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Bonuses from Maker
#21
Viaje Wrote:No, he didn't say the same thing.
I thought that was quite clear.

You said:
"The chance of you getting +5 out of [-5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5] is the same as that of [0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5] "

He essentially said:
"[-5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5] becomes [0, 1, 2, 3, 4, 5]"

Frankly, the latter makes far more sense.

I'm pretty sure it's [0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5]. There's a big difference especially when it comes to drawing a random number out of that array. More often than not, stimulators give me average equips than equips with above average stats. If there exists six zero's instead of one zero, there's a higher likelihood of a zero bonus instead of an above average bonus. Just a programmer thing my husband pointed out.
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#22
Viaje Wrote:No, he didn't say the same thing.
I thought that was quite clear.

You said:
"The chance of you getting +5 out of [-5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5] is the same as that of [0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5] "

He essentially said:
"[-5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5] becomes [0, 1, 2, 3, 4, 5]"

Frankly, the latter makes far more sense.

That's what can be inferred, not exactly what was implied. Otherwise, I wouldn't have bothered to ask. I know he had the wrong idea though. More often than not, stimulated weapons do come out average.
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#23
somewhere I heard,: Cashapon range is 2-3 above mob drop range
stimulator yields cashapon range,

but not sure... yeah, maybe from Cyanne, but still not quite sure...
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#24
thinbear Wrote:somewhere I heard,: Cashapon range is 2-3 above mob drop range
stimulator yields cashapon range,

but not sure... yeah, maybe from Cyanne, but still not quite sure...

The range of any given stat is:
base +/-floor(base/10)

For normal drops, there is a cap at +/- 5.
For Gachapon, the cap is at +7 (not sure about -).

What you claimed seems to imply the following:
Without stimulator: [-5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5]
With stimulator: [something?, 0, 1, 2, 3, 4, 5, 6, 7]
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#25
ShanghaiDizzy Wrote:I'm pretty sure it's [0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5]. There's a big difference especially when it comes to drawing a random number out of that array. More often than not, stimulators give me average equips than equips with above average stats. If there exists six zero's instead of one zero, there's a higher likelihood of a zero bonus instead of an above average bonus. Just a programmer thing my husband pointed out.
I'm educated enough in programming to be aware of how that array would work.
I was simply pointing out that Takebacker was suggesting that that was not the array that is used.

Personally, I haven't used a stimulator enough to vouch for either one.
When I have used stimulators, I, as I assume most people do, use Black Crystals to create weapons.

Kalovale Wrote:That's what can be inferred, not exactly what was implied. Otherwise, I wouldn't have bothered to ask. I know he had the wrong idea though. More often than not, stimulated weapons do come out average.
Have you done a full survey to indicate that this is true?
Because I've never seen one.

Keep in mind that Black Crystals and the like can remove stats as well, which can easily skew the data.
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#26
Kalovale Wrote:The range of any given stat is:
base +/-floor(base/10)

For normal drops, there is a cap at +/- 5.
For Gachapon, the cap is at +7 (not sure about -).
Gachapon can go -7 too.

And it's +- floor(base/10 + 1) for Gacha - that's why PACs range from 0-4 atk instead of 1-3.

For normal equips the range is -5 to +5 but they're not all equally likely. In fact 0 is the most common result, and +-5 are the least common. If you've spent any time looking at the stats of equip drops, you'll know this - +5 weapons are extremely rare. So it's not really a surprise that even with Stimulators in play, you get average equips more often than well above average ones.
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