Showing posts with label statistics. Show all posts
Showing posts with label statistics. Show all posts

Thursday, April 26, 2012

What do these gear stats mean/do?

Question

I just started playing EQ since it's free now. I'm a lvl 7 noob, and I'm confused about some of the gear stats. Are there any good websites out there that explains what lots of the in-game stuff does?

More specifically, can somebody explain what these mean/do: Rec Lvl, AC (accuracy?), End (phys. defense?), Purity, Magic (and are the stats underneath it for offense or defense?), Clairvoyance, Modified/Unmodified, and Slot/Type. If you don't want to take the time to explain all those, please at least tell me what Rec Lvl and AC do. Thanks for your time.

Here is picture of some boots showing these stats

enter image description here

Asked by Shredder

Answer

I have personally played EQ but looking at the wiki, i found this page.

Item Stat Explination

So to answer your questions:

Rec LvL: Recommended Level. This means to what level your toon can wear the item before it becomes obsolete.

AC = Armor Class or Count. This is your armor level. Like other games, the higher your armor level, the more physical damage reduction you have.

End = Endurance. Reading it from the list, this seems to be your energy regeneration for classes that do not use mana. This is usually for rogue style classes.

Purity = This seems to be a stat regarding modification. From the link i provided, it talks about how the level of purity is tied to the level of enchantment you can use on it.

Magic = Unsure but for most RPG games i've played, this is typically your Magic Resistance. It should work that the higher your magic level, the more resistance to damage from that family of magic.

Clairvoyance = This according to the link refers to the efficiency of your spell casting. In other words, the higher the clairvoyance, the more mana you gain back.

Modified/Unmodified = Applies to whether the item has been modified through enchantments or other items.

Slot/Type = not really sure...

Hope that helps.

Answered by Julian G.

Monday, January 30, 2012

How exactly does the statistics mechanic gather its information?

Question

How exactly does the statistics mechanic gather its information?

  • Does it matter if I'm actually 'logged in' or 'playing offline'?
  • Does it matter if I'm playing in any one particular world I've created?

My stats seem to be all over the place, and sometimes I know for a FACT their wrong, as annotated in this question.

So... what gives?

Answer

The statistics are stored in your Minecraft data folder under stats, and Minecraft Wiki has some details on the format. We can see from the filenames (e.g. stats_kpreid_unsent.dat) that they are stored per-user. It does matter whether you are playing offline, because if you are offline it is as if you are playing the default username “Player” and so those statistics will be kept separately.

The statistics are collected across all worlds.

I agree that the statistics are screwy in some cases, but I don't have any specific info. Besides various obvious general flaws (e.g. counting all dyes as Ink Sacs), Minecraft thinks I've crafted more sugar than torches...

Monday, September 19, 2011

How can I query data from a source game server?

Question

After reviewing things like Game Tracker, xqf, and HLSW I've come to the bold conclusion that most source games are publicly queryable for basic information like map, player count, player list, etc. Is there some standard for this? I ultimately want to create my own script to poll this information I just can't find any documentation on how it's retrieved.

Answer

Valve's wiki has an article on the topic. Too much to quote, but the link should be stable.

http://developer.valvesoftware.com/wiki/Server_queries

Monday, September 12, 2011

Are there any plans to move server-side the achievements and statistics?

Question

Locally-saved achievements and statistics do not feel terribly appealing to me, it would make much more sense to save them server-side, of course.

I wonder if there are officially any plans to do it: in the wiki there's no mention about that, but in a comment here it is assumed there are...

Answer

Yes there is a plan to do so, but it's too buggy at the moment.

Wednesday, September 7, 2011

Bonus damage protection +x% on gear items in Age of Empires Online

Question

I understand most of the stats and what they do such as infantry armor +x%. Self explanatory. However, I am not sure what Bonus damage protection +x% means. Protection on top of armor or?? There is no ingame explanation for these things. Any help is appreciated.

Answer

All units have some default values that determine their combat strength,lets say that some infantry unit has all stats on 10 and cavalry on 20 which makes cavalry stronger.If infantry is strong against cavalry they will have their default "cavalry bonus damage" set to 15.In that way they balance the game with default values and units.

The "bonus damage protection" is the default stat that reduces all incoming damage by some specific value,if default damage protection of infantry unit is 10 it will reduce all incoming damage by lets say 5 damage(unknown values), if you equip "+100% bonus damage protection" the damage protection of infantry would now be 20 and it would reduce incoming damage by 10.The specific "cavalry armor" and others will further reduce incoming damage by value that corresponds to the attacker type.

Basicly that word "bonus" only confuses you it is "damage protection" + "armor protection" where armor protection will be different number depending on attacking type.

Sunday, September 4, 2011

Boost Items in Game Dev Story

Question

I've been playing Game Dev Story a bit lately, and have gotten to the point where I own all the boost items, have a fair bit of tech, and are consistently selling really well with my games - though I haven't yet gotten a GOTY award.

My theory is that if I want that award, I need to pump up the stats of the game during development (makes sense). It stands to reason that the Boost Items help with this.

However, I am a little confused as to who I should select to use the Boost items, when to use them, and how often I should. Can anyone help me here? :P

Answer

The boost items act fairly similarly to when one of your employees asks you if they can attempt to improve the current game. You spend the research points that it tells you (you can't increase the amount of points you spend) and the game allows you to select which employee should use the boost. However, the main difference is that the boost doesn't fail. I'd if you have a project that's looking good, use the boost items as many times as your research points allow to patch of the weak points.

One thing to note - the items don't disappear after you use them.