Topic: [AHM] Annoying hungurian math - example accelerated target locking

Srsly eighter use normal math or RENAME freaking extensions so they would tell the truth!!!!!

Accelerated target locking:
"Each level of this extension reduces the target locking time by an additional 5%."

Well for regular player it means: #locking time# = #base locking time#*(1-*#level#*#bonus#)

With my current extensions it's : 12,5*(1-10*0,05) = 12,5*0,5 = 6,25 sec

Ok, but maybe I'm dumb and I don't understand english language.
"Additional" == extra, additive (http://www.synonym.com/synonyms/additional/)
but hey you can't trust ze internetz, so lets try geometric series. Why geometric?
Maybe because it's like base (a0) is 12,5 sec and each time you level up the extension this base is multiplied by 0,95 (1 - 0,05), so:
a0 = 12,5
q = 0,05
n-th part of geometric series will be a_n = a0 * q^n in our case it'll be:
#locking time# = #base locking time#*(1 - #extension bonus#)^#level#
when n = 10 (which is maxed level of accelerated target locking)
n10 = 12,5*(0,05^10) = 7,48421174 sec

Cool, but it still isn't 8,33 sec which I currently see in my mesmer's specs!!!!

WHAT THE ***!?

Seriously make those descriptions understandable for *** like me, because I clearly must be mentally disabled since I can't count and read properly, even with a help of various dictionaries.

"you're not in an MMO to make friends, you're there to make enemies smile"

Re: [AHM] Annoying hungurian math - example accelerated target locking

ATM there is some bug with extensions/sparks bonus applied. Maybe that's a reason. Check it in terminal and outside.

However, I do agree that Hungarian Maths are pretty strange. In your example btw, I suspect that it should be

#locking time# = #base locking time#/(1 + #extension bonus#)^#level#

- for some reason, they love 1.xx values more than 0.xx big_smile This, anyway, will give you around 7.67

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Re: [AHM] Annoying hungurian math - example accelerated target locking

sorry, its not bug,

its a stupid description, due to the fact that some mentally cannot differ between "period" and "frequency".

or in game terms - between lock-/cycletime and "rate of fire" or "lockrate"

I dont know what the reason is behind making the locktime extension increasing how many targets you can lock per second by 5% (=frequency). Probably due to the natural dimishing returns you get that way on the actual locking-time (=period)

Extension description translated would be indeed:
BaseLocktime* (0.95)^(extensionlevel)

true is:
"1/BaseLocktime" * (100%+5%*"extensionlevel")= "1/Locktime"

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: [AHM] Annoying hungurian math - example accelerated target locking

Gargaj said that it's a bug and it'll be fixed probably this week

"you're not in an MMO to make friends, you're there to make enemies smile"

Re: [AHM] Annoying hungurian math - example accelerated target locking

Correction: It's already been fixed afaik and will be patched sometime this week. smile

[14:15:15] <Freya Sabbat> ...Dear god, the Devs are as bad as us

Re: [AHM] Annoying hungurian math - example accelerated target locking

Update: This isn't actually related to the extension-on-terrain bug; we'll look into this one as well.

[14:15:15] <Freya Sabbat> ...Dear god, the Devs are as bad as us

7 (edited by Dan 2012-08-02 11:05:16)

Re: [AHM] Annoying hungurian math - example accelerated target locking

Here you go.
https://docs.google.com/open?id=0ByDm4p … ERVRlFyTVU

true is:
"1/BaseLocktime" * (100%+5%*"extensionlevel")= "1/Locktime"

It's not true, do the research before to avoid bullshit.

"you're not in an MMO to make friends, you're there to make enemies smile"

Re: [AHM] Annoying hungurian math - example accelerated target locking

How's looking into things going?

"you're not in an MMO to make friends, you're there to make enemies smile"

Re: [AHM] Annoying hungurian math - example accelerated target locking

hungurian?

Re: [AHM] Annoying hungurian math - example accelerated target locking

Base / (1 + 0.05 * ExtensionLevel)

11

Re: [AHM] Annoying hungurian math - example accelerated target locking

Lahha wrote:

Base / (1 + 0.05 * ExtensionLevel)

That works. The thing is extension description says that bonus is static (which is in the formula) but effective bonus reduces which SUCKS HARD

"you're not in an MMO to make friends, you're there to make enemies smile"

12 (edited by Blackomen 2012-08-14 14:57:48)

Re: [AHM] Annoying hungurian math - example accelerated target locking

"Hungarian math." It's like math, but from the bizzaro universe. And is said to be able to drive the insane, sane. And the sane, insane. Stephen Hawkings tried to decipher it once, look what it did to him. sad

Oldest player still in the game. Perpetuum for life.
Original Founder of M2S, may it rest in peace. sad
"Hungarian Math" is defined by the dictionary as "Just like normal math, but where each equation ends by dividing the sum by Potato."
-Shoutout to "Stranger Danger" for the "potato" comment.

Re: [AHM] Annoying hungurian math - example accelerated target locking

Lahha wrote:

Base / (1 + 0.05 * ExtensionLevel)

Anyone ever play the Champions pen and paper rpg? This is how they'd calculate penalties. So "-50%" was actually "divided by 1.5". Weird to get used to, but actually makes a ton of sense. If you do it the more intuitive way, you get into a math rabbit hole where equal bonuses and penalties don't actually cancel out, and where the order in which you calculate them affects how much they're worth.