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===Ore Clumps===
 
===Ore Clumps===
In the <code>StardewValley.Locations.MineShaft::tryToAddOreClumps</code><ref name="oreClumps" /> function, a try will only be made if a random number is less than 0.55 plus the average daily luck. The maximum possible average daily luck is 0.1 from random luck and 0.025 from the special charm<ref name="dailyLuck" />. This means with neutral luck there is a 55% chance to try, and with the best possible luck there is a 67.5% chance.
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In the <code>StardewValley.Locations.MineShaft::tryToAddOreClumps</code><ref name="oreClumps" /> function, a try will only be made if a random number is less than 0.55 plus the average [[Luck#Daily Luck|daily luck]]. The maximum possible average daily luck is 0.1 from random luck and 0.025 from the special charm<ref name="dailyLuck" />. This means with neutral luck there is a 55% chance to try, and with the best possible luck there is a 67.5% chance.
 
It will try once, and then generate a random number and keep going if that random number is less than 0.25 plus the average daily luck.
 
It will try once, and then generate a random number and keep going if that random number is less than 0.25 plus the average daily luck.
 
This means there will be 1 chance, plus a 25% chance with neutral luck or a 37.5% chance with best possible luck.
 
This means there will be 1 chance, plus a 25% chance with neutral luck or a 37.5% chance with best possible luck.
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<syntaxhighlight lang="C#">
 
<syntaxhighlight lang="C#">
 
if (this.GetAdditionalDifficulty() > 0 && this.mineLevel % 5 != 0 && this.mineRandom.NextDouble() < (double)this.GetAdditionalDifficulty() * 0.001 + (double)((float)this.mineLevel / 100000f) + Game1.player.team.AverageDailyLuck() / 13.0 + Game1.player.team.AverageLuckLevel() * 0.0001500000071246177)</syntaxhighlight>
 
if (this.GetAdditionalDifficulty() > 0 && this.mineLevel % 5 != 0 && this.mineRandom.NextDouble() < (double)this.GetAdditionalDifficulty() * 0.001 + (double)((float)this.mineLevel / 100000f) + Game1.player.team.AverageDailyLuck() / 13.0 + Game1.player.team.AverageLuckLevel() * 0.0001500000071246177)</syntaxhighlight>
For this, the luck boost from the special charm (0.025, contribution to AverageDailyLuck) is equivalent to an additional 192.3 floors (2500/13), and a single point of luck (such as from a food buff) is worth ~15 floors. With the best possible luck (0.125 daily luck with special charm, +9 luck from [[Magic Rock Candy]], a [[Ginger Ale]] made with [[Qi Seasoning]], and 2 [[Lucky Ring]]s) 1.32% of stones will be [[Radioactive Ore|radioactive ore]] on floor 1, increasing to 1.42% on floor 99. With the worst possible luck no radioactive ore will appear until floor 550. Also note that radioactive ore will not appear on any floor divisible by 5.
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For this, the luck boost from the [[Special Charm|special charm]] (0.025, contribution to AverageDailyLuck) is equivalent to an additional 192.3 floors (2500/13), and a single point of luck (such as from a food buff) is worth ~15 floors. With the best possible luck (0.125 daily luck with special charm, +9 luck from [[Magic Rock Candy]], a [[Ginger Ale]] made with [[Qi Seasoning]], and 2 [[Lucky Ring]]s) 1.32% of stones will be [[Radioactive Ore|radioactive ore]] on floor 1, increasing to 1.42% on floor 99. With the worst possible luck no radioactive ore will appear until floor 550. Also note that radioactive ore will not appear on any floor divisible by 5.
    
This means that hypothetically with the best possible luck, from floor 98684 onwards, except on floors divisible by 5, the only ore found from random stones would be radioactive ore. With the worst possible luck, this increases to floor 100550. Reaching these floors would require bypassing the [[Quarry Mine]] floor, which can be found on floor 77257 of Skull Cavern.
 
This means that hypothetically with the best possible luck, from floor 98684 onwards, except on floors divisible by 5, the only ore found from random stones would be radioactive ore. With the worst possible luck, this increases to floor 100550. Reaching these floors would require bypassing the [[Quarry Mine]] floor, which can be found on floor 77257 of Skull Cavern.
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[[File:Skull Cavern Ore Distribution.png|300px|thumb|right|Changing distribution of metal ore with floor.]]
 
