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A13d

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Everything posted by A13d

  1. Yeh or you could find the exact by doing this http://[Censored - Don&#39;t use a URL shortner]/fdf4jW inb4 math nerd Except that's not right. Since the bonus rate changes every half hour exactly, simply averaging them suffices. If the rate changed continuously based on some function, then, yes, the integral would be the exact value but in this case it does not change continuously, so not only is that integral overkill, it's wrong. http://[Censored - Don&#39;t use a URL shortner]/i41Goc Scroll to the middle of the page of this and click on the picture Goodfight 1.) That page is for the March 2010 Bonus XP weekend. 2.) If you had read the article for that weekend, you would know how, although that formula was supposed to work, in practice it failed and gave different xp rates for that weekend. 3.) All of my numbers are from the devblog for the March 2011 event which, unless jagex is pulling a big switcheroo on us again, are the values that will be used for the event. I know the first bonus xp weekend failed because it went to 1.1x in 7 hours. Just because Jagex failed on that part doesn't mean that the function itself is flawed. And there is a good chance that they are just approximating the numbers for the recent blog and in reality still sticking to the same formula. Both of our calculations came out to about 1.7x, which is too small of a difference to make it a flawed function (such as the 3 hour flaw that occurred on the original). Again, Jagex messed up implementing the function, not the function itself and I believe that the function is still correct. We can agree to disagree I guess since I really don't want to spam up this thread with math about bonus xp weekend lol sorry guys for all this spam didn't know someone was going to go devil's advocate on me >.< [/hide]I actually paid attention to individual Xp gains over the previous weekend during various Xp modifiers. Every time the modifier changed every half an hour, the Xp gained also changed. It did not change at all during any 30min period, but rather in steps every 30mins when the modifier dropped. The actual Xp only dropped at that point, never at any other. You can try to agree to disagree all you want, but it won't change the evidence lol. If you read my debate with Blade he showed me the picture of the discontinuous graph of the second weekend and therefore proved me wrong. All of my math was correct but I had assumed that the second weekend used the same function that the first weekend attempted and failed to implement.
  2. O. Goodfight didn't see that coming #-o
  3. I acknowledge that they dun goofed on the first one. However I recall the second one correctly lasting the 10 hours and therefore I have a right to assume that they will follow suit for the third?
  4. that equation was NOT used for either of the previous weekends. Wrong, it was included in the Developers Blog entitled "Bonus XP Weekend: Save The Date!, 26th February 2010 - Dev Blog - Mod Knox" but for some reason it is now removed from the dev blog archive. Other fan sites that also archive updates have a copy of this blog still, for example http://runescape.salmoneus.net/forums/index.php?showtopic=314498
  5. Uhh I'm assuming that they are going to use the equation (((x-10)/7.5)^2) + 1.1) as they did for the first and most likely the second one as well. You're assuming that the exact values for xp rates are what Jagex posted in the dev blog. This is a valid assumption too, as this is all speculation, however I speculate that they will use the aforementioned equation which is continuous on the interval 0 < x < 10, for which the best way to evaluate the average xp bonus per hour would be integrating as I did. Not saying your speculation is wrong, and I agree with you that yes if they stuck to the exact values on that table a different method would be required. (Really feeling guilty right now for all this math spam lol)
  6. no the multiplier function is defined piecewise and is not continuous I'm only taking the piece 0 < x < 10 and I don't see any points of discontinuity within that interval Maybe I'm missing something what are you trying to say
  7. Yeah haha knowing Jagex anything can happen at this point XD
  8. It's all about the right/left hand approximation skill. But seriously, I'm positive that integrating it would get the most accurate result (~1.69259x) because from 0 to 10 it's constantly changing. I'm betting Jagex just posted each rate in increments of 30 minutes or whatever because if they posted Calc II concepts most of the people who read it would be like hi im 12 and wat is this. The only valid arguement muu had against me is that it was from 2010, but I seriously doubt they would take the effort to change the actual equation itself.
  9. The only two pieces are from 0 to 10 hrs and 10 and beyond and the only relevant piece is 0 to 10 cause from 10 on its just 1.1x lol
  10. Yeh or you could find the exact by doing this http://[Censored - Don&#39;t use a URL shortner]/fdf4jW inb4 math nerd Except that's not right. Since the bonus rate changes every half hour exactly, simply averaging them suffices. If the rate changed continuously based on some function, then, yes, the integral would be the exact value but in this case it does not change continuously, so not only is that integral overkill, it's wrong. http://[Censored - Don&#39;t use a URL shortner]/i41Goc Scroll to the middle of the page of this and click on the picture Goodfight 1.) That page is for the March 2010 Bonus XP weekend. 2.) If you had read the article for that weekend, you would know how, although that formula was supposed to work, in practice it failed and gave different xp rates for that weekend. 3.) All of my numbers are from the devblog for the March 2011 event which, unless jagex is pulling a big switcheroo on us again, are the values that will be used for the event. I know the first bonus xp weekend failed because it went to 1.1x in 7 hours. Just because Jagex failed on that part doesn't mean that the function itself is flawed. And there is a good chance that they are just approximating the numbers for the recent blog and in reality still sticking to the same formula. Both of our calculations came out to about 1.7x, which is too small of a difference to make it a flawed function (such as the 3 hour flaw that occurred on the original). Again, Jagex messed up implementing the function, not the function itself and I believe that the function is still correct. We can agree to disagree I guess since I really don't want to spam up this thread with math about bonus xp weekend lol sorry guys for all this spam didn't know someone was going to go devil's advocate on me >.<
