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heroBD

ENCHANT RATES

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LAST MONDAY I DID AROUND 170 CRAFTS IN TOTAL S+DYNASTY GRADES AND GOT 3 FOUNDATION PARTS.(I HAVE NO IDEA FOR FOUNDATION RATIO , BUT CAN WE HAVE AN INFO ABOUT IT)?

ALSO LAST MONDAY I ENCHANTED 55 S GRADE ARMORS FOR +6 , AND ALL 55 BROKE. (ACCORDING TO YOUR SERVER'S CHANCES , FOR +6  U NEED AROUND 20 TRIES).

TODAY I TRIED FOR A FOUNDATION SET , NEEDED 4 PARTS + 6 , AND I HAD 111 BEAS. (AGAIN ACCORDING TO CHANCES , U GET 1 +6 PART EVERY 20 BEAS).

I ENDED UP WITH 1 ITEM +6.....

IN A PERIOD OF 4 YEARS , ME + CAIUS + HENNA , HAVE BROKE AROUND 15-20 WEAPONS OF ANY GRADE FROM 15-> 16. (WITH 33% CHANCE, AND NEVER GOT +16 ).

U REALLY NEED TO CHECK HOW THIS FAKING CODE WORKS , AND DONT TELL ME THAT IT IS JUST AN EXTENDED UNLUCKY MOMENT.........

I HAVE SOME GOALS FOR PLAYING HERE THAT SADLY IT IS BASED ON CHANCE , BUT THIS THINGS GETS TO BE UNREALISTIC......

 

 

Edited by heroBD

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For normal EAS on S armors

55 x 0.66 =  36.3 items +4
36.3 x 0.33 = 11.97 items +5
11.97 x 0.25 = 3 items +6   (i got 0)

now for beas if u have 111 beas......

If try 60 times......

60 x0.66 = 39.6
39.6 x 0.33 = 13.06
13.06 x 0.25 = 3.26 items +6 with 113 beas enchants ( i got 1)
 

Sry about caps and bad calculation earlier , i was enraged , but still the maths are not even close to adding up

About lets say 18 weapons    15-16 , we end up with 0 +16........even if it is a period of 3-4 years..... it is too faking much..... normally we should have 6 weapons +16.....


Generally on my enchants on armors till now , i thought i was really unlucky...... after last 2 mondays i m pretty sure the server's code is faked up.
 

Also 1 day 4 months ago , i had 3 armors in a row going from +0 -> +6 , the chances for that is like. I was nearly sure the server bugged , until next items started breaking.

Gaureanu has a theory that the more populated the server is , the more easily things break. 
It didnt make any kind of sense to me , but if i think about my personal luck on this server , it somehow makes sense .
Before the corona when server was totally dead , I had really good luck on enchanting weapons , and mediocre luck on armors i guess .
Since corona , that people play more , my luck on weapons stopped totally (i also stopped enchanting like crazy , but i still do...and things break on 4-5 most of the times , didnt see more than 7 for A LONG TIME). And on armors it is freaking terrible.
 

If u can check plz the "code" or whatever generate the chances... .and the chances themselves.......

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H5 MW has 4% (out of 60% for succ craft) so 2.4% real chance. How it's at GF i'm not sure, maybe the same, maybe lower (2%). How it's at GE - noone knows 😜
About armors, i see you already fixed math. More or less : 1 out of 18 single part armors should go +6, if using beas avarage should be 34 per part spend.
About +16 weapons. Shrine title is "NEVER +16", so i guess it was intended and working fine :kappa:

This part with online->chances sounds just bad. Chances are flat i guess and there are no such multipliers added. I heard similar things about drop chances, but it just sounds stupid. And even if NCsoft dared do such multipliers, you should quit game at instant and never come back again.
 

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I didnt say that they made game this way.
I imply that there may be something wrong on the code, or on the chances generating formula , or the chances generally. 
I always didnt consider myself lucky , but lately it is getting out of hand.
111 beas for some people is like 1 year of work , to get wasted just like this is annoying.
I also dont post this to make chances easier , not at all , just run a check and a test or something.

About foundation i have no idea.... in previous crafts , we made with 140 crafts 7 foundation pieces.

