code logs -> 2008 -> Thu, 17 Apr 2008< code.20080416.log - code.20080418.log >
--- Log opened Thu Apr 17 00:00:22 2008
00:15
<@Serah>
Vorn, is there an easy way to calculate recursive averages?
00:17
<@Vornicus>
"recursive averages"?
00:17
<@Vornicus>
You mean, like stream a thing in, and have the average update as you go?
00:18
<@Vornicus>
if that's what you mean, your best bet is to keep a weighted average.
00:19
<@Serah>
I mean as in there's X% chance this happens again.
00:19
<@Serah>
When it happens again there is the same X% chance it happens.
00:19
<@Serah>
What is the average amount of times it happens?
00:19
<@Vornicus>
So you have an event with a probability of it happening
00:19
<@Serah>
I have 7% 5% ( These five can't happen off the same five ) and 1%
00:19
<@Serah>
Yes,
00:20
<@Vornicus>
and then you have a number of trials, each with that probability of the event happening during the trial?
00:20
<@Serah>
When I attack, I have a propability of attacking again.
00:21
< Shoukanjuu>
I love my Wii. It overwrites 13 megabytes of RAM and doesn't afraid of anything.
00:21
<@Vornicus>
er, let's try this from the beginning
00:23
<@Serah>
Ok?
00:23
<@Vornicus>
What is the first thing that happens?
00:24
<@Serah>
An attack.
00:24
<@Vornicus>
Okay.
00:24
<@Serah>
Let's call it that.
00:24
<@Vornicus>
And then what does that trigger?
00:24
<@Serah>
A percentile chance, to attack.
00:25
<@Vornicus>
okay, so the attack itself can (with a certain probability) cause another attack?
00:25
<@Serah>
Or to be more precise, multiple percentile chances to attack.
00:25
<@Vornicus>
Okay you lost me again
00:25
<@Vornicus>
You have an attack. Now, you roll some dice, and it determines whether you attack again
00:26
<@Vornicus>
Right so far?
00:26
<@Serah>
Yes.
00:27
<@Vornicus>
And then if you attack again, you roll some more dice, and that determines whether you attack a third time?
00:27
<@Vornicus>
and so forth?
00:28
<@Serah>
Yes and no. That is the basic concept.
00:34
<@C_tiger>
Serah, integration?
00:34
<@Serah>
Sounds funky, never learned it.
00:34
<@C_tiger>
well, actually a geometric series, sum.
00:35
<@C_tiger>
Serah, does the percentage chance change over time?
00:35
<@Serah>
No.
00:35
<@Serah>
It does however have strange rules.
00:36
<@McMartin>
And yeah, this is summing an infinite series.
00:36
<@C_tiger>
Ok, in the nth round, what are the possible outcomes?
00:36
<@McMartin>
You run into this when you try to get, for instance, average roll value in Shadowrun.
00:36
<@McMartin>
But that's with d6s
00:36
<@McMartin>
And a much easier problem, as well as concrete.
00:36
<@Serah>
Yeah.
00:36
<@McMartin>
But the *principle* is the same.
00:37
<@C_tiger>
anyhow, on the nth roll, what are the possible outcomes?
00:37
<@McMartin>
(Actually, it's the same even if the "chance to proc" isn't the same each roll)
00:37
<@C_tiger>
it's no longer geometric though.
00:37
<@C_tiger>
which makes summing a huge annoyance.
00:38
<@Serah>
There are four outcomes.
00:40
<@McMartin>
C: Then you compute to N decimal places and declare it good enough, imo.
00:40
<@C_tiger>
right.
00:40
<@Serah>
I also just need an estimate.
00:41
<@C_tiger>
Oh, by that logic, you can just do it about 10-20 times until the percentages get really really small.
00:42
<@C_tiger>
Or just recursively simulate all the possible outcomes within X rolls and then add up your chance.
