plantszaza 🌳
Living Tree
That's good information, you've explain it very well!
All the above only works if there is an INDEPENDENT roll for every chance slot, buff, reforge ( there is no ammo reforge but dps reforge). If things get ADDED or SUBSTRACTED it gets messier because as we all know that changing the order in an only * operation doesnt matter but it starts to matter when there are *+,*- or */ operations.
The problem of additive and multiplicative methods was presented. A little thinking and some previous experience in game coding and/or logic and/or probability gave me the idea of different checks, performed one after the other. My theory was silently backed up from other people, and the concept made huge sense (and in-game it looked well enough), so I created a thread to spread the information. Then my math was wrong but it was fixed.How did you get this knowledge, exactly? I was under the impresssion the chance to not consume ammo was additive.
That is the gun's mechanic, of course; to fire 3 bullets per one. The phantasm also fires up to 4 arrows per shot, plus aditional ghostly arrows, so it's still at the top in efficiency if you factor in the amount of projectiles fired.If you want go even further with ammo-saving, then use Clockwork Assault Rifle.
I had this weird but convincing feeling that I had used the Ammo Box during 1.1, just as I did with the Crystal Ball. Well, I still have been wondering how ammo saving works since 1.1, because that is when I arrived to the game, and the Minishark/Megashark and hardmode armors I saw all had this "chance to not consume ammo" stat.you got your first ammo box over 3 years ago? WAT?
1.2.3 was released about a year ago
Nope, for the game its all the same. A 500/1000 is the same as 1/2.
And its 50/100 not 100/50.
Calculating something minor like this is peanuts for a computer, even when firing a ridiculously fast gun like the SDMG.
Thanks for your contribution, anyways. Everything I quoted from your post matters to me, and I already knew (and hopefully was well explained in the OP as well). However, I now added some of the scaling you mentioned to the main post, since that seems useful to put things into perspective. Thanks for the idea!Created an account simply for this mathematical conversation. I wanted to educate you all on how to simplify this but it has already been said already.
I just checked the gamepedia and calculating the tip (from gamepedia information ) gives an 1 - 0.34*0.8*0.75*0.8 = 83,68% chance to not consumme ammo, without the box, and 86.944 % with the box.
Simplifing the matters through calculating the chance to actually use ammo instead of not using ammo is the way to go, but that has already been said so, yeh.
If somebody is interested in putting it in more graphical words: For every item there is, the game rolls a number and ONLY if EVERY roll fails than ammo gets consumed.
Random facts:
1 Magic Quiver = 20 %
+ Potion = 34 %
+ Box = 48.8 %
Vortex Beater = 66% ( actually i wondering if they mean 2/3 instead of .66 and the tooltip is mismatched )
+ Potion = 72.8 %
+ Box = 78.24%
+ Breastplate = 83.68 %
+ Headgear = 86.944 %
As you can see 20% chance to not consume ammo later effectively translates into an 3% increase, which is not that big.
You cant achieve 100% btw, like never. All chances are handled pretty much the same except 0% and 100 %
All the above only works if there is an INDEPENDENT roll for every chance slot, buff, reforge
It all comes down to how the game is coded.
/In response to another user/
A 500/1000 is the same as 1/2.
And its 50/100 not 100/50.
This information came from /r/terraria, though I don't have the exact source post on hand. Based on tests that I did a while back, it seems to be true. It might be outdated as of 1.3.0.1, though? I don't have a ranged character on hand to do more tests with. :/It is periodically reported that armor can only give one bonus. This means that though the Chlorophyte Helmet and Shroomite Breastplate both have their own 20% chances, they will not stack to 36% and you will have only a 20% chance if you wear both. If true (confirmation needed), this puts the full Adamantite and Hallowed sets, and the Vortex Breastplate, as the best ammo-saving armors on the PC version, and the Titan armor as the best on other versions.
Thanks for your contribution, anyways. Everything I quoted from your post matters to me, and I already knew (and hopefully was well explained in the OP as well). However, I now added some of the scaling you mentioned to the main post, since that seems useful to put things into perspective. Thanks for the idea!
