Rune Sword Identifier [Simulator]

  • #1
    Created a program that simulates identifying rune sword just so you can get a picture how hard it is to get a 1k dps item with it. Don't worry, it is clean. HAVE FUN!

    https://docs.google.com/open?id=0B1hofRqpD-G4azd5d3JDM3YwaVE
    Files -> Download
    Open the rar file then click setup. .NET 3.0 required
    *v1.2
    -no decimals on min and max damage
    -added custom max rolls
    *v1.3
    -reduced affix count from(4-7) to (3-6)
    *v1.4
    -fixed crash
    -made fixes on stat rolls after a bit of research
    *v1.5
    -fixed a bug that didn't factor in +% weapon damage. how careless

    Don't forget to share your godly rune swords!

    Preview:
  • #2
    Excuse me for not downloading a random file and executing it...
  • #3

    Excuse me for not downloading a random file and executing it...


    Google docs performs a virus scan when a file is uploaded: http://productforums...wSduMNBJ0[1-25]

    You can certainly scan it yourself as well; the simple act of downloading a file does not execute any executable files which may exist within it (that said, once you run it it can do pretty much whatever it wants if you ran it as an admin/power user). Also, how would you expect anyone to distribute a one-off program they wrote?

    He's definitely right that many people will be suspicious however. This stuff will usually get much more use when built as a web app, but for such a small utility... meh.

    On a side note; why does it need an installer? Why not simply distribute the executable? There can't be much prep-work required for such a small application.
  • #4
    Not found even after 1000 rolls. Haha nice one. :D
  • #5
    "not found even after 1000 rolls " message . Just like in game .i feel relieved
  • #6
    BTW, if you run the program, click "Find DPS", and then cancel, your app crashes with an InvalidCastException. You're trying to convert an empty string to an int somewhere.

    Also... it feels wrong. I am getting way too many good stat rolls. I'm getting str/vit and crit damage/socket on almost every roll. Do you perhaps have a bias in your random affix logic?

    BTW, after 16,000 rolls... no 1k+ weapon. If your simulator is accurate then I am even more depressed about loot drops in DIII than I was before...
  • #7

    BTW, if you run the program, click "Find DPS", and then cancel, your app crashes with an InvalidCastException. You're trying to convert an empty string to an int somewhere.

    Also... it feels wrong. I am getting way too many good stat rolls. I'm getting str/vit and crit damage/socket on almost every roll.


    Sorry, i forgot to mention that i upped the affix count for each sword (4-7). Kind of a personal thing. and about the error, i'm too lazy to clean up the program. maybe ill handle errors later. tired
  • #8


    BTW, if you run the program, click "Find DPS", and then cancel, your app crashes with an InvalidCastException. You're trying to convert an empty string to an int somewhere.

    Also... it feels wrong. I am getting way too many good stat rolls. I'm getting str/vit and crit damage/socket on almost every roll.


    Sorry, i forgot to mention that i upped the affix count for each sword (4-7). Kind of a personal thing. and about the error, i'm too lazy to clean up the program. maybe ill handle errors later. tired


    In other words, this program is completely inaccurate and any assumptions gleaned from it can be tossed out the window.
  • #9



    BTW, if you run the program, click "Find DPS", and then cancel, your app crashes with an InvalidCastException. You're trying to convert an empty string to an int somewhere.

    Also... it feels wrong. I am getting way too many good stat rolls. I'm getting str/vit and crit damage/socket on almost every roll.


    Sorry, i forgot to mention that i upped the affix count for each sword (4-7). Kind of a personal thing. and about the error, i'm too lazy to clean up the program. maybe ill handle errors later. tired


    In other words, this program is completely inaccurate and any assumptions gleaned from it can be tossed out the window.


    Fixed the affix count. It is 99% accurate now.
  • #10

    BTW, after 16,000 rolls... no 1k+ weapon. If your simulator is accurate then I am even more depressed about loot drops in DIII than I was before...


    why? can people stop whining about the loot? it's fucking amazingly good that there are some stats that are legendarily rare to find such as 1k+ dps on a 1-handed. it makes you go: "HOOOOOOOOOOOOOOOLY CRAP" when you find one?
    but i guess blizzard should listen to the crowd and just make all elites in normal drop 20x OP-gear for every kill. because that'd be fun right?
  • #11

    BTW, if you run the program, click "Find DPS", and then cancel, your app crashes with an InvalidCastException. You're trying to convert an empty string to an int somewhere.

    Also... it feels wrong. I am getting way too many good stat rolls. I'm getting str/vit and crit damage/socket on almost every roll. Do you perhaps have a bias in your random affix logic?

    BTW, after 16,000 rolls... no 1k+ weapon. If your simulator is accurate then I am even more depressed about loot drops in DIII than I was before...


