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idea for pkers.....

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"JHAELIEN"
"THE7THSEAL"surprised u aint seen better training axes tbh


Seen 71 max intense hom-m's, more than back up material.


ive seen 71 epics ;p was just being a little sarcastic as u are the '' king of trumps'' ....no offence x
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[quote="LUPISCUS"][quote="JHAELIEN"][quote="THE7THSEAL"]surprised u aint seen better training axes tbh[/quote] Seen 71 max intense hom-m's, more than back up material.[/quote] ive seen 71 epics ;p was just being a little sarcastic as u are the '' king of trumps'' ....no offence x [/quote]
"JHAELIEN"
"THE7THSEAL"surprised u aint seen better training axes tbh


Seen 71 max intense hom-m's, more than back up material.


HoM-M Intense can have 75 max attack, so yeah, you could easily have a backup that's better than that legendary.
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[quote="JARAGOONDOO"][quote="JHAELIEN"][quote="THE7THSEAL"]surprised u aint seen better training axes tbh[/quote] Seen 71 max intense hom-m's, more than back up material.[/quote] HoM-M Intense can have 75 max attack, so yeah, you could easily have a backup that's better than that legendary. [/quote]
"JARAGOONDOO"
"LUPISCUS"No point at all. Was simply asking if the ''rolling tables'' as described by flick earlier..... would be affected postiveily by using fails.?
Thats what i was asking and would like opinions to


Oh, ok. My apologies. When i read your last comment I thought you were being sarcastic. My bad.

My opinion on fails is they DO make a difference. But that difference is neither negative or positive (so there's no point using them). That's the nature of RNG.


Well... u mayb right... and thats the big question.. sometimesu go to the anvil..and get 3 fails in a row with failers...... that would be very bad news with proper upgrades.... other times u get 10 succeses with fails....i use fails to make sure there aint a massive fail cycle going on. get 2 fails mayb.... 1 success..then go for the big upgrade. Not fail proof but seems to help most of the time....but.. ye..maybe its just all luck.
My only question still is....... Flicks ''rolling % chances'' must surely be affected postively if interspersed with a bs fail item or 2...... but i really dont kno. Each to their own i guess. if u have fails u try.. if u aint got any then wtf.. just go for it hehe
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[quote="LUPISCUS"][quote="JARAGOONDOO"][quote="LUPISCUS"]No point at all. Was simply asking if the ''rolling tables'' as described by flick earlier..... would be affected postiveily by using fails.? Thats what i was asking and would like opinions to[/quote] Oh, ok. My apologies. When i read your last comment I thought you were being sarcastic. My bad. My opinion on fails is they DO make a difference. But that difference is neither negative or positive (so there's no point using them). That's the nature of RNG.[/quote] Well... u mayb right... and thats the big question.. sometimesu go to the anvil..and get 3 fails in a row with failers...... that would be very bad news with proper upgrades.... other times u get 10 succeses with fails....i use fails to make sure there aint a massive fail cycle going on. get 2 fails mayb.... 1 success..then go for the big upgrade. Not fail proof but seems to help most of the time....but.. ye..maybe its just all luck. My only question still is....... Flicks ''rolling % chances'' must surely be affected postively if interspersed with a bs fail item or 2...... but i really dont kno. Each to their own i guess. if u have fails u try.. if u aint got any then wtf.. just go for it hehe[/quote]
There's been no change to the upgrade system on this server compared to esoma as far as I'm aware.

Going by that, there's been a whole host of 'PVP servers' where upgrades were free and dished out for the sole purpose of getting gear to pvp (seems something of the sort is happening here).

There has never been any trick to making success any better other than crafting skill, and even then it is RNG.

Why drugs, blue pills etc are called failers is still a big joke.
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[quote="PATHOLOGIST"]There's been no change to the upgrade system on this server compared to esoma as far as I'm aware. Going by that, there's been a whole host of 'PVP servers' where upgrades were free and dished out for the sole purpose of getting gear to pvp (seems something of the sort is happening here). There has never been any trick to making success any better other than crafting skill, and even then it is RNG. Why drugs, blue pills etc are called failers is still a big joke.[/quote]
General concensus from ppl i spoken with..It's a lot tougher here than e-soma for upgrading., on the human side anyway
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[quote="LUPISCUS"]General concensus from ppl i spoken with..It's a lot tougher here than e-soma for upgrading., on the human side anyway[/quote]
This 1 thread has turned into about 6 different arguments / debates hahaha 😂😂😂
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[quote="NET"]This 1 thread has turned into about 6 different arguments / debates hahaha 😂😂😂[/quote]
Upgrade system is the same as esoma it has not been changed it is RNG (pseudo random generator, though it is C's rand implementation which is not ideal at all, would prefer to use Mersenne Twister) with the % chance of success being based on the current upgrade level of the item (the +) and crafting skill (where applicable some upgrades don't need it and have set success % for each upgrade level).
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[quote="FINITO"]Upgrade system is the same as esoma it has not been changed it is RNG (pseudo random generator, though it is C's rand implementation which is not ideal at all, would prefer to use Mersenne Twister) with the % chance of success being based on the current upgrade level of the item (the +) and crafting skill (where applicable some upgrades don't need it and have set success % for each upgrade level).[/quote]
"FINITO"Upgrade system is the same as esoma it has not been changed it is RNG (pseudo random generator, though it is C's rand implementation which is not ideal at all, would prefer to use Mersenne Twister) with the % chance of success being based on the current upgrade level of the item (the +) and crafting skill (where applicable some upgrades don't need it and have set success % for each upgrade level).


