Friday, 15th September 2017, 18:32 by MainiacJoe
Several days ago I asked on CYC how to do a Monte Carlo simulation of the potion of mutation in fsim, and was directed towards calculating probabilities directly instead. Once I realized that not all "bad" mutations are actually bad, and that which are "bad" and which are "horrible" varies from character to character and player to player, the task became a lot more straightforward.
TLDR: These are the chances of at least one horrible mutation occurring when the potion is quaffed by a mundane character with no racial mutation restrictions.
h = 100% means you want to avoid all "bad" mutations,
h = 10% means that you are willing to live with nine out of ten "bad" mutations.
- Code:
h Occurs h Occurs
100% 60.8% 50% 34.9%
90% 56.3% 40% 28.7%
80% 51.4% 30% 22.1%
70% 46.3% 20% 15.2%
60% 40.8% 10% 7.8%
This suggests to me that Mutation Roulette is optimal once you have a few potions on hand given these two conditions:
- You are willing to accept "bad" mutations that are not horrible
- You will stop quaffing when you have no horrible mutations even if you didn't get an awesome one.
Full calculation below.
Potions of mutation, quaffed by a mundane character with no racial mutation restrictions, give one good mutation and 1-3 random mutations which are weighted 3/5 good and 2/5 bad. Assuming that each quantity of random mutation is equally likely, these are the probabilities of the eight possible outcomes.
- Algebra1.png (21.1 KiB) Viewed 3247 times
But not all “bad” mutations are equally bad, nor are all “good” mutations equally good. For instance, a berserker is unaffected by Subdued Magic, and a blaster is unlikely to mind Deformed. Let
h therefore be the percentage of bad mutations that are “horrible”. This value will vary from player to player and character to character, so from here on I’ll give algebraic results. A similar
a for “awesome” exists for good mutations, but in this post (by analogy with Russian Roulette) I’ll restrict analysis of mutation roulette to the goal of avoiding horrible mutations. Following is the calculation of the probability that no horrible mutation will occur.
- Algebra2.png (14.51 KiB) Viewed 3247 times
The overall chance that no horrible mutation will occur is the sum of the rightmost column.
- Algebra3.png (7.95 KiB) Viewed 3247 times
Thus the probability that at least one horrible mutation
will occur is
- Algebra4.png (1.56 KiB) Viewed 3247 times
Won (52). Remaining (15): 5 species: Ba, Fe, Mu, Na, Op; 5 Backgrounds: AM, Wr, Su, AE, Ar; 5 gods: Jiyv, newNem, WJC, newSif, newFedh
- For this message the author MainiacJoe has received thanks: 4
- chequers, Fingolfin, mattlistener, Shtopit