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Heroes Community > Library of Enlightenment > Thread: Spell probabilities by town type
Thread: Spell probabilities by town type This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
dimis
dimis


Responsible
Supreme Hero
Digitally signed by FoG
posted May 18, 2006 07:50 PM

Quote:
@ dimis
ok, i'll do that. But I don't think Tower should count twice in the TOTAL column at the rigth. It'll only require a little copy-pasting.

Didn't think of that. But you can generate 2 TOTALs. One excluding Library and one including. Everyone is happy I believe.
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Ecoris
Ecoris


Promising
Supreme Hero
posted May 18, 2006 08:17 PM
Edited by Ecoris at 20:18, 18 May 2006.

Since most people build Library I won't mix the no-library probabilities with the library porbabilities. Therefore I've made a seperate table for Tower for comparison.


The higher probabilty the less effect and vice versa

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night_on_earth
night_on_earth


Hired Hero
posted September 14, 2006 03:44 PM

It seems that if you search long enough in the library

you will find what you are looking for.

Ecoris:
Quote:
I was searching the forums for information about spell probabilities by town type. e.g. if I'm playing Inferno what is the chance that I will get armageddon in my mage guild?


A short while ago I asked myself the same question. I digged deep into the library, using its search function as well as google's one. But to no avail, because I applied inappropriate search terms, it seems. Unfortunately, the problem with search is that you have to guess the exact pattern, otherwise you are lost.

So I started a little test project on my own to tackle this problem. First thing I noticed, when I invoked the map editor, that some spells cannot occur in some towns. First question was: Are chances equal for spells of the same level and the same spell school? Therefore I removed magic arrow and vision from my nine towns. I have had the vague idea that the spell probability would somewhat match the skill probability (air, earth, fire, water) for the two according hero schools.

It turned out that manual data collection from my tests was very time consuming. But soon it became apparent that my first assumption was wrong. I was prepared to refine my little project when ...

Ecoris:
Quote:

I found a link to a page with a list of these probabilities: spell probabilities.


... two days ago I stumbled across this page, too. I studied the table carefully. Today I sat in a waiting room, reading again the table, asking me ...

Ecoris:
Quote:

However this was not exactly what I wanted. The table contains probabilities per spell slot in the mage guild: Magic Arrow has a probability of appearing of 30% for each slot. But this is somewhat useless information. The question we want the answer to is: What is the chance that it will appear in one of them?



... a question like this. I also prepared myself for digging out the maths, when by accident I found a link to this thread on the last page of the "table of contents" thread, from which I usually only read the first posting.

To make a long message short: Thank you, Ecoris, for your valuable contribution. It satisfied my curiosity on this issue entirely and it saved me a lot of my limited time. Your contributions and all your other efforts to improve the quality of the library are always appreciated by me. May I propose to give a QP to Ecoris for elaborating the tables he published in this thread?

I hope you readers bear with me for reading such a long message without new informations to this topic.

A last question (to Ecoris): Do you think that the places of the spells in the mage's guild (e.g. from left to right in the row for 1st level spells) represent the sequence order of their selection?
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Ecoris
Ecoris


Promising
Supreme Hero
posted September 14, 2006 04:08 PM
Edited by Ecoris at 16:09, 14 Sep 2006.

I'm glad that you found what you were looking for.

I know that as a newcomer it can be very difficult to the thread you're looking for, but in the library it usually there. Unfortunatly the ToC has not been updated for a while so now and then you'll accidently discover an old thread that you'll find interesting. (This happened to me a while ago with the 2-hex attack rules, final thread).

To answer your last question:
Quote:
Do you think that the places of the spells in the mage's guild (e.g. from left to right in the row for 1st level spells) represent the sequence order of their selection?
Yes, I think so but I've never tested it. It is reasonable to assume that they're selected in the same way as secondary skills, and why would the computer bother to mix them after it had selected e.g. the 5 first level spells?
It could be tested easily though. (Disable all but two 1st level spells, one of them should be Magic Arrow. Note down the slot number of Magic Arrow for a lot of different mage guilds. It should appear in the "first" one most of the time. If you disabled all but one you would know which slot the "first" one is.)

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sag
sag


Promising
Supreme Hero
WCL owner
posted December 20, 2006 03:02 PM

keep in mind that A1 patch changes these tables (Water Walk, DD, Fly disabled)...in case if host uses A1 patch ;-)

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Ecoris
Ecoris


Promising
Supreme Hero
posted December 20, 2006 06:28 PM

I could easily do the calculations with those values if anyone wants me to.

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted April 09, 2009 12:38 PM

Is it possible to predict, and what is the system used, based on lower known Mage Guild levels, which spells will appear in the next unpurchased level of the Guild?

This question originated from the nature of findings in "On the internals of offered skills when leveling-up a hero" thread.
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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted April 13, 2009 03:22 PM

Quote:
Is it possible to predict, and what is the system used, based on lower known Mage Guild levels, which spells will appear in the next unpurchased level of the Guild?


Very interesting question. Who knows?

(maybe me)
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Ecoris
Ecoris


Promising
Supreme Hero
posted April 14, 2009 10:57 AM

The spells that will appear in a mage guild are predefined in the same way that skill trees are. I would be very surprised if e.g. the level 2 spells that show up are independent of the level 1 spells. One should be able to tell all spells that will occur in a mage guild based on the level 1 spells alone.
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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted April 14, 2009 11:59 AM

I agree.
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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted April 14, 2009 07:18 PM

..when Armageddon wasnt outruled it was important to know in which town mage guild to built up, way back in Toh Season II.


(Armageddon was outruled by players of course not by ToH)

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted April 14, 2009 07:42 PM

That is different. It is well known which towns can contain certain spells. No good alignment contains Armageddon, and general probabilities for others are known. This is the same as with leveling up, I believe we may get a definite answer soon.
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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted April 15, 2009 09:42 AM

Quote:
That is different. It is well known which towns can contain certain spells. No good alignment contains Armageddon, and general probabilities for others are known. This is the same as with leveling up, I believe we may get a definite answer soon.


..lol... this was not what i meant.
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Binabik
Binabik


Responsible
Legendary Hero
posted April 15, 2009 10:12 AM

Quote:
One should be able to tell all spells that will occur in a mage guild based on the level 1 spells alone.

I bet you can predict which spells will show in the guild by the skill tree, and possibly by which heroes show in the tavern.


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Ecoris
Ecoris


Promising
Supreme Hero
posted April 15, 2009 10:16 AM

Quote:
I bet you can predict which spells will show in the guild by the skill tree, and possibly by which heroes show in the tavern.
By which skill tree? This connection is problematic. The heroes in the tavern is much more likely to provide such knowledge.
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Binabik
Binabik


Responsible
Legendary Hero
posted April 15, 2009 10:31 AM
Edited by Binabik at 10:39, 15 Apr 2009.

What I mean is that if you know which skill tree you have, I suspect you can also predict which spells are in the guild.

For example if the first skills are tactics, luck, wisdom, path, you will know that the guild will have slow, arrow, shield and bloodlust.

Somehow a bunch of things like this are tied together. Whether it's because of a large "tree" which contains several elements besides skills, or due to a common random seed, I have no idea.

I haven't observed it, but it wouldn't surprise me if things like witch huts, scholars, chest contents, strength of crypts, etc are all tied together.

Why do you say it's problematic?

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Ecoris
Ecoris


Promising
Supreme Hero
posted April 15, 2009 10:59 AM

Because there are many towns. Knowing which spells appear in one town does not tell you which ones will appear in another. In that case why should the knowledge of a skill tree of some hero tell you anything about the spells of a town.

I will make some tests now that might clarify some of this speculation.
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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted April 15, 2009 03:18 PM

Ecoris king
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lumpor
lumpor


Adventuring Hero
posted June 22, 2009 03:24 PM

shouldn't this be stickied maybe?

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BAD
BAD


Promising
Known Hero
posted June 22, 2009 04:50 PM

The chance of spells appearing in towns are in SpTraits.txt
There you can modify the chance of a spell to appear or not in a town.
Are other methods to do that, but need ERM scripting or hex editing.

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