Manavis - Experience gain charting

A place for The Mana World players to discuss game-related topics outside the scope of development including guilds, player interactions, game meta and more.


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Freeyorp101
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Manavis - Experience gain charting

Post by Freeyorp101 »

It's here!

Manavis
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In short

Manavis is [here]. The scrubbed logs you will need to download, extract, and give to manavis are [here].

More logs will be put up when an automatic scrubber is completed - the process currently used to generate scrubbed logs is slow and a pain to operate.

Recent versions of chrome/chromium would be preferred and seem to work fastest, though it also seems to function decently with recent versions of firefox. I have no idea how well it works with other browsers. I haven't tested anything else. :)

What is this?

Manavis displays all experience gain over the world.

There are many, many factors to this.
- When was the experience gained?
- Where was it gained?
- What sort of character gained it?
- If it's combat experience, what was used to kill what, and how many players were helping?
- What sort of things vary between what maps?
- Where do the stat allocation hotspots move as people gain levels, or specialise against certain mobs?

It's pretty neat. Select a range of levels (or anything else) and watch everything change as you slide the filter back and forth. :D

What does this all mean?

With the exception of the map chart, everything is in terms of experience gain instances.
If a bar at level 30 is 9000 instances high, then people at level 30 gained experience 9000 times within the selected filters.

The map chart describes job experience gain along the y axis, and base level experience gain along the x axis. The number of experience gain instances corresponds to the area of the map's bubble. Bubble colour has no intrinsic meaning; they differ for the sole purpose of keeping each bubble distinct.
Both axes are logarithmic - each major increment is 10 times as big as the one preceding it. This avoids everything being cluttered up by the origin.

The stat trellis chart has 36 subcharts showing how attributes relate to each other. The more instances between the two attributes at a position, the more intense the colour.

Known bugs

- A small number of records will show up as unknown - KILLXP with no known weapon, no known target, and no attackers.
- There's no feedback for uploading a nonsensical file - parsing will just silently fail (!).
- If you lose connection, automatic reconnection doesn't always work.

Impressions

Feel free to mention any impressions or interesting things you've found in this this topic! Manavis is by no means all complete and finished, but it should hopefully be enough to get an idea of what's going on in the world.

- How do impressions from manavis compare to impressions from tools like the killstats window?
- How does it compare to experiences playing the game? Is there anything unexpected?
- Where are the experience farming spots? Is there anything unusual?
- Can we figure out or guess at hotspots for gold farming from this?
- What should be be done next with manavis? Is there anything in particular missing?

Enjoy! I hope this will be useful (and maybe a bit fun?) for everyone. :)


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Re: Manavis - Experience gain charting

Post by Jaxad0127 »

I find it interesting that so many 90+ players will kill almost anything with their bare hands, or low level weapon.

Watching the stat lattice fill/empty and the maps fly around as you change the level filter is fun.
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Re: Manavis - Experience gain charting

Post by Freeyorp101 »