00:42
<@C_tiger>
but anyhow, it's entirely possible to do analytically to get a perfect solution, maybe, so what are the outcomes and what are their odds.
00:42
<@C_tiger>
?
00:44
<@Serah>
7% chance of attacking again, 5% chance of attacking again, that cannot happen if the current attack was made through these five percent, and 1% chance of attacking again.
00:44
<@C_tiger>
what's the difference between the 7% and the 1%?
00:45
<@Serah>
That's it's different rolls, they all are.
00:46
<@McMartin>
Er
00:46
<@McMartin>
So you roll d100 three times?
00:46
<@Serah>
Yes.
00:46
<@C_tiger>
I'm with McM... err?
00:46
<@McMartin>
OK, that's unlikely to admit a convenient closed-form solution.
00:47
<@Serah>
Ok.
00:47
<@McMartin>
This is clearly not a system designed for humans to use directly, either, am I right?
00:47
<@Serah>
Yeah, it isn't. :p
00:47
<@McMartin>
It's some modular-proc system with elements interacting weirdly.
00:47
<@Serah>
Yes.
00:47
<@C_tiger>
Ok, yeah, simulate.
00:47
<@McMartin>
Fire up your WoW simulator and do it there. =P
00:47
<@Serah>
Where do I obtain one such?
00:48
<@C_tiger>
McM, this is #code!
00:48
<@McMartin>
That was actually me cunningly guessing the true context.
00:48
<@Serah>
Indeed.
00:48
<@C_tiger>
Nicely done, I'd never have gotten that.
00:48
<@McMartin>
The absolute easiest way to do this is with monte carlo trials.
00:49
<@C_tiger>
that's what I was about to suggest.
00:49
<@Serah>
Hmm?
00:49
<@McMartin>
That is to say, actually roll the dice (with python's random() or whatever) forty million times or so
00:49
<@McMartin>
Then see how many times you proc.
00:49
<@Serah>
I considered that, but that's... eh, messy.
00:49
<@McMartin>
It is, in fact, the simplest solution.
00:50
<@C_tiger>
Well the "5%" rule really messes it up.
00:50
<@C_tiger>
otherwise we could just do it by hand.
00:50
<@Serah>
There's a possible 7% rule that makes it even messier.
00:50
<@McMartin>
How about you actually quote the raw mechanics?
00:50
<@C_tiger>
Right, why don't you tell us EXACTLY what is going on.
00:50
<@C_tiger>
If you don't want to seem like a huge WoW dork, remember this is #code
00:51
<@Vornicus>
Which is what I was trying to get at earlier
00:51
<@McMartin>
(As in, it's not clear here if there's a 7% chance of not checking teh 5% rule at all, so that the 1% rule only triggers if both the previous ones fail)
00:51
<@Serah>
One attack triggers 7% chance to attack again.
00:51
<@McMartin>
OK, so, is that *any* attack, or one *specific* attack?
00:51
<@Serah>
The same attack triggers 5% chance to attack again, although this cannot occur on this specific re-attack.
00:52
<@C_tiger>
By attack again, what happens on the reattack?
00:52
<@Serah>
There is only one type.
00:52
<@Serah>
C_tiger everything.
00:52
<@McMartin>
And the thing is
00:52
<@McMartin>
You've just contradicted yourself twice
00:52 * McMartin strikes PW pose
00:52
<@Serah>
Yes, I have.
00:52
<@Vornicus>
I'm still confused.
00:52
<@Vornicus>
You have attack 1.
00:52
<@Serah>
I am too.
00:52
<@C_tiger>
I'm more confused than when I started.
00:52
<@McMartin>
(1) "This attack triggers a 7% chance to reattack" "The same attack triggers a 5% chance to reattack"
00:52
<@Vornicus>
7% of the time you have an attack 2?
00:52
<@McMartin>
Now
00:53
<@McMartin>
Is this a .12 chance of re-attack, or is a .93 * .95 chance of *no* reattack?
