d2jsp
Log InRegister
d2jsp Forums > Diablo II > Diablo 2 Discussion > -- Affix Calculator -- > New Tool
Prev13456Next
Add Reply New Topic New Poll
Member
Posts: 36,368
Joined: Mar 31 2010
Gold: 206,698.50
Sep 4 2019 09:42am
Quote (feanur @ Sep 4 2019 11:39am)
Yes, like this.

But there's a problem even when no staffmod is forbidden in the tier.

Example with Wand at item level 10, with +3 Amplify, +3 Teeth, +3 Bone armor.
All thoses skills are tier 1, with no forbidden tier.
Chances are around 1 in 200K, where your calculator states 1 in 2M.

And as I look over it, it seems char level has no impact on probabilities when using imbue quest...
Unless "item level" means after imbued ? But then I don't see the point of asking char level.


ilvl is the item level as is. Not pre something. So if you're imbuing you have to think that you're level 8 if the ilvl is 12.
the 1 in 200k takes into account the probability to hit the +3 as well, not only the skill itself. The T1-6 logic including classic being capped out at T5 is there too.

This post was edited by laztheripper on Sep 4 2019 09:43am
Member
Posts: 16,662
Joined: Nov 24 2007
Gold: 15,245.00
Trader: Trusted
Sep 4 2019 09:52am
Quote (laztheripper @ Sep 4 2019 04:42pm)
(...)
the 1 in 200k takes into account the probability to hit the +3 as well, not only the skill itself. (...)


I'm sorry I'm not sure to understand.

1 in 200k is the chance for a non magical iLvl 10 wand spawning with +3/+3/+3 Amp,Teeth, BoneArmor.
I don't see this figure in your calculator, but I can see a 1 in 2,160,000 that I don't understand, and a 1 in 320,000 (affix chance imbue) that I don't understand either...
Member
Posts: 36,368
Joined: Mar 31 2010
Gold: 206,698.50
Sep 4 2019 09:55am
What do you mean you don't understand, imbueing has a huge impact on what you can get from rare items with staffmods. And how do you come up with 1:200k?

ilvl 10, you can have these skills, left is the level req, right is the number of skills in that tier.

1: 5
6: 5
12: 0
18: 0
24: 0
30: 0

so every specific skill pick is 1/5
chances to get 3 different skills is 10% (when imbuing this is affected by ilvl)
chances to get +3 to a specific skill is 10% (when imbuing this is affected by ilvl)

and on top of that there's this while picking the end tier for the skill
20% chance to add 1
50% chance to stay unmodified
20% chance to subtract 1
10% chance to subtract 2

So to what you said afterwards

"Chance for the selection of 3 desired staffmods among the 5 possible : 1 in C(3,5) = 1/10"

That's very wrong. each roll is multiplicative with the total probability. if you come up with 1/5 to roll one of them, then rolling two of those with 1/5 odds, the total odds are 1 / (5 * 5), not accounting for all the other things that go into it.

This post was edited by laztheripper on Sep 4 2019 10:17am
Member
Posts: 16,662
Joined: Nov 24 2007
Gold: 15,245.00
Trader: Trusted
Sep 4 2019 10:03am
Quote (laztheripper @ Sep 4 2019 04:55pm)
What do you mean you don't understand, imbueing has a huge impact on what you can get from rare items with staffmods. And how do you come up with 1:200k?


Chance for 3 staffmods : 9%
Chance for 3 selection of tier 1 : (81%)^3
Chance for the selection of 3 desired staffmods among the 5 possible : 1 in C(3,5) = 1/10
Chance for the 3 staffmods having a bonus of +3 : (10%)^3

Total chance :

9% x (81%)^3 x (1/10) x (10%)^3 ~ 1 in 200K

And the C(3,5) part is not totally exact here, just a good approximation, since if an already chosen skill is chosen at the next roll, a new roll will occur, but not until a new skill is chosen. The procedure stops at 6 tries...
A more accurate result is : 1 in 209,948
Member
Posts: 17,090
Joined: Nov 22 2008
Gold: 169.00
Sep 4 2019 12:15pm
You rock Laz, awesome tool :love:
Member
Posts: 32,276
Joined: Apr 6 2009
Gold: 135.36
Sep 6 2019 11:40pm
:thumbsup:
Member
Posts: 46,823
Joined: Oct 24 2009
Gold: 18,610.00
Sep 9 2019 01:06pm
the way those prefix and suffix r labeled is extremely time-wasting for someone that doesnt bother remember the respective name of each and from what stat to what stat is name X and from what stat to what stat is name Y...

literally sitting there for 5mins trying to figure out how to put the stats in to check my javelin color ;p

i appreciate the time thats been put into this but if u simply had the actual stat ranges to select from with numbers and then put ur actual item amount it would save so much more time...

i dont see any need of labeling it like so... :

Iron
Steel
Silver
Gold
Platinum

when u can simply put the actual numbers which is so much more intuitive.