Now with 170 , 3 foundation pieces.... dunno if it is 2 or 5 or whatever , i just ask if we can know , if now it is ok. in my mind it is like 2-5%

10 foundation / 310 clicks , makes sense in the end with whatever chances , even 2 , even 5 %

Edited by heroBD

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Hi,

60 items is really small set - if I simulate your example with this one-liner in Python, I get these results:

>>> [len([i for i in [random() <= 0.66*0.33*0.25 for i in range(60)] if i]) for i in range(100)]
[4, 3, 4, 2, 7, 1, 3, 4, 3, 4, 4, 4, 0, 6, 3, 3, 2, 2, 5, 1, 1, 6, 1, 4, 6, 2, 2, 3, 5, 3, 2, 3, 2, 3, 3, 1, 3, 1, 4, 1, 2, 3, 2, 0, 7, 4, 4, 4, 5, 6, 2, 4, 2, 2, 1, 9, 3, 2, 5, 0, 3, 4, 1, 4, 9, 1, 4, 2, 2, 3, 5, 6, 4, 2, 2, 6, 4, 5, 2, 3, 5, 5, 3, 6, 4, 5, 5, 4, 2, 6, 2, 2, 5, 2, 1, 4, 1, 3, 2, 2]

Explanation: it's 100 times simulating enchanting 60 items and the result number is how it ended (how many successfully enchanted weapons) and it's same type of random and you sometimes end up with 7 weapons and sometimes with 0. If I try it on bigger set, like 600 weapons, you'll see it's bit less spread:

>>> [len([i for i in [random() <= 0.66*0.33*0.25 for i in range(600)] if i]) for i in range(100)]
[36, 27, 32, 35, 38, 35, 27, 46, 29, 37, 36, 34, 35, 39, 35, 30, 33, 32, 29, 37, 35, 29, 33, 36, 39, 33, 31, 35, 30, 30, 26, 31, 34, 42, 31, 33, 29, 24, 38, 27, 37, 34, 32, 46, 38, 34, 37, 25, 38, 32, 30, 37, 42, 35, 37, 29, 36, 31, 37, 46, 35, 29, 36, 29, 35, 26, 33, 25, 35, 38, 43, 34, 35, 33, 30, 39, 37, 33, 28, 31, 24, 35, 32, 22, 29, 38, 35, 32, 35, 47, 32, 32, 34, 45, 33, 33, 27, 32, 35, 25]

With 60000 weapons it's even less spread:

>>> [len([i for i in [random() <= 0.66*0.33*0.25 for i in range(60000)] if i]) for i in range(100)]
[3263, 3340, 3393, 3285, 3241, 3278, 3365, 3323, 3332, 3222, 3347, 3216, 3342, 3186, 3243, 3249, 3312, 3302, 3298, 3203, 3189, 3244, 3219, 3308, 3201, 3350, 3364, 3271, 3299, 3198, 3294, 3302, 3269, 3281, 3343, 3295, 3192, 3312, 3153, 3283, 3298, 3228, 3219, 3279, 3213, 3230, 3313, 3237, 3361, 3320, 3213, 3385, 3230, 3241, 3212, 3397, 3297, 3182, 3173, 3281, 3292, 3193, 3236, 3323, 3319, 3276, 3301, 3241, 3255, 3267, 3297, 3275, 3268, 3221, 3220, 3192, 3345, 3309, 3264, 3364, 3214, 3125, 3261, 3173, 3234, 3308, 3273, 3344, 3323, 3330, 3245, 3224, 3242, 3265, 3371, 3213, 3220, 3388, 3214, 3237]

So I'm 99% sure it's just a bad luck

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Hi Emca...what you simulated is totally valid from a math point of view and we understand it..my idea, that i told @heroBD about, is that the chances might be influenced by another factor (number of attempted enchants on a period of time, overall succes of enchants, number of ppl online idk).

Recently someone showed me a line of code for enchants in lineage...and in it they used "base_chance" variable..does it mean that there is another factor or factors that make uf for final "chance"?

What we want to know is simply if these enchants are based only on a specific chance...or there are other factors that increases or lowers these chances?

Thank you :)

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On 6/3/2020 at 3:45 PM, GAUREANU said:

Recently someone showed me a line of code for enchants in lineage...and in it they used "base_chance" variable..does it mean that there is another factor or factors that make uf for final "chance"?

What we want to know is simply if these enchants are based only on a specific chance...or there are other factors that increases or lowers these chances?

Can you show me this part of code, I'm quite curious about that.

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Base chance is normal chance with normal scroll, like fighter weapons 70 % up to level 15 and then 35 %, mage weapons 40 % up to level 15 and then 20 % etc.

This is how it may look like (there are some changes to make it more readable but the principle is the same; treat is as a pseudocode) for fighter weapons. Variable 'bonus_from_skill' can be changed by using Lucky Clover (it's 0 by default and clover increases it). I'm not sure what 'bonus' and 'type' variable exactly are, it would require more digging...

chance = 100.0;
if (level >= 3) {
    chance = 70.0;
    if (level >= 15) {
    	chance = 35.0;
    }
    chance = chance + bonus_from_skill;
    if (type == 1) {
        chance = chance + bonus * 100.0;
    } else if (!type) {
        chance = chance + chance * (bonus / 100.0);
    }
}
if (chance < drand() * 100.0) {
    // fail
} else {
    // success
}

 

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