00:53
< Shoukanjuu>
would think that they link so that 1 has a 7% and 2 has a 5%, so that if the d100 rolls 93+ then 95+, it would give tree atacks
00:53
<@McMartin>
Shoukanjuu: I wouldn't.
00:54
<@McMartin>
Oh, wait, I see what you're saying
00:54
<@Serah>
They are not cumulative. 5% chance and 7% chance does NOT equal 12%
00:54
<@McMartin>
In that case, I don't think that's what he's describing.
00:54
<@McMartin>
Serah: OK.
00:54
<@McMartin>
That doesn't explain whether it's multiplicative or not
00:54
< Shoukanjuu>
It' first 7, and if 2nd attack is true
00:54
< Shoukanjuu>
Then 5
00:55
<@C_tiger>
Serah, let's start over.
00:55
<@Serah>
It's first 7, and 5, and 1, and if the second attack is true, then it is 7, and 5, and 1, again.
00:55
<@McMartin>
Does it stop when it decides that it will?
00:55
< Shoukanjuu>
You start with one attack.
00:55
< Shoukanjuu>
Does this attack usher multiple HITS when the percentages have been re ached?
00:55
<@Serah>
It stops when it does not attack again, yes.
00:55
<@McMartin>
That's not the question.
00:56
<@C_tiger>
I'm bonkersly confused.
00:56
<@McMartin>
Shou is - correct me if I'm wrong - asking if it's possible to succeed at all three
00:56
<@Serah>
Yes it is.
00:56
<@McMartin>
That is, can I attack once, and in those rolls manage to get three additional attacks.
00:56
< Shoukanjuu>
That would be a 93+, then a 95+, then a ((+
00:56
<@Serah>
Indeed.
00:56
< Shoukanjuu>
99+8
00:56
<@McMartin>
OK
00:56
< Shoukanjuu>
99+*
00:56
<@C_tiger>
Ah!
00:56
<@McMartin>
This makes life easier, because they are in fact independent.
00:56
< Shoukanjuu>
Right
00:57
<@McMartin>
You can compute an "expected number of attacks" for each item alone.
00:57
<@C_tiger>
Right.
00:57
<@C_tiger>
and that's simple.
00:57
< Shoukanjuu>
It's how critical hits are in FE9+10, as well as FE4 and 5
00:57
< Shoukanjuu>
You can get a critical...but it rolls the hit first
00:57
< Shoukanjuu>
Er, after
00:57
<@C_tiger>
my brain hurts.
00:57
< Shoukanjuu>
And if you hit critical but don't hit the "hit percentage"
00:58
< Shoukanjuu>
Then the critical does no damage, because it did not hit
00:58
<@C_tiger>
I'm swinging wildly between actually understanding and having no clue.
00:58
<@Vornicus>
But the middle attack gives a chance of giving another trio of attacks?
00:58
< Shoukanjuu>
This is silimlar
00:58
< Shoukanjuu>
That's what she said, apparently
00:58
<@McMartin>
If the 5% cannot recurse, that's really easy.
00:58
<@McMartin>
It's (1*.95) + (2*.05)
00:58
<@C_tiger>
Vornicus the middle one gives a chance of a DUO of attacks.
00:58
<@C_tiger>
I thought.
00:59
<@McMartin>
Hrm, actually, no, you can't do it independently.
00:59
<@McMartin>
Ignore the middle one for now.
00:59
<@C_tiger>
Right.
00:59
<@McMartin>
Chance of 1 attack is 0.93 * 0.99
00:59
<@McMartin>
Which is always "end proc"
00:59
<@McMartin>
Chance of 1 additional proc is 0.07 * 0.99 + 0.01 * 0.93
00:59
<@C_tiger>
chance of 2 is ^^ (^2)
01:00
<@Serah>
The five percent only cannot trigger the 5% it can trigger both the 7% and the 1%
01:00
<@McMartin>
We're explicitly pretending that doesn't exist for now.
