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Offline ColorlessGreen

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Re: The Return of FGei (for v1.32x) https://elementscommunity.org/forum/index.php?topic=49887.msg1122460#msg1122460
« Reply #168 on: January 21, 2014, 11:31:58 pm »
I would still think that working in an estimated "slow/fast-player-percentage" as in "person B is a slow player so we will boost his stats by ... erm ... how about 20%" is problematic. It is still pretty damn subjective and arbitrary and, as an element of surprise, might just not do a certain deck justice one day.
Here as well, the only proper way would be increasing the number of different players testing a single deck.
When reading earlier, I was actually thinking how awesome a study would be where every tester needs to test every deck over an equal amount of games.
Unless the number of tested deck is reduced to a chosen few from the start (archetype-top-decks), this would probably never be possible to realize.

Actually, what I meant by the percentage modifiers was that we should report the fully abstracted stats (removing time/turn entirely and just reporting results over X turns), and then allow any individual looking at the results to say to themselves that they personally play deck A 20% slower than they personally play deck B, and therefore they should personally consider deck A worth 20% less than reported when considering against deck B. My goal is to abstract away as much subjectivity as possible while still allowing individuals looking at the results the flexibility to replace any abstraction with personal data.

Offline Leodip

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Re: The Return of FGei (for v1.32x) https://elementscommunity.org/forum/index.php?topic=49887.msg1123561#msg1123561
« Reply #169 on: January 28, 2014, 03:08:38 pm »
Hmm, I had me thinking, this morning at school, that a counter deck played against FGs may have a decent FGei, even though it won't probably keep up with Firecell, this is a nice option for a little fun and, if you need it, score drop.

Let's pick a Divine Glory counter (let's assume it has 100% Winrate, even though that's not possible) (let's also assume that the deck has a 100% EMRate, and that should pretty much accurated, it should be avoided to pick a deck with a low EMRate) (Divine Glory is pretty easy and has the higher extra electrums per win amongst Gods, so it should be the best pick)
Kev showed that Divine Glory's extra electrums per win is 873.
With a total of 29 Gods, 28 are auto-skips. Let's assume that the time for a skip is 2 seconds.
You lose 30 electrums per loss and win 120 per win plus the spun cards it'll be 993 Electrums/Win.
 :electrum/s=(993-30*28)/(2*28+240)=0.51689189189
0.51689189189*3600=1860.81081081  :electrum/Hour

I assumed a pretty slow TimeToWin, 240 seconds.

As a side note, playing the deck will result into a score drop of:
(120-30*28)*3600/(2*28+240)=-8756.75675676 Score/Hour

However, even though this is mostly theoretical, I wished to write this. If a valid, unupped, counter to two or three decks appeared (and that's most likely something among the lines of MonoAether) with a good Win Rate (>80%), it may result into a nice FG farmer.

Offline the dictator

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Re: The Return of FGei (for v1.32x) https://elementscommunity.org/forum/index.php?topic=49887.msg1123708#msg1123708
« Reply #170 on: January 29, 2014, 03:24:10 am »
I would like to direct everyone to this thread
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