EverQuest Trophy Trivial Analysis

Topics: Linear regression, Regression analysis, Copyright Pages: 36 (9278 words) Published: May 23, 2015
A Statistical Study of the Trivial of
Tradeskill Trophies in EverQuest
By KyrosKrane Sylvanblade

Copyright ©2005 KyrosKrane Sylvanblade. All rights reserved.

Page 1 of 36

1. Table of Contents
1.

Table of Contents ___________________________________________________ 2

2.

Abstract___________________________________________________________ 3

3.

Introduction _______________________________________________________ 4 3.1.
3.2.
3.3.
3.4.
3.5.

4.

Description of the problem ___________________________________________ 7 4.1.
4.2.
4.2.1.
4.2.2.
4.2.3.
4.2.4.
4.2.5.
4.2.6.

4.3.
4.4.
4.4.1.
4.4.2.

5.

Changes in 2004 __________________________________________________________ 7 Item Trivials and Difficulties_________________________________________________ 7 Player Skill ______________________________________________________________ 8 Skill-Modifying Items ______________________________________________________ 8 Mastery abilities __________________________________________________________ 9 Caps ____________________________________________________________________ 9

What Is the Issue?___________________________________________________ 10 Discussion of the Formulae ___________________________________________ 10 Derivation of Formulae ____________________________________________________ 10 Simplified Formulae ______________________________________________________ 10

Methodology for data collection _______________________________________ 12 Risks and Complications _____________________________________________ 12 Data Cleaning and Summarization _____________________________________ 16

Analysis__________________________________________________________ 19 6.1.
6.2.
6.2.1.
6.2.2.
6.2.3.
6.2.4.

6.3.
6.4.

7.

Objective ___________________________________________________________ 7 What factors affect success rates? _______________________________________ 7

Data Collection____________________________________________________ 12 5.1.
5.2.
5.3.

6.

Background _________________________________________________________ 4 What is EverQuest? __________________________________________________ 4 What are Tradeskills? ________________________________________________ 5 History of Tradeskills within Everquest __________________________________ 5 What are Trophies? __________________________________________________ 5

Determining the Success Cap__________________________________________ 19 Determining the Trivial ______________________________________________ 22 Mastery 0 Data___________________________________________________________ 22 Mastery 3 Data___________________________________________________________ 25 Alternate Analysis ________________________________________________________ 25 Additional Considerations __________________________________________________ 25

Conclusions ________________________________________________________ 26 Further Research ___________________________________________________ 26

Appendices _______________________________________________________ 27 7.1.
7.2.
7.3.
7.4.

Appendix 1: Raw Data _______________________________________________ 27 Appendix 2: Sample Implementation of the Success/Fail Formulae __________ 28 Appendix 3: Demonstration of an EverQuest Tradeskill Combine ___________ 31 Appendix 4: Effect of Masteries and Success Caps ________________________ 35

Copyright ©2005 KyrosKrane Sylvanblade. All rights reserved.

Page 2 of 36

2. Abstract
In the game of EverQuest, players can attempt to make items through crafts such as blacksmithing or tailoring. Each item has an associated difficulty level called a “trivial.” The trivial for most items is known, but not for all of them. This paper seeks to identify the difficulty level of seven related combines in EverQuest that produce an item called a “trophy” by analyzing the success and failure rates of the attempts to make those trophies. 1144 success/fail results were...
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