01:00
<@C_tiger>
Serah, yeah and if it triggers the 7%, it can trigger the 5% again?
01:00
<@Vornicus>
Okay that gives me /no idea/ what you just said.
01:00
<@McMartin>
Because we can merge the 7% and 1% into a single %.
01:00
<@Serah>
Yes.
01:00
<@McMartin>
Also, goddamn it, quote what the thing says it does on the tin.
01:01
<@Serah>
It doesn't-
01:01
<@McMartin>
Then where the fuck are you getting these numbers~
01:01
<@C_tiger>
I can see McM with a ;_; face right now
01:01
<@McMartin>
More 9_9, actually.
01:01
<@Serah>
Through careful study, and likely forums, of which I cannot remember.
01:02
<@McMartin>
If you can replicate what an attack is and does, and what state is carried
01:02
< Shoukanjuu>
Okay
01:02
<@McMartin>
Simulate it with dicerolling and run 40 million tests.
01:02
<@C_tiger>
montecarlo
01:02
< Shoukanjuu>
Assume the attack itself hits
01:02
<@McMartin>
Seriously, you will get it right.
01:02
<@Vornicus>
Wait, you got these numbers through careful study, then you hsould have a simulator already built.
01:02
<@McMartin>
Or close enough.
01:02
<@C_tiger>
Vorn, huzzah!
01:02
< Shoukanjuu>
That is ONE hit, and has a 7% chance of forming into another hit
01:02
< Shoukanjuu>
Still o nthe same attack, however
01:02
<@Serah>
There is a simulator already built, it just doesn't add it all up.
01:02
<@C_tiger>
then change it.
01:02
<@C_tiger>
;_;
01:02
<@McMartin>
Yeah.
01:02
<@Serah>
Okay. >_>
01:03
< Shoukanjuu>
Assuming you get a number whne you roll the d100, say, 97
01:03
<@Serah>
I give up.
01:03
< Shoukanjuu>
Anythng about 93 would cause the second hit, and will start the third hit
01:03
< Shoukanjuu>
Which needs a 5%, or a number about 95 when you roll the d100
01:04
<@McMartin>
Serah: The big problem with your
01:04
<@McMartin>
Sigh
01:04
<@McMartin>
Stupid J and K being next to one another
01:04
<@Serah>
Inability to tell you what exactly is going on.
01:04
<@C_tiger>
Serah, what are you looking for? the average number of attacks?
01:04
<@Serah>
An approximate average number of attacks.
01:04
<@McMartin>
Inability to specify what you're looking for, because you keep applying contradictory modifiers to "the same thing" even though they are not in fact the same
01:04
< Shoukanjuu>
If you get higher than 95 on that roll, then you have three hits, INCLUDING what started the attack
01:04
<@Serah>
Or even better, a relatively simple method wherein I can myself calculate this approximate.
01:05
<@McMartin>
"Unleash your army of robots" is the simplest method in the world, and I don't see why you're resisting it.
01:05
<@McMartin>
Closed-form solutions for these things are UGLY.
01:05
< Shoukanjuu>
And the 1% after that third hit will give a fourth hit.
01:05
<@McMartin>
Shoukanjuu: No, the 1% can trigger on the first hit.
01:05
<@McMartin>
Or the second, or the third.
01:05
<@Serah>
Because if I can't explain you guys what's going on, it's going to be even harder to write it as a function.
01:05
<@McMartin>
Serah: But you ALREADY HAVE written it as a function.
01:06
<@McMartin>
Or at least, as three functions.
01:06
<@Serah>
Oh no, I have it written as a function.
01:06
<@McMartin>
RIght?
01:06
<@MyCatVerbs>
If it's too complicated to be worth analysing precisely, just Monte-Carlo it. Simulate ten thousand runs through with a random number generator, compute the average results.
