Turul's MPQ Simulator (Preview Edition)
turul
Posts: 1,622 Chairperson of the Boards
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 14 — 18 — 22 — 26 — 32
Storm Green shattering 10 tiles
Storm Yellow collecting 7 TU-tile
Juggs Green
Magneto3* Red
Magneto3* Blue (max cover)
XForce Black
Xforce Green x — X — xxx
Mystique Blue changing 7 — 8 — 10 tiles
Torch Red
Punisher Green
Shehulk Red destroying 10 — 13 — 16 tiles
GSBW Green smaller and bigger shot
GSBW Purple done Human-like or AI
Magneto2* Purple Human-like or AI
Magneto2* Blue cover levels: 1 — 2 — 3 — 4 — 5
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
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 14 — 18 — 22 — 26 — 32
Storm Green shattering 10 tiles
Storm Yellow collecting 7 TU-tile
Juggs Green
Magneto3* Red
Magneto3* Blue (max cover)
XForce Black
Xforce Green x — X — xxx
Mystique Blue changing 7 — 8 — 10 tiles
Torch Red
Punisher Green
Shehulk Red destroying 10 — 13 — 16 tiles
GSBW Green smaller and bigger shot
GSBW Purple done Human-like or AI
Magneto2* Purple Human-like or AI
Magneto2* Blue cover levels: 1 — 2 — 3 — 4 — 5
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
0
Comments
-
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.======--may edit further based on more testing
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
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?0 -
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!0 -
Crits are fixed!
They are also now counted only once even when dual-critting
Also, there is an avarege total ap earned stat too.0 -
UPDATED with R&Groot, MNMags, Doom, GSBW-Purple
( http://mpqsim.0cdn.net/ )0 -
Updated original post with links to supported abilities.0
-
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?0 -
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/vR4t1Q0
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