    I made 100,000 sample and got one halfway through. It is possible. You just really need to get that +50% weapon damage. just imagine that there are probably a million Rune Swords that are identified each day and only a handful of those can be seen in the ah.
  • #12


    BTW, after 16,000 rolls... no 1k+ weapon. If your simulator is accurate then I am even more depressed about loot drops in DIII than I was before...


    why? can people stop whining about the loot? it's fucking amazingly good that there are some stats that are legendarily rare to find such as 1k+ dps on a 1-handed. it makes you go: "HOOOOOOOOOOOOOOOLY CRAP" when you find one?
    but i guess blizzard should listen to the crowd and just make all elites in normal drop 20x OP-gear for every kill. because that'd be fun right?


    Ahh, the tired old unthinking argument of "You just want loot handed to you". No, I don't. I want a reasonable return on time invested, not months upon months of farming for one GG item that I can proceed to sell at auction. The itemization as it stands is garbage. It doesn't need to be extreme on either end, there is a happy middle ground.

    If you like farming for 200+ hours and finding little to nothing then fine, more power to you. That is not what most people enjoy however, as is obvious from player feedback here, in the bnet forums, as well as many other avenues.

    It's not "whining"; it is the playerbase giving their opinion on the game. It is not fun to farm mindlessly, day after day, week after week, month after month, without finding nice pieces at reasonable, semi-regular intervals. The chances of finding good gear are just far too low. To write off a huge section of teh player base as "whiners", a section I might add that has provided much more thoughtful feedback than I see you giving, is just simple-minded.



    BTW, if you run the program, click "Find DPS", and then cancel, your app crashes with an InvalidCastException. You're trying to convert an empty string to an int somewhere.

    Also... it feels wrong. I am getting way too many good stat rolls. I'm getting str/vit and crit damage/socket on almost every roll. Do you perhaps have a bias in your random affix logic?

    BTW, after 16,000 rolls... no 1k+ weapon. If your simulator is accurate then I am even more depressed about loot drops in DIII than I was before...


    I made 100,000 sample and got one halfway through. It is possible. You just really need to get that +50% weapon damage. just imagine that there are probably a million Rune Swords that are identified each day and only a handful of those can be seen in the ah.


    Right. So, if you find buying items on the AH fun then this is the game for you. I really didn't mean to derail this with my earlier comment though.
  • #13



    I made 100,000 sample and got one halfway through. It is possible. You just really need to get that +50% weapon damage. just imagine that there are probably a million Rune Swords that are identified each day and only a handful of those can be seen in the ah.


    Right. So, if you find buying items on the AH fun then this is the game for you. I really didn't mean to derail this with my earlier comment though.


    I suppose finding a full IK set (the weapon is easy to find but it’s worthless without the set bonus) or finding a 6 socket pole-arm and all of the runes for a BoTD was easy to find in D2 as well. Hell even trading for said items would not be a quick process, why do people think finding end game items in D2 was so easy from a legit perspective... it wasn't, I never found a Zod rune in my life. You could spend days doing nightmare Meph runs and eventually find a vamp gaze or something nice but I’ve farmed for days in act 1 and found a couple of 1000+ dps weapons.
    Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
  • #14



    I made 100,000 sample and got one halfway through. It is possible. You just really need to get that +50% weapon damage. just imagine that there are probably a million Rune Swords that are identified each day and only a handful of those can be seen in the ah.


    Right. So, if you find buying items on the AH fun then this is the game for you. I really didn't mean to derail this with my earlier comment though.


    I suppose finding a full IK set (the weapon is easy to find but it’s worthless without the set bonus) or finding a 6 socket pole-arm and all of the runes for a BoTD was easy to find in D2 as well. Hell even trading for said items would not be a quick process, why do people think finding end game items in D2 was so easy from a legit perspective... it wasn't, I never found a Zod rune in my life. You could spend days doing nightmare Meph runs and eventually find a vamp gaze or something nice but I’ve farmed for days in act 1 and found a couple of 1000+ dps weapons.


    When did I mention DII anywhere? Is every complaint/suggestion regarding DIII implicitly taken to be a comparison to DII? I'm talking about DIII as it stands, on its own, not in comparison to any other game. It's lacking the fun factor, and I want it to succeed. The devs would appear to agree with me and those who share my opinion when you look at the way the game has been changing.

    Again though, I'm not asking to be showered in awesome gear. I love the fact that there exists gear which is super rare, even if I never find one myself. I just wish that I found a few more useful pieces in between.
  • #15


    When did I mention DII anywhere? Is every complaint/suggestion regarding DIII implicitly taken to be a comparison to DII? I'm talking about DIII as it stands, on its own, not in comparison to any other game. It's lacking the fun factor, and I want it to succeed. The devs would appear to agree with me and those who share my opinion when you look at the way the game has been changing.

    Again though, I'm not asking to be showered in awesome gear. I love the fact that there exists gear which is super rare, even if I never find one myself. I just wish that I found a few more useful pieces in between.


    You didn't

    Pretty much, how else are going to suggest any comparison of improvement? This game will always be compared to the other Diablo's it has Diablo in the title. From a standalone perspective the game is fine they just need re-playability such as ladder, pvp, or an endless dungeon etc... The item hunt is the same as D2 (the items are the only difference, but once they buff them the rate you find them will be the EXACT same) and that game was fun for years because it had other aspects besides the item hunt. The game will get boring if there is nothing else but an endless item hunt to perfection, simple as that.