01:06
< Shoukanjuu>
f that's true, then there are different attack hits for the numer you rolled? o:
01:06
<@Serah>
But I did not write it, and do not have the source available.
01:06
<@Serah>
But I have at this point given up.
01:06
<@McMartin>
Shoukanjuu: Yeah, it's going like this.
01:06
<@McMartin>
You make an attack. Hit or miss is irrelevant.
01:06
<@McMartin>
Now you roll d100 three times.
01:06
<@McMartin>
If the first is 93+, You get an additional attack.
01:07
<@McMartin>
If the third is 99, you get an additional attack.
01:07
<@McMartin>
If the second is 95+, you get an additional attack that does not have this roll in it.
01:07
< Shoukanjuu>
This is why I separated attacks with "hits"
01:07
<@McMartin>
NOW do I have it?
01:07
<@Serah>
YES!
01:07
<@McMartin>
Shoukanjuu: But to-hit has nothing to do with this.
01:07
<@Vornicus>
Okay, then this is easy to closed-form.
01:08
<@McMartin>
Vorn: No it isn't.
01:08
<@McMartin>
The second roll bollixes everything up.
01:08
< Shoukanjuu>
Well, I was closing the amount of strikes in one attack and calling them each hits
01:08
<@Vornicus>
McM: well, relatively closed form.
01:08
<@C_tiger>
While you're all yammering I wrote a perlscript.
01:08
< Shoukanjuu>
I understand this, though o:
01:08
<@McMartin>
You need two routines, one for the two procs, one for the full three.
01:09
<@McMartin>
And it needs to return how many additional attacks of each type you have earned.
01:09
<@McMartin>
And then iterate until it runs out.
01:09
<@McMartin>
Store the results of 10 million runs or so, and average.
01:09
<@McMartin>
This is assuming that, under the following scenario:
01:09
<@C_tiger>
McM, or just total the number of earned attacks and average.
01:10
<@C_tiger>
and divide.
01:10
<@McMartin>
Ah, yes, that will work too.
01:10
<@McMartin>
Anyway
01:10
<@McMartin>
(1) 5% proc goes off, none others do
01:10
<@McMartin>
(2) On the new one either the 7% or 1% goes off
01:10
<@McMartin>
(3) ... is the 5% proc available again?
01:10
<@Serah>
Yes.
01:10
<@McMartin>
OK.
01:10
<@McMartin>
Then the algorithm I gave will work.
01:11
<@C_tiger>
Serah do you have to track the number of each of the three possible attacks?
01:11
<@C_tiger>
or can I glom them into tracking one number?
01:11
<@Serah>
You can merge them.
01:11
<@C_tiger>
ok
01:11
<@McMartin>
C: You can only merge the 7% and 1%. If the 7% and 5% proc go off simultaneously, then the 5% is available on one but not the other.
01:11
<@McMartin>
So "2" isn't going to cut it; it needs to return (1, 1)
01:11
<@C_tiger>
I mean for counting the final result.
01:12
<@C_tiger>
I didn't even do it recursively.
01:12
<@McMartin>
Well, no.
01:12
<@McMartin>
But you did it iteratively.
01:12
<@McMartin>
I imagine.
01:12
<@C_tiger>
crap, I put in 1 billion trials.
01:12
<@McMartin>
You don't compute Fibonacci numbers with recursion either, but it's still a recurrence/recursive relation.
01:14
<@C_tiger>
http://rafb.net/p/UOMRfN10.html
01:15
<@McMartin>
That's 10 billion trials.
01:15
<@McMartin>
You may want to knock three zeroes off of that.
01:15
<@C_tiger>
crap.
01:15
<@Vornicus>
Yeah. The only feature of Ruby that I actually like: you can put underscores in numbers.
01:16
<@C_tiger>
You can do it in perl, too, I think.
01:16
<@C_tiger>
I just don't.
01:16
<@McMartin>
You're also missing a semicolon
01:16
<@C_tiger>
two actually.
