pairadoxen
08-01-2006, 18:14
Drop Units -- An Objective Trade Values Guide
The drop unit (DU) is a unit I invented to try to answer the endless queries of the value of an item. The drop unit is similar to pH, if you remember your chemistry. The definition of the drop unit is:
DU = - Log10 ( SUM(P) )
Where P is the probability of a particular monster dropping a particular item, Log10 is the base10 logarithm function, and DU is the drop unit. I used ATMA Drop Calculator (1.10) with players 1, 0% MF, Monster class regular, Difficulty Any. I search for a Dol Rune and got:
<PRE>
1 : 22642 Ghost - (N) Tower Cellar Level 1 - {mlvl 38}
1 : 22642 Ghost - (N) Tower Cellar Level 2 - {mlvl 39}
1 : 22642 Ghost - (N) Tower Cellar Level 3 - {mlvl 40}
1 : 22642 Ghost - (N) Tower Cellar Level 4 - {mlvl 41}
1 : 22642 Wraith - (N) Jail Level 1 - {mlvl 41}
1 : 22642 Wraith - (N) Jail Level 2 - {mlvl 41}
1 : 22642 Wraith - (N) Jail Level 3 - {mlvl 41}
1 : 22799 Ghost - (N) Tower Cellar Level 5 - {mlvl 42}
1 : 22799 Wraith - (N) Cathedral - {mlvl 42}
[... cut ...]
1 : 47058 Hell Bovine - (N) The Secret Cow Level - {mlvl 64}
1 : 47115 Hell Bovine - [H] The Secret Cow Level - {mlvl 81}
1 : 50320 Hell Bovine The Secret Cow Level - {mlvl 28}
[... cut ...]
1 : 69668 Black Archer - (N) Inner Cloister - {mlvl 41}
</PRE>
Now to analyze this information, I pasted it into a text file and imported it into Excel. (Use delimited format, both Tab and Space as delimiters.) If you did it right the third column should start with 22642 in this example. Overwrite the first column with the formula "=1/C1" (ie calculate the reciprocal of the third column). Make an entry at the bottom of the worksheet that takes the log of the sum of the first column. In this case, cell A111 contains the formula "=LOG(SUM(A1:A110))" and I get 2.38 (rounded). I'm going to write a perl script so I don't have to do this by hand anymore.
Therefore a Dol Rune has 2.38 drop units (DU) because killing all the regular monsters in all difficulties has a total probability of 0.00417 of dropping one Dol Rune. I repeated this for some other runes to get:
<PRE>
Dol Rune 2.38
Ko Rune 2.31
Gul Rune 3.43
Vex Rune 3.61
Zod Rune 5.18
</PRE>
From this we can see that the drop unit is consistent with our understanding about frequency of dropping because these are in the right order (except the Ko rune, not sure what happened there). Note that 1 DU makes a huge difference because this is a logarithmic scale. Also, the transition from 1 DU to 2 DU represents a much smaller interval than 4 DU to 5 DU.
The effect of monster class
Still using 0% MF and players 1, I compared the effect of Monster Class.
<PRE>
Monster Class Unique item DU
==================================================
Regular monsters Baranar's Star (7mt) 3.51
Unique monsters Baranar's Star (7mt) 1.64
Minion monsters Tyrael's Might (uar) 5.52
Unique monsters Tyrael's Might (uar) 3.84
</PRE>
Unique monsters include act bosses (both first drop and further drops), super uniques (eg Lister), and plain uniques (Bishbosh). This calculation does not factor in the effect of the multiple drops from act bosses.
Frequently found items
Since these drop so frequently, it's good to know their DU as a reference. 0% MF and players 1, Regular monsters.
<PRE>
Really common items DU
====================================
Chipped Amethyst (gcv) 0.43
Flawless Amethyst (gzv) 2.79
Cathan's Seal (rin) 1.65
</PRE>
It takes 27 Chipped Amethysts to make a Flawless Amethyst with the Horadric Cube recipe. Since the probability of a Chipped Amethyst drop is 0.37 (invert the formula), the probability of getting 27 should be (0.37)^27, which is 11.61 DU by doing the calculation and taking DU again. From this we can see that cubing gems is really unfavorable. An alternative way to calculate this value is to observe that logarithms transform exponentiation into multiplication, so if you know that a Chipped Amethyst is 0.43 DU, and you want to get 27 of them, just multiply by 27 to get the total DU. This is the basis of the Objective Trade Values Guide.
Multiplication is transformed into addition in DU, so another important implication is that the value of getting one Baranar's Star from Regular monsters (3.51 DU) is about equal to 8 Chipped Amethysts (8*0.43 = 3.44 DU). Therefore the true value of finding one Baranar's Star from Regular monsters is about the same as finding 8 Chipped Amethysts.
Now here you should be skeptical because nobody would ever trade away their Baranar's Star for 8 Chipped Amethysts. The problem is that we assumed that we killed every Regular monster which could possibly drop either of those, and each of those monsters dropped exactly one item. We need to be more selective about which monsters we include in the calculation.
Effect of how many monsters
<PRE>
Monsters used Common item DU
==================================================
Top 3 Isenhart's Case (brs) 4.23
All 1425 Isenhart's Case (brs) 1.84
Top 3 El Rune (r01) 2.33
All 1642 El Rune (r01) 0.19
</PRE>
I cite these two because they very frequently drop and it's very easy to kill the monsters which are most likely to drop them. In fact, here's a list for Isenhart's Case:
<PRE>
1 : 51213 Infidel Kurast Causeway - {mlvl 24}
1 : 51539 Bog Creature Great Marsh - {mlvl 22}
1 