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Unread 07-26-2008, 03:32 PM
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Default Avoidance Percent (dynamic data)

As far as I know and can see, there is no dynamic data for total Avoidance percentage. There is the avoidance number, and the percentages for each invididual percent (see attached screenshot).



My first thought was to just add these percents together, and code it up specially in the UI, but this does not equal the actual avoidance percentage. So, there's a problem with that. Currently we can display mitigation numbers and percent, but only the avoidance number. Could this be added?

Thanks
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Unread 07-26-2008, 04:13 PM
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Interesting. I don't have any tanks so I never noticed.
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Unread 07-27-2008, 01:33 PM
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they don't add, because each is a separate check - the total avoidance is the chance that one of your avoidance methods will kick in on any given attack. the way to find it is to calculate the inverse, that is, the chance that all avoidance chances fail, then subtract it from 100%

total avoidance = 1 - ( (1 - base) * (1 - block) * (1 - parry) * (1 - deflection) )

in your example:
total avoidance = 1 - ( (1 - 0.238) * (1 - 0.174) * (1 - 0.080) * (1 - 0) ) = 0.42094096 rounds to 0.421
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Unread 07-27-2008, 02:28 PM
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Nice. Guess I should have checked it that way, too.

The problem still remains, however. The dynamic data includes a % sign in it, and there is no way to subtract or add the data together in the UI.
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Unread 07-27-2008, 05:52 PM
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Quote:
Originally Posted by Drumstix42 View Post
The problem still remains, however. The dynamic data includes a % sign in it, and there is no way to subtract or add the data together in the UI.
Make a database with elements like <Data Name="12%" Value="12"> and then perform a string comparison to find the correcte element.
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Unread 07-27-2008, 06:10 PM
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Sounds like work to me...
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Unread 07-27-2008, 07:35 PM
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Quote:
Originally Posted by gm9 View Post
Make a database with elements like <Data Name="12%" Value="12"> and then perform a string comparison to find the correcte element.
LOL ...
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Unread 07-28-2008, 02:12 PM
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It wouldn't be that hard to make a table like that, though I've no idea what the computational limitations are in the UI pieces. (I don't really know xml, though I sometimes successfully hack stuff together from extant pieces.) Can you do float multiplication? Of course the table would be largish, with 1000 elements (to 1/10ths of a percent) but not sure if that's really a problem.

Last edited by ObsidianDragon : 07-28-2008 at 02:14 PM.
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Unread 07-28-2008, 02:22 PM
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No, the table only needs to go from 0 to 100% (or even less, depending on whatever the respective caps are). UI scripting wise it's standard stuff, nothing special, my UI runs through lots of these comparisons all the time because that's the only way you can do some stuff. And computation in EQ2 always uses floating point anyway.
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Unread 07-28-2008, 02:31 PM
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What about decimals? 10.2% ?

Quote:
Avoidance Cap = 80%

* Base = 80%
* Blocking = 70%
* Parry = 70%
* Deflection = 70%
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Unread 07-28-2008, 02:38 PM
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Ah right, forgot that there are decimals, so 800 elements? Might have to split it to several buttons, not sure if a single one can take that many characters as a value.
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Unread 07-28-2008, 02:41 PM
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Haha, that's why I responded with the "LOL" above.
Yeah I guess it COULD be done, but doesn't seem very practical.

This could all be solved with the access to the single dynamic data property!
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Unread 08-03-2008, 11:49 PM
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If you put 4% into a location property, it will trim off the % sign, but if you try to put decimals, it will also trim them off as well.

So... doesn't help much.
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Unread 10-06-2008, 05:07 PM
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I noticed this a while ago, but forgot to post.

When you inspect someone, it will give their Avoidance Percentage, but it's not powered by dynamic data. It's hardcoded in the inspect window.

Hope that they take a looksie over the "wishlist" of dynamic data soon, and at least implement this. It would pretty much finish off player stats for the most part...
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