The Wiki for Tale 4 is in read-only mode and is available for archival and reference purposes only. Please visit the current Tale 11 Wiki in the meantime.

If you have any issues with this Wiki, please post in #wiki-editing on Discord or contact Brad in-game.

Difference between revisions of "User:WilliamRoberts/Vine Stats"

From A Tale in the Desert
Jump to navigationJump to search
 
(15 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
* I would love to run numbers on Appreciation next, but many unconfirmed tends, any help there would be great!
 
* I would love to run numbers on Appreciation next, but many unconfirmed tends, any help there would be great!
  
Ok, I'm currently working on simulating tending 250 vineyards for each possible tend combination, which is 7! or 823543 combinations, for each vinetype.  I am then averaging the results for each tend.  I am also keeping track of the number of tends, averaging gr/qu/su, and a/c/gr/qu/sk/su.  The resulting files are rather large, but have produced some interesting results so far.
+
Ok, I'm currently working on simulating tending 250 vineyards for each possible tend combination, which is 7^7 or 823543 combinations, for each vinetype.  I am then averaging the results for each tend.  I am also keeping track of the number of tends, averaging gr/qu/su, and a/c/gr/qu/sk/su.  The resulting files are rather large, but have produced some interesting results so far.
 
 
I have finished Balance and Amusement, currently working on Wisdom.  Balance has one unconfirmed vine tend.
 
  
 +
* Note: I need to rerun these sims, saving the max/min yields from each simualted vine and then calc stddev.  For some of the lower #ofTends sheets, there is a lot of varibilty, which the averaging smoothes.  I will try to get to it this weekend.
  
 
These results are assuming random vine events, however the results so far have matched up well with my real world results, an example on Balance:
 
These results are assuming random vine events, however the results so far have matched up well with my real world results, an example on Balance:
Line 20: Line 19:
 
!Vitality
 
!Vitality
 
|-
 
|-
|80 Real Tends||1511204||14.71||126.43||68.64||119.56||41.33||83.14|||2.31
+
|80 Real Vines||1511204||14.71||126.43||68.64||119.56||41.33||83.14|||2.31
 
|-
 
|-
|250 Sim Tends||1511204||15.06||127.78||70.832||120.452||45.732||82.2||2.308
+
|250 Sim'd Vines||1511204||15.06||127.78||70.832||120.452||45.732||82.2||2.308
 
|}
 
|}
  
 
A quick explanation of the 'tend' number, it is seven digits, representing the seven events that can happen, in order from the wiki, the number is the tending action, based on 0, again from the wiki..
 
A quick explanation of the 'tend' number, it is seven digits, representing the seven events that can happen, in order from the wiki, the number is the tending action, based on 0, again from the wiki..
  
So 1511204 would work out to Sag:MG, Wilt:TV, Must:MG, Fat:MG, Rustle:PO, Shrivel: AS, Shimmer:SV
+
So <div title="Sagging:MG, Wilting:TV, Musty:MG, Fat:MG, Rustle:TV, Shrivel:AS, Shimmer:SV">1511504</div>would work out to Sag:MG, Wilt:TV, Must:MG, Fat:MG, Rustle:PO, Shrivel: AS, Shimmer:SV
  
 
First digit for Saggin, being a 1, would be second tend action, Mist Grapes.
 
First digit for Saggin, being a 1, would be second tend action, Mist Grapes.
Line 34: Line 33:
  
 
etc...
 
etc...
 +
 +
In any case, you can now mouse over the tend number in the table pages to get a tooltip with the human readable form for the tend info.
  
 
----
 
----
Line 39: Line 40:
 
So off to the numbers.  I haven't really had the time to completely analyze the results, but I have pulled some interesting results which might help people.  I'm also very curious if you have a consistant tending sheet that you have been using, and want to compare it to my simulated tends, please message me in game.  Also I pass no judgement towards what the best tending is, I am just posting a selection that favor certain traits, I leave it up to the grower to choose a tending sheet.
 
So off to the numbers.  I haven't really had the time to completely analyze the results, but I have pulled some interesting results which might help people.  I'm also very curious if you have a consistant tending sheet that you have been using, and want to compare it to my simulated tends, please message me in game.  Also I pass no judgement towards what the best tending is, I am just posting a selection that favor certain traits, I leave it up to the grower to choose a tending sheet.
  
*[[WR Balance Charts]]
+
===Base Vine Charts===
*[[WR Amusement Charts]]
+
*[[User:WilliamRoberts/Balance_Charts|WR Balance Charts]]
 +
*[[User:WilliamRoberts/Amusement_Charts|WR Amusement Charts]]
 +
*[[User:WilliamRoberts/Wisdom_Charts|WR Wisdom Charts]]
 +
*[[User:WilliamRoberts/Contemplation_Charts|WR Contemplation Charts]]
 +
*[[User:WilliamRoberts/Appreciation_Charts|WR Appreciation Charts]]
 +
 
 +
===Hybrid Vine Charts===
 +
*[[User:WilliamRoberts/TedraPrime_Charts|WR TedraPrime Charts]]
 +
*[[User:Ikuu/TedraHighQ_Charts|Ikuu TedraHighQ Charts]]

Latest revision as of 04:30, 27 May 2009

  • I would love to run numbers on Appreciation next, but many unconfirmed tends, any help there would be great!

Ok, I'm currently working on simulating tending 250 vineyards for each possible tend combination, which is 7^7 or 823543 combinations, for each vinetype. I am then averaging the results for each tend. I am also keeping track of the number of tends, averaging gr/qu/su, and a/c/gr/qu/sk/su. The resulting files are rather large, but have produced some interesting results so far.

  • Note: I need to rerun these sims, saving the max/min yields from each simualted vine and then calc stddev. For some of the lower #ofTends sheets, there is a lot of varibilty, which the averaging smoothes. I will try to get to it this weekend.

These results are assuming random vine events, however the results so far have matched up well with my real world results, an example on Balance:

Tend Acid Color Grapes Quality Skin Sugar Vitality
80 Real Vines 1511204 14.71 126.43 68.64 119.56 41.33 83.14 2.31
250 Sim'd Vines 1511204 15.06 127.78 70.832 120.452 45.732 82.2 2.308

A quick explanation of the 'tend' number, it is seven digits, representing the seven events that can happen, in order from the wiki, the number is the tending action, based on 0, again from the wiki..

So

1511504

would work out to Sag:MG, Wilt:TV, Must:MG, Fat:MG, Rustle:PO, Shrivel: AS, Shimmer:SV

First digit for Saggin, being a 1, would be second tend action, Mist Grapes.

Second digit is Wilting, a 5 means the 6th tend action, Tie Vines,

etc...

In any case, you can now mouse over the tend number in the table pages to get a tooltip with the human readable form for the tend info.


So off to the numbers. I haven't really had the time to completely analyze the results, but I have pulled some interesting results which might help people. I'm also very curious if you have a consistant tending sheet that you have been using, and want to compare it to my simulated tends, please message me in game. Also I pass no judgement towards what the best tending is, I am just posting a selection that favor certain traits, I leave it up to the grower to choose a tending sheet.

Base Vine Charts

Hybrid Vine Charts