Tales from [[url=irc://irc.freenode.net/#themanaworld-dev]#themanaworld-dev[/url]]:
(02:29:49) < Jaxad0127> Looking at the level/stat pairings on the char DB would be interesting.
(02:32:21) < Freeyorp> Don't we already have that information here?
(02:32:29) < Jaxad0127> Hm... all EXP gain on map 009-2 is from heal.
(02:32:44) < Jaxad0127> No, we have a snap shot of the players online, skewed by kill count.
(02:33:40) < Jaxad0127> OK, a good amount of script EXP too.
(02:33:43) < Freeyorp> Considering the amount of throwaway characters we have, I'd rather see how things are in relation to how they're actually used
(02:33:57) < Jaxad0127> True.
(02:34:05) < Jaxad0127> Look at all chars used in the last X days?
(02:34:24) < Freeyorp> Hm, a lot of SCRIPTXP even at high levels
(02:34:37) < Jaxad0127> Might be from new quests released around then.
(02:35:12) < Jaxad0127> Stat allocation there is *Very* interresting.
(02:35:22) < Jaxad0127> Nearly all players have 0-10 int.
(02:35:48) < Freeyorp> Team work seems to take off at around level 60.
(02:35:58) < Jaxad0127> Yeah.
(02:36:07) < Jaxad0127> The 12+ kills are only rather high levels.
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(02:36:24) < Jaxad0127> I'm seeing killxp filtered, but no target or weapon pies.
(02:37:02) < Jaxad0127> Hm...
(02:37:05) < Freeyorp> Hmm, level 40-45 are teaming up to kill some rather high level mobs.
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(02:37:27) < Jaxad0127> Look at the low 30s group kills.
(02:38:08) < Freeyorp> Now that's very interesting. I wonder if they had any high level help?
(02:38:34) < Jaxad0127> Probably impossible to say. Or is that in the raw logs?
(02:38:54) < Freeyorp> Hm, might be.
(02:39:09) < Freeyorp> Yeah, should be able to work that out. Not sure how I'd display it here, though.
(02:39:24) < Jaxad0127> Yeah...
(02:39:37) < Jaxad0127> Would be *very* interesting.
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---Freeyorp
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Re: Manavis - Experience gain charting

Post by Sanity »

Can this be used as a leveling guide of sorts?
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Re: Manavis - Experience gain charting

Post by Freeyorp101 »

Sanity wrote:Can this be used as a leveling guide of sorts?
Since this shows what's popular in the world, I don't see why not. Feel free to join us, we're still taking a look around! :)


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Re: Manavis - Experience gain charting

Post by Freeyorp101 »

Logs are now available in a .zip archive in addition to the .tar.bz2 archive.


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Re: Manavis - Experience gain charting

Post by Freeyorp101 »

(03:10:07) < Freeyorp> Poison skulls see a lot of teamwork.
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(03:10:33) < Freeyorp> Which gets reduced a lot when lightning-strike is used.
(03:10:46) < Jaxad0127> And they are too rare.
(03:10:56) < Jaxad0127> We need a few in North Tulimshar.
(03:11:26) < Freeyorp> Poison skulls are a lot more popular with lightning, too.
(03:11:46) < Jaxad0127> Probably to avoid poison.
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Re: Manavis - Experience gain charting