Yeah, I knew and I clarified that this information was already known by various people, but it wasn't clear who got it first. I didn't take anything from your wiki page, though, since I didn't even know of its existence. Don't worry. I can see you put a lot of work into it, still, so good job.Looks like I'm a bit late to this thread, but I guess I'll throw this in anyway. I've had this information on my wiki user page for a while. I'm pretty sure the math is the same as in the top post here, but I would like to bring up one point:
This information came from /r/terraria, though I don't have the exact source post on hand. Based on tests that I did a while back, it seems to be true. It might be outdated as of 1.3.0.1, though? I don't have a ranged character on hand to do more tests with. :/
I just went and tested this in the current version, and it seems to be true.Looks like I'm a bit late to this thread, but I guess I'll throw this in anyway. I've had this information on my wiki user page for a while. I'm pretty sure the math is the same as in the top post here, but I would like to bring up one point:
This information came from /r/terraria, though I don't have the exact source post on hand. Based on tests that I did a while back, it seems to be true. It might be outdated as of 1.3.0.1, though? I don't have a ranged character on hand to do more tests with. :/It is periodically reported that armor can only give one bonus. This means that though the Chlorophyte Helmet and Shroomite Breastplate both have their own 20% chances, they will not stack to 36% and you will have only a 20% chance if you wear both. If true (confirmation needed), this puts the full Adamantite and Hallowed sets, and the Vortex Breastplate, as the best ammo-saving armors on the PC version, and the Titan armor as the best on other versions.
Something for a bug report.I just went and tested this in the current version, and it seems to be true.
Method: Start with 1000 sand and fire a sandgun against a wall until empty, then collect sand.
Results:
With Shroomite Breastplate I recovered 1281 sand.
With Shroomite Breastplate + Chlorophyte Helmet I recovered 1264 sand.
I assume it's just chance that the second test actually gave a lower yield, but it certainly looks like the second armor bonus isn't helping.
Just W1K being W1K. Thanks W1K.Too much read for so much laziness but I can confirm the mechanic explained is exactly as it is. All the math later on is what I didn't deeply bother checking, but it's fairly basic statistics.
Simply, there's only one variable handling the 20% ammo reduction, both armors set the same variable to true. As a result, only one armor gets counted.Just for reference; a "bool" or boolean variable is a value that can either be True or False; 1 or 0. What I understand (and guess) from your comment is that the boolean only checks for one armor piece, since the game is only able to think "he has an ammo reduction armor piece equipped" (1) or "he doesn't have an ammo reduction armor piece equipped" (0). Thus, the first armor piece the game finds counts for the ammo usage reduction, and no more armor checks are performed.
Is this right, W1K?
With that in mind, does the game check for which piece of your armor has the highest value and use that? Or...?Simply, there's only one variable handling the 20% ammo reduction, both armors set the same variable to true. As a result, only one armor gets counted.
No, it's simply the fact there is only one variable for the 20% chance. Other chances have their own variables, which stack with each others. It's only these two specific pieces of armor that do not stack.With that in mind, does the game check for which piece of your armor has the highest value and use that? Or...?
Does that mean only shroomite breastplate and chlorophyte helmet don't stack with each other? Do other bonuses not stack with each other because of this bug? Vortex Breastplate has a 25% saving chance, does it stack with the helmet?No, it's simply the fact there is only one variable for the 20% chance. Other chances have their own variables, which stack with each others. It's only these two specific pieces of armor that do not stack.
As long as the chance is different, it does properly stack with any of the other two. Only shroomite breastplate and chlorophyte helmet don't stack with each others as they both provide the same bonus.Does that mean only shroomite breastplate and chlorophyte helmet don't stack with each other? Do other bonuses not stack with each other because of this bug? Vortex Breastplate has a 25% saving chance, does it stack with the helmet?
I'm raising questions because you were kind of unspecific as to what items you were exactly replying to.