    The dev's agree they f'upped inferno mode and basically shouldn't have put it in the game. Lets remove inferno for the sake discussion were left with a game that's pretty much the same as D2 except less useless bronze colour items appear.

    I'm not visionary but to make this game allow for 4 hours = upgrade no matter what would require an expansion or Diablo 4 because the whole system would need to be redone. The closest aspect this game could fix this is upgrading the current gem system. More money/time/materials could make better game which would allow for small upgrading.
    Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
  • #16


    When did I mention DII anywhere? Is every complaint/suggestion regarding DIII implicitly taken to be a comparison to DII? I'm talking about DIII as it stands, on its own, not in comparison to any other game. It's lacking the fun factor, and I want it to succeed. The devs would appear to agree with me and those who share my opinion when you look at the way the game has been changing.

    Again though, I'm not asking to be showered in awesome gear. I love the fact that there exists gear which is super rare, even if I never find one myself. I just wish that I found a few more useful pieces in between.


    You didn't

    Pretty much, how else are going to suggest any comparison of improvement? This game will always be compared to the other Diablo's it has Diablo in the title. From a standalone perspective the game is fine they just need re-playability such as ladder, pvp, or an endless dungeon etc... The item hunt is the same as D2 (the items are the only difference, but once they buff them the rate you find them will be the EXACT same) and that game was fun for years because it had other aspects besides the item hunt. The game will get boring if there is nothing else but an endless item hunt to perfection, simple as that.

    The dev's agree they f'upped inferno mode and basically shouldn't have put it in the game. Lets remove inferno for the sake discussion were left with a game that's pretty much the same as D2 except less useless bronze colour items appear.

    That we can agree on. If I had other small things to work toward I may be less inclined to harp on itemization (though I still believe that the affix ranges are too wide at high ilvl's).

    I'm not visionary but to make this game allow for 4 hours = upgrade no matter what would require an expansion or Diablo 4 because the whole system would need to be redone. The closest aspect this game could fix this is upgrading the current gem system. More money/time/materials could make better game which would allow for small upgrading.


    Nah, I don't need that, nor did I ask for it; I just feel it should be more common than it is today. It doesn't need to be jacked up to the point where we are swimming in GG. Like you said before, it's the initial design that didn't work out so well. it's easy to get bent out of shape regarding crap item drops when that is the *only* thing you are fixating upon (i.e., item drops). They're fixing it, I have faith, we'll just have to wait and see.
  • #17


    They're fixing it, I have faith, we'll just have to wait and see.


    You have more faith than I do, it will get better but I can't fathom how they will make it as great as D2 was.

    On topic: Your random will be different than Blizzards random, unless you know how they specifically code their "random", interesting gadget though.
    Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
  • #18


    They're fixing it, I have faith, we'll just have to wait and see.

    On topic: Your random will be different than Blizzards random, unless you know how they specifically code their "random", interesting gadget though.


    No, only different in the way that these two snippets are different:

    rand(100);

    rand(10000000);

    Both generate a random number, though the range on the second is far larger than the range on the first. I'm not sure why you seem to think that they have no control over the range that an affix can have. Tightening the range == better items overall.
  • #19

    No, only different in the way that these two snippets are different:

    rand(100);

    rand(10000000);

    Both generate a random number, though the range on the second is far larger than the range on the first. I'm not sure why you seem to think that they have no control over the range that an affix can have.


    Citation? I suppose I require one too but if it's as simple as a basic function in excel well... guess I was hoping for more? I'm going with the assumption that apple changed their "random" to seem more random so it's possible for someone alter how their random works.

    I'll take off the tinfoil hat ;)
    Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
  • #20


    No, only different in the way that these two snippets are different:

    rand(100);

    rand(10000000);

    Both generate a random number, though the range on the second is far larger than the range on the first. I'm not sure why you seem to think that they have no control over the range that an affix can have.


    Citation? I suppose I require one too but if it's as simple as a basic function in excel well... guess I was hoping for more? I'm going with the assumption that apple changed their "random" to seem more random so how someone determines how their random functions can be "altered".


    Maybe we're talking about two different things here. I'm not talking about the details of the pseudo random number generator in use (i.e., probability density and whatnot), I'm simply talking about the possible range on affixes.

    For example, let's assume that a strength roll on an ilvl 63 belt can currently take on any value between 0 and 301 exclusive. I'm talking about shortening the distance between the two extrema, i.e., increase the min. roll to, say, 75. Now no 63 belt can have a str value less than 75 and, since it is not (should not) be implemented with bias towards the minimum value, it increases the likelihood that you get a better roll as well because you have a smaller range with which to chose from.

    On a side note, when you mentioned Apple, are you referring to the way they changed the shuffle mode function in iTunes? They did that to prevent the same song from playing multiple times in a row. What they did was to seed the generator and perform a "shuffle" only when the mode was turned on (as opposed to every time a song was chosen). This made it seem more random in practical use, but if you listen to all of the songs in your library without toggling the shuffle mode they will repeat in the exact same order.
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