1 in 200k
Since no one math check'ed me (dissapointment)If we assume:p(A) 15 ~ 30 = 1/16p(B) 1~ 5 = 1/5p(C) 1~ 5 = 1/5p(D) 1 ~ 5 = 1/5we convert:p(A) = 0,0625p(B) = 0,2p(C) = 0,2p(D) = 0,2we apply formula:p(A)*p(B)*p(C)*p(D) aka 0,0625*0,2*0,2*0,2 = 0,0005we transform into fraction to multiply and later convert decimal(0,0005*100)/(1*100)(0,05*100)/(100*100)(5/5)/(10000/5)1/2000 aka 1 in 2000You can also do in your calculator the following: (1/16)*(1/5)*(1/5)*(1/5) and get an insta result but we dont always have our calculators with us right? (my prof told me so)
You are implying that every stat has the same chance of appearing. I believe thats wrong.
class arg_addon<DOUBLE_POINT> : public addon_handler { public: virtual int GenerateParam(int datatype,addon_data & data,int arg_num) { ASSERT(arg_num == 2); data.arg[0] = abase::RandNormal(data.arg[0] , data.arg[1]); return 1; } virtual int ApplyAtGeneration(const addon_data & data, void * essence,size_t size,prerequisition * require) { return 0; } inline void Check(const addon_data & data) { //由于精炼属性的存在,此检查作废 //ASSERT(addon_manager::GetArgCount(data.id) == 1); } }; template <>
struct SpecRand { int * IndexList; int IdxCap; int IdxIndex; float * RandList; int RandCap; int RandIndex; SpecRand():IndexList(0),IdxCap(0),IdxIndex(0),RandList(0),RandCap(0),RandIndex(0){} int RandSelect(int num) { if(!IndexList) return 0; if(IdxIndex >= IdxCap) return 0; if(num <=0) return 0; int idx =IndexList[IdxIndex++]; if(idx >= num) idx = num - 1; return idx; } int RandNormal(int lower, int upper) { if(!RandList) return lower; if(RandIndex >= RandCap) return lower; float r = RandList[RandIndex ++]; if(r <0) r = 0.f; if(r >=1.0f) r = 0.9999999f; return (int)((upper - lower + 1)* r + lower); } float Rand(float lower, float upper) { if(!RandList) return lower; if(RandIndex >= RandCap) return lower; float r = RandList[RandIndex ++]; if(r <0) r = 0.f; if(r >=1.0f) r = 0.9999999f; return (float)((upper - lower)* r + lower); } };
- Rank 8 Weapon rerolling now only give Attack Level and Defense Level and a few other class related stat, like accuracy on Archer or interval on Assassin. These are the average probabilities for Attack Level and Defense Level: Value: 40 - 0.0006% = 1 / 154320.99Value: 39 - 0.0041% = 1 / 24366.47Value: 38 - 0.0248% = 1 / 4025.76Value: 37 - 0.0863% = 1 / 1159.02Value: 36 - 0.2726% = 1 / 366.77Value: 35 - 0.6237% = 1 / 160.34Value: 34 - 1.3068% = 1 / 76.52Value: 33 - 2.3287% = 1 / 42.94Value: 32 - 3.9037% = 1 / 25.62Value: 31 - 6.5579% = 1 / 15.25Value: 30 - 9.5270% = 1 / 10.50Value: 29 - 3.9058% = 1 / 7.19Value: 28 - 7.8249% = 1 / 5.61Value: 27 - 2.3038% = 1 / 4.48Value: 26 - 1.2618% = 1 / 3.20Value: 25 - 3.1514% = 1 / 3.02Value: 24 - 5.6708% = 1 / 2.80Value: 23 - 5.7485% = 1 / 2.19These chances can vary a bit between classes that have 3 unique stats and those that have 2 unique stats, but they are similar. Chances of interval on Assassin/Duskblade/Warrior are around the same, though it's now much easier to get interval+useful stat. Note that you can only get 40 max now. The unique stat attack and defense levels have been changed from 25 to 20. This is to keep balance the same. If it remained 25 then people could easily get 43 Atk or Def and it would affect balance.- New weapons can't be honed. You can still hone old weapons.
Bianca where is your post for demon psy no 100% silence?Is it fixed
I found this by Burdette, its related to the crafting not hone, but one could reverse engineer this to try to get numbers out of it.
Do you still play the game by any chance sir ZE_CAPETA?