Amber Client

Forum for alternative clients, mods & discussions on the same.

Re: Amber Client

Postby bojackson » Sat Oct 17, 2015 11:40 pm

Is there a way you could add in something to right click beets into troughs / coops easier (I be spam clickin yo) ? <3
Ohhh that's how I make a sig, cool
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Re: Amber Client

Postby InfernoI » Sun Oct 18, 2015 8:36 am

Damage tracker please. I see them on PvP clients all the time, but I think that is insanely helpful for doing things like, trying to kill a bear without it enraging and smashing your face in.
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Re: Amber Client

Postby Koru » Sun Oct 18, 2015 10:13 am

Hervarth wrote:
Koru wrote:double avg = Math.sqrt((double) (e * e + s * s + v * v) / 3.0)
I was expecting average as arithmetic mean like (e + s + v) / 3 :o

RMS is what the game uses as average, in all cases that I know of, so romovs avg is the correct one.


In what cases except curios? I think merchants (well, most hearthlings I guess?) use arithmetic mean and that might be confusing.
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Re: Amber Client

Postby Apillion » Sun Oct 18, 2015 12:27 pm

Koru wrote:
Hervarth wrote:
Koru wrote:double avg = Math.sqrt((double) (e * e + s * s + v * v) / 3.0)
I was expecting average as arithmetic mean like (e + s + v) / 3 :o

RMS is what the game uses as average, in all cases that I know of, so romovs avg is the correct one.


In what cases except curios? I think merchants (well, most hearthlings I guess?) use arithmetic mean and that might be confusing.



that's what i though when i saw that math.. still have not found one that can explain the logic behind it to me
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Re: Amber Client

Postby Hervarth » Sun Oct 18, 2015 4:51 pm

Koru wrote:
Hervarth wrote:
Koru wrote:double avg = Math.sqrt((double) (e * e + s * s + v * v) / 3.0)
I was expecting average as arithmetic mean like (e + s + v) / 3 :o

RMS is what the game uses as average, in all cases that I know of, so romovs avg is the correct one.


In what cases except curios? I think merchants (well, most hearthlings I guess?) use arithmetic mean and that might be confusing.


Stat modifiers on all clothing I have seen, for example. If you have a genuine example that uses arithmetic mean, it would be very interesting of course, but I doubt there is one.

I would say merchants who use arithmetic mean should stop, unless they have some specific reason to.
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Re: Amber Client

Postby shubla » Sun Oct 18, 2015 5:22 pm

Hervarth wrote:
Koru wrote:
Hervarth wrote:double avg = Math.sqrt((double) (e * e + s * s + v * v) / 3.0)
I was expecting average as arithmetic mean like (e + s + v) / 3 :o
RMS is what the game uses as average, in all cases that I know of, so romovs avg is the correct one.


In what cases except curios? I think merchants (well, most hearthlings I guess?) use arithmetic mean and that might be confusing.


Stat modifiers on all clothing I have seen, for example. If you have a genuine example that uses arithmetic mean, it would be very interesting of course, but I doubt there is one.

I would say merchants who use arithmetic mean should stop, unless they have some specific reason to.

Traders should say their qualities like "10 essence, 10 substance, 10 vitality" Instead of giving some averages calculated with no one knows what algorithm.
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Re: Amber Client

Postby romovs » Sun Oct 18, 2015 6:03 pm

Initially it was implemented as arithmetic mean (At one stage even as a geometric mean but I honestly can't remember why I did that...) but then about a dozen people asked it to be changed to quadratic, so there :P

Quadratic does seem a bit more fitting since it's being actually used in some ingame calculations.

For me at least the main use case for this is to quickly evaluate item quality and differentiate between items when sorting. Both types give adequate solution for that purpose.

I generally prefer not stuff the client with nonessential features just for the sake of stuffing but if there is a valid reason for arithmetic avg it can be added as an alternative option.
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Re: Amber Client

Postby Koru » Sun Oct 18, 2015 9:20 pm

Hervarth wrote:Stat modifiers on all clothing I have seen, for example. If you have a genuine example that uses arithmetic mean, it would be very interesting of course, but I doubt there is one.

Arithemtic and weight arithmetic mean is used in most crafting and building formulas, for each factor, but still. It doesn't matter now, as romovs said this was intended change.

If I would request a feature, it would be great to use crafting formulas and show expected quality.
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Re: Amber Client

Postby spawningmink » Sun Oct 18, 2015 10:32 pm

request to be able to hide trees?
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Re: Amber Client

Postby Hervarth » Mon Oct 19, 2015 2:13 am

Koru wrote:
Hervarth wrote:Stat modifiers on all clothing I have seen, for example. If you have a genuine example that uses arithmetic mean, it would be very interesting of course, but I doubt there is one.

Arithemtic and weight arithmetic mean is used in most crafting and building formulas, for each factor, but still.


Think of it like this. Each item has an associated 3-vector. When crafting, you're adding 3-vectors together from different items. When you want to work out average q, you find the distance from the origin, the length (l^2 norm) of the items 3-vector. For other things, its the distance along a particular axis that might matter.
(there are normalizations also, but whats a constant factor between friends...)
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