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Tales from [[url=irc://irc.freenode.net/#themanaworld]#themanaworld[/url]], now:
(03:32:58) < meway> strength looks dead. Its cause nobody wants to be a warrior anymore its a bit difficult to even make them anymore :|
(03:33:36) < Jaxad0127> Everyone is an archer?
(03:33:42) < meway> warlorders that os.
(03:33:45) * Jaxad0127 still sees a lot of setzers
(03:33:47) < Mistakes> archers or mages
(03:33:48) < meway> is*
(03:33:54) < meway> everyone is arcer or mages
(03:34:04) < Jaxad0127> Mistakes: most chars have between 1 and 9 INT in this data.
(03:34:05) < meway> Its still the keyboard.
(03:34:17) < Mistakes> archers then
(03:34:39) < Jaxad0127> Or actually, that was just what we had filtered earlier.
(03:34:44) < Jaxad0127> Low INT is still very common.
(03:34:57) < bigcrunch> in what map?
(03:34:59) < Jaxad0127> STR is common at all levels.
(03:35:02) < Jaxad0127> bigcrunch: ?
(03:35:10) < meway> Check candor
(03:35:15) < Jaxad0127> Filtering by stat still isn't in the interface yet.
(03:35:16) < bigcrunch> are you referring to a specific map or overall?
(03:35:22) < Jaxad0127> Overall ATM.
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(03:35:28) < meway> what map is candor on?
(03:35:35) < Jaxad0127> meway: http://wiki.themanaworld.org/index.php/Map_development
(03:35:41) < Jaxad0127> 029-3
(03:36:08) < Jaxad0127> Candor fights are with low level mages, mostly, it seems.
(03:36:16) < bigcrunch> you also have to consider that young characters will out number those that stay to higher leves
(03:36:17) < Jaxad0127> No.
(03:36:18) < bigcrunch> levels
(03:36:21) < Jaxad0127> The fights are in 029-3.
[...]
(03:54:36) < Freeyorp> [...] I'm seeing setzer for nearly half the instances, the forest bow for about a quarter, and no lightning until above level 80
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(03:36:33) < Jaxad0127> bigcrunch: the data is per exp gain instance.
(03:37:30) < meway> that just means magic doesn't require enough int. IMO
(03:37:46) < bigcrunch> so each time a mob is killed is the data you are looking at?
(03:38:47) < Anonycat> NPC_SELFDESTRUCT only causes XP awards if it was damaged first
(03:40:07) < Freeyorp> int is very bifurcated.
(03:40:22) < Freeyorp> It's a common dump stat, and when it isn't, it's push up really high.
(03:41:58) < meway> most high levels have like max int and shiz.
(03:44:05) < Freeyorp> For levels 90-100, there's more low int than high int.
(03:44:24) < bigcrunch> thats because archer is faster and warrior is easier
(03:45:05) < Mistakes> ^
(03:46:07) < Mistakes> mage is super expensive, remember
(03:46:28) < Mistakes> so it discourages most people from playing them
(03:47:30) < Anonycat> my profile is extremely inexpensive to maintain, but that doesn't mean everyone is rushing in to be like me
(03:48:23) < Mistakes> cost is more often a prohibitive factor than the other way around
(03:50:33) < Jaxad0127> bigcrunch: every instance of EXP from mob kill, healing, or scripts is part of the data we're looking at.
