User:MindlessGames
My main is RoyalTonberry
Tuxedo Shirt
I am keeping this here for the time being, until I have enough data to present on the tuxedo shirt page.
As far as spading this goes, the base assumption that it adds 1-3 randomly needs to be evaluated first, then the others can happen.
If it's random 1-3, then we expect the following to happen.
martinis
- 5s -> 50% -> 6, 7, 8 as 1/3 of 50%
- 6s -> 50% -> 7, 8, 9 as 1/3 of 50%
after shirt:
- 6s -> 1/6
- 7s -> 1/3
- 8s -> 1/3
- 9s -> 1/6
and with blender
- 5-6.6
- 5s -> 20% -> 6,7,8 as 1/3 of 20%
- 6s -> 50% -> 7,8,9 as 1/3 of 50%
- 7s -> 30% -> 8,9,10 as 1/3 of 30%
after shirt:
- 6s -> 6.66%
- 7s -> 23.33%
- 8s -> 33.33%
- 9s -> 26.66%
- 10s -> 10%
Ode
if Ode acts before Tux, we expect:
- 7-8.0
- 7s -> 50% -> 8, 9, 10 as 1/3 of 50%
- 8s -> 50% -> 9, 10, 11 as 1/3 of 50%
after shirt:
- 8s -> 1/6
- 9s -> 1/3
- 10s -> 1/3
- 11s -> 1/6
if Ode acts after Tux, we expect:
- 5s -> 50% -> 6, 7, 8 as 1/3 of 50%
- 6s -> 50% -> 7, 8, 9 as 1/3 of 50%
Ode maps 6->8, 7->9, 8->11, and 9->12
after shirt:
- 8s -> 1/6
- 9s -> 1/3
- 11s -> 1/3
- 12s -> 1/6
We have observed 10s with Ode, Tux, and Blender.
- Note that Blender will not affect how Ode adds adventures. Observing any 10s at all with Ode active rules out the possibility of Tux acting before Ode.
- So Ode acts first!
Frosty's Mug
if Frosty acts before Tux, we expect:
- 6s -> 50% -> 7, 8, 9 as 1/3 of 50%
- 7s -> 50% -> 8, 9, 10 as 1/3 of 50%
then apply shirt
- 7s -> 1/6
- 8s -> 1/3
- 9s -> 1/3
- 10s -> 1/6
if Frosty acts after Tux, recall the distribution from only Tux as a modifier. Now apply Frosty's mug and get:
- 7s -> 1/6
- 9s -> 1/3
- 10s -> 1/3
- 11s -> 1/6
Disgorging and Pickpocketing
for n items all with drop rate p:
integrate over x: p*(1-p*x)^(n-1)
gives: -((1-p*x)^n) / n
evaluate 0 to 1 gives: -((1-p)^n) / n + 1/n
simplifying: 1/n * (1 - (1 - p)^n)
Castle data
it looks like you can expect:
- +0% combats --> (75+0)/((75+0) + (25-0)*2/3) = 81.82% combats
- +5% combats --> (75+5)/((75+5) + (25-5)*2/3) = 85.71% combats
- +10% combats --> (75+10)/((75+10) + (25-10)*2/3) = 89.47% combats
- +15% combats --> (75+15)/((75+15) + (25-15)*2/3) = 93.10% combats
- +20% combats --> (75+20)/((75+20) + (25-20)*2/3) = 96.61% combats
- +25% combats --> (75+25)/((75+25) + (25-25)*2/3) = 100% combats