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  #1  
Old 09-19-2012, 04:17 PM
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I posted 32bit binaries for Rev2214. Somebody else can handle 64bit and Bots builds. PEQ DB for 2214 is up too.

Last edited by cavedude; 09-19-2012 at 04:26 PM..
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  #2  
Old 09-19-2012, 10:04 PM
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Quote:
Originally Posted by cavedude View Post
I posted 32bit binaries for Rev2214. Somebody else can handle 64bit and Bots builds. PEQ DB for 2214 is up too.
thank you for the binaries Cavedude! much appreciate it.

I do have a question on the new system thought:

Quote:
Probability has been removed from loottable_entries. Multiplier has been added to lootdrop_entries, and chance in lootdrop_entries has been changed to a float so it can handle decimals.
If i remember correctly old system worked like this:

Suppose we have An_Orc who had loottable_id 12345

loottable_id 12345 would have inside of it:

lootdrop_entries 26, mult 1, 33%
lootdrop_entries 85, mult 2, 77%

lootdrop_entries 26 would have inside:
rusty mace 20%
club 70%
short sword 10%

lootdrop_entries 85 would have inside:
bronze bracer 80%
chainmail 20%

So, the orc had 33% chance to trigger entry 26 - to drop anything at all, before we even get into what exactly he would drop

2 opportunities to trigger entry 85 at 77% each

In NEW system if you saying that probabilities are removed, how can you replicate the system above where I want a situation where npc may or may not drop anything at all even before we get to the items?


Also, when you say that items will now "roll individually" - I do know that all %% on items were screwed up and place in list was affecting proper percentages, but "roll individually" sounds somewhat vague - do items total still have to add up to 100%?

thanks!

PS Sorry if I missed something already explained.
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  #3  
Old 09-19-2012, 10:42 PM
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Quote:
Originally Posted by ChaosSlayerZ View Post
In NEW system if you saying that probabilities are removed, how can you replicate the system above where I want a situation where npc may or may not drop anything at all even before we get to the items?
I know this is easy to over think and I did it too when I was question Cavedude on changing the system before we bring in the data that I parsed from Magelo.

Think of it as a header.

loottable_entry:
Code:
mysql> select * from loottable_entries WHERE loottable_id
 = 1000 limit 1;
+--------------+-------------+------------+-------------+-----------+---------+
| loottable_id | lootdrop_id | multiplier | probability | droplimit | mindrop |
+--------------+-------------+------------+-------------+-----------+---------+
|         1000 |        2014 |          1 |          25 |         1 |       0 |
+--------------+-------------+------------+-------------+-----------+---------+
You have a 25% probability of rolling into the lootdrop:

Inside that lootdrop (2014):

Code:
mysql> select * from lootdrop_entries where lootdrop_id = 2014;
+-------------+---------+--------------+------------+--------+----------+----------+------------+
| lootdrop_id | item_id | item_charges | equip_item | chance | minlevel | maxlevel | multiplier |
+-------------+---------+--------------+------------+--------+----------+----------+------------+
|        2014 |    3329 |            1 |          1 |   8.25 |        0 |      127 |          1 |
|        2014 |    3342 |            1 |          1 |    8.5 |        0 |      127 |          1 |
|        2014 |    3353 |            1 |          1 |   8.25 |        0 |      127 |          1 |
+-------------+---------+--------------+------------+--------+----------+----------+------------+
Each item in this lootdrop now is rolled individually. In other words, all three of these items could drop at the same time but they are all rolled individually instead of ONE roll a random number 1-100 and it being (3329 - 8.25%) - (3342 - 8.5%) - (3353 - 8.25%)

Now it is a roll for each item:
3353 - 8.25 (Rolled 10, well shucks)
3329 - 8.5 (Rolled 4, nice it dropped!)
3342 - 8.5 (Rolled 94, no cigar)


Quote:
Originally Posted by ChaosSlayerZ View Post
Also, when you say that items will now "roll individually" - I do know that all %% on items were screwed up and place in list was affecting proper percentages, but "roll individually" sounds somewhat vague - do items total still have to add up to 100%?
No items do not have to add up to 100% as they are rolled individually, the existing % and drops for PEQ will be audited against the script I am building to dump the new data and audit the existing data.

Make sense?
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  #4  
Old 09-19-2012, 10:59 PM
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Each item is rolled against its own chance now. Before, the items were rolled against all the others in the group which meant only 1 could drop (without multiplier) and the table had to equal 100%. In the new system, the table no longer needs to equal 100%, the table no longer will always drop an item (without probability, the table will essentially always roll true), and the table could potentially drop all of its items.