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Re: Manavis - Experience gain charting

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(04:10:05) < Jaxad0127> Graveyard is obscenely popular for healing.
(04:10:51) < bigcrunch> no its just the best place
(04:11:05) < Jaxad0127> For kill and heal.
(04:11:09) < bigcrunch> there is virtually nowhere else to heal
(04:11:23) < Jaxad0127> Not true.
(04:11:25) < Mistakes> if you're low level the mines work
(04:11:36) < Mistakes> by is where the serious healers go
(04:11:39) < Mistakes> gy*
(04:11:40) < Jaxad0127> 8653 instances of heal EXP gain.
(04:11:57) < bigcrunch> ok
(04:11:57) < Jaxad0127> 4789 of them are GY.
(04:11:58) < Mistakes> i used to go heal in the gy at like level 50
(04:12:14) < Mistakes> scary stuff
(04:12:16) < bigcrunch> yeah its the only place where you can almost always go and heal and actually get decent xp
(04:12:29) < Jaxad0127> Looks like some lvl 40s are healing there now.
(04:12:50) < bigcrunch> so where else is there to heal Jaxad0127?
(04:12:58) < bigcrunch> that you actually get xp
(04:13:09) < Mistakes> well see the problem here
(04:13:22) < Mistakes> is that warriors have nothing to do between 40 - 60
(04:13:24) < Jaxad0127> bigcrunch: load up the tool and see.
(04:13:37) < Mistakes> if they had mobs to fight, then you'd see healing else wherew
(04:13:37) < Jaxad0127> 018-3 is the next best hotspot on here.
(04:13:45) < Jaxad0127> Then 29-3.
(04:14:23) < bigcrunch> yeah thats candor
(04:14:33) < Jaxad0127> There are a lot of maps where heal xp is gained.
(04:14:57) < bigcrunch> of course but the gy is the BEST place
(04:14:59) < Jaxad0127> Even 002-1 and 002-3.
(04:15:02) < Mistakes> true but the exceptions merely prove the rule
(04:15:10) < Jaxad0127> Mistakes: no.
(04:15:16) < Jaxad0127> Exceptions break the rule.
(04:15:28) < Mistakes> make a noob mage and go ask in town where you can heal for xp
(04:15:29) < bigcrunch> the gy claims over half of all heals
(04:15:45) < Jaxad0127> Yes.
(04:16:02) < bigcrunch> wanna know why? because that is where most people go and get damaged
(04:16:08) < Mistakes> ^
(04:16:09) < Jaxad0127> 018-3 has the most exp gain instances.
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(04:17:41) < Mistakes> <Mistakes> if you're low level the mines work
(04:17:43) < Mistakes> heh
(04:17:46) < bigcrunch> the mines are weak sauce
(04:18:01) < Mistakes> probably people leveling their lum
(04:18:02) < Jaxad0127> But have the plurality of exp gain.
(04:18:04) < bigcrunch> most mobs there require only 2-3 hits to kill
(04:18:20) < Freeyorp> Hmmm
(04:18:20) < Jaxad0127> Larges elvel instnaces of exp gain there are high 80s.
(04:18:27) < Freeyorp> Might be able to chart which spell the HEALXP came from
(04:18:34) < Jaxad0127> *largest level
(04:18:41) < Jaxad0127> Please do!
(04:18:50) < bigcrunch> exp =/= exp instances
(04:18:55) < Jaxad0127> Do script EXP gains log NPC?
(04:19:07) < Freeyorp> No
(04:19:28) < Freeyorp> It can be called from any script, so it can't know.
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Re: Manavis - Experience gain charting

