Quote from kozzy68: Go60% we can say its 6/10 = 0.6 * 30 = 18 diamonds to keep and 12 to drop.So there is no complication here result is integer. Tts not best example. Complcation is when you get results like keep 0.3 diamods or 1.7 diamond. We dont like to simply round it. Instead we play dice with last item in stack if we keep it or not and odds are given by reminder 0.5 is 50% 0.3 is 30% ... . so fair formula is: [%] * [items in stack] / 100 = X.y (1.33 x=1 y=0.33 ) X is integer part and y is rest. keep = X+Radom(y) result of random function is either 0 or 1 and odds are given by y
Forum > Suggestions
New loss percentage formula (kozzy68)
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Bone008 Author
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Bone008 Author
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Alright, I got it. So the idea is to apply a random factor in case of an uneven outcome instead of rounding it. Not a huge thing for big stacks, I think, but it definetaly solves the reason why I switched to stack-dropping in the first place: non-stackable items would always be kept when the percentage would be below 50% and vice versa.
I'll probably change it back and to what you suggested in the next update, no promises, though ;)
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kozzy68 Regular Shmoe
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:) well non-stackable items or 1 item stacks will be keept randomly exacly same as yours original formula works ... and thats ok I think. You have one pickaxe and you can keep 90% of items so formula: 90*1*/100 = 0.9 X=0 y=0.9 keep = 0+Random(0.9) so you have 90% chance to keep pickaxe.
No one can cheat by splitting items into bunch of one stack piles :)
I see nonstackable item as stack of 1 item. not sure if MC works like that .
Last edited Jan 23, 2012 by kozzy68
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Bone008 AuthorI don't really understand the logics behind it yet, but I think it is quite what I am looking for as a replacement for the current loss system. Mind explaining it a bit more? Maybe a general forumla? And ... what would for example happen if you had a stack of 30 diamonds, and the loss-percentage would be let's say 60% (3/5) ?