I've just now added a ruler function to the world map. I would like to expand this function, by showing the agility requirement to teleport the distance.
The function for this seems to be nearly known, according to the wiki, but not quite.
Therefore, what I want to ask from you:
- Look at a crossroads jump.
- Look up the distance of the jump on the world map. (As exact as possible please)
- Post in this thread the distance, required weariness, and your agility.
Thanks!
NB: I understand security concerns regarding posting agility, but if you still want to help, PMing is possible too.
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Mqrius
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Agility requirement display on zoomable map
Mqrius' Mega Map Marline, new uploading tool!
Zoomable world map, now with ruler!
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Zoomable world map, now with ruler!
"Gilbertus isn't working!" Troubleshooting flowchart, now with extra flow!
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Oddity
- Posts: 1983
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Re: Agility requirement display on zoomable map
maybe loftar can tell us the formula
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Windforce
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Re: Agility requirement display on zoomable map
4.78 SG 265 99% TW with 268 Agi Bevelle to Nople
(give or take)
(give or take)
Last edited by Windforce on Thu Oct 28, 2010 2:00 am, edited 1 time in total.
Lilith Ravenclaw
Lawspeaker - City of Bevelle (World 3)
Lawspeaker - City of Bevelle (World 3)
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DatOneGuy
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Re: Agility requirement display on zoomable map
loftar has, no one understood it, it was never further explained, or rather it was, but in no way that anyone understood it.Oddity wrote:maybe loftar can tell us the formula
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loftar
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Re: Agility requirement display on zoomable map
Oh? How funny. :)DatOneGuy wrote:no one understood it
Well, to clarify, then. A character has α · 500 "travel points" , where α is his Agility; and a travel costs δ^(3/2) / 1000 such points, where δ is the distance travelled, measured in units 11x11 of which make up a tile.
Indirectly, that means that the cost, as a fraction of one's total travel weariness, is δ^(3/2) / 500000α, or approximately σ^(3/2) / 13705α if σ is the distance measured in tiles. It also means that, using your whole TW in one hop, you would be able to travel (13705α)^(2/3) tiles; but, obviously, further than that if you travel in several hops, such as 3 · (13705α / 3)^(2/3) ≈ (23738α)^(2/3) tiles in three hops. In general, it means that, by using n hops instead of 1, you get n / (n^(2/3)) = n^(1/3) times further.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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DatOneGuy
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Re: Agility requirement display on zoomable map
I think I actually understood it that time because I understood what δ stood for.
Very good to know, very good.
Very good to know, very good.
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Mqrius
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Re: Agility requirement display on zoomable map
Actually, it was on the wiki like that:loftar wrote:Oh? How funny.DatOneGuy wrote:no one understood it
Well, to clarify, then. A character has α · 500 "travel points" , where α is his Agility; and a travel costs δ^(3/2) / 1000 such points, where δ is the distance travelled, measured in units 11x11 of which make up a tile.
Indirectly, that means that the cost, as a fraction of one's total travel weariness, is δ^(3/2) / 500000α, or approximately σ^(3/2) / 13705α if σ is the distance measured in tiles. It also means that, using your whole TW in one hop, you would be able to travel (13705α)^(2/3) tiles; but, obviously, further than that if you travel in several hops, such as 3 · (13705α / 3)^(2/3) ≈ (23738α)^(2/3) tiles in three hops. In general, it means that, by using n hops instead of 1, you get n / (n^(2/3)) = n^(1/3) times further.
I did understand it as such, and applied it as fraction = const * dist^(3/2) / agil, and determined the constant as 7.26184E-5, assuming distance in tiles. Using the 11 'ticks' per tile gives of course a more sensible constant.wiki wrote:"With the original n00bish 10 Agility, you'll be able to travel about half a supergrid in one hop. The cost incurred by one hop scales as O(n^{3/2}), and the amount of weariness a character can handle scales linearly with agility."
I also would like to say that the function is now built into the world map. Click "New Ruler", and drag the markers. The bit after the comma is the agility you need to travel that distance.
To get the weariness percentage it would cost, just divide the required agility by your agility, and multiply by 100.
Mqrius' Mega Map Marline, new uploading tool!
Zoomable world map, now with ruler!
"Gilbertus isn't working!" Troubleshooting flowchart, now with extra flow!
Zoomable world map, now with ruler!
"Gilbertus isn't working!" Troubleshooting flowchart, now with extra flow!
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Failmore
- Posts: 57
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Re: Agility requirement display on zoomable map
yeah, works pretty much precisely
in other words, minimal agility needed to travel using 100% travel wearinessMqrius wrote:The bit after the comma is the agility you need to travel that distance.
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Mqrius
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Re: Agility requirement display on zoomable map
Yes.Failmore wrote:yeah, works pretty much precisely
in other words, minimal agility needed to travel using 100% travel wearinessMqrius wrote:The bit after the comma is the agility you need to travel that distance.
I will at some point improve the user interface of the map, with a method to fill in your own agility. But until that point, you will have to calculate the percentage yourself with:
100 * required-agility / your-agility
Mqrius' Mega Map Marline, new uploading tool!
Zoomable world map, now with ruler!
"Gilbertus isn't working!" Troubleshooting flowchart, now with extra flow!
Zoomable world map, now with ruler!
"Gilbertus isn't working!" Troubleshooting flowchart, now with extra flow!