Author Topic: Average multiplier as a function of win rate  (Read 4931 times)

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Offline Torp

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Re: Average multiplier as a function of win rate
« Reply #45 on: August 20, 2011, 06:35:14 pm »
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No, you are wrong. When quitting from time to time (disconnect, have to got, etc.) with a multi of >1, the theoretical average multiplier is lower than the 1.9x value.

yes, but everything i've said has been assuming you only leave on x1. When you disconnect etc., your counting session will start all over again.

Edit; do you know which items has a break chance at each tick?

Offline Paul

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Re: Average multiplier as a function of win rate
« Reply #46 on: August 20, 2011, 06:41:05 pm »
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No and I'm too lazy to check the code.

Offline Torp

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Re: Average multiplier as a function of win rate
« Reply #47 on: August 20, 2011, 06:50:49 pm »
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No and I'm too lazy to check the code.

please? :D

Offline Paul

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Re: Average multiplier as a function of win rate
« Reply #48 on: August 20, 2011, 08:05:45 pm »
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Even if I would take a look I wouldn't be allowed to tell.

Offline Torp

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Re: Average multiplier as a function of win rate
« Reply #49 on: August 20, 2011, 08:17:47 pm »
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Even if I would take a look I wouldn't be allowed to tell.

derp, then i hope walt will just do it for us :)

Offline MeevarTheMighty

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Re: Average multiplier as a function of win rate
« Reply #50 on: August 23, 2011, 05:38:11 pm »
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No, you are wrong. When quitting from time to time (disconnect, have to got, etc.) with a multi of >1, the theoretical average multiplier is lower than the 1.9x value.
You mean "can be" lower? If I always leave in my first round, I will only have an average of 1x, but if I play for thirty days and nights and then leave on a 2x, I think it will be >1.9x.

I don't know how useful it would be to assume that people will leave on their average multi (or anywhere between that and 1x without better data); I think most people would at least make some effort to saboutage their team to 1x if they want to leave.  :mrgreen:

Offline Torost

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Re: Average multiplier as a function of win rate
« Reply #51 on: August 23, 2011, 07:51:16 pm »
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Have you accounted for the stalling and running , hiding, tie shenanigans that starts when one side has x3 x4 ..x5?
It will probably skew the numbers abit.

 I wish the reward was just dealt whenever the battle ended.

And only the winner gets gold + xp. Loser only gets xp.
Maybe adjust goldwin for cost of gear worn, not in full , but some.
PLayers risking expensive gear gets a larger share of the loot (fixed size)

Scale for battlesize.
« Last Edit: August 23, 2011, 07:56:32 pm by Torost »

Offline Corrado_Decimo

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Re: Average multiplier as a function of win rate
« Reply #52 on: August 27, 2011, 09:14:52 pm »
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i just did 2 days of sieges with some infamous clan banners and i rarely had a multiplier lower than x5.  :mrgreen:

every round in top gear (rus lamellar cuirass, scale gauntlets, mail boots, klappvisier, morningstar, backup shield... total gear value, 52k) and 80k gold gain (from 230k to 310k) + 2mil xp. all in something like 6-7 hours.

i really like "autobalance by banner" now  :mrgreen:

Offline Brrrak

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Re: Average multiplier as a function of win rate
« Reply #53 on: August 27, 2011, 09:29:23 pm »
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(words)
y = x^4 + x^3 + x^2 + x + 1
(another collection of words)
TL:DR Latest Recommendation: Only quit on x1.

Wasn't this something that is already common sense?