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(04:19:33) < Jaxad0127> bigcrunch: 027-1 has the most exp gain total.
(04:19:42) < Mistakes> no surprise there
(04:19:54) < Jaxad0127> Then 029-3, 012-4, 031-3.
(04:19:55) < bigcrunch> not at all
(04:20:02) < Jaxad0127> ?
(04:20:17) < bigcrunch> lol
(04:20:28) < bigcrunch> thats the gy, terranite caves, and yeti caves
(04:20:34) < Jaxad0127> 018-3 should be next on the total list.
(04:20:44) < Jaxad0127> *totals list
(04:20:56) < bigcrunch> all target areas for higher level quest things and leveling
(04:21:20) < Jaxad0127> ALso remember, this is just for ~24 hour period in early March.
(04:21:40) < Jaxad0127> Specifically the 5th and 6th, UTC.
(04:21:48) < Jaxad0127> From about noon to noon.
(04:22:01) < bigcrunch> even if you pulled for an entire month, those 3 maps will have the most exp gain
(04:22:11) < bigcrunch> that is reflective of my experience
(04:22:11) * Jaxad0127 doesn't doubt it
(04:23:06) < Mistakes> bigcrunch, are levels 40-60 still a wasteland of boredom?
(04:23:55) < Jaxad0127> Lots of forest bow and bone knife usage there.
(04:24:02) < Freeyorp> Red slimes seem to make up over half all of kills in that range, so that's actually very likely
(04:24:06) < Jaxad0127> Red slimes, yellow slimes, and bats dominate the target list.
(04:24:13) < Mistakes> ouch
(04:24:14) < Freeyorp> Sorry, that was on 18-3 only
(04:24:19) < Jaxad0127> Plenty of script EXP.
(04:24:26) < Freeyorp> Across all maps, it's much more varied
(04:24:28) < Mistakes> yeah there never was anything really rewarding to fight in that range
(04:24:28) < Jaxad0127> Freeyorp: I left the channel.
(04:24:42) < Freeyorp> But it's mostly bats, red slimes, and yellow slimes
(04:25:05) < Jaxad0127> Map 001-1 still provides a lot of EXP for that range.
(04:25:05) < Freeyorp> I don't think there's that much that's challenging there.
(04:25:21) < Jaxad0127> It's like #3 for level EXP from scripts.
(04:25:44) < Mistakes> i've been saying that range needed some attention for 3 years now :/
(04:25:45) < Jaxad0127> 026-1 provides most level EXP for that level range.
(04:26:09) < Jaxad0127> 018-3 has most instances, it looks like.
(04:26:27) < Mistakes> i almost quit back when i was there, and i basically stopped levelling for a long time and just racked up cash trading
(04:27:13) < Freeyorp> Oh dear. What sort of quests could we add for that range?
(04:27:22) < Jaxad0127> We need to nerf the red slimes....
(04:27:28) < bigcrunch> mistakes, it is, unless you are an archer
(04:27:31) < Mistakes> it's got decent quests, sort of
(04:27:47) < Mistakes> it needs some mobs and warrior attention
(04:28:03) < Mistakes> enemies with low attack and high health that are super fast
(04:28:04) < Jaxad0127> !calc 41911 / 228586
(04:28:05) < elanore> 41 911 / 228 586 = 0.183348937
(04:28:06) < bigcrunch> there is nothing there to level at that ... level
(04:28:13) < Freeyorp> Hmm, okay.
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(04:28:19) < Jaxad0127> Over 18% of all kills in this data are of Red slimes.
(04:28:27) < Mistakes> as fast as a person so they can't be kited
(04:28:36) < Mistakes> perfect for weak warriors
(04:28:41) < Jaxad0127> !calc 24741 / 228586
(04:28:43) < elanore> 24 741 / 228 586 = 0.108234975
(04:28:47) * Freeyorp makes more posts
(04:28:51) < bigcrunch> they are the primary source of money
(04:28:52) < Mistakes> what armor are players in that range?
(04:28:53) < Jaxad0127> Next highest is bat at almost 11%.
(04:29:01) < Jaxad0127> We don't have that in this data.
(04:29:04) < Mistakes> forest armor?
(04:29:05) < bigcrunch> another money maker
(04:29:07) < Mistakes> chainmail?
(04:29:14) < Mistakes> gotcha
(04:29:22) < Jaxad0127> Best way to get that data is to dat amine the char DB.
(04:29:35) < bigcrunch> forest armor is for like lvl 30 or so
(04:29:48) -!- uiysum [~uiysum@rrcs-98-103-200-246.central.biz.rr.com] has joined #themanaworld
(04:29:57) < Freeyorp> So, bats and red slimes for money?
(04:29:59) < Mistakes> you guys should really tailor something to warriors in that range, but put archer fodder in the same arena so you see players working together
(04:30:05) < Jaxad0127> uiysum: join us on manavis!
(04:30:13) < Mistakes> freeyorp: for the better part of 2 years
(04:30:19) < bigcrunch> yeah
(04:30:29) < Jaxad0127> Third is likely yellow slimes.
(04:30:35) < Mistakes> probably
(04:30:39) < Mistakes> iron ore, etc
(04:30:51) < Jaxad0127> Then black scorps.
(04:31:10) < Mistakes> all of this means the mines are prime farming ground
(04:31:20) < Jaxad0127> Then skel and lady skel, followed by spikey (it looks like)
(04:31:26) < Mistakes> which we all knew anyway
(04:31:28) < bigcrunch> that is what low level warriors level on, black scorps
(04:31:48) < Mistakes> so yeah
(04:31:59) < Mistakes> we need a mob tailored for mid level warriors
(04:32:00) < Jaxad0127> Most popular weapons in this data set are forest bow and setzer.
(04:32:14) < bigcrunch> I levelled on them until level 60ish
(04:32:30) < Jaxad0127> !calc 88214 / 228586
(04:32:31) < elanore> 88 214 / 228 586 = 0.385911648
(04:32:43) < Jaxad0127> Forest bow is over 38% of all kills.
(04:33:16) < bigcrunch> black scorps are good for money as well
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Re: Manavis - Experience gain charting

