estimate how it works, and build up the login from that.

  14. #14
    aka Reb3lzrr Boarderkoen is offline
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    Re: [Release] Formulla to calculate equal droprates

    Totally true



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