  11. Yeh or you could find the exact by doing this http://[Censored - Don&#39;t use a URL shortner]/fdf4jW inb4 math nerd Except that's not right. Since the bonus rate changes every half hour exactly, simply averaging them suffices. If the rate changed continuously based on some function, then, yes, the integral would be the exact value but in this case it does not change continuously, so not only is that integral overkill, it's wrong. http://[Censored - Don&#39;t use a URL shortner]/i41Goc Scroll to the middle of the page of this and click on the picture Goodfight
  12. Yeh or you could find the exact by doing this http://[Censored - Don&#39;t use a URL shortner]/fdf4jW inb4 math nerd
  13. I am getting irritated to see these posts at nearly every page... discussing how to train a skill efficiently to 200mil xp is what also belongs to this thread... this best thing to do is ignore them at this point
  14. Thanks Vex, was looking for something like this. Just one question, what would be the next best thing to block besides abyssal demons based on frequency and xp and effigy rates? (I'm not rich enough to pass them up lol)
  15. @Assassin Elias is going to do some herb
  16. O I thought the original equation was equal to (B/maxB) not just B since the rates were individually averaged in the original equation. Also @ Thai thanks for spending to time to make the equations for it, so for an optimal slayer xp list using effigies on slayer (for fastest possible slayer xp in the game) would the coefficients for slayer summ and effigies be 1, 0, 1 respectively or what
  17. Frequency and length most certainately have to do with how good a task is. If a bad task takes a long time it is worse than a bad task that doesn't last long because you are getting bad xp for longer. Similarly if a good task is assigned often it is better than a good task that is assigned very rarely because you are getting good xp more often. A task taking twice as long has the same effect as a task being twice as likely to be assigned except that assignment rate effects slayer points got/spent which I think is unimportant in the greater scheme of things. Yes I take the max rate I will NOT include profit because it isn't important for what I wanted to use it for. Like I said earlier the formula is adaptable and you can add boredom, afkness and profit (read back if you don't know how to measure boredom). Adding them does result in a meaningful number. It combines the comparisons it has with the other (max) tasks in an equal way, note that multiplying them together does not work because then Jad and mages would have a 0 base efficiency. You fail to take into account that adding the numbers does not equal time saved/efficiency. Your (b/max b)^(X) [X=length*frequency] is completely arbitrary. A task of 5 minutes, assigned only once per 100 tasks, would have an X of what? 5*.01? or 1/12th * 1? Same with b/max b. Are you taking max be to be one? 10? Pi? A monster with 90% of the max rates in all 3 stats would be at (.9/1)^(1/12*.01) which is very nearly one (.9999). A task with 10% of the max rates, with the same length and frequency, would be at .998. Are you now saying that both tasks are nearly the same? Oh and of course when I said black demons > wfs for summoning xp I forgot chaos tunnels :wall: so only your top effigy monster is off. Actually taking into account all three categories at 90% B would be 2.7 not 0.9 so this would give 2.7^(1/12*.01) which is 1.00082805. Now another task with 10% in each category would be have B at 0.3 not 0.1 so this would be 0.3^(1/12*.01) which is 0.998997192. Therefore like Thai said a good task is greater than one (the one with 90% max rates) and a bad one is less than 1 (the one with 10% max rates). Also yeah these numbers are really close together but I think that the main point is whether the number is greater or less than one to determine if it is a good or bad task. Inb4 anti math e rage
  18. Yes it does not matter if you skip or do the tasks. Can you also record the number assigned as that is also important in how good a task is (e.g. mith drags could have a good xp rate but only 9 assigned in a task makes them not such a great task). I'm not sure but I heard neither slayer level nor combat level effects the number assigned so maybe we could get the average of the max and min number assigned? Probably better to record them anyway. After that we need an xp rate for Desert strykewyrms Jungle strykewyrms Warped tortoises Terror dogs Which Zarfots guide doesn't have, those shouldn't be hard to get Lol you quoted Viv's post with my name by accident XD
  19. Unfortunately we cannot get the optimal task lists until someone tests the assignment frequency :( You need the frequency to firstly find if a task with decent effigies assigned often is better than a task with good effigies assigned rarely. You also need it to find how many points you will have left after skipping the worst task, then the 2nd worst ect... until you have spent all your points. Thanks Thai :) Zarfot happened to have four data sets of task frequencies (RSOF qfc: 98-99-600-61329204, page 20) so there's the first step lol. I guess I'll just do Vex's max effigy tasks when I start slaying, unless the optimal Slayer xp task list is eventually discovered (I'll stay tuned :D ).
  20. Agreed, Jd seems to want to keep his distance from Drumgun for the time being though. Actually Jd claims to not care at all lol About Dungeoneering, Paper, why don't you just solo it? People freak out over the Xp/hr rate, but almost nobody actuallys know exactly how much it is. Just do c6 meds all the way and make sure you have some plate armor. Armor > ssh in solo. I personally was getting about 50k-60k Xp/hr at any time on any floor in my late 70s. Ice floors are faster but less Xp and as you go deeper, the slower and more Xp floors keep the balance so that you're always getting roughly the same Xp/hr rate. At levels 100+, Dg solo is likely still well over 100k Xp/hr(probably 150k+), which alone makes it a viable option for training. Or maybe I'm the only one who sees it that way, considering I think that anything faster than Agility is absurdly fast. :P @Maka Drumgun is definitely NOT going for all 200m's so your arguments make absolutely no sense lol. It's just that Drum and Jd were about even a couple weeks ago, and now Jd's about 15m ahead. Not anything major, to me it just seemed like he picked up the pace a little bit such as training more thieving to create a gap for the time being before Drum moves on to faster skills. No Jd has stayed at the same pace. Drum finished out range, and move on the the much slower skill WCing. That is why he lost ground. Thieving, slayer, and dungeon are all faster total xp than chopping ivy. Right thanks, idk why that slipped my mind. Btw could either you or Vex answer my question on page 250?
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