Loot Algorithm Solved

aVaLON_52

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ᴄʀɪᴍꜱᴏɴ ᴅᴇᴠɪʟꜱ
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Avalon Butterfly Erupter
p = Total Perception Points
G = Random Number 1-10 Changing in Milliseconds
X = Mob Total HP
J = Mob Average DMG
Y= Player Total HP
R = Total Anatomy Skill
o = Random Number 1-42 Changing in Milliseconds
v = Total Loot Accumulated in a specific loot pool from other players
F = Percentage of your total deposits in comparison to other players (deposit weight)



(p(((G(((X*J)/Y)/R*o))v%)*F%))/256.66
 
You lost me at Perception...which, unfortunately, was at the beginning of your post.
 
I have a better aproximation for you.

Code:
int createLoot () {
	return Math.rand( creature.MIN_LOOT, creature.MAX_LOOT );
}

Sarcastic coding, the future of IT.
 
This formula is incorrect because it dosn't include the "whining Posts from übers threating to sell out and withdraw" factor on PCF. We all know this affect loot significantly. :wise:

back to work
 
also you should include total inactive period the longer the better , the less you play the bigger loot you get :)
 
try again , you are wrong and bored ;P
 
I've my own theories.

Random players : Random Dynamic Loots.
Chosen players : Maxi Best Of Loot++ Deluxe.
Advertising avatars : Classified.
 
It's all about multipliers!

BASE = base loot
FUCK = number of times the avatar used the word "fuck" in chats in the last 1 hour
QUIT = same for the word "quit"
DEPO = same for the word "deposit"

Loot = (BASE + (BASE * FUCK) + (BASE * QUIT * 10)) / (1 + DEPO * 10)

Science, bitches.
 
You want more loot? Ask Kneel and Bob! :yup: Or their good friend Ben Dover! :wtg:
 
That equation does not take into effect if a player has come into the forums to praise and defend whatever steaming pile of shit MA foisted onto us, like shrapnel or stick-figure midget sized hit boxes.
 
E=mcfuckoff


The equation if Einstein were a DJ.
 
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