01:16
<@C_tiger>
but I fixed those when I ran it.
01:17
<@C_tiger>
anyhow, I get 0.1463893 attacks per initial attack.
01:17
<@C_tiger>
I forgot a -1 too.
01:17
<@C_tiger>
or 1.146... if you count the initial attack as an attack even though it's not successful.
01:17
<@Serah>
Thank you.
01:18 MyCatVerbs is now known as MyCatSleeps
01:19
<@C_tiger>
That's probably accurate to 3 dp or so.
01:19
<@McMartin>
Definitely to 2.
01:19
<@Serah>
That is all which is required.
01:19
<@McMartin>
(I got 1.1465)
01:20
<@Serah>
Excellent.
01:21
<@Serah>
My issue is solved.
01:21
<@Serah>
And henceforth a nonissue, as I will monte-carlo it.
01:21
<@McMartin>
Actually
01:21
<@C_tiger>
hmmm?
01:21
<@McMartin>
Upon further study I distrust this code
01:22
<@McMartin>
But the chances for error look pretty small
01:22
<@Serah>
Eh?
01:22
<@C_tiger>
it was hastily written.
01:22
<@McMartin>
If the 5% and 1% both proc, the fiveflag is lost.
01:22
<@C_tiger>
Oh, good point.
01:23
<@C_tiger>
Ok, I'll put the fiveflag last
01:23
<@Serah>
Does it take a random number from 0 to 100 or 1 to 100?
01:23
<@C_tiger>
and deal with that first.
01:23
<@McMartin>
0 to 99, most likely.
01:23
< Shoukanjuu>
--; I sat here for for almost two minutes wondering why C-x C-s wasnt' saving my Photoshop document.
01:23
<@McMartin>
C: I *think* that will work but just to make sure I'm going to do an independent check.
01:23
<@Serah>
so the <7 is 7%?
01:24
<@McMartin>
Yes.
01:24
<@C_tiger>
yeah, 0 to 99.999
01:24
<@Serah>
Okay.
01:25
<@C_tiger>
1.1462 now
01:26
<@C_tiger>
I'll let McM do his check, though.
01:26 * Vornicus points and laughs at Shoukanjuu.
01:27
< Shoukanjuu>
For the record, I blame you for that
01:27
<@Serah>
:p
01:31
<@McMartin>
Testing with Python, this time
01:31
<@C_tiger>
fair enough.
01:32
<@C_tiger>
Serah, you have your choice of languages... let me put up my final version.
01:32
<@McMartin>
And, due to coding errors and quickly-hacked in replacements, it's way slower...
01:32
<@McMartin>
But that's partially the point as well, since I'm explicitly separating the two cases to ensure no interference.
01:33
<@McMartin>
It would do us no good to implement the same technique to check and find it gives roughly the same answer. =P
01:33
<@C_tiger>
right
01:33
<@C_tiger>
I considered making an array of attacks due, with 0 or 1 for the fiveflag
01:34
<@McMartin>
That's effectively what I did, albeit with tuples.
01:34
<@McMartin>
I got 1.138 that time.
01:34
<@C_tiger>
Hmm... ok, let me convert mine to arrays.
01:35
<@McMartin>
Oh, wait, I've got a bug. =P
01:37
<@C_tiger>
http://rafb.net/p/uent6K12.html
01:37
<@C_tiger>
it gives me 1.1462 as well.
01:37
<@McMartin>
(7 million trials left...)
01:38
<@C_tiger>
are you printing each trial?
01:38
<@McMartin>
No, just markers at each 1M mark.
01:38
<@C_tiger>
ah, smart.
01:39
<@McMartin>
1.1464453.
01:40
<@McMartin>
Well within range.
01:40
<@C_tiger>
not really.
01:40
<@McMartin>
Are you reseeding your random number generator each time?
01:40
<@C_tiger>
I ran my six times (it's faster :P) and it's always rounded to 1.1462
01:40
<@C_tiger>
no.
01:41
<@C_tiger>
should I be?
01:41
<@McMartin>
Are you getting *exactly* the same answer?
01:41
<@C_tiger>
no
01:41
<@McMartin>
OK, then it should be OK
01:41 * McMartin will run some more tests.
01:41 * C_tiger adds a zero
01:42
<@C_tiger>
McM, can I see your code?
01:43
<@McMartin>
http://rafb.net/p/IrzFs681.html
01:44
<@McMartin>
Second run gives 1.1461807.
01:47
<@C_tiger>
Ok, maybe it is within range then.
01:47
<@C_tiger>
I guess only trust to 3 dp tops.
01:49
<@C_tiger>
I ran a bunch more and this time I got a few that rouned to 1.1463 but either way, 1.146 is the answer and that's good enough.
01:49
<@McMartin>
Yeah.
01:50
<@C_tiger>
It makes intuitive sense, too, it's just a smidge higher than 1.13.
01:51
<@C_tiger>
I wonder if rather than monte carlo, we just went through all the possible diceroll combinations in, say, 6 rounds. beyond three rounds, the odds fall off the map anyhow.
01:51
<@McMartin>
That's more human effort, though.
01:52
<@C_tiger>
I'm sure it's programmable, but yes, more effort
01:52
<@C_tiger>
basically build a tree and recourse up and down it calculating odds as you go.
01:54
<@McMartin>
(And yeah, it's a 12.5% chance or so for More Than One Hit.)
01:55
<@McMartin>
(er. 11.5%. I can subtract, honest)
01:56
<@C_tiger>
No you were right the first time.
01:56
<@C_tiger>
1 - (.99 * .93 * .95) = 0.125335
02:11
<@McMartin>
A Hundred Million trials is 1.14633149.
02:24 * C_tiger ponders making the probability tree thing.
02:28
<@Reiver>
(Funny how Running The Numbers on games can be an interesting experiment in programming and math...)
02:28
< Shoukanjuu>
(omnom Frie Emblem nmbers)
02:28
< Shoukanjuu>
(Fire, even)
02:30
<@C_tiger>
wow, having many possible additional attacks per round really screws up tree drawing.
02:38 * C_tiger takes a different approach...
02:52
<@C_tiger>
something isn't right.
02:53
<@C_tiger>
Ok, here's my reasoning, tell me where I went wrong.
02:55
<@C_tiger>
The odds of getting a new roll (ignoring the 5 rule) is 1-(.99*.93*.95)
02:55
<@C_tiger>
but you have to discount the chance that you get two 5%s in a row, so *(1-0.05*0.05)
02:56
<@C_tiger>
Given this, the overall number of attacks is 1/(1-r) where r is the result from above.
02:56
<@C_tiger>
That is 1.14288544
02:56
<@C_tiger>
which is a little low... so I'm doing something wrong.
03:19 Outpost [BenSci@Nightstar-9627.phlapa.east.verizon.net] has quit [Connection reset by peer]
03:19
<@McMartin>
Well, it should always be an underestimate, given the approach, right?
03:23 * Vornicus commands his Vast Army Of Robots to composite two 4096x4096 images.
03:26
<@Vornicus>
http://vorn.dyndns.org/~vorn/LttP-both.png <--- beware, hyoog
03:33
<@McMartin>
And there's Mini-Zelda-1 there in the upper right.
03:35
<@McMartin>
C: One problem is that formula you gave disallows the possibility of getting multiple guaranteed new rolls.
03:35
<@McMartin>
If you make all three rolls initially, and then fail the next three, your counter stops, while there's still two more attacks to go.
03:36
<@Vornicus>
wait, mini-zelda-1 is in here?
03:36
<@Vornicus>
I know it's in zelda 2, but I don't see it here.