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(04:59:29) < Freeyorp> Lightning users seem to have little to no str, little to no dex, maxed int
(04:59:48) < wushin> Ingrav is all agi and int
(04:59:50) < Freeyorp> Some mixture of agi and vit, it's on a curve
(04:59:50) < Jaxad0127> Sounds about right.
(05:00:00) < Jaxad0127> With the cooldown, and all.
(05:00:03) < Freeyorp> luk is fairly widely distributed
(05:00:13) < bigcrunch> my mages use max agl and int
(05:00:18) < Jaxad0127> me can't remember if luk even does anything
(05:00:23) < wushin> yeah, unless your a warrior is useless
(05:00:26) < bigcrunch> not for magic i dont believe
(05:00:39) < Freeyorp> What's interesting is seeing how vit and agi relate
(05:00:40) < Jaxad0127> It should.
(05:00:58) * Jaxad0127 looks at making it so <30 luk leaves magic too unpredictable to rely on
(05:01:13) < Freeyorp> There's this little arc from to top of one axis curving down to the bottom of the other
(05:01:23) < Anonycat> I basically use luck as my offense stat
(05:01:38) < Freeyorp> So it's not always just all agi, or all vit, though there are just as much of those who do as those who mix
(05:01:56) < Freeyorp> luk protects against critical hits, so it's important even as a mage
(05:02:04) < wushin> cross reference weapon on them
(05:02:15) < Freeyorp> Whom?
(05:02:24) < bigcrunch> agility and vit, from a warrior perspective, should have an inverse reaction on each other
(05:02:38) < Freeyorp> It seems to hold regardless of specialisation
(05:02:43) < Jaxad0127> bigcrunch: they really don't for setzer users.
(05:03:09) < bigcrunch> algility will almost always be a secondary stat
(05:03:25) < Jaxad0127> What about agility? :-P
(05:03:34) < bigcrunch> ...
(05:03:42) < Jaxad0127> ;-P
(05:03:45) < bigcrunch> lol
(05:03:55) < Freeyorp> It sort of does hold for setzer users
(05:04:09) < Freeyorp> The arc is just a lot thicker, as it's used over a wider level range
(05:04:31) < Jaxad0127> Ah, I'm not seeing that stat lattice change...
(05:04:46) < Jaxad0127> That would be why I'm not seeing the arc.
(05:05:15) < Jaxad0127> I see it for high level players, somewhat.
(05:05:23) < Jaxad0127> Just for low levels.
(05:05:30) < Jaxad0127> High levels of both are popular.
(05:05:35) < Jaxad0127> Probably for tanks.
(05:05:45) < Jaxad0127> Wait, wrong square :-P
(05:06:03) < Jaxad0127> For tanks, Agi, VIt, and Luk are the mains.
(05:06:21) < bigcrunch> depends on the tank, most sub str for agl
(05:06:38) < Jaxad0127> *agi :-P
(05:07:09) < Jaxad0127> If the point of your existence is to take damage....
(05:07:23) < Freeyorp> I see, the parent renderlet isn't being called from networked updates
(05:07:40) < Jaxad0127> The other graphs were working fine, just not the lattice.
(05:07:51) < bigcrunch> I understand that, however generating exp is important as well
(05:08:01) < Jaxad0127> Yeah.
(05:08:06) < Freeyorp> Yeah, the lattice is generated via the renderlet.
(05:08:13) < Freeyorp> I've fixed it, it should work if you refresh the page now.
(05:09:11) < Jaxad0127> Freeyorp: ready for testing.
(05:09:38) < Jaxad0127> I see stat changes now.
(05:09:44) < Freeyorp> :)
lightning.png
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setzer.png
setzer.png (257.62 KiB) Viewed 5355 times
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Re: Manavis - Experience gain charting