Would changing the RNG system make a impact thou ?
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[quote="NUBY"][quote="FINITO"]Upgrade system is the same as esoma it has not been changed it is RNG (pseudo random generator, though it is C's rand implementation which is not ideal at all, would prefer to use Mersenne Twister) with the % chance of success being based on the current upgrade level of the item (the +) and crafting skill (where applicable some upgrades don't need it and have set success % for each upgrade level).[/quote] Would changing the RNG system make a impact thou ?[/quote]
"FINITO"Upgrade system is the same as esoma it has not been changed it is RNG (pseudo random generator, though it is C's rand implementation which is not ideal at all) with the % chance of success being based on the current upgrade level of the item (the +) and crafting skill (where applicable some upgrades don't need it and have set success % for each upgrade level).


Well, there you have it. Fails make no difference and there's no behind the scenes black magic at play.


So it works something like this, I imagine:

int successRate = // determined by whatever current level and crafting skill

if ((rand() % 100) <= successRate)
//UPGRADE SUCCESS
else
//UPGRADE FAIL

Since the C rand implementation slightly favours smaller numbers, wouldn't that make chance of success slightly higher than it actually is (assuming the conditional check is done how I've done it above)?
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[quote="JARAGOONDOO"][quote="FINITO"]Upgrade system is the same as esoma it has not been changed it is RNG (pseudo random generator, though it is C's rand implementation which is not ideal at all) with the % chance of success being based on the current upgrade level of the item (the +) and crafting skill (where applicable some upgrades don't need it and have set success % for each upgrade level).[/quote] Well, there you have it. Fails make no difference and there's no behind the scenes black magic at play. So it works something like this, I imagine: int successRate = // determined by whatever current level and crafting skill if ((rand() % 100) <= successRate) //UPGRADE SUCCESS else //UPGRADE FAIL Since the C rand implementation slightly favours smaller numbers, wouldn't that make chance of success slightly higher than it actually is (assuming the conditional check is done how I've done it above)?[/quote]
"NUBY"Would changing the RNG system make a impact thou ?
There is probably some bias with the current implementation and switching to Mersenne Twister would produce unbiased output. So there will be a difference but not different to what was intended.

"JARAGOONDOO"Since the C rand implementation slightly favours smaller numbers, wouldn't that make chance of success slightly higher than it actually is (assuming the conditional check is done how I've done it above)?


Probably and it uses rand in a function similar to this (still bad):
int rand(int min, int max)
{
return min + rand() / (RAND_MAX / (max - min + 1));
}

There is info here about it.
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[quote="FINITO"][quote="NUBY"]Would changing the RNG system make a impact thou ?[/quote] There is probably some bias with the current implementation and switching to Mersenne Twister would produce unbiased output. So there will be a difference but not different to what was intended. [quote="JARAGOONDOO"]Since the C rand implementation slightly favours smaller numbers, wouldn't that make chance of success slightly higher than it actually is (assuming the conditional check is done how I've done it above)?[/quote] Probably and it uses rand in a function similar to this (still bad): int rand(int min, int max) { return min + rand() / (RAND_MAX / (max - min + 1)); } There is info [url=http://www.azillionmonkeys.com/qed/random.html]here[/url] about it.[/quote]
Damn no top secret illuminati methods, now to find out if a reptilian race really does control the world. Cheers for the posts Fin.
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[quote="JHAELIEN"]Damn no top secret illuminati methods, now to find out if a reptilian race really does control the world. Cheers for the posts Fin.[/quote]
- Planes that hit the twin towers were holograms
- Earth is flat
- Global Warming doesn't Exist
- Lizard People
- Moon landing was fake
- Chemtrails
- Chemicals in water make frogs gay.
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[quote="NOTMAT"]- Planes that hit the twin towers were holograms - Earth is flat - Global Warming doesn't Exist - Lizard People - Moon landing was fake - Chemtrails - Chemicals in water make frogs gay.[/quote]
"NOTMAT"- Planes that hit the twin towers were holograms
- Earth is flat
- Global Warming doesn't Exist
- Lizard People
- Moon landing was fake
- Chemtrails
- Chemicals in water make frogs gay.


Please don't forget donald trump presidency was influenced by Russian hackers
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[quote="NUBY"][quote="NOTMAT"]- Planes that hit the twin towers were holograms - Earth is flat - Global Warming doesn't Exist - Lizard People - Moon landing was fake - Chemtrails - Chemicals in water make frogs gay.[/quote] Please don't forget donald trump presidency was influenced by Russian hackers [/quote]
"FINITO"There is info here about it.


Thanks for the link, that's a good read.

After reading that I feel bad for using rand in my personal projects >.< (I've also always done it with the modulo expression, too :/)
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[quote="JARAGOONDOO"][quote="FINITO"]There is info [url=http://www.azillionmonkeys.com/qed/random.html]here[/url] about it.[/quote] Thanks for the link, that's a good read. After reading that I feel bad for using rand in my personal projects >.< (I've also always done it with the modulo expression, too :/)[/quote]
Hope jac lets his professor read that lmao but I'm guessing he will still think something else is going on haha
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[quote="JIN_KAZAMA"]Hope jac lets his professor read that lmao but I'm guessing he will still think something else is going on haha[/quote]

 

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