+21-40 to Attack Rating
+41-60 to Attack Rating
+61-80 to Attack Rating
+81-100 to Attack Rating
+101-120 to Attack Rating
Member
Posts: 36,368
Joined: Mar 31 2010
Gold: 206,698.50
Sep 9 2019 01:30pm
Quote (luckspin @ Sep 9 2019 03:06pm)
the way those prefix and suffix r labeled is extremely time-wasting for someone that doesnt bother remember the respective name of each and from what stat to what stat is name X and from what stat to what stat is name Y...

literally sitting there for 5mins trying to figure out how to put the stats in to check my javelin color ;p

i appreciate the time thats been put into this but if u simply had the actual stat ranges to select from with numbers and then put ur actual item amount it would save so much more time...

i dont see any need of labeling it like so... :

Iron
Steel
Silver
Gold
Platinum

when u can simply put the actual numbers which is so much more intuitive.

+21-40 to Attack Rating
+41-60 to Attack Rating
+61-80 to Attack Rating
+81-100 to Attack Rating
+101-120 to Attack Rating


I didn't label anything. That's how the affixes are named in the game files. And the ranges are on them already
plus doing what you just mentioned would be 800 or something lines to do. Every stat can have multiple ranges, each one of them either having non-visible/visible text based on a bunch of different things, plus the numbers appear in different places in the strings.

For example %x chance to cast x level skill on hit, +x% to all restistances, Replenish life +x-x

none of that is "simple". And like I said the range is already there if you put your cursor over it.
It's not hard to select one of the ~20 options. It already filters everything for you.

This post was edited by laztheripper on Sep 9 2019 01:31pm
Member
Posts: 16,662
Joined: Nov 24 2007
Gold: 15,245.00
Trader: Trusted
Sep 9 2019 02:40pm
Quote (laztheripper @ Sep 4 2019 04:55pm)
What do you mean you don't understand, imbueing has a huge impact on what you can get from rare items with staffmods. And how do you come up with 1:200k?

ilvl 10, you can have these skills, left is the level req, right is the number of skills in that tier.

1: 5
6: 5
12: 0
18: 0
24: 0
30: 0

so every specific skill pick is 1/5
chances to get 3 different skills is 10% (when imbuing this is affected by ilvl)
chances to get +3 to a specific skill is 10% (when imbuing this is affected by ilvl)

and on top of that there's this while picking the end tier for the skill
20% chance to add 1
50% chance to stay unmodified
20% chance to subtract 1
10% chance to subtract 2

So to what you said afterwards

"Chance for the selection of 3 desired staffmods among the 5 possible : 1 in C(3,5) = 1/10"

That's very wrong. each roll is multiplicative with the total probability. if you come up with 1/5 to roll one of them, then rolling two of those with 1/5 odds, the total odds are 1 / (5 * 5), not accounting for all the other things that go into it.


That's not how the game works.

First, it sets the number of staffmods.
It's 9% (as far as I know) for 3 staffmods, and not 10%. The difference doesn't lie here however.

Then for each staffmod selected, it choses the tier to pick it up from.
Almost as you said : 19% of [start tier +1], 50% chance of [start tier], 20% chance [start tier -1] and 11% chance [start tier -2].
But when the starting tier is tier 1, all rolls (50%+20%+11%) finally leads to tier 1 (because there's no tier 0 or tier -1).
Hence : (81%)^3 for all the 3 staffmods of being part of tier 1.

And then, there's a procedure that rolls among every available skill in the tier.
Suppose 5 skills are available : the first roll will pick any of those skills with 1/5 chance.
But the second pick, if it ends with the same skill, will be rerolled... until a new available skill has been picked up (*).
Finally, chance for the second skill to be chosen is 1/4.
And again for the third pick : 1/3 chance.

