Difference between revisions of "Talk:Cheese Effect"

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(Cheese effect in MH3: reference table)
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:The only thing I cannot work out, is exact formula. I'm getting closer. There is a curve in the values, I just cannot nail it. There is a slight jump after Insanely Fresh, which means that Über Fresh is at a peculiar value, since it doesn't fit in. The closest I've come is nailing the Insanely and inside box.
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:I'm pretty sure Ultimately Fresh has been removed completely right now, as plotting a chart for data, under Ultimately Fresh, I'm getting an error margin 1.5 between Über + Very fresh values and a 1.0 error margin between Insanely Stale and Über Fresh.
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:Otherwise, my formula is proving perfect. I may have to use a switch to try to emulate better results. Will report next run soon. [[User:Draobyek|Draobyek]] 22:27, 16 June 2010 (UTC)
 
== History ==
 
== History ==
 
History of changes needs to be included. Changes in version 3 should not just be directly edited into the article without mention of the old version 2 information. This is to provide players with a connection between old and new to avoid confusion. [[User:Grexx|-- Grexx]] 11:49, 15 June 2010 (UTC)
 
History of changes needs to be included. Changes in version 3 should not just be directly edited into the article without mention of the old version 2 information. This is to provide players with a connection between old and new to avoid confusion. [[User:Grexx|-- Grexx]] 11:49, 15 June 2010 (UTC)

Revision as of 22:27, 16 June 2010

Cheese effect in MH3

As seems currently combaing insanely stale base + trap gives insanely stale effect rather then uber stale. Could someone confirm this. --Nux 13:47, 12 June 2010 (UTC)

  • It does that for me with Chillbot/Magma, ACRONYM/Magma, and OoI/Magma, so I'd say yes, it did change. Whether or not the change was intentional, I don't know. --Dreamwalker 13:51, 12 June 2010 (UTC)
I guess the update from Draobyek is right regarding the averaging... What is a little surprising to me is this: pairing the "Über Fresh" from The Gingerbread House Surprise withe the "Insanely Fresh" from either Polar, Dehydration or Gingerbread Bases should yield to "Ultimately Fresh" but only results in "Insanely Fresh" as stated in the article. Any ideas or comments? ____m. 12:32, 14 June 2010 (UTC)
I personally am stumped as to why the Gingerbread House is providing an Insanely Fresh. From checking many setup options, I'm sure of Cheese effect= floor((BassEffect+WeaponEffect)/2). When using it, assume 0 = Uber Stale, 12 = Uber Fresh. However, without the Dev-numbers, working out these values is practically impossible. Although, it is possible that Ultimately Fresh/Ultimately Stale has been removed. Draobyek 14:04, 14 June 2010 (UTC)
The average is close, but it's not completely accurate. For example, try an Insanely Stale base (Magma) and any No Effect weapon - you get Extremely Stale, which is not expected (Very Stale) in either 10- or 12-scale models. There are a few other discrepancies as well. From what I can tell, if you consider No Effect as 0, the final cheese effect tends to be biased away from 0. In any case it's definitely something more complicated than we have right now. For now I will calculate using a lookup table of verified effects until the true formula is found. --Hyperchao 13:07, 15 June 2010 (UTC)
Trying a squared scale, where the effect is round up to the next square number. Assuming 144 = Uber Stale, 0 = Uber Fresh. The Insanely Stale + No Effect would fit in perfectly. Other examples seem to fit this scale quite well. Gonna test this model some more with a bit of coding emulation. Draobyek 19:04, 16 June 2010 (UTC)
Tested the model. It seems to fit a lot better in calculating cheese effects. Tested with Uber Fresh = 0, on a 12 stage model. Appears to be calculated exactly the same. Setting Uber Fresh to 1 made calculations inaccurate. Going to test a 10-scale model now. Draobyek 19:33, 16 June 2010 (UTC)
On a second look, it seems this only works for some of the higher values. I'm going to have to recalculate this one, but I think I'm getting closer. Draobyek 19:39, 16 June 2010 (UTC)

For future reference, this is the table I used to determine freshness. This is based on pairings from the game and recorded, so the only errors would be typos. Rows are Base freshness and Columns are Weapon freshness. Please update as needed when new weapon/base freshnesses appear. Hopefully this will make it easier for other people to verify formula candidates. --Hyperchao 21:13, 16 June 2010 (UTC)

"O" = Uber (as in oo-ber lol), "U" = Ultimate, "I" = Insanely, "E" Extremely, "V" Very, "NE" = No Effect:

B\W OS US IS ES VS S NE F VF EF IF UF OF
OS
US
IS IS IS ES ES ES ES VS S F
ES
VS
S ES VS VS S S NE NE F EF
NE ES VS S S NE NE F VF EF
F ES S S NE NE F F VF EF
VF VS NE NE NE F F VF VF IF
EF
IF NE F VF VF VF VF EF EF IF
UF
OF
The only thing I cannot work out, is exact formula. I'm getting closer. There is a curve in the values, I just cannot nail it. There is a slight jump after Insanely Fresh, which means that Über Fresh is at a peculiar value, since it doesn't fit in. The closest I've come is nailing the Insanely and inside box.
I'm pretty sure Ultimately Fresh has been removed completely right now, as plotting a chart for data, under Ultimately Fresh, I'm getting an error margin 1.5 between Über + Very fresh values and a 1.0 error margin between Insanely Stale and Über Fresh.
Otherwise, my formula is proving perfect. I may have to use a switch to try to emulate better results. Will report next run soon. Draobyek 22:27, 16 June 2010 (UTC)

History

History of changes needs to be included. Changes in version 3 should not just be directly edited into the article without mention of the old version 2 information. This is to provide players with a connection between old and new to avoid confusion. -- Grexx 11:49, 15 June 2010 (UTC)