Re: Scoring Data in Brutal Difficulty Range
Looked back at the skill rating thread (the one that contains the AAA Equivalency formula: http://www.flashflashrevolution.com/...d.php?t=140927),
we can clearly see how 1-good-input AAA equivalency decay diminishes as the difficulty of a file inflates. (Disregard to the fact that the graphs are a little inaccurate today due to some occasional adjustments over the years)
I spent time iso-ing the last ten notes of 100+ files and purposely hitting blackflags to absorb more data on how that one good affected the equivalency score relative to the varying difficulties of the files
*I have already tested to see whether or not dropping more goods produces different change of equivalency loss, and it is quite linear*
The idea of punishing less as difficulty increases is fine, not much of the concern here. Maybe (if possible) rework the AAA equivalency formula (or perhaps even better just implement a new method that will carry on after an output from the current formula was generated) in a way that robs more out of your equivalency score for the first few goods of a 100+ file, and then adjust to the normal speed of -0.xx per raw good you take. AAA'ing something should be more rewarding honestly:
The example in this spoiler is there to give you an idea on how my solution might work out, the values I gave for the "new equivalencies" are somewhat arbitrary and shouldn't be taken seriously plz. This will surely take much time to put together, making sure everything is balanced well down to each single difficulty level.
This could be handled just by letting the system/method only affect D8 territory.
Looked back at the skill rating thread (the one that contains the AAA Equivalency formula: http://www.flashflashrevolution.com/...d.php?t=140927),
we can clearly see how 1-good-input AAA equivalency decay diminishes as the difficulty of a file inflates. (Disregard to the fact that the graphs are a little inaccurate today due to some occasional adjustments over the years)
I spent time iso-ing the last ten notes of 100+ files and purposely hitting blackflags to absorb more data on how that one good affected the equivalency score relative to the varying difficulties of the files
Code:
100 - First good costs 0.42 equivalency 101 - 0.42 102 - 0.41 103 - 0.41 104 - 0.40 105 - 0.39 106 - 0.39 107 - 0.38 108 - 0.38 109 - 0.37 110 - 0.37
The idea of punishing less as difficulty increases is fine, not much of the concern here. Maybe (if possible) rework the AAA equivalency formula (or perhaps even better just implement a new method that will carry on after an output from the current formula was generated) in a way that robs more out of your equivalency score for the first few goods of a 100+ file, and then adjust to the normal speed of -0.xx per raw good you take. AAA'ing something should be more rewarding honestly:
The example in this spoiler is there to give you an idea on how my solution might work out, the values I gave for the "new equivalencies" are somewhat arbitrary and shouldn't be taken seriously plz. This will surely take much time to put together, making sure everything is balanced well down to each single difficulty level.
This could be handled just by letting the system/method only affect D8 territory.







Comment