Turul's MPQ Simulator (Preview Edition)

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turul
turul Posts: 1,622 Chairperson of the Boards
edited March 2015 in MPQ General Discussion
You may have seen I provided some additional data for Polaritys simulator.

I have also built a simulator, available here:
http://mpqsim.0cdn.net/

You can check out statistics for these abilities currently:

Thor Red
Thor Yellow

Ragnarok Green

Daken Blue

Loki Purple swapping 1418222632

Storm Green shattering 10 tiles
Storm Yellow collecting 7 TU-tile

Juggs Green

Magneto3* Red
Magneto3* Blue (max cover)

XForce Black
Xforce Green xXxxx

Mystique Blue changing 7810 tiles

Torch Red

Punisher Green

Shehulk Red destroying 101316 tiles

GSBW Green smaller and bigger shot
GSBW Purple done Human-like or AI

Magneto2* Purple Human-like or AI
Magneto2* Blue cover levels: 12345
Magneto2* Red 3x3 and 5x5

Groot Green destroying 4+10 or 8+10

If you have basic programming knowledge, you can combine abilites too, like:
MagnetoRed + Xforce Black
Magneto2* Purple + Mystique

Comments

  • Unknown
    edited December 2014
    Options
    1. There's something funny with your crit resolution.
    Update - Simpler example:
    Daken blue - 1 run. A crit created by matching 5 green.
    AP generated:
    5 green, 7 critical.
    Heat map for all shows:
    00000000
    00000000
    00000000
    00000000
    01000000
    18100000
    01000000
    00000000

    Expected:
    Generated AP: 5 green (0 critical)
    00000000
    00000000
    00000000
    00000000
    01000000
    11100000
    01000000
    00000000

    2nd example hidden for clarity.
    ======
    Ran Mystique (10) 1 run.
    Received 2 blue, 6 black, 8 critical.
    A 6 black created a critical and matched with 2 blue.

    The heat map seems to count a formed critical as an extra 7 in all graphs. Matched critical still counts as 1.
    00000000
    00081100
    01121100
    00000000
    00000000
    00000000
    00000000
    00000000

    Initial position
    00000000
    00091100
    01111100
    00000000
    00000000
    00000000
    00000000
    00000000

    Expected:
    00000000
    00011100
    01121100
    00000000
    00000000
    00000000
    00000000
    00000000

    Initial position
    00000000
    00021100
    01111100
    00000000
    00000000
    00000000
    00000000
    00000000
    --may edit further based on more testing


    Question: If I run
    XForceBlack(BLUE)
    MystiqueBlue(10)
    it says I have about a 150% chance of cascades. X-Force chance of cascade alone is about 70%. So this means I have a 80% chance of a cascade when running Mystique's Blue after X-Force?
  • turul
    turul Posts: 1,622 Chairperson of the Boards
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    daibar wrote:
    1. There's something funny with your crit resolution.
    ....

    Question: If I run
    XForceBlack(BLUE)
    MystiqueBlue(10)
    it says I have about a 150% chance of cascades. X-Force chance of cascade alone is about 70%. So this means I have a 80% chance of a cascade when running Mystique's Blue after X-Force?

    About the crit tile thingie: looks like theres something fishy there, but crit-tile may be matched in up to 4 different colors, or may spawn a newer crit tile, so a high number may not be so strange.
    However looks like this is not the case.

    XForceBlack(BLUE,1); //MUTED
    MystiqueBlue(10);
    http://mpqsim.0cdn.net/?commands=XForce ... &runs=1000

    this will give you the chances for mystique after xf!
  • turul
    turul Posts: 1,622 Chairperson of the Boards
    Options
    Crits are fixed!
    They are also now counted only once even when dual-critting

    Also, there is an avarege total ap earned stat too.
  • turul
    turul Posts: 1,622 Chairperson of the Boards
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    UPDATED with R&Groot, MNMags, Doom, GSBW-Purple
    ( http://mpqsim.0cdn.net/ )
  • turul
    turul Posts: 1,622 Chairperson of the Boards
    Options
    Updated original post with links to supported abilities.
  • ErikPeter
    ErikPeter Posts: 719 Critical Contributor
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    Thanks for this. The pop-up info doesn't mention DoomBlue();.

    I'd like to experiment with powers that convert n tiles from color A to color B (DakenBlue, DoomBlue, CyclopsYellow).

    In particular, I'm interested in the game effects of this hypothetical power: Scarlet Witch selects a tile and turns all tiles of same color Red. It would be nice to have a convert function "convert n tiles of COLOR1 to COLOR2", allowing n=0 for all tiles of a color, and having the option to auto-pick the most plentiful color (besides red/color2). E.g. What happens when you convert all blue tiles, then all green tiles to red?

    Using a bit of shenanigans - DoomBlue(); + GSBWPurple(0,BLACK); Or just GSBW twice in a row in different non-green colors - gives an inkling - you either get a ton of green AP or end up with like 19 on the board. But it's the second casting that really makes it nuts; the first one only nets you about 5 on average.

    Any chance of adding a robust TileConvert function that can be used to examine stuff like this (and it'd be nice to use to simulate MNMags' new blue, for example)

    It would also be able to have some starting condition inputs; for example how good is DoomBlue when there are already 14 black tiles on the board? 14 blue?
  • turul
    turul Posts: 1,622 Chairperson of the Boards
    Options
    ErikPeter wrote:
    Thanks for this. The pop-up info doesn't mention DoomBlue();.

    I'd like to experiment with powers that convert n tiles from color A to color B (DakenBlue, DoomBlue, CyclopsYellow).

    In particular, I'm interested in the game effects of this hypothetical power: Scarlet Witch selects a tile and turns all tiles of same color Red. It would be nice to have a convert function "convert n tiles of COLOR1 to COLOR2", allowing n=0 for all tiles of a color, and having the option to auto-pick the most plentiful color (besides red/color2). E.g. What happens when you convert all blue tiles, then all green tiles to red?

    Using a bit of shenanigans - DoomBlue(); + GSBWPurple(0,BLACK); Or just GSBW twice in a row in different non-green colors - gives an inkling - you either get a ton of green AP or end up with like 19 on the board. But it's the second casting that really makes it nuts; the first one only nets you about 5 on average.

    Any chance of adding a robust TileConvert function that can be used to examine stuff like this (and it'd be nice to use to simulate MNMags' new blue, for example)

    It would also be able to have some starting condition inputs; for example how good is DoomBlue when there are already 14 black tiles on the board? 14 blue?

    You can use the following notation currenty to achieve the stuff u described above:

    http://goo.gl/vR4t1Q