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Messages - Dark Weaver (37)

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1
Archived Decks / Re: Instosis [FG][OTK][Arena]
« on: October 19, 2011, 02:41:05 pm »
I've calculate the probability to successfully cast Sky Dive with 12, 10, 8 air quanta given that you have enough quanta in all other colors:
[12  :air] = 99.8 %
[10  :air] = 92.8 %
[8  :air] = 35.2 %

If one color is depleted (let’s say time ;))
[12  :air] = 96.5 %
[10  :air] = 87.9 %
[8  :air] = 31.9 %

Don't be too worry to cast it with 12 or 10  :air quanta.

2
General Discussion / Re: Game Coding Q&A
« on: October 15, 2011, 12:25:59 pm »
Lol, i didn't knew there was really a bug with purple nymph until I checked the nymph count topic 5 mins ago.
It seems to me that the "bug" is still there (its more wrong coding than a bug, remember arrays starts at 0 and Math.random() "Returns a pseudo-random number n, where 0 <= n < 1.").
to get 3.114% it is not very difficult, it is = 50%×12/204 + 50%×12/204×12/204

3
General Discussion / Re: Game Coding Q&A
« on: October 15, 2011, 11:20:37 am »
Quote
From what I can see, the odds of getting a nymph is the same as any other card: approximately 5.88%.
Nope it's not.
It is 3.114% to get a nymph.(but it may be more complicate with a higher chance for purple nymph)
I've sent someone a more detailed explanation but I don't have the message anymore, maybe he can post it here if he recognize himself.



4
Archived Decks / Re: Instosis [FG][OTK][Arena]
« on: October 14, 2011, 09:46:16 pm »
I had a (lucky??) stike of seism last day, I think he wanted is revenge because I faced him only once during 100+ game of rol/hope.
Anyway don't play more then 1 tower at a time unless he has no earthquake and you feel lucky, you need those time quantas. Don't abuse of hourglasses and do not put more then 2 on the field. If one or two towers can survive some turns it should be ok.
I have a positive score vs him (something like 5-3 or 6-4) but I wouldn't call him easy, too many earthquake or too little towers at start and you can't put the dragon and because you cannot build your time quanta you must use the hourglasses wisely and thus not spamming them -> sundials must be well distributed to survive.

I had no luck against jezebel so far and I’m 2-1 against octane. I tried to play against decay after reading Higurashi's post, it is 1-2 so far, the 2 loses where quick because of entropy denial, the win was because I had a hand with 3 super novas and I could play them.

5
Rainbow Decks / Re: Limitless speed FG OTK [Epic]
« on: October 08, 2011, 10:39:10 pm »
anyway this is a fun deck, both the original and the SoR one. Now I must farm one more SoR before doing the FGs :X

6
Rainbow Decks / Re: Limitless speed FG OTK [Epic]
« on: October 08, 2011, 10:32:31 pm »
my bad didn’t though of that your right, i’m the fool now, I need some rest :\

7
Rainbow Decks / Re: Limitless speed FG OTK [Epic]
« on: October 08, 2011, 10:27:12 pm »
Quote
You don't know what quanta element will the SoR consume, and that can screw your limited air and gravity quantum leaving you without combo. If there's a way to make it more stable,
you asked for it, i just replied. Also it can be used if you dont have all 4 sor’s
I just pointed some working alternatives, dont take it so disparagingly.
   

8
Rainbow Decks / Re: Limitless speed FG OTK [Epic]
« on: October 08, 2011, 10:18:36 pm »
this deck is fun but very slow, you need to build your quantas and gather the combo cards and this take lots of turns during which you have to wait the computer play horribly slow.

you may replace 1 shard of readiness by one blessing
or 2 shards by 1 blessing and 1 rage elixir
I think you don't understand the idea of the 1.29 version. It's a OTK (One Turn Kill, make 200 damage in 1 turn), and you have to play THAT combo in one turn. Replacing SoR for blessings just will ruin the combo.
then explain me how it ruins the combo, light quanta is less exploited and fire quanta not at all :
original combo :     ((13)×(1+2+2+2+2))×2 = 234
1 blessing :            ((13+3)×(1+2+2+2))×2 = 224
1 blessing 1 elixir : ((13+3+6)×(1+2+2))×2 = 220

