TOUGH DRILLS

01/29/2014 01:56 conquerstr#1
hi guys i really wonder the success rate of tough drills in 2nd socketing? can anyone help me to answer my question please. i want to learn from your experiences or any pvp server owner have ever seen the success rate of it in files of Conquer? please answer thanks
01/29/2014 02:33 Aceking#2
As far as I am aware (and I could be wrong) the actual rates for socket's do not exist.

I know many people have tried to create formulas for the rates, but nothing will ever be exact.

Your best bet is to just create your own formula and see how close you can get it.
01/29/2014 03:56 Spirited#3
Quote:
Originally Posted by Aceking View Post
As far as I am aware (and I could be wrong) the actual rates for socket's do not exist.

I know many people have tried to create formulas for the rates, but nothing will ever be exact.

Your best bet is to just create your own formula and see how close you can get it.
They exist; it's whether or not the information is accessible. When were tough drills introduced? If they were introduced soon enough, you might be able to reverse engineer a TQ binary server and get the calculations. Else, you'll just have to do some guess work.
01/29/2014 04:03 turk55#4
Quote:
Originally Posted by Spirited Fang View Post
They exist; it's whether or not the information is accessible. When were tough drills introduced? If they were introduced soon enough, you might be able to reverse engineer a TQ binary server and get the calculations. Else, you'll just have to do some guess work.
Well that means that they can be reversed. :P
01/29/2014 04:28 Spirited#5
Quote:
Originally Posted by turk55 View Post
Well that means that they can be reversed. :P
Well, yeah. Anything can. Anything written ever for a computer can be read by human eyes. Machine code, assembly code, everything. C++ compiles into Assembly, for the most part, and so here is what a TQ binary server looks like when reading it for calculations.

Edit: Didn't have a TQ binary on my computer because I have no use for them. Here's just an example of me opening CptSky's gamemap.dat file editor.

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01/29/2014 08:54 cjN93#6
The calculations are not hard-coded and are handled by the database in the TQ Binary's case. If you dev your own source, you can either handle things off the db either hard-code them.

The calculations in the original bins database are done by using type "121" which represents a "randomization". The parameter for this type to work, is "param1 param2" where "param1" stands for the number of times the "id_next" (which triggers the action about to be executed) will be repeated. The "param2" stands for the "chance", indexation starts from you and can go up to uint32 I guess so the things will look like, "param1=1 (one time) && param2=10000 (even if there are no divisions for the second param, it goes like "uint32/1 = randomization rate" and it "reads" like "one in ten thousand").

I don't know if I explained it correctly, but more or less, that's the way it works and the baseline here is that the calculations are not hard-coded but handled by the database.

Actual example from the original bins db (actual rate for the ToughDrill socket rate, handled by the NPC):
Code:
INSERT INTO `cq_action` VALUES ('5057052', '5057059', '5057053', '0121', '0', '1 10');
This has been taken out of the EO source files:
Code:
        ACTION_RAND                    = 121,            // ??????"data1 data2"?"10 100"???1/10????true?