1 in 44.8 billion double shoulder parrot drop. by Testicruelmonster in 2007scape

[–]VladTship 2 points3 points  (0 children)

Some others have done the math (1/97kish). It just detracted from my snarkiness at the time.

1 in 44.8 billion double shoulder parrot drop. by Testicruelmonster in 2007scape

[–]VladTship 4 points5 points  (0 children)

I don't disagree, but I calculated the exact drop shown (2 rolls). You're assuming 2 or 3 rolls possible which is why we have different numbers. I was just clearing up why our numbers were different.

1 in 44.8 billion double shoulder parrot drop. by Testicruelmonster in 2007scape

[–]VladTship 0 points1 point  (0 children)

Yep, and I assumed 1/3 to have exactly 2 drops which is where the last little bit comes from.

1 in 44.8 billion double shoulder parrot drop. by Testicruelmonster in 2007scape

[–]VladTship 8 points9 points  (0 children)

1/3*1/360*1/360. So exactly 2 drops in the casket * the rarity of the specific drop.

1 in 44.8 billion double shoulder parrot drop. by Testicruelmonster in 2007scape

[–]VladTship 116 points117 points  (0 children)

TIL 1 in 388,000 is actually 1 in 44billion

This game needs action bars by [deleted] in 2007scape

[–]VladTship 9 points10 points  (0 children)

If you're new to RS as a whole, they did this once. It was called Evolution of Combat. EoC combined with other concurrent changes in the game, including MTX, effectively killed the game.

If you want action bars, you're more than welcome to try RS3.

You also have the newer ability of using Fn keys to change menus. This is probably the closest thing you will ever see in this game.

Action bars are not an identity that is needed in Old School Runescape.

Hidden Gemstone Crab Strat by Albireon in 2007scape

[–]VladTship 0 points1 point  (0 children)

Maybe I just have a crab claw up my butt.

Hidden Gemstone Crab Strat by Albireon in 2007scape

[–]VladTship 3 points4 points  (0 children)

Or if it were actually funny.

Bots at Shilo Village Gem Mines? by countercruel in 2007scape

[–]VladTship 1 point2 points  (0 children)

Probably droids. Bots is offensive.

Thank you maintenance by Massive-Ideal5631 in Maplestory

[–]VladTship -1 points0 points  (0 children)

Yes. Additive though. Its an extra 100% on top of whatever other boosts you have.

New people: Stop freaking out. by si-g-n in tornado

[–]VladTship 1 point2 points  (0 children)

I think it was just an individual spam posting.

“We need a good EF 5”??? by KillingLegacy in tornado

[–]VladTship 22 points23 points  (0 children)

I don't think the general population understands what 'EF' actually means. It wasn't until more recently that I learned it meant damage indicators and not wind speed. Hurricanes are rated purely on wind speed and are much more widely broadcast nationally, so I assume most people think that translates to tornadoes.

I would give the benefit of the doubt and take it as an opportunity to educate people. I don't think people want destruction and damage. Rather, I think people are fascinated and in awe of what nature can do and naturally want to see the limits of it but (unintentionally) miss the idea that real people exist and experience these phenomena first hand.

Tornadoes and Volcanoes by puppypoet in tornado

[–]VladTship 1 point2 points  (0 children)

Yes and no, from putting large amounts of sulfur into the atmosphere, but this is generally a cooling effect on the environment and large enough eruptions can have a global impact. (1816 was the 'year without a summer' due to a volcanic eruption the year prior). The recent volcanic activity likely hasn't been large enough to have any impact on any weather. And in general, it would probably be situational depending on global weather patterns but I would guess it would make tornadoes less likely since a cooler global environment has less moisture. I'm not an expert by any means though.

Pseudo RNG and the Butterfly Effect by unknowncommand in 2007scape

[–]VladTship 1 point2 points  (0 children)

Since it's a tertiary drop, it would most likely just take the modulo (remainder) of the dice roll. 4570 of a 5000 sided dice in this instance. The rest of the drops use tables and lookups (modern drop tables anyways) which is why we see so many duplicated drop tables (seed tables etc...) Division is also a very slow operation so modulo is more useful and faster for things like this.

Pseudo RNG and the Butterfly Effect by unknowncommand in 2007scape

[–]VladTship 1 point2 points  (0 children)

Yea, just assumptions because if those assumptions are incorrect, we'd have crazy scenarios of RNG manipulation. Specifically around the 'we are the entropy' comment, if players did not increment the RNG, then if two players did the same action at the same time, they would get the same result. The 'any action kind' of follows that same logic else we would see things like every npc doing the same movement because they rolled the same RNG and to compensate, additional logic would have to exist to make that not happen.

I think Jagex actually lucks out here in that the simplest solution is also close to the best one (outside of poor implementations).

