Finally, point of this whole scripting: I've created table of probabilities/DL (it's on that website)
Finally, point of this whole scripting: I've created table of probabilities/DL (it's on that website)
So from now on we should dip rings only on D:26?
"Whip me!" pleads the adom player. The rng replies... "No."
There were some rounding/overflow errors, now both tables are corrected.
Pure probability for djinn ring:
djinn.jpg
Seem strange, not enough data?:P
But for dipping rather conditional probability in group should be used?
Yes, conditional probability of RODS given a ring is generated, I would think. ADOM basically assigns a number to an item and then that number over the sum of all item numbers for a given DL or below are then used to determine generation. (so, four DL1 items a, b, c, d with numbers: 20, 1000, 500, 40 would have probability 20/1590, 1000/1590, 500/1590, 40/1590 to be generated. adding in a DL 2 e with number 2 item wouldn't affect DL1 generation, but on DL2 the probability would be changed to 20/1592, 1000/1592, 500/1592, 40/1592 and 2/1592 respectively for a,b,c,d,e. at least, from my understanding!). So, depending on what DL rings can be generated at (surely RoDS is one of highest DLs?), it may be most beneficial to use lowest DL..
gate closers: GeWi GnMo(unarmed) DeAs/Pa/Mi(staves)/Ra GePr DrBb HrMo | p7: MeBf | p17: GnPr | p20: DrDu GnAs DeCk MeWp OrBf GnTh MeHe | R57: MeDu | R101: DrAs (26,674 turns) GnDu (26,748) DrAs (18,533)
ULE: HeRa — OCG: DeMi
currently speedrunning DrAs.
Wouldn't the best way to find the ideal DL for dipping be to take the number of RoDS generated divided by the total number of rings generated, and go with the highest number? Obviously a level that gives 2000 rings for every 100,000 items will have more RoDS than a level that gives 500 (unless that level is over 4x morel likely to generate RoDS...), but that isn't a very useful number for gauging how likely you are to get one from dipping. (where 100% of the items generated will be rings) That is unless there's something I'm missing.
No, of course you are right. The rest of my post, I guess, diverges from my actual conclusion which is that you should consider probability of RODS given that a ring is generated (conditional probability). The rest of the post is more expository in tone, for the uneducated.
edit: no offense meant by uneducated, of course. Hopefully by context you see I don't mean uneducated in the classical sense.
Last edited by SirTheta; 01-28-2013 at 02:25 AM.
gate closers: GeWi GnMo(unarmed) DeAs/Pa/Mi(staves)/Ra GePr DrBb HrMo | p7: MeBf | p17: GnPr | p20: DrDu GnAs DeCk MeWp OrBf GnTh MeHe | R57: MeDu | R101: DrAs (26,674 turns) GnDu (26,748) DrAs (18,533)
ULE: HeRa — OCG: DeMi
currently speedrunning DrAs.
As among the items there were lots of statues(~16K), I've added empirical DLs of monsters(DL of monster=DL of it's statue?)
I'm back! Preliminary rarity (chance for item is 1/this value, so 1000 means 1/1000): https://docs.google.com/spreadsheets..._8yhbJ/pubhtml
It seems that there are no big between priest, wizard and fighter, apart from spellbook chance for casters being 1/20 instead of 1/200.
Any suggestions what else to look for? Do we expect some class to have something else differently?
New items:adamantium hand axe
boots of levitation
bracers of boxing
bracers of empowerment
bracers of lifting
bracers of piety
bracers of precision
bracers of purity
bracers of resilience
bracers of strength
eternium hand axe
healer's robe
large truesilver hammer
large truesilver shield
medium truesilver shield
mithril hand axe
mithril scalpel
potion of self-mutilation
ring of levitation
robe of purity
robe of the eyes
small truesilver shield
staff of beauty
staff of charisma
staff of corruption dissemination
staff of dampening
staff of dexterity
staff of hair loss
staff of learning
staff of levitation
staff of magical insights
staff of mana
staff of minor volcano summoning
staff of mundane insights
staff of nourishment
staff of pain
staff of parting water
staff of perception
staff of prayers
staff of purification
staff of recovery
staff of regeneration
staff of rejuvenation
staff of sensing traps
staff of strength
staff of the earthshaker
staff of the swirling mind
staff of the thunderclap
staff of toughness
staff of undead slaying
staff of unearthing secrets
staff of willpower
tower truesilver shield
truesilver arrow
truesilver battle axe
truesilver boots
truesilver broadsword
truesilver cap
truesilver chain mail
truesilver dagger
truesilver flail
truesilver full plate armor
truesilver girdle
truesilver halberd
truesilver hand axe
truesilver long spear
truesilver long sword
truesilver mace
truesilver plate mail
truesilver quarrel
truesilver rapier
truesilver ring mail
truesilver sabre
truesilver scale mail
truesilver scalpel
truesilver scimitar
truesilver-shod quarterstaff
truesilver short sword
truesilver sling bullet
truesilver spear
truesilver splint mail
truesilver two-handed sword
truesilver warhammer
wand of Grond
Last edited by cromat; 10-08-2017 at 10:55 PM.