03:37
<@McMartin>
It's more jumbled up
03:37
<@McMartin>
But if you treat the separate mountain bit as Death Mountain, then the base is right out of Z1.
03:37
<@McMartin>
The Lost Woods is displaced.
03:50
<@McMartin>
Hm.
03:51
<@McMartin>
OK, I just noticed the "both" there, and having now noticed the half-transparent rock formations...
03:51
<@McMartin>
... what exactly are we looking at here?
03:51
<@Vornicus>
Both the light and dark worlds, superimposed.
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10:37
<@Serah>
There's an error around the church
10:38
<@Serah>
And the lost woods is the evil version.
10:38
<@Serah>
Wait, the good and the evil versions are overlayed.
10:45
<@McMartin>
Yes, the overlay is the whole point
12:30 MyCatSleeps is now known as MyCatVerbs
--- Log opened Thu Apr 17 20:41:50 2008
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16:31
< AFKSkull>
<FA|Sveth> anyone familiar with Macromedia Dreamwaver?
16:31
< AFKSkull>
<Pinkhair> very very slightly
16:31
< AFKSkull>
<FA|Sveth> what does it have to offer?
16:31
< AFKSkull>
<FA|Sveth> I'm just browsing around searching for voiceconverters and it came up
16:31
< AFKSkull>
<Pinkhair> um
16:31
< AFKSkull>
<Pinkhair> its a tool for designing websites
16:31
< AFKSkull>
<Pinkhair> so not very much at all
16:32
< Shoukanjuu>
>.>
16:32
< Shoukanjuu>
Isn't Dreamweaver Adobe's, now?
16:32
< AFKSkull>
Yup, like all the rest of macromedia
16:33
< Shoukanjuu>
As I thought
16:33
< AFKSkull>
I personally preferred GoLive
16:34
< Shoukanjuu>
Fireworks is apparently what I should use for animated gifs, now
16:35
<@ToxicFrog>
If you do, run it through the GIMP after saving.
16:35
< Shoukanjuu>
Why?
16:35
<@ToxicFrog>
Fireworks craps useless FW-specific metadata all over everything it saves, so it tends to generate files that are way huger than they should be.
16:35
< Shoukanjuu>
...Thaaaat's why
16:36
< Shoukanjuu>
I didn't know that.
16:36
<@ToxicFrog>
So once you have a file you're planning to actually release, open it and re-save it in something else that doesn't do that.
16:36
< AFKSkull>
I loathe fireworks
16:36
< Shoukanjuu>
I miss mah imageready ; ;
16:36
< AFKSkull>
likewise
16:37
< AFKSkull>
though now that I've absorbed after effects, I'd have to say it now is my favorite adobe interface
16:37
< AFKSkull>
except for audio
16:38
<@ToxicFrog>
(the most dramatic example I saw was probably FW emitting 1.5MB PNGs that, after re-saving, were 100K)
16:41
< AFKSkull>
shoulda just renamed imageready fireworks
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20:53
< Shoukanjuu>
can emacs be used as an xml editor? O_o;
20:59
< AFKSkull>
NO!
20:59
< AFKSkull>
Well, yes.
21:01
< Shoukanjuu>
I thought so
21:02
< Shoukanjuu>
Mostly because the icon for an xml file I was uploading for my sites had the emacs icon
21:04
< Shoukanjuu>
Why does a mouse need 4000 dpi
21:04
< Shoukanjuu>
That's insane
21:26
< JeffL>
Shoukan- I used to use Fireworks for a sprite comic. ToxicFrog speaks truth, though the metadata isn't entirely useless (though it is FW-specific)
22:27 MyCatVerbs [~mycatverb@Nightstar-13709.lurkingfox.co.uk] has joined #code
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23:44 Vornicus-Latens is now known as Vornicus
--- Log closed Fri Apr 18 00:00:03 2008
code logs -> 2008 -> Thu, 17 Apr 2008< code.20080416.log - code.20080418.log >