Now all those chances do multiplicate : (1/5)*(1/4)*(1/3) = 1/60

But you end up with the same item being +3X/+3Y/+3Z or +3X/+3Z/+3Y or +3Y/+3X/+3Z or ... a total of 6 combinations.

Hence, the final probability is 6 * (1/60) = 1/10 = C(3,5)

(*) Actually : or until 6 tries have been performed, which complicates the calculation. I did not take this fact into account for the above explanation.

Oh, and did you check this calculator ? not about staffmods, but for every other aspect of your project :
http://diablo3.***/spiel/expansion/itemdb/affix_index.php?lang=en&version=lod&patch=111

Good luck !

edit : link shows up properly in the credits of this topic :
https://forums.d2jsp.org/topic.php?t=46086105&f=87

This post was edited by feanur on Sep 9 2019 02:42pm
Member
Posts: 36,368
Joined: Mar 31 2010
Gold: 206,698.50
Sep 9 2019 10:05pm
Quote (feanur @ Sep 9 2019 04:40pm)
That's not how the game works.

First, it sets the number of staffmods.
It's 9% (as far as I know) for 3 staffmods, and not 10%. The difference doesn't lie here however.

Then for each staffmod selected, it choses the tier to pick it up from.
Almost as you said : 19% of [start tier +1], 50% chance of [start tier], 20% chance [start tier -1] and 11% chance [start tier -2].
But when the starting tier is tier 1, all rolls (50%+20%+11%) finally leads to tier 1 (because there's no tier 0 or tier -1).
Hence : (81%)^3 for all the 3 staffmods of being part of tier 1.

And then, there's a procedure that rolls among every available skill in the tier.
Suppose 5 skills are available : the first roll will pick any of those skills with 1/5 chance.
But the second pick, if it ends with the same skill, will be rerolled... until a new available skill has been picked up (*).
Finally, chance for the second skill to be chosen is 1/4.
And again for the third pick : 1/3 chance.

Now all those chances do multiplicate : (1/5)*(1/4)*(1/3) = 1/60

But you end up with the same item being +3X/+3Y/+3Z or +3X/+3Z/+3Y or +3Y/+3X/+3Z or ... a total of 6 combinations.

Hence, the final probability is 6 * (1/60) = 1/10 = C(3,5)

(*) Actually : or until 6 tries have been performed, which complicates the calculation. I did not take this fact into account for the above explanation.

Oh, and did you check this calculator ? not about staffmods, but for every other aspect of your project :
http://diablo3./spiel/expansion/itemdb/affix_index.php?lang=en&version=lod&patch=111

Good luck !

edit : link shows up properly in the credits of this topic :
https://forums.d2jsp.org/topic.php?t=46086105&f=87



Code
The +X bonus is set by a RND[100] (this will give a range of values from 0 to 99) and if the item is an imbue it will add ilvl/2 (drop fractions).
If 90 or above, +3
Between 60 and 89: +2
Lower than 60: +1

The total skills on the item will have been set by a RND[100] and if an imbue add ilvl to that random number.
If 91 or above: 3 skills
Between 71 and 90: 2 skills
70 or lower: 1 skill


If we take what you claim,
81% of 1/5 = 1 / (5 / 0.81)
and then the chance of getting +1-3 on that specific skill is as stated right above.
that's one skill, and what you said about the selected skills assumes one or another skill is picked first and that all of them are on the same tier, which can't be assumed.

so ~1/10 of whatever 1 / (5 / 0.81) is. multiplied with the chance of getting whatever other skill you wanted. It's very, very far from being what you said it would be.

There's no 6 tries, that's just not how it works.
You ask how imbue affects staff mod calcs, it's a big part of this and whatever info you're using as reference is incomplete or wrong
I wrote a little brute forcer to get an idea of what I should be seeing, and my values are right. Plug in the limits and the rules, loop it 9 billion times, print out the odds, compare with the values affixcalc says and what you got, you'll see

As for the calculator, yeah I know about it. It doesn't do nearly as much
This tells you throw, h2h, 2h, etc damage with the mods of the item, defense calcs, max sockets, min ilvl, and loads more

This post was edited by laztheripper on Sep 9 2019 10:18pm
Go Back To Diablo 2 Discussion Topic List
Prev13456Next
Add Reply New Topic New Poll