User talk:Hyperchao

From MHWiki


I didn't know that people refer Master Burglar Mouse as Master... if so, sorry for the edit.—Bencmq 08:05, 27 October 2009 (UTC)

They probably don't, but since it's a disambiguation page we might as well list everything and let the readers decide what they want. --Hyperchao 20:44, 27 October 2009 (UTC)

Bamboozler Base stats

Hi, it turns out the Bamboozler Base has a Very Fresh cheese effect, rather than Uber Fresh. Can you please update the stats? -- camomiletea 19:58, 13 June 2010 (UTC)

Sure I'll crunch them out when I get the chance. --Hyperchao 09:31, 15 June 2010 (UTC)
Hate to burst the bubble, but all the Bamboozler cheese effects, along with nearly every other trap/base is now completely wrong. Check Cheese Effect for more info. It's now averaged as opposed to added together, and rounded down to the lower effect. Draobyek 11:13, 15 June 2010 (UTC)
Hmm well that's annoying. Once I am more fully comfortable with the new way cheese effect is calculated (and verify some combinations myself) I will update the tables again :/ I felt from the beginning like this new update was a huge slap in the face to the major wiki editors and those involved in catch rate databases. --Hyperchao 11:29, 15 June 2010 (UTC)
It's pretty annoying but here's a sample so you get it. I'm leaning towards "Ultimately" levels being dropped for these calculations.
Assuming 0 = Uber Stale, 5 = No Effect, 10 = Uber Fresh.
  • Fresh + No Effect = 6 + 5 = 11. 11/2 = 5.5. Round it down, 5. Result: No Effect.
  • Stale + Fresh = 4 + 6 = 10. 10/2 = 5. No Effect.
  • Fresh + Very Fresh = 6 + 7 = 13. 13/2 = 6.5. Round down, 6. Fresh.
This applies to all trap setups I've tried, which is quite a few. Draobyek 11:49, 15 June 2010 (UTC)
For anyone else following, please refer to Talk:Cheese Effect. We haven't quite nailed this one down yet. --Hyperchao 17:32, 16 June 2010 (UTC)

Cheese effect just changed back.

Putting this here to grab your attention. They just reverted cheese effect back to the way it was in V2. Renders all the hard work I did useless. Oh well, good programming practice. Draobyek 20:42, 17 June 2010 (UTC)

At least you didn't edit every trap page 2-3 times... --Hyperchao 22:55, 17 June 2010 (UTC)

Thank you!

A while ago I started updating the new mouse IDs, but never found the time to complete it, and now I'm seeing that you've picked up that project, and apparently finished it off. Thank you so much! -- camomiletea 19:39, 4 February 2012 (UTC)

Automated Combined Trap Stat generation

Hi. I was busy with the wiki yesterday, and I decided to (also) make an automated trap combination table generator, and used that for the Terrifying Spider page. However, I noticed there was a slight inconsistency with my code for certain trap combinations such as 500lb/bacon, where the algorithm seemed slightly off ((200+250) +10% is 495, but is actually 496 in the game, and so on). Does your algorithm solve this? If so, please let me know, so that I can update my own algorithm, so that my generated tables are also accurate.
-- S18067 talkcontr 05:55, 21 October 2012 (UTC)

Some programs can have their own quirks with their rounding functions. That being said, I too have found some combinations that are mathematically inconsistent, and in those cases I just have to build those exceptions into my script to be consistent with the game (For example, RhinoBot + Molten Shrapnel = 5581 power in game, while it should come out 5580 even based on individual stats). I am using a ceil function and for whatever reason it comes to the same answer as the game for the combination you gave. Only way to be sure is to calculate with your script, then compare with what's in game, and calculate manually and see which one's giving you the unexpected result. --Hyperchao 23:24, 22 November 2012 (UTC)
As tedious as that seems, I'll just have to do that... Could you maybe give me a list of the exceptions that you currently have? -- S18067 talkcontr 05:47, 23 November 2012 (UTC)
It's really just RhinoBot + MSB and Monolith (same power). I think my ceil function has done well in general. I remember checking quite a few combinations at one point but it's hard to guide you on which ones you don't have to check again. If you want to be thorough, I would suggest compiling a list of unique total power and total power bonus pairings; that should allow you to at least skip some setups. --Hyperchao 18:25, 24 November 2012 (UTC)
May I see your algorithm, if you don't mind? -- S18067 talkcontr 17:20, 25 November 2012 (UTC)
I use MATLAB. I use bsxfun to sum all combinations of weapon and base powers. Likewise, I sum all power bonuses. I then multiply the respective values [power*(1+powerBonus/100)], and use ceil to round the results. The rest is formatting the output. --Hyperchao 05:19, 28 November 2012 (UTC)
So there's no difference between our programs, apart from the fact that the programming languages are different... I'll just have to use mine, and fix discrepancies as they crop up. Thanks. -- S18067 talkcontr 08:16, 29 November 2012 (UTC)
Any reason you are omitting Steam Laser Mk. II (Broken!) from your generated tables? -- ericb talkcontr 13:19, 30 November 2012 (UTC)
I forgot to add it to my database, it seems. Sorry about that. -- S18067 talkcontr 19:05, 30 November 2012 (UTC)
I skipped it intentionally on account of it not having any stats. The weapon page itself may warrant a table, but adding it to all the base tables also seems unnecessary. I omit the (old) skinned weapons for a similar reason. --Hyperchao 08:20, 1 December 2012 (UTC)
Ah, that makes sense, for slightly reducing the table size. -- ericb talkcontr 13:29, 1 December 2012 (UTC)