9
Rainbow Decks / Re: Limitless speed FG OTK [Epic]
« on: October 08, 2011, 09:36:32 pm »
this deck is fun but very slow, you need to build your quantas and gather the combo cards and this take lots of turns during which you have to wait the computer play horribly slow.

you may replace 1 shard of readiness by one blessing
or 2 shards by 1 blessing and 1 rage elixir

10
False Gods / Re: Drop rates and deck selection
« on: September 27, 2011, 02:19:09 pm »
I don’t know what you are trying to say nor what is wrong for you, also I know what a Binomial distribution is.
If you want me to be more explicit :
1.8 cards = 0cards × (probability to win 0 cards) + 1card × (probability to win 1 card) + 2cards × (probability to win 2 cards) + 3cards × (probability to win 3 cards)
this is not a probability, probability distribution or whatever, it is the average number of cards won per game (or 3spins)
And yes, (probability to win x cards) is a Binomial distribution so what ? we can say that the expected value is n×p (n is the number of experiments and p the probability for a success) which in this case is 3 × 0.6 or that the expected value is the sum of the expected value of the n Bernouilli trials in this case 0.6 +0.6 +0.6
I used the old fashion Expected value definition, and it is plainly correct.


11
General Discussion / Re: Card Drop Rate
« on: September 21, 2011, 10:45:05 am »
so the pillar loops 8 times only? nooooooooooooooooooooo!

(that's 2 days of simulation down the drain)
no it isnt 8 times it runs through the loop on increments 0,1,2,3,4,5,6,7,8,9 which is 10 times in total
yay! thank you for telling me, I was about to jump off a building!
Prepare to jump ... :-[

The step 5bis should not be followed, it was an mistake I did previously.
Your matlab code repeat this mistake, you can see that in the results with the very low tower cards won.

I don’t have anything against matlab, it’s more the opposite, but running simulation is way faster in c/c++ than in matlab especially if you don’t use the matlab strength (vector and matrix manipulation) but its weakness (loops on single numbers).
Quote
Code: [Select]
tc = 0;
for c = 1:length(a)
    tc = tc + a(c);
    cumulative(c) = tc;
end
for d = 1:length(b)
    tc = tc + b(d);
    cumulative(length(a)+d) = tc;
end
seriously ? I mean ... SERIOUSLY ?????????
Code: [Select]
cumulative = cumsum([a b]);
Quote
Code: [Select]
f = floor(rand(1)*(cumulative(end)));
        g = 0;
        cp = 0;
        while g <= length(cumulative) && cp == 0; % use < not <=
            g = g + 1;
            if f < cumulative(g)
                four(e) = g;
                cp = 1;
            end
        end
although correct, why not do it the simple way
Code: [Select]
f = floor(cumulative(end)*rand);
four(e) = find(f < cumulative , 1);

12
General Discussion / Re: Card Drop Rate
« on: September 20, 2011, 11:57:15 am »
I corrected the python code, I don’t know the python sythax so don’t copy paste it but you should understand the correction.
The error was that the loop counter is incremented at the start and each time a card is found or discarded.
def select(): #This selects 4 cards to use in the spinner
    ncard = 0 #0 cards have been selected
    loop = 0 #No cards have been pillars
    card = [0, 0, 0, 0] #Generate an array for the 4 cards to be used
    while ncard <= 3: #Do this 4 times
        loop = loop + 1 #Add 1 to loop
        index = random.randint(0, (len(cards)-1)) #Pick a random integer/card between 0 and the length of the card array (it holds the card code list)
        if cards[index] not in pillarcodes or loop > 8: #If card is not a pillar or loop >8 then pick the card
            card[ncard] = cards[index] #The nth card in the array is now the card code of the card selected
            ncard = ncard + 1 #Add 1 to number of cards picked
    return card #At the end, output the array of the 4 cards picked

def spin(): #This spins the wheel three times and returns the number of cards won
    wins = 0 #0 cards have been won
    for i in range(0, 3): #repeat 3 times
        card = select() #Generate a card array of the cards picked in the select() function
        card1 = card[random.randint(0, 3)] #Assign one of the 4 cards to the first card spun
        card2 = card[random.randint(0, 3)] #Assign one of the 4 cards to the second card spun
        card3 = card[random.randint(0, 3)] #Assign one of the 4 cards to the third card spun
        if card1 == card2 and card2 == card3: #If all cards are equal
            wins += 1 #Increase number of cards won by 1
    return wins #Return the number of cards won (for use in a different function)

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anything
blarg: