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Best Source For Averages
Topic Started: Jul 6 2006, 02:33 PM (2,400 Views)
+Ema Skye
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Snackoos = <3. It's science!
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http://www.rpgdl.com/FE.php

This site contains the most accurate averages. :hmm:

Just a helpful tool for you all to use.
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Kovu
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Tis what I've been going by.

~ Kovu
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Nick
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Brit
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I made my own database.


It's not the same as that site, as explained a few posts down.
jesus somebody get onto msn
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+Hollie
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I was expecting mine to be the worst, and here I am using the best. Whoo! I got something right!
MSN
 
Wirtjr, Speaker for the Dead says: "Be good, because if you're not, Arick will come down that chimney instead of Santa, and instead of toys he has choloroform, a hacksaw, and a burlap sack."
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Wirtjr, Speaker for the Dead says: I'm a horrible rolemodel.
HØ¿¿¥ says: I'll take extra care not to blow my neighbourhood up, I promise
Wirtjr, Speaker for the Dead says: Also don't jam forks in strange orifices.
Wirtjr, Speaker for the Dead says: ...Wait, that didn't come out right
Known as Haar on Brand of Flame. Bitch.
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Nick
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Actually, I have different averages to that site. It's weird, the starting stats and the growth rates and the promotion bonuses are the same, but the spreadsheet I have made out different averages. For example, Nino's skill, they got 26.7, I have 27.7.

Let's see.

We both have 8 starting skill, a 55% growth rate and a +1 promotion bonus.

After 15 levels up (lv. 20), I have Nino at 16.3 and they have 16.2.

My formula is 15 X 0.55 (her skill growth as a decimal), making 8.25, plus her starting stat, which is 8, making 16.25. Rounded to the nearest decimal place, that's 16.3. I can see that they've just rounded down there.

Then we add the promo gain (1) making 17.3. They've got 17.2.

Then we have 19 more levels up, in which the same formula applies.

19 X 0.55 = 10.45. That's how much she gains over the next 19 levels. Added together, that makes 27.7.

I don't think that that site is wholly accurate, sorry to seem pedantic, but it's quite important.
jesus somebody get onto msn
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Psiwri
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Too Many Words
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I find it INCORRECT for any stat that approaches and hits the stat cap, many stats that on average, go past, stop at .1 short there.

Also with those same stats, as you near the cap they go up by less each level even though it's a solid % growth the entire time? :richie:

Something's not right. if you have a 70% growth, it will always go up .7 a level unitl it hits cap, not slow down to say, .2.
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+Ema Skye
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No, they use a more proper formula that goes with the programming of the game. That rough formula of going up by .whatever isn't wholly accurate.

It's like E = MC ^ 2. Did you know there's a whole string of numbers more with that little formula?

The site above is really accurate.
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Psiwri
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I'd love to see proof of why that's more accurate than going exactly to the growth rates, which last I understood don't magically reduce themselves as a stat nears capping. <<;
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+Ema Skye
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E-psion
Jul 7 2006, 11:59 PM
I'd love to see proof of why that's more accurate than going exactly to the growth rates, which last I understood don't magically reduce themselves as a stat nears capping. <<;

http://www.rpgdl.com/FEFAQs.php

Everything is explained here, for the most part.
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Yzarc
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...Not really...Like other people here...If a stat has a .7 chance to levelup each time, it goes up by .7 each time...Regardless of caps. The only thing a cap should do is STOP a stat from going up ONCE it hits there...But it's not a gradual effect.
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Twilkitri
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ajflkdja;kf

You people have no idea how probability works, do you.

First things first, make sure everyone has their terminology right.
The average is the point where 50% of the time the stat will be below it, the other 50% of the time the stat will be above it.
Some people think that the average is the most likely stat the character will get. False. That is called the mode.

The best way to explain this is with an example, anyway.

We have a character that we'll call Steve. He has one stat that we'll call Manliness. And he has a 50% growth in said stat.
He has a base of 0 and a cap of 2.

So in two levels, he can have the following levelups:
No Gain (50%) + No Gain (50%) = 25%
Gain (50%) + No Gain (50%) = 25%
No Gain (50%) + Gain (50%) = 25%
Gain (50%) + Gain (50%) = 25%

for stat raises of
0 = 25%
1 = 50%
2 = 25%

So his average Manliness after 2 levels is
.25 x 0 + .50 x 1 + .25 x 2
= 0 + .5 + .5
= 1

SimpleAverages would instead just have you multiply .5 by 2 for an average of 1. So far so good. The problem arises when the cap becomes involved.

SimpleAverages is shorthand for the above process which does not take caps into account. What happens if we give him a cap of 1 instead of 2.
The levelups he can get are:
No Gain (50%) + No Gain (50%) = 25%
No Gain (50%) + Gain (50%) = 25%
Gain (50%) + No Gain Possible (100%) = 50%

or
0 = 25%
1 = 75%

So his average Manliness after two levels is
.25 x 0 + .75 x 0
= .75

SimpleAverages would have you believe that it's 1, but as far as SimpleAverages is concerned, it is possible for him to have 2 Manliness when it is not.


I'm getting really sick of having to explain this -_- I should put a page up on FEA about it.
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Psiwri
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Too Many Words
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But, that looks like it's being calculated based on multiple level ups as the same time, you only gain one level up at a time in the game. I still don't see how that makes sense.
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Twilkitri
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...what.

Your absurd claim needs more specificity, it is ununderstandable in its current form.


Further, something which 'looks' like it's doing 'multiple levels at once', whatever that means, makes less sense than something which does 'every level at once', and often gives an average which is higher than the character could ever possibly get, despite the fact 50% of the time the character will get more than the average? Bahahaha.

Anyway, specifics as to your problem, if you would.
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Psiwri
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Too Many Words
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Bah, I'm just confused trying to make sense out of this.

cap of 1, 50% growth, 2 level ups, sure there's a 25% chance it won't go up at all, but the average chance, (75%), is it will, that number being 1. So in *most* instances of his unit they will cap at 1.

All the average of .75 says is that there is a 75% to hit 1, not that it hits .75.

<<; I'll lay off after this and not continue to say anything against it until I can understand it better.
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Twilkitri
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75% isn't the average chance. The average chance would be 50% (25% + 75% / 2). The average chance doesn't even make any sense anyway.

Quote:
 
So in *most* instances of his unit they will cap at 1.

Yes. And so 1 is the MODE.

Quote:
 
All the average of .75 says is that there is a 75% to hit 1, not that it hits .75


...

Shift the numbers along for a paragraph...
Now he has a base of 5 and a cap of 6. Same growth. Now his average is 5.75. Does this mean he has a 575% chance to hit 6? No, because the average isn't a probablity -_-


The Average of .75 says that he has 50% chance of ending up higher than .75 (.75 - 1, all of which become 1) and a 50% chance of ending up below .75 (0 - .75, some of which become 0 and some of which become 1).

The Mode of 1 says that he is most likely to get 1.

The Median of 0.5 says nothing useful at all in this case.
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