User talk:Flargen

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Revision as of 23:41, 24 May 2013 by imported>Flargen (Item Drop Rates)

Past discussion are archived here: 1 2

Template:Item

Since you can access this page, can you add Size? Also a way to move the alsocombat, since the pulled taffies have it in a different spot (specifically the red one)? And potion duration shouldn't say "1 Adventures". — Cool12309 (talk) 00:08, 11 April 2013 (UTC)

  • I'm looking into these. I've been away from the game for a long time; and the wiki, for the most part, aside from a few spam deletions/bans. The 1 Adventures thing should now be fixed. --Flargen (talk) 00:10, 11 April 2013 (UTC)

Delete all revisions except mine. It has been animated since when I uploaded it, it's just cache. — Cool12309 (talk) 02:34, 4 May 2013 (UTC)

  • Funny thing is, you can't "just" delete the current revision. Trying to do that deletes all of them. Allegedly. I remember now image reverting always being weird. Perhaps I should just revert on myself again. --Flargen (talk) 02:39, 4 May 2013 (UTC)
    • Apparently even completely deleting it and uploading the animated version still results in the non-animated version. The hell? I give up. Let's find Quietust, he probably knows how to do this right. --Flargen (talk) 16:21, 4 May 2013 (UTC)
      • It's cache. Reload with Ctrl + R or Ctrl + F5. — Cool12309 (talk) 17:04, 4 May 2013 (UTC)

Needs updating to include "terrain" and "terrain2" (in same spot as terrain is on this template) — Cool12309 (talk) 15:41, 5 May 2013 (UTC)

  • Done. Never even knew that template existed... --Flargen (talk) 18:09, 10 May 2013 (UTC)

Item Drop Rates

How do you calculate it (the data tables you post on the talk pages)? And for that matter, the error. (Also what exactly IS the error?) — Cool12309 (talk) 23:05, 24 May 2013 (UTC)

  • Read this. Each particular item drop bonus just gives me a binomial random variable with success probability Ip, where p is the base probability desired and I is the item drop multiplier (I=1 for +0% items, I=4 for +300% items, etc.). As Ip approaches 1 (from below), the variance (which is approximated from the observed value of Ip) on the associated measurement of p goes down to 0 (indeed, as long as Ip<1, then a higher I is always better, as it yields a lower variance, and thus faster convergence). I weight each observation at a given item drop bonus by the inverse of the variance, and combine them. I used to just weight them by the number of observations, but this put undue emphasis on less precise data (from lower item drop bonuses, generally), and required some mucking about with spreadsheets when item drops were maxed out at certain values, or were not valid (no shirts will drop when a character doesn't have torso awaregness). Some of my older drop data is still listed with this old weighting. Zones I have previously worked in, and have been posting new data to, use the inverse variance weighting. I then effectively use a normal approximation (which is highly accurate with this many observations) to determine when there is a unique integer rate in a 95% CI (1.96 standard errors to either side). It is possible to invoke fewer approximations by using some Bayesian analysis, but I find that to be a pain in the ass. A spreadsheet does my way with zero problems and little set-up, and the magnitude of the errors involved in the approximations is tiny; Bayesian analysis is substantially more involved. Starwed once wrote a web tool for it, but it's since disappeared from the web, and he has disappeared from the game. It was really convenient for spading multi-drops (like the three white pixels on a blooper, say), as that's a pain in the ass no matter what method you use. --Flargen (talk) 23:41, 24 May 2013 (UTC)