Difference between revisions of "Item generation"

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[[Items|Lesser Item]] [[Item generation|generation]] involves a complex formula and can be influenced (both boosted and hindered) by numerous factors. First off, [[Guilds]] (now known as [[Guilds|Libraries]]) are instrumental in the generation of [[Items|Lesser Items]] in that the percentage of a mage's [[land]] consumed by [[Guilds]] is a major factor in the computation of [[Item generation]].  
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===Introduction===
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[[Items|Lesser Item]] [[Item generation|generation]] involves a complex formula and sets of calculations and can be influenced (both boosted and hindered) by numerous factors. First off, [[Guilds|Libraries]] (previously known as [[Guilds]]) are instrumental in the generation of [[Items|Lesser Items]] in that the percentage of a mage's [[land]] consumed by [[Guilds]] is the deciding factor in the computation of [[Item generation]]. Hence, a greater percentage of [[land]] devoted to [[Guilds|Libraries]] has a positive correlation with higher [[Item generation]].
  
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<br>
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===Formula===
  
 
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'''Base item generation, Libraries'''
guild (Library) item generation
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* Base item generation = 0.1 * squareroot(#ofLibraries / #ofLand)
* $guild_percentage = 0.1 * sqrt($mage->getGuilds() / $mage->getLand());
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** (#ofLibraries / #ofLand) essentially means the percentage of Libraries built on ones' land (which is normally displayed under 'Build' option)
 
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<br>
bonus item generation
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'''Bonus item generation'''
* $bonus_percentage = $mage->{mage_generatebonus};
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* Bonus item generation = +/- external forces (see below for elaboration)
 
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** Bonus item generation is added onto base item generation chance to increase the odds of generating a [[Items|lesser item]], but will not increase the chances of generating a 'Special' item
random roll
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<br>
* if ($rand < $guild_percentage) {
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'''Special item generation'''
* %item_hash = item::GenerateLesserItems(1,1);
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* Special item generation = 0.015 * (ServerTurnRate)
* } elsif ($rand < $guild_percentage + $bonus_percentage) {
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** 'Special' items include [[Magical Compass]] and [[Minor Indulgence]]
* %item_hash = item::GenerateLesserItems(1);
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<br>
* }
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===Elaboration of Formula===
 
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The formula(s) are actually quite simple once the process (and the examples) of item generation becomes clearer. An explanation of the process, in its entirety, is as follows:
if the roll just succeeded because of bonuses, you can only get normal items and not MI or compass
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* With every turn that is taken, a roll between 1 and 100 is made. Depending on the number that comes up, an item will either be generated or not.
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* If the number is below the base item generation chance, then an item WILL be granted; it is only possible to generate a 'Special' item if the roll is below the BASE chance alone, and not within the range of the 'BONUS' chance. If the roll happens to be above the BASE chance but within the range of the BONUS chance, only a lesser item will be granted.
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* If the roll was below the BASE chance, then a second roll between 1 and 100 occurs to check if the item generated will be a 'Special' item or not. This is where the third formula above comes into play; if the roll is below the Special item generation chance, a 'Special' item is granted.
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* This process is repeated each and every turn.
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<br>
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===Example of Formula Process===
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For this scenario, we will assume several things:
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* Mage is currently on the Lightning server
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* Mage has 5,000 [[land|acres]]
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* Mage has 500 [[Guilds|Libraries]]
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* Mage is currently being smiled upon by [[Luck|Lady Luck]]
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* Mage is affected by no other external forces that would influence generation
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We will compute the chances of item generation, bonus item generation, and special item generation:
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* The base chance to generate an item each turn is as follows:   .1 * squareroot(500/5000) = .03162277 = rounded to 3% (because dice do not have fractions)
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* The bonus chance to generate an item each turn is as follows: 2% from Luck
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* The chance to generate a 'special' item each turn is as follows: 0.015 * (ServerTurnRate) = 0.015 * 1.5 = 2.25% = rounded to 2%
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Now, we will employ the chances above on an average turn, exploring the possibilities:

Revision as of 00:55, 12 October 2015

Introduction

Lesser Item generation involves a complex formula and sets of calculations and can be influenced (both boosted and hindered) by numerous factors. First off, Libraries (previously known as Guilds) are instrumental in the generation of Lesser Items in that the percentage of a mage's land consumed by Guilds is the deciding factor in the computation of Item generation. Hence, a greater percentage of land devoted to Libraries has a positive correlation with higher Item generation.


Formula

Base item generation, Libraries

  • Base item generation = 0.1 * squareroot(#ofLibraries / #ofLand)
    • (#ofLibraries / #ofLand) essentially means the percentage of Libraries built on ones' land (which is normally displayed under 'Build' option)


Bonus item generation

  • Bonus item generation = +/- external forces (see below for elaboration)
    • Bonus item generation is added onto base item generation chance to increase the odds of generating a lesser item, but will not increase the chances of generating a 'Special' item


Special item generation


Elaboration of Formula

The formula(s) are actually quite simple once the process (and the examples) of item generation becomes clearer. An explanation of the process, in its entirety, is as follows:

  • With every turn that is taken, a roll between 1 and 100 is made. Depending on the number that comes up, an item will either be generated or not.
  • If the number is below the base item generation chance, then an item WILL be granted; it is only possible to generate a 'Special' item if the roll is below the BASE chance alone, and not within the range of the 'BONUS' chance. If the roll happens to be above the BASE chance but within the range of the BONUS chance, only a lesser item will be granted.
  • If the roll was below the BASE chance, then a second roll between 1 and 100 occurs to check if the item generated will be a 'Special' item or not. This is where the third formula above comes into play; if the roll is below the Special item generation chance, a 'Special' item is granted.
  • This process is repeated each and every turn.


Example of Formula Process

For this scenario, we will assume several things:

  • Mage is currently on the Lightning server
  • Mage has 5,000 acres
  • Mage has 500 Libraries
  • Mage is currently being smiled upon by Lady Luck
  • Mage is affected by no other external forces that would influence generation

We will compute the chances of item generation, bonus item generation, and special item generation:

  • The base chance to generate an item each turn is as follows: .1 * squareroot(500/5000) = .03162277 = rounded to 3% (because dice do not have fractions)
  • The bonus chance to generate an item each turn is as follows: 2% from Luck
  • The chance to generate a 'special' item each turn is as follows: 0.015 * (ServerTurnRate) = 0.015 * 1.5 = 2.25% = rounded to 2%

Now, we will employ the chances above on an average turn, exploring the possibilities: