doc: add math section, more explanation of output
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18
README.adoc
18
README.adoc
@@ -1,6 +1,6 @@
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= Monster Hunter scripts
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This repository contains scripts for calculating probalities and expected
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This repository contains scripts for calculating probabilities and expected
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values for rewards and carves in Monster Hunter games.
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== Dependencies
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@@ -20,7 +20,12 @@ quest rewards, carves, capture, and shiny drops. An expected value of
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8% means that on average, you would get 8 of the item from 100 quests. Note
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that this is different from the probability of getting at least one, which
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will be lower and is a pain to calculate when there can be different number
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of rewards.
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of rewards. It also takes into account Carving and Luck skills. The main
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value shown assumes no food or armor skills. For Carves the extra values
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listed on the right are for felyne skills Carver Lo, Carver Hi, then armor
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skills Carving Master and Carving God. For quest rewards the extra values
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are for food/armor skills Lucky Cat/Good Luck and Ultra Lucky Cat/Great Luck.
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The totals at the end list the range from no skills to the best skill.
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For more manual calculations, mhprob.py can be used directly. The quest
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"Plain Dangerous" in 3U has 2 fixed rewards in A, one in B. Diablos hardhorns
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@@ -31,3 +36,12 @@ have a 5% chance:
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For great luck, you would replace 69 with 90. The output includes both expected
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value and probability of getting at least one.
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== Math
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Monster hunter rewards can be modeled using the Binomial distribution. The most
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popular method I've seen online is to calculate the probability of getting at
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least one. I prefer to use expected (mean) value, which is easier to calculate
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and provides a more intuitive quantity. For
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more information see the
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link:http://en.wikipedia.org/wiki/Binomial_distribution#Mean_and_variance[Wikipedia article].
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