User talk:Legate: Difference between revisions
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* I calculated the values using some simple statistics. Level 1: 37 slots, 1 slot corresponds to 2.703% chance. Level 2: Exactly 50 slots, each corresponds to 2% chance. Level 3: Again, 50 slots, 2% each. Note that no spell has a 2% chance on this level. Level 4: 20 slots, 5% each. Level 5: 25 slots, 4% each. | * I calculated the values using some simple statistics. Level 1: 37 slots, 1 slot corresponds to 2.703% chance. Level 2: Exactly 50 slots, each corresponds to 2% chance. Level 3: Again, 50 slots, 2% each. Note that no spell has a 2% chance on this level. Level 4: 20 slots, 5% each. Level 5: 25 slots, 4% each. | ||
** You lost me. Slot? Is that the number of spells at that level? Or just the lowest common denominator for spells and each spell would take a few slots? The main problem complicating the math is the no replacement (i.e. you can't get magic arrow twice in a level 1 mage guild). | ** You lost me. Slot? Is that the number of spells at that level? Or just the lowest common denominator for spells and each spell would take a few slots? The main problem complicating the math is the no replacement (i.e. you can't get magic arrow twice in a level 1 mage guild). | ||
*** If I understand the spell system in Heroes III correctly, it works as follows: You have X slots (say, cells), with X different for each level. F.e. Factory has 37 slots for spells of level 1. Now some of them are filled with "magic arrow" id, some with "cure" id, etc. Then, the game randomly chooses out of all slots, ignoring those that match an already appearing spell. If this is how it works, I understand the Documentation of HotA percentage chance to reflect just this spell appearing in 1 slot. In that case, it would be 1/37 chance of appearing in 1 slot for spells with 1 id in all slots, 2/37 for spells that have their id in two slots... That's why the percentages always add up to 100. They only refer to 1 slot. This is all, provided I understand the system. Again, the percentages we have refer to a spell appearing in 1 slot then. | |||
== Thank you == | == Thank you == | ||
Thank you for all the feedback and ideas and help with the new main page! I think it's done now, unless you have any other ideas or tweaks? I'll also leave the question up on Discord for people to chime in if they want to and perhaps change it within a week. [[File:Hero Cosmos small.gif|link=special:contributions/phasma|→ Phasma]] 17:25, 26 January 2024 (UTC) | Thank you for all the feedback and ideas and help with the new main page! I think it's done now, unless you have any other ideas or tweaks? I'll also leave the question up on Discord for people to chime in if they want to and perhaps change it within a week. [[File:Hero Cosmos small.gif|link=special:contributions/phasma|→ Phasma]] 17:25, 26 January 2024 (UTC) |
Revision as of 19:41, 26 January 2024
Bugs page
I added the bugs page you wanted. Can you help me update it with the remaining bugs we already have a record of? --Csaros (talk) 18:10, 25 January 2024 (UTC)
Factory Spell chances
For the Factory spell chances, I also found the real numbers (off the top of my head I believe level 1 spells had a sum of 37 chances). Do you want me to write it down somewhere? --Csaros (talk) 21:33, 25 January 2024 (UTC)
- Sure, feel free to dump them here. I might be inclined to write a program later to figure them out for real, but it would be nice to not have to do that :) --Legate (talk) 21:35, 25 January 2024 (UTC)
- I calculated the values using some simple statistics. Level 1: 37 slots, 1 slot corresponds to 2.703% chance. Level 2: Exactly 50 slots, each corresponds to 2% chance. Level 3: Again, 50 slots, 2% each. Note that no spell has a 2% chance on this level. Level 4: 20 slots, 5% each. Level 5: 25 slots, 4% each.
- You lost me. Slot? Is that the number of spells at that level? Or just the lowest common denominator for spells and each spell would take a few slots? The main problem complicating the math is the no replacement (i.e. you can't get magic arrow twice in a level 1 mage guild).
- If I understand the spell system in Heroes III correctly, it works as follows: You have X slots (say, cells), with X different for each level. F.e. Factory has 37 slots for spells of level 1. Now some of them are filled with "magic arrow" id, some with "cure" id, etc. Then, the game randomly chooses out of all slots, ignoring those that match an already appearing spell. If this is how it works, I understand the Documentation of HotA percentage chance to reflect just this spell appearing in 1 slot. In that case, it would be 1/37 chance of appearing in 1 slot for spells with 1 id in all slots, 2/37 for spells that have their id in two slots... That's why the percentages always add up to 100. They only refer to 1 slot. This is all, provided I understand the system. Again, the percentages we have refer to a spell appearing in 1 slot then.
- You lost me. Slot? Is that the number of spells at that level? Or just the lowest common denominator for spells and each spell would take a few slots? The main problem complicating the math is the no replacement (i.e. you can't get magic arrow twice in a level 1 mage guild).
Thank you
Thank you for all the feedback and ideas and help with the new main page! I think it's done now, unless you have any other ideas or tweaks? I'll also leave the question up on Discord for people to chime in if they want to and perhaps change it within a week. 17:25, 26 January 2024 (UTC)