I posted a lumbering calculator before
I've accumulated more data, revised the calculation method, and reduced the margin of error.
I've also added archeology, mining, plant gathering, hunting, and fishing
This site takes life tool options as input and tells you the expected amount of materials and gold you'll get.
In that window,
1. Enter tool options
2. Enter level, charm, and minigame ratio
3. Click the Apply button
4. Click the Expected Total Acquisition Amount
You can see the expected gold acquisition amount in the table.
+5. Click Save Acquisition Count
If you do this, the number of materials acquired will be saved in the site's cookies
You can compare each life skill in the Life Efficiency tab
Mobile O
(Skip if you're busy)
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I initially tried to solve everything with regression analysis
But in the case of treasure pouches and minigames, the data sample was small
The fluctuation range was too large each time data was accumulated
Since accuracy improves by reducing variables in any analysis
I proceeded with improvements by removing variables one by one
Previously, I compared the total amount collected, but
After that, while looking at the logs that appear in the system window
I separated the data into pure acquisition amount, minigame acquisition amount, and additional reward acquisition amount
Each of which was derived from certain options
Also, the slope differed greatly each time (coefficient)
I rethought what "Increases the probability by n%" written in the life skill tooltip means
I applied the probability increase as the slope and used regression analysis to find only the intercept value (value when 0%)
I rewrote the calculation formula.
Since there are cases where the probability value itself increases and
Cases where the probability value increases relatively
It took some time to determine the slope
I established a theoretical model for all life skill options and performed regression analysis.
The data table was different for each life skill, and the way options were applied was different, but
There was no significant deviation
In the case of archeology, the reward table is large, but the number of minigames is small
In the case of gathering, the reward table is small,
There is only one option related to minigames, but the increase is very high.
The acquisition amount itself does not differ significantly
Since the material price varies from life skill to life skill
The importance of options varied somewhat depending on the life skill.
Example of option importance (as of 12.24)
(Minigame-related options have synergy when together)
(The purple gathering ratio also affects minigame-related options)
Lumbering:
Single: Rare > Treasure Pouch > Tree Kicking Reward/Chance > Total > Advanced > Common
Reward*Chance:Rare > Tree Kicking Reward/Chance> Treasure Pouch>Total>Advanced>Common
Archeology:
Single: Treasure Chest> Rare > Advanced >Common,Total>MinigameReward·Chance
Reward*Chance: Treasure Chest >Minigame Reward·Chance>Rare>Advanced>Common,Total
In the case of lumbering, where the price of both rare materials is high, the importance of rare options increases.
Also, in special cases
Archeology Treasure Chest - Higher value than Treasure Pouch
Treasure Pouch: Appears in a ratio of [Common: 1, Advanced, 0.5, Rare 0.1]
Treasure Chest: [[Common: 1, Advanced, 0.5, Rare 0.2]
Gathering Golden Finger - Golden Finger is a combination of minigame chance and reward
When the highest value is 9.8
Archeology MinigameHigher than the combined Reward·Chance 50%,50%
Other than thatData table or
Minigame default number of times, treasure pouch default number of times
If you're curious about these, I'll organize them later and write another post.
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If you have any additional questions or inquiries, please leave a comment
Please give it a thumbs up!
Thank you
로스트아크 인벤 팁과 노하우Cross200
2024-12-24