Post by Freeyorp101 »

I made a video.
https://www.youtube.com/watch?v=ZKIm-7-txKs
Shiny shiny chart transitions.

What should I work on next?


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Re: Manavis - Experience gain charting

Post by Nard »

The graph that troubles me the most is the bubble chart because it says twice the same thing:
  • Total job XP gain is vs Total level XP gain shows an almost linear dependency (slope is almost 1 in log scale). Total job XP gain parameter will thus give no additional information.
  • bubble size is XP instances which should obviously increase the same way as XP gain; thus the bubbles are roughly ordered in size
the map instances and XP gain or total xp gain seem good choices (bubles, bubble size)to me but I'd prefer different coordinates if possible, in order to have bubbles better scattered on the graph. In a first step total level XP could be kept on X axis. Among the actually available parameters, looking to the stat allocation density plot, str and agil seem to be the best scattered among players, they could be interesting choices for the Y axis.

At the moment I also have an issue: I get a "file not found" error before the end of data decompression (it stops at around 90%). This happens whatever the data set (and decompression) I choose.
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Re: Manavis - Experience gain charting

Post by Freeyorp101 »

Nard wrote:The graph that troubles me the most is the bubble chart because it says twice the same thing:
  • Total job XP gain is vs Total level XP gain shows an almost linear dependency (slope is almost 1 in log scale). Total job XP gain parameter will thus give no additional information.
  • bubble size is XP instances which should obviously increase the same way as XP gain; thus the bubbles are roughly ordered in size
the map instances and XP gain or total xp gain seem good choices (bubles, bubble size)to me but I'd prefer different coordinates if possible, in order to have bubbles better scattered on the graph. In a first step total level XP could be kept on X axis. Among the actually available parameters, looking to the stat allocation density plot, str and agil seem to be the best scattered among players, they could be interesting choices for the Y axis.
You're right. The map chart was one of the first charts I put together (from memory, the second one, immediately following the date chart), when I was wanting to check how well level and job exp corresponded. It then turned out that they correspond so well, they all clump up together and make things difficult.
I haven't managed to come up with a suitable replacement though, as it's interesting seeing how map positions move when all experience is considered (including HEALXP and SCRIPTXP) and when only combat experience is considered. The experience instances versus total level experience is also interesting, mainly in seeing where the exceptions are (more on this below).

Mixing dimensions in a chart is an interesting possibility, and one I hadn't considered because I thought it might cause confusion with an already complicated dataset. I'm not sure how I'd go about plotting an attribute like str or agi on the y axis, though. There are values at almost every attribute decile; plotting one for each pairing and map would decuple the number of bubbles on the chart, and it would also weaken the semantic meaning for each each bubble (this bubble is this map, compared to this bubble is this map at this attribute decile). I guess you could position things by the height of the average attribute value for instances, but that seems like it would lose a lot of information (especially for bifurcated stat densities like int) compared to just selecting a set of attribute deciles and observing the impact on the maps, or vice versa?

Experience instances and total experience gain naturally have a strong positive correlation, but the outliers are very interesting. The example given in the video is how 012-4 is much bigger than 027-1, despite 027-1 having a little over an order of magnitude more total experience. Perhaps plotting number of instances along the y axis would be useful? It should be much more pronounced than bubble size, which doesn't stand out as much.

Nard wrote:At the moment I also have an issue: I get a "file not found" error before the end of data decompression (it stops at around 90%). This happens whatever the data set (and decompression) I choose.
That's really weird. That error should only be triggered when the browser fires an event with [evt.target.error.code set to evt.target.error.NOT_FOUND_ERR], so I'm not sure what could cause that. What browser and version are you using?
To be sure, this happens both when a zip archive containing the dataset is selected, and when the "Use the lastest dataset" link is followed? This still happens when an extracted, uncompressed dataset is selected?
Are there any errors in the browser's javascript/error console (ctrl-shift-j for both firefox and chrome)?


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Re: Manavis - Experience gain charting

Post by Freeyorp101 »

Apologies for the double post, but I believe this is worth drawing attention to.

In the dataset, there are 1102 experience gain instances of any type for level 1. That's a lot of instances, given how you will only need one or two instances to level up at this stage. However, there are only 32 instances for level 2.

What is happening that makes ~97.18% of characters leave before level 3?

Almost all instances are killxp, of which a little under a half use a short sword or a bone knife. So, a lot of this will surely be alts. But is it the alts that people get bored with, or the alts that stick around? Are new players really that dissatisfied with what they find? What is going on here?


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