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Level -> Floor
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     }</syntaxhighlight>
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This ends up being defined as either <code>0.02 + skullCavernMineLevel * 0.0005 </code> for floors 1-10, <code>0.01 + skullCavernMineLevel * 0.0015</code> for levels 10 to 100 (when skullCavernMineLevel <= 100), and <code>0.11 + skullCavernMineLevel * 0.0005</code> for levels 100 and up(when skullCavernMineLevel >= 100). This means the chance for ore will increase by 0.05% for each floor, except between levels 10 and 100 where it increases by 0.15% each floor. This reaches 100% at floor 1780, providing the 4th region. At the crossover point of floor 10 the 2 chances are equal as the extra term is 0. This means the function is continuous.
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This ends up being defined as either <code>0.02 + skullCavernMineLevel * 0.0005 </code> for floors 1-10, <code>0.01 + skullCavernMineLevel * 0.0015</code> for floors 10 to 100 (when skullCavernMineLevel <= 100), and <code>0.11 + skullCavernMineLevel * 0.0005</code> for floors 100 and up(when skullCavernMineLevel >= 100). This means the chance for ore will increase by 0.05% for each floor, except between floors 10 and 100 where it increases by 0.15% each floor. This reaches 100% at floor 1780, providing the 4th region. At the crossover point of floor 10 the 2 chances are equal as the extra term is 0. This means the function is continuous.
    
[[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.]]
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The chance to find iridium relies upon an iridiumBoost variable which is split into four regions, floors 0-10, where there is no boost; floors 10 to 50, where the boost increases from 0 to 0.004; floors 50 to 99 where the boost remains constant at 0.004; and floor 100 and up, where there is a discontinuity with the boost jumping to <code>0.004 + 0.000001 * skullCavernMineLevel</code> (an increase of 0.0001).
 
The chance to find iridium relies upon an iridiumBoost variable which is split into four regions, floors 0-10, where there is no boost; floors 10 to 50, where the boost increases from 0 to 0.004; floors 50 to 99 where the boost remains constant at 0.004; and floor 100 and up, where there is a discontinuity with the boost jumping to <code>0.004 + 0.000001 * skullCavernMineLevel</code> (an increase of 0.0001).
 
This results in the overall function for the chance to find iridium being non-linear, and having 5 regions; importantly reaching 100% at floor 5700.
 
This results in the overall function for the chance to find iridium being non-linear, and having 5 regions; importantly reaching 100% at floor 5700.
The gold ore chance variable is more straight forward, starting at a value of 7%, and once level 150 is reached, increasing linearly until it reaches 100% at floor 2130.
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The gold ore chance variable is more straight forward, starting at a value of 7%, and once floor 150 is reached, increasing linearly until it reaches 100% at floor 2130.
 
The iron ore chance results in a value of 50%.
 
The iron ore chance results in a value of 50%.
 
Additional floors of note are floor 30 where iridium ore becomes more common than gold ore, floor 74 where iridium ore becomes more common than iron and copper ore, floor 677 where gold ore becomes more common than iron and copper ore, floor 1081 where iridium ore becomes more common than non-metal ores, floor 1332 where gold ore becomes more common than non-metal ores, and floor 1725 where iron and copper ore becomes more common than non-metal ores.
 
Additional floors of note are floor 30 where iridium ore becomes more common than gold ore, floor 74 where iridium ore becomes more common than iron and copper ore, floor 677 where gold ore becomes more common than iron and copper ore, floor 1081 where iridium ore becomes more common than non-metal ores, floor 1332 where gold ore becomes more common than non-metal ores, and floor 1725 where iron and copper ore becomes more common than non-metal ores.
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