Probability was a silly redundant system and there was no reason why it couldn't have been combined into chance which is exactly what I've done. If you look at the SQL in the commit, you'll see I multiplied probability by chance to come up with the new chance percentage. The resulting chance is the same percentage as the old system, only it's now using 1 value instead of 2. So for example, if the old system had a probability of 20% and a chance of 50%, the total chance the item would drop is 10%. (20% chance the table would even be picked, and then you'd split that in half since the item only had a 50/50 shot of being picked.) 10% is now what the chance column reflects for that item in the new system. Let me convert your example for you to the new system to visualize it for you:

loottable_id 12345 would have inside of it:

lootdrop_entries 26, mindrop 0, droplimit 1, multiplier 1
lootdrop_entries 85, mindrop 0, droplimit 2, multiplier 2

lootdrop_entries 26 would have inside:
rusty mace 6.6%
club 23.1%
short sword 3.3%

lootdrop_entries 85 would have inside:
bronze bracer 61.6%
chainmail 15.4%

This replicates both the drop rates of the old system (multiply probability by chance after converting to decimal) and the drop behavior as well (lootdrop 26 will only drop 1 item max, lootdrop 85 will drop 2 items max.)
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  #5  
Old 09-19-2012, 11:10 PM
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Akkadius: Probability is no longer used, I haven't dropped it yet because I was still using it as a reference. Everything checks out so it'll be gone in the next revision of the DB. We're using straight percentages now, so the percentages you see on Magelo are the exact ones we'll merge into the DB.
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  #6  
Old 09-19-2012, 11:18 PM
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Quote:
Originally Posted by cavedude View Post
Akkadius: Probability is no longer used, I haven't dropped it yet because I was still using it as a reference. Everything checks out so it'll be gone in the next revision of the DB. We're using straight percentages now, so the percentages you see on Magelo are the exact ones we'll merge into the DB.
I know we're using straight percentages, it was my fault for not thinking twice on that. Had to hurry and finish the post so I could finish configuring some things. MY BAD CD!

Last edited by Akkadius; 09-19-2012 at 11:26 PM..
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  #7  
Old 09-19-2012, 11:35 PM
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ok I got it now thank you guys!

The multiplication of probability by % chance was the part I was missing.
I guess the new system was done for the sake of optimization, thought old one was a bit more straight forward (new system maybe a bit harder to explain to a newbie)

One more question abotu exmaples.

Suppose in old system I have following:

lootdrop_entries 85, multiplier 1, prob 100%

lootdrop_entries 85 would have inside:
item1 10%
item2 10%
item3 10%
item4 10%
item5 10%
item6 10%
item7 10%
item8 10%
item9 10%
item0 10%


so only 1 out of 10 items could drop each time with equal chance (old system RND buginess aside)

how this end up looking in new system?
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  #8  
Old 09-20-2012, 12:22 AM
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It's actually a LOT more simple than the old way once you grasp it. But yes, there is a learning curve involved coming from the old way.

That example is simple, you just use mindrop and droplimit to force 1 item to drop every time (since probability was 100%) So:

lootdrop_entries 85, mindrop 1, droplimit 1, multiplier 1

lootdrop_entries 85 would have inside:
item1 10%
item2 10%
item3 10%
item4 10%
item5 10%
item6 10%
item7 10%
item8 10%
item9 10%
item0 10%

Since probability was 100%, none of the percentages will change of course. No more and no less than 1 of those 10 items will drop.

But changing it up, let's say the old probability was 80%. Then the same example would look like:

lootdrop_entries 85, mindrop 0, droplimit 1, multiplier 1

lootdrop_entries 85 would have inside:
item1 8%
item2 8%
item3 8%
item4 8%
item5 8%
item6 8%
item7 8%
item8 8%
item9 8%
item0 8%

Notice mindrop is now 0 because we are no longer guaranteed an item, and all the percentages dropped because multiplier is 20% lower. But, they all equal 80% - the old probability

Let's have some fun and show off what the new system can do.

Same example above, but:
mindrop 0, droplimit 0: 0 to all 10 of those items will drop.
mindrop 5, droplimit 0: 5-10 of those items will always drop.
mindrop 1, droplimit 2: 1-2 of those items will drop.
mindrop 0, droplimit 0 and all the items have a 50% chance of dropping: 0-10 items can drop, but most of the time 5 will (since "probability" is now 500%.)

Last edited by cavedude; 09-20-2012 at 12:41 AM..
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