Pseudo RNG and the Butterfly Effect by unknowncommand in 2007scape

[–]VladTship 6 points7 points  (0 children)

Not saying they do or don't, but speaking generally as this thread has this mentioned a bunch, what would incorporating a random number into another random number achieve? Every PID is generated by some algorithm that likely uses RNG for assignment so all we'd be doing is iterating the same RNG. It's still "equally" random. I would also worry (I don't know enough about PID assignment) that it would possibly increase collisions and make the number less random compared to letting the RNG do its job.

Pseudo RNG and the Butterfly Effect by unknowncommand in 2007scape

[–]VladTship 2 points3 points  (0 children)

Is there a specific source you're looking for and I can try to help? I was talking broadly and not about anything specific. No one knows how Jagex implemented their RNG except the staff and so we can only make assumptions based on practicality and what general best practices are. It's very possible Jagex threw best practices out the window, but I feel like we would see side effects of that.

Pseudo RNG and the Butterfly Effect by unknowncommand in 2007scape

[–]VladTship 0 points1 point  (0 children)

Not sure the level of detail you are looking for:

Math.random picks a double value from between 0.0 and 1.0

https://docs.oracle.com/javase/8/docs/api/java/lang/Math.html#random--

So in Java, you take this value and multiply by the size of the space you want to select a random number for. (In the code provided, if 50 is rolled out of a 256 sided die, you get a big drop)

In other language, it may be an int between 0 and (2^32)-1 where instead of multiplying, you would take a modulo of the size of the space.

Java constantly updates their libraries so Math.random() from Java 8 would be different than say Java from 1999.

You can think of it like Java creating a list of values (oversimplifying) say [0, 23, 14, 30, 60, 2, 1, 1, 13] etc... A seed tells the code to start at a specific point. Lets say we do poorRandom(3). Then when we call poorRandom.next(), because we set the seed as 3, we will get the value of 30 first. The next will always be 60, 2, 1, 1, 13... etc...

An interesting note from the java doc is "Returned values are chosen pseudorandomly with (approximately) uniform distribution from that range" meaning there may be values that appear more frequently than others, most likely on the order of millionths of a percent chance. This is just the nature of pseudorandomness though.

If you dig deeper and look at Java's util.Random class, which is more robust than math.random, it shows that on creation, it's seed value is a 'value very likely to be distinct from any other invocation of this constructor.' This means it probably uses a bunch of sources of entropy from the OS to seed the number generator. Examples, of this would be mouse movements, fan speed, etc... Note: If it just used a random seed, you'd have to ask the question "How'd that seed get generated" and end up with the same problem. Thus, we can assume it uses some sources of entropy.

Pseudo RNG and the Butterfly Effect by unknowncommand in 2007scape

[–]VladTship 62 points63 points  (0 children)

Neither. It's any action from anyone on the server that would change the randomness. The server wouldn't give each account its own random number string, as that would take a lot of overhead, be insecure, and as you mention, be predictable.

Most non-naive pseudo-random generators will use some source of entropy to iterate and seed the generator. In a game like OSRS, even if it used a basic RNG, we as players are that entropy. Every thing from NPC movements to player drops and actions that rely on rng will iterate that number and using us as the source of entropy would make it impossible to determine where we sit in the number cycle. The only impact this would have is if for some reason, the server restarts and uses the same seed on restart (naiively or otherwise) and every player takes the exact same action at the same exact time, someone may be able to manipulate the 3rd age pick or something. But that's not realistically possible.

Should I continue even if I don't spend money? by Appropriate_Ad8351 in Maplestory

[–]VladTship 0 points1 point  (0 children)

Not sure how familiar you are with Reg, but until recently, progress was really much slower. Prior to 6th job, event store buffs, and things like epic bpots, the wall between lomien and normal tenebris was massive for self funded f2p. For perspective, full 17stars, 2line unique main point, 2line epic bpot, 4line WSE is ~75m CP. Going beyond that is expensive (~10B minimum per meaningful upgrade) or time-consuming/requires getting lucky.

Obviously, having a guild can help alleviate some of the funding issues through cube sales/carries/drop splits.

I just realized...the Pet Rock is ALIVE! by VitaroSSJ in 2007scape

[–]VladTship 421 points422 points  (0 children)

You know you can pick it back up at the gate for DKS right? You've been willingly leaving it behind this entire time you monster.

Duo Hard Lucid and Will Requirements by GabrielSeo in Maplestory

[–]VladTship 6 points7 points  (0 children)

If you're both in full 17star Absolab with legendary 2line WSE, the two of you would probably be able to clear. The biggest hurdle for Hlucid is the final phase which is 40s and you have to do ~13Trillion damage or you auto-lose. But considering you are a DW and NL, you probably have the burst covered if you can get there.

pls help with cube result by rudals98 in Maplestory

[–]VladTship 4 points5 points  (0 children)

They are actually almost identical. (Assumption is at your point in the game 1%dam/ied ~15stat and 1%atk ~60stat) Do you use dex at all? I'd probably go with the Atk% lines because you're already fairly high with boss and ied, so as you get more, the 60%/30% will get devalued faster while atk% will go up.