Difference between revisions of "Talk:Abaddon charm"

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All 4 name parts are used as indexes. Their indexes are not in alphabetical order. - Satan
 
All 4 name parts are used as indexes. Their indexes are not in alphabetical order. - Satan
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Since Ryme is a programmer, the drop is probably determined by a simple hash table calculation and here is how it probably works.  The program randomly selects an integer from 1 to 9; it does this four times to get each part of the monster name from the four lists.  Then the four index values are added to get a hash sum, which in this case must fall in the range from 4 (all ones) to 36 (all nines).  '''Any combination of index numbers that sums to the desired hash value should drop the talisman'''. 
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Depending on the winning hash value Ryme selected, the probability of the drop could be anywhere from low of 0.015% to a high of 7.453% (he could also have programmed multiple winning values such as 4 '''OR''' 36). Given the rarity of this item, the target value(s) is obviously one of the low frequency choices near the top or bottom of the table shown below.  For example, if the target hash sum is 5, there are four monster name combinations (out of 6,561 possibilities) that will drop the talisman, while if the value is 6 there are ten combinations, etc. 
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Unfortunately, knowing the programming technique is just interesting information; that knowledge does not help you get an Abaddon Charm any sooner!  If you want the talisman, you have to go to the pit, kill some monsters, and get lucky.  - Hodag
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{| cellpadding="3" cellspacing="0" border="1" align="center" style="text-align:center"
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|+style="font-size:150%" |Hash Table
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|- style="background-color:#EFEFEF"
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!'''Hash'''!!'''Frequency'''!!'''Probability'''
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|-
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| 4 || 1 || 0.015% ||
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|-
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| 5 || 4 || 0.061% ||
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|-
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| 6 || 10 || 0.152% ||
 +
|-
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| 7 || 20 || 0.305% ||
 +
|-
 +
| 8 || 35 || 0.533% ||
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|-
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| 9 || 56 || 0.854% ||
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|-
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| 10 || 84 || 1.280% ||
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|-
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| 11 || 120 || 1.829% ||
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|-
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| 12 || 165 || 2.515% ||
 +
|-
 +
| 13 || 216 || 3.292% ||
 +
|-
 +
| 14 || 270 || 4.115% ||
 +
|-
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| 15 || 324 || 4.938% ||
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|-
 +
| 16 || 375 || 5.716% ||
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|-
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| 17 || 420 || 6.401% ||
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|-
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| 18 || 456 || 6.950% ||
 +
|-
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| 19 || 480 || 7.316% ||
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|-
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| 20 || 489 || 7.453% ||
 +
|-
 +
| 21 || 480 || 7.316% ||
 +
|-
 +
| 22 || 456 || 6.950% ||
 +
|-
 +
| 23 || 420 || 6.401% ||
 +
|-
 +
| 24 || 375 || 5.716% ||
 +
|-
 +
| 25 || 324 || 4.938% ||
 +
|-
 +
| 26 || 270 || 4.115% ||
 +
|-
 +
| 27 || 216 || 3.292% ||
 +
|-
 +
| 28 || 165 || 2.515% ||
 +
|-
 +
| 29 || 120 || 1.829% ||
 +
|-
 +
| 30 || 84 || 1.280% ||
 +
|-
 +
| 31 || 56 || 0.854% ||
 +
|-
 +
| 32 || 35 || 0.533% ||
 +
|-
 +
| 33 || 20 || 0.305% ||
 +
|-
 +
| 34 || 10 || 0.152% ||
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|-
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| 35 || 4 || 0.061% ||
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|-
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| 36 || 1 || 0.015% ||
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|-
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| Total || 6,561 || 100.000% ||
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|-
 +
|}

Revision as of 09:59, 22 December 2007

"Therum has been quoted saying "It's rather simple, but it's also genius. And that's all I'll say."" ... um... what? Cristiona 21:25, 15 December 2007 (MST)

Oh, I get it. Each fiend has three adjectives, and each (first, second, third) adjective is taken from a table of adjectives. Each possible fiend's name can be described by three numbers, one for each table. How much you wanna bet the adjectives on the tables are in alphabetical order? Last hint: 1A 2B 3C 4D 5E ... 25Y 26Z. --Mozai 15:18, 18 December 2007 (MST)
If I'm right, the chances of fighting the correct fiend should be 1 in 729... maybe 1 in 6561. -Mozai 15:22, 18 December 2007 (MST)

All 4 name parts are used as indexes. Their indexes are not in alphabetical order. - Satan

Since Ryme is a programmer, the drop is probably determined by a simple hash table calculation and here is how it probably works. The program randomly selects an integer from 1 to 9; it does this four times to get each part of the monster name from the four lists. Then the four index values are added to get a hash sum, which in this case must fall in the range from 4 (all ones) to 36 (all nines). Any combination of index numbers that sums to the desired hash value should drop the talisman.

Depending on the winning hash value Ryme selected, the probability of the drop could be anywhere from low of 0.015% to a high of 7.453% (he could also have programmed multiple winning values such as 4 OR 36). Given the rarity of this item, the target value(s) is obviously one of the low frequency choices near the top or bottom of the table shown below. For example, if the target hash sum is 5, there are four monster name combinations (out of 6,561 possibilities) that will drop the talisman, while if the value is 6 there are ten combinations, etc.

Unfortunately, knowing the programming technique is just interesting information; that knowledge does not help you get an Abaddon Charm any sooner! If you want the talisman, you have to go to the pit, kill some monsters, and get lucky. - Hodag

Hash Table
Hash Frequency Probability
4 1 0.015%
5 4 0.061%
6 10 0.152%
7 20 0.305%
8 35 0.533%
9 56 0.854%
10 84 1.280%
11 120 1.829%
12 165 2.515%
13 216 3.292%
14 270 4.115%
15 324 4.938%
16 375 5.716%
17 420 6.401%
18 456 6.950%
19 480 7.316%
20 489 7.453%
21 480 7.316%
22 456 6.950%
23 420 6.401%
24 375 5.716%
25 324 4.938%
26 270 4.115%
27 216 3.292%
28 165 2.515%
29 120 1.829%
30 84 1.280%
31 56 0.854%
32 35 0.533%
33 20 0.305%
34 10 0.152%
35 4 0.061%
36 1 0.015%
Total 6,561 100.000%