12 February 2018

My Experience With Imbuing

A huge part of the magical path is to imbue yourself. It is important to learn to know or experience all kinds of energies.

Why Care About Imbuing?

If you plan to be a wizard, witch, shaman or anything similar it is very important to have experienced or even imbued yourself with all kinds of energies. The reason for this is quite simple. Magic is working with energies. So if you have experienced different types of energies you can distinguish them from each other, feel their qualities and use them in the most efficient way possible.

How To Imbue Yourself?

You might have heard before that if you think about fire you might feel warmer. Doing so allows you to feel the warm energy this thought produces but that's not the only way. There are many ways. For example, you could try to be the fire. Imagine you are the fire or you being one with the fire. Another way would be to experience the fire by touching it - though I'd discourage this. Maybe I should've chosen a different example.

Our body has tons of sense build in, from touch to temperature to time to pain. Just like scientists we don't have a sense of magical energies. So what we're trying to achieve is to use the senses that are given to detect the energies and categorize their type.

My Experience With Imbuement

I've made multiple experiences but these are the most elemental. For the first one, I did a simple experiment. I love to take a bath every Sunday. I do this one to two hours long removing any stress and preparing for the next week. What I tried this time is, as the water-filled bathtub I imagined myself being water, just like the water that filled the tub. At some point, I actually did feel like I was part of the water like I was water. I was able to achieve a deep meditative state in which I was convinced that I could breathe underwater. I didn't try it and I regret the decision.

I've experienced the other one when I worked in north Germany for a few days. Since I shower every Wednesday I showered there too. To my surprise, the water had a smell of clay to it and also felt a little bit different. 

Currently, I'm in France, Nantes. I plan to do the same experiment on Wednesday again and I'm excited about the results.

Conclusion

It's often said that knowledge is power. This does not only mean pure knowledge but also the experience we've gathered through our lives. Technically you can fill 20 years of your life learning something new in magic every day. The amount of content to learn is incredibly high. It's the same with the energies available to work with. However the more you know, the more you can use and with enough practice and experience, you know when using which results in the best effectiveness reaching the goals. So get going and imbue yourself and experience as many energies as possible! It will help in the future.

11 February 2018

WildStar: Expedition Prime Scaling Data

Knowing how items scale is helpful, but you need to get the items from somewhere. One place you can get items from are the expeditions. However to get items with high item levels you will need to run high prime content. Thus it's interesting to know how this content scales.

How To Go About This

So, for now, I'm gonna ignore the influence of hero into this by expecting you to have at least the amount or more hero than the prime level of choice. So what we want to know now is how the prime levels scale. For this, we just go into the prime levels at different difficulties and look for changes. I think many people already know that you'll notice two big changes.
  • The enemies take longer to defeat
  • You die faster
These two aspects should instantly bring up a few questions in our minds. The simplest of all those questions is the why. If the enemies take longer to defeat it means one or several things. For example, they could have more health or we do less damage. It could also be both. For the second aspect, it's most likely because the enemies deal more damage.

So let's compare the health and damage of the enemies on the different prime levels starting with prime level zero. Once we got our data we start to compare it to prime level zero and additionally we could also look at the steps between each prime level.

Collecting Data

Okay, so no joke. I literally went into the infestation expedition on prime level zero to 15 and checked the health of the same mob over and over again and let myself getting hit by the same attack of this enemy over and over. The enemy of my choice was the Lashing Terror. I noted down all the values in a spreadsheet. So you get two tables, one of the

Enemy Health

Prime Level
0
1
2
3
4
5
6
7
8
9
10
Health 36533 41648 45302 49320 56627 61742 67222 73433 84024 91700 100102
Prime Level
11
12
13
14
15
Health 109236 124946 136271 148693 162210

and one of the

Enemy Damage

Prime Lvl Avg. Dmg Damage...
0 1231.4 1298 1212 1284 1270 1278 1196 1206 1170 1143 1257
1 1430.8 1388 1443 1369 1370 1456 1488 1440 1447 1427 1480
2 1531.5 1623 1561 1552 1563 1542 1528 1455 1428
3 1652.82 1715 1622 1722 1652 1614 1716 1652 1694 1589 1599 1606
4 1910.92 2002 1955 1884 1997 1911 1977 1902 1917 1815 1873 1852 1846

A bit weird that I only collected data on the damage from prime 0 to prime 4. Well, it's not just random but more on that later.

Evaluation of Data

So the next step is to evaluate our data. So we want to know how the prime levels scale. To figure this out we assume prime level zero is our base health and damage. So 100%. To determine how prime level 1 scaled we divide its health through the base health. We do the same with the damage.

This means in prime level 1 the enemies have 41648 / 36533 = 1.1400 or 114.00% the health.
Doing the same with the average damage we get 1430.8 / 1231.4 = 1.1619 or 116.19% damage.

So let's do this for every case we divide its health and average damage through the health and average damage on prime level zero. Now we get the following table.

Prime Level Health Percentage Average Damage Percentage
0 36533 100% 1231.4 100%
141648 114.00% 1430.8 116.19%
2 45302 124.00% 1531.5 124.37%
3 49320 135.00% 1652.82 134.22%
4 56627 155.00% 1910.92 155.18%
5 61742 169.00%
6 67222 184.00%
7 73433 201.00%
8 84024 229.99%
9 91700 251.01%
10 100102 274.00%
11 109236 299.01%
12 124946 342.01%
13 136271 373.01%
14 148693 407.01%
15 162210 444.01%

You may notice that I realized after prime level four that the damage most likely scales just like the health of the enemies do. It's too similar to be a coincidence. Even though to be certain one should've done it through this is enough evidence to me. Aside from knowing now that on prime level 13 the enemies do almost 4 times the damage and have almost 4 times the health.

Next, let's see if it scales linearly. We can do this by dividing the current enemy's health on the prime level through the previous one. So for prime level 2, it would be 45302 / 41648 = 1.0877 or 108.77%. We want the increase between the first and the second unrelated to the previous one. So we need to get 100% out of it. We can simply do this by subtracting one. Which means we get 1.0877 - 1 = 0.0877 or 8.77%

Prime Level
0
1
2
3
4
5
6
7
8
9
10
Health 36533 41648 45302 49320 56627 61742 67222 73433 84024 91700 100102
%
-
14.00%
8.77%
8.89%
14.82%
9.03%
8.88%
9.24%
14.42%
9.14%
9.16%
Prime Level
11
12
13
14
15
Health 109236 124946 136271 148693 162210
%
9.12%
14.38%
9.06%
9.12%
9.09%

As you can see the increase is not linear. Now the question is raised whether or not this is fixed percentages set by the developers or if they use a non-linear function. To figure this out we need to find a pattern. Though that's not something I'm gonna do today, because I have to get ready for the flight to Paris and stuff.
"So hope you enjoy the data, GreenyNeko out!"
~GreenyNeko 

10 February 2018

WildStar: Calculation of the Maximum Shield Stat

Note: There are low, mid and high maximum shield capacity shields. This calculation only applies to one of those.

Another post about WildStar stats and how they scale! At some point, we're through all of the stats available on items. You could technically use this for a building creator or something. Reminds me that I made such a web-app for WildStar builds. I don't think I have the resource though been over a year.

Steps to Determining the Calculation

So let's think this all through. We want to know how the maximum shield is calculated. For this, we need to determine all the related factors that could play in. To figure these out we compare items that exist with each other changing certain parameters. If we look at two different instances of the same item we will see the stat to be equal. However, if certain parameters differ the stats differ. Seeing this we can determine which factors affect the stat.

Looking at two different shields we see that the shield can be the same. So this plays no role. If we compare two equally named shields with a different quality we can see the maximum shield being equal. Keep in mind we want two shields with different qualities but everything else should stay the same. Next, if we compare two shields with different item levels we notice that the maximum shield changes.

So doing these tests and comparisons we now know that the maximum shield is dependent on the item level. So what do we do next? We're going to get as many shield items with different item levels as possible. Then we're going to compare each value with the others. We're gonna determine the increase between them and use it to calculate the increase for each item level. Next, we'll check whether or not it starts at zero and after that, we're able to calculate the shield stat with any item level by ourselves.

Collecting Samples

I've already collected a few samples via the infestation expedition. So here's a table with the item names, prime level, quality, item levels, and the maximum shield.

Item Name Prime Level Quality Item Level Maximum Shield
Chua Tighty-Whitey Deflector Prime Blue 65 14625
Chua Tighty-Whitey Deflector Eldan Prime Purple 70 15750
Chua Tighty-Whitey Deflector Prime Tier 2 Blue  75 16875
Chua Tighty-Whitey Deflector Prime Tier 3 Blue 80 18000
Chua Tighty-Whitey Deflector Prime Tier 4 Blue 85 19125
Chua Tighty-Whitey Deflector Eldan Prime Tier 4 Purple 90 20250
Chua Tighty-Whitey Deflector Eldan Prime Tier 5 Purple 95 21375
Chua Tighty-Whitey Deflector Eldan Prime Tier 6 Purple 100 22500
Chua Tighty-Whitey Deflector Ancient Eldan Prime Tier 5 Orange 110 24750
Three-Sixty 0G Aegis Eldan Prime Purple 13530375

Analyzing

So looking at the increase we start off with 14625 and have a step of 1125 with each example except from 22500 to 24750 but that's an increase of 10 item levels and the last jump from 24750 to 30375 but that's 25 item levels. Even if we subtract the older one from the newer one we will always get the same step. Going through our samples:
15750 - 14625 = 1125            16875 - 15750 = 1125
18000 - 16875 = 1125 19125 - 18000 = 1125
20250 - 19125 = 1125 21375 - 20250 = 1125
22500 - 21375 = 1125
For these, the item level always increases by 5. So if we get 1125 maximum shield for 5 item levels that means we get 1125 / 5 = 225 for each item level.

For our higher examples let's see if they fit into this. The difference is 24750 - 22500 = 2250 and it increases by 110 - 100 = 10 item levels. 10 item levels should be 10 * 225 = 2250. So this matches.

The other one has a difference from 30375 - 24750 = 5625 and has an item level difference of 135 - 110 = 25. So the increase should be 25 * 225 = 5625.

Great!

Start Value

So we know that the increase is constant. This means we can represent our shield via a linear function.

Mathematically a linear function has this basic formula:
f(x): y = mx + t
Since our function is dependent on the item level, which means the value changes if the item level changes. We can replace x with our item level. m is the increase which is our 225 for each item level.

f(itemLevel): shieldStat = shieldIncrease * itemLevel + startValue
f(itemLevel): shieldStat =  225 * itemLevel + startValue
Using a random shield - I like to use items with item levels like 100 so let's take that one. We have a 22500 maximum shield on it. If we assume the value for our formula is 22500 and the item level is 100 we can simply calculate the start value by inserting our data into the function.
f(100): 22500 = 225 * 100 + startValue
f(100): 22500 = 22500 + startValue | -22500
 f(100): 22500 - 22500 = startValue
f(100): startValue = 0 
So we've mathematically shown that there is no start value. What does this mean? It means if we multiply the item level with the shield increase of 225 we get the shield on our prime shield item.

It also means that if we had a shield with item level zero it wouldn't have any maximum shield.

Item Level 170 Shield

So for example, if we were to wonder what an item level 170 shield would just have to insert it into the formula:
f(itemLevel): shield = 225 * itemLevel
f(170): shield = 225 * 170
225 * 170 = 38250
So now we know an item level 170 shield has a 38250 maximum shield.

About Me

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I'm a M.Sc. Games Engineer and I created this blog to share my ideas, theorycrafting, thoughts and whatever I'm working on or doing.