Talk:Unique Variant

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I did some quick calculations and found this: Shield UV probability is 1/10 like bombs. I found this by first figuring out all the types of UV's obtainable on shields/armor. they were: 1.Normal resist

2.Elemental resist

3.Peircing resist

4.Shadow resist

Now statuses (Sleep is removed as of now.)

5.Poison

6.Stun

7.Freeze

8.Fire

9.Shock

10.Curse (on shield? confimation needed)

Thus 10 different UVs. Edit: 10 UVs does not mean 10% chance lol math fail. This does contribute to Desired UV though. Then of course if you want a Desired UV you must factor in the 5 possible ones in as well. (Ultra cannot be obtained on Armor/Shields.)I'll list them. Low, Medium, High, Very High, Maximum!. So the equation is: Chance of UV*(10*Levels possible)

Assuming its the same chance as a Haze Bomb: 0.10*(10*5) Correct me if im wrong. So time to go buy a UV for my Skolver Armor. I want an Elemental resist and a Fire resist. Any level is fine, so... Chance of UV*10*Levels possible

Chance = 100%(im buying it) Levels poss. = 1 OR not factored. None were specified. So that's: 0.10*10. So 10% chance of my desired UVs EACH (im rolling 2). So .10*.10 = .01.... Is ALL of this correct?--Xylka 04:18, 4 October 2011 (UTC)

I think that virtually NONE of that is correct. You're assuming that all types of UVs are equally probable (which is plausible but unconfirmed) and that all strengths of UVs are equally probable (which is almost certainly wrong), your list of possible levels is wrong (there's no "very high" on shields), and even if those assumptions were correct your math seems to be wrong in several places. --Antistone 01:20, 14 December 2011 (UTC)


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)
I'm failing to see why one with Java knowledge can't just go into the .class files and find the lines of code that cover this sort of thing :/ And yes, you can get curse resist on a shield. My boosted plateshield has it. --HexZyle 21:23, 13 December 2011 (UTC)
UVs are most likely generated on the server, using code that does not exist in the downloadable client and is therefore not accessible to ordinary players. Also, I believe that would violate the Terms of Service you ostensibly agreed to when creating an account, which forbid reverse engineering. --Antistone 01:20, 14 December 2011 (UTC)
True for the first bit. But decoding the files and reading the script does not fall under reverse engineering, however, after reading the Terms of Service thoroghly, it does state that decompiling the code is a breach of the terms. :(
Pity. The amazing things people found about minecraft and submitted to the wiki by decompiling the code, was fabulous. Even the developers were amazed by the sheer amount of information that they didn't even know of themselves. I'm pretty confident, after dogmaticly spending rediculous amounts of time reading/editing/updating the minecraftwiki that even I know more about minecraft than Notch himself :P. It's unfortunate the same isn't allowed on Spiral Knights. --HexZyle 06:34, 14 December 2011 (UTC), the minecraftwiki overlord]

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)

"You may increase your chances of getting a random unique variant simply by crafting many copies of the same item." This may actually be true. I recently crafted a bunch of Cobalt Helms. At first, I got no UVS, but then I got a Curse Low. Then no UVs, then, 4 days in a row, I got UVs. First Shadow Low, 2nd day Shadow Medium, 3rd Normal MAX, and 4th Stun low. Any thought on this? N3cR0m4nS1r 12:15, 16th January 2012 (UTC)

My thought would be "this is how superstitions get started." It's always possible that there's some rule that gives you better odds if you craft many identical items in a row, or if you craft with CE instead of mist, or if you craft during a full moon. But odds are that you just got lucky, and all the people who didn't get lucky didn't bother to come here and post about it. --Antistone 21:18, 16 January 2012 (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)

Outdated text

"For items with long crafting chains, this may provide as many as five chances at obtaining a unique variant bonus per item."

to my knowledge the only item that used to have a chain this long was the hase bomb. they have sense made it a two star item so this statement is incorrect. --Mustado 07:40, 19 November 2011 (UTC)

Fixed. --Antistone 17:30, 19 November 2011 (UTC)

Shield UVS

I see a bunch of shields on AH with status resist UVs. It looks like it is possible to roll these now although I've been unable to proc one myself.

Confirm/deny?

confirm. My boosted ps has a low curse UV. --HexZyle 06:23, 22 December 2011 (UTC)

Transfering Unique Variant

I had a Calibur with low time reduction and high damage against gremlin. I crafted it into a Tempered Calibur and selected transfer unique variants. My tempered Calibur doesn't have the time reduction, only the high damage against gremlin. Does only one get transferred or is that a bug?

Are you sure the charge time reduction was a UV? All weapons get low CTR at level 5, upgraded to medium CTR at level 10. It's also possible to get a UV that reduces charge time (which stacks), but if it was just the level 5 bonus, you only have to level the Tempered Calibur to 5 to get it back. By the way, don't forget to sign your talk posts. --Antistone 02:39, 21 September 2011 (UTC)
Only bonuses in a gold box are UVs. Blue boxed bonuses are standard for the weapon. --HexZyle 06:25, 22 December 2011 (UTC)
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