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Difference between revisions of "WR Simulated Vine Tends"

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Ok, I'm currently working on simulating tending 1000 vineyards for each possible tend combination, which is 7^7 or 823543 combinations, for each vine type. I am then averaging the results for each tend. I am also keeping track of the number of tends, averaging gr/qu/su (gqs) and a/c/gr/qu/sk/su. I am also saving a ratio of tends to qgs for those wanting to find quicker results.
 
Ok, I'm currently working on simulating tending 1000 vineyards for each possible tend combination, which is 7^7 or 823543 combinations, for each vine type. I am then averaging the results for each tend. I am also keeping track of the number of tends, averaging gr/qu/su (gqs) and a/c/gr/qu/sk/su. I am also saving a ratio of tends to qgs for those wanting to find quicker results.
  
I am also saving min/max on each field per tend, and doing a quick standard deviation.  Not sure if this will be of any use.
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*I am also saving min/max on each field per tend, and doing a quick standard deviation.  Not sure if this will be of any use.
  
I will also try to provide the raw csv files (quite large) for anyone that wants them.  I am just planning on doing top ten tends per stat and ratio.
+
*I will also try to provide the raw csv files (quite large) for anyone that wants them.  I am just planning on doing top ten tends per stat and ratio for the wiki.
  
Working on balance right now, should have results soon, takes a bit.
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 +
These results are assuming random vine events, and run till either grapes hit zero or vitality hits zero, however the results so far have matched up ok with my real world results.  My real world results are a little off as I bounced back and forth on Musty, sometimes doing a PO, other times, SL.  Looking at results I should have stuck with SL, but reflects the increase in sugar, decrease in quality and grapes.
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This is on Balance vines:
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{|border=1
 +
|-
 +
!
 +
!Tend
 +
!Acid
 +
!Color
 +
!Grapes
 +
!Quality
 +
!Skin
 +
!Sugar
 +
!Vitality
 +
|-
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|65 Real Vines||6636411||29.71||69.37||178.33||92.71||12.20||72.57|||2.67
 +
|-
 +
|1000 Sim'd Vines||6636411||33.11||73.28||200.20||110.40||16.12||61.69||2.81
 +
|}

Revision as of 08:14, 10 December 2010

Ok, I'm currently working on simulating tending 1000 vineyards for each possible tend combination, which is 7^7 or 823543 combinations, for each vine type. I am then averaging the results for each tend. I am also keeping track of the number of tends, averaging gr/qu/su (gqs) and a/c/gr/qu/sk/su. I am also saving a ratio of tends to qgs for those wanting to find quicker results.

  • I am also saving min/max on each field per tend, and doing a quick standard deviation. Not sure if this will be of any use.
  • I will also try to provide the raw csv files (quite large) for anyone that wants them. I am just planning on doing top ten tends per stat and ratio for the wiki.


These results are assuming random vine events, and run till either grapes hit zero or vitality hits zero, however the results so far have matched up ok with my real world results. My real world results are a little off as I bounced back and forth on Musty, sometimes doing a PO, other times, SL. Looking at results I should have stuck with SL, but reflects the increase in sugar, decrease in quality and grapes.

This is on Balance vines:

Tend Acid Color Grapes Quality Skin Sugar Vitality
65 Real Vines 6636411 29.71 69.37 178.33 92.71 12.20 72.57 2.67
1000 Sim'd Vines 6636411 33.11 73.28 200.20 110.40 16.12 61.69 2.81