Difference between revisions of "Talk:Unique Variant"
From SpiralKnights
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'''Degree of ability and level of item''' | '''Degree of ability and level of item''' | ||
− | Do we know if there is any correlation between how strong the ability is (low through maximum) and the level of the item (Low to Maximum) and the stars of the weapon being crafted (1*-5*)? | + | Do we know if there is any correlation between how strong the ability is (low through maximum) and the level of the item (Low to Maximum) and the stars of the weapon being crafted (1*-5*)? --[[User:Sfogarty|Sfogarty]] 00:01, 21 May 2011 (UTC) |
− | + | :There currently does not appear to be any correlation. Low and High UVs appear just as likely to happen under identical circumstances. If there is any difference no one has the shear resources to discover it with a statistical proof so far. --[[User:D0gr0ck|D0gr0ck]] 08:10, 21 May 2011 (UTC) | |
− | [[User:Sfogarty|Sfogarty]] 00:01, 21 May 2011 (UTC) | + |
Revision as of 08:10, 21 May 2011
I crafted a Jelly Shield, and I got Increased Defense Piercing MAXIMUM! (it had an exclamation mark) but I didn't see a difference on the linear thingy... but I gave the shield away lol
DarthLOL 01:18, 6 April 2011 (UTC)
I've heard that a weapon crafted with a level 10 item will have a better chance of getting a variant, any thoughts? --Hamiltond465 21:17, 10 April 2011 (UTC)
- Nobody has noticed anything like that to my knowledge. --Equinox 22:33, 10 April 2011 (UTC)
Crafting
Error "You may increase your chances of getting a random unique variant simply by crafting many copies of the same item."
Each successive craft of the same item yields a greater probability of generating a UV? E.g. I have a 1/10 chance (arbitrary number) of crafting a UV Cutter on the first craft. I choose to craft a 2nd cutter, which will now have a probability of >1/10 to create a UV? This seems unlikely. Can anyone confirm?
- The "increased probability" refers to overall chances of getting a single unique variant, and refers to basic probability (rather than an extra game mechanic). If the odds of not getting a unique variant in one try are 9/10, then the odds of not getting a variant in two tries should be (0.9)*(0.9) = 0.81 = 81%. --Pauling 12:59, 19 April 2011 (UTC)
- For consecutive events, I understand this calculation. To be more direct, my issue is that the quoted phrase adds nothing to the article. e.g. You don't need to tell someone that if you buy two different lottery tickets, you have a better chance of winning the lottery than if you buy one ticket. I propose removing the phrase or replacing it with a more useful or clearer one. --Raddagast 7:48, 23 April 2011 (UTC)
- Just as a note, I changed that phrase where its says chance to probability for a more technically clear statement. DeadLikeYou 22:43, 7 May 2011 (UTC)
Probability per item
Are any items known to have a greater probability of generating UV on craft?
- I don't think we've tested this in anywhere near that level of detail. Most of our mass crafting has focused on haze bombs due to cost. Have the devs commented on this? --Pauling 12:59, 19 April 2011 (UTC)
Degree of ability and level of item
Do we know if there is any correlation between how strong the ability is (low through maximum) and the level of the item (Low to Maximum) and the stars of the weapon being crafted (1*-5*)? --Sfogarty 00:01, 21 May 2011 (UTC)
- There currently does not appear to be any correlation. Low and High UVs appear just as likely to happen under identical circumstances. If there is any difference no one has the shear resources to discover it with a statistical proof so far. --D0gr0ck 08:10, 21 May 2011 (UTC)