[[File:Skull Cavern Ore Distribution.png|300px|thumb|right|Changing distribution of metal ore with floor.]]
If this ore check passes it will return an ore, with it first checking for iridium, then gold, then iron, then returning copper.
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If this ore check passes it will return an ore, with it first checking for [[Iridium Ore|iridium]], then [[Gold Ore|gold]], then [[Iron Ore|iron]], then returning [[Copper Ore|copper]].
 
As an example, this means for a stone to be gold ore it must pass the ore check, then fail the iridium check, then pass the gold check.
 
As an example, this means for a stone to be gold ore it must pass the ore check, then fail the iridium check, then pass the gold check.
 
This means in order to get an ore, the chance for the previous ore must be less than 100%, so once iridium ore reaches 100%, no other metal ores can be made.
 
This means in order to get an ore, the chance for the previous ore must be less than 100%, so once iridium ore reaches 100%, no other metal ores can be made.
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[[File:Skull Cavern Diamond.png|300px|thumb|right|Changing distribution of diamond nodes with floor, luck and mining level]]
 
[[File:Skull Cavern Diamond.png|300px|thumb|right|Changing distribution of diamond nodes with floor, luck and mining level]]
Before analysing in full, it is worth noting the impact of luck. Diamonds and Gemstones both use <code>chanceModifier</code>. As daily luck ranges from a minimum of -0.1 to a maximum of 0.125 (with special charm), and farmer level ranges from 0 to 14, the lowest this can be is -0.1, and the highest is 0.195. For diamonds this is multiplied by 0.0005 and divided by 2 making its effect range from -0.0025% to 0.004875%, or by approximately 0.007%, equivalent to 8.85 floors. For a farmer with the special charm and level 10 mining, the range is reduced to 0.005%, equivalent to 6.6 floors. This is also quite small compared to the base of 0.126% for floor 1 with 0 luck and 0 mining levels.
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Before analysing in full, it is worth noting the impact of [[luck]]. [[Diamond]]s and Gemstones both use <code>chanceModifier</code>. As daily luck ranges from a minimum of -0.1 to a maximum of 0.125 (with [[Special Charm|special charm]]), and farmer level ranges from 0 to 14, the lowest this can be is -0.1, and the highest is 0.195. For diamonds this is multiplied by 0.0005 and divided by 2 making its effect range from -0.0025% to 0.004875%, or by approximately 0.007%, equivalent to 8.85 floors. For a farmer with the special charm and level 10 mining, the range is reduced to 0.005%, equivalent to 6.6 floors. This is also quite small compared to the base of 0.126% for floor 1 with 0 luck and 0 mining levels.
 
For gemstone ores, the range works out to be 0.044% for the entire range, or 0.033% for the reduced range; equivalent to 10.62 and 7.92 floors, and still small compared to the 0.654% at floor 1.
 
For gemstone ores, the range works out to be 0.044% for the entire range, or 0.033% for the reduced range; equivalent to 10.62 and 7.92 floors, and still small compared to the 0.654% at floor 1.
The chance for gem nodes and mystic stones don't directly use the floor, and the multiplier for the chance is used in all parts of the calculation. Now the range for averageDailyLuck/2 (0.1125) is quite large, over 20% of the base 0.5 chance, making this much more dependent upon luck. Likewise, the 14 levels from mining contribute 0.112, over 10%, but the 4 gained from food buffs only contribute 0.032, much less significant. Likewise, for Mystic Stones the contribution from luck is over 10% of the base of 1, with the mining levels having a similarly reduced impact.
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The chance for gem nodes and [[Mining#Mystic Stone|mystic stones]] don't directly use the floor, and the multiplier for the chance is used in all parts of the calculation. Now the range for averageDailyLuck/2 (0.1125) is quite large, over 20% of the base 0.5 chance, making this much more dependent upon luck. Likewise, the 14 levels from mining contribute 0.112, over 10%, but the 4 gained from food buffs only contribute 0.032, much less significant. Likewise, for Mystic Stones the contribution from luck is over 10% of the base of 1, with the mining levels having a similarly reduced impact.
    
This can be better understood by considering the exit points.
 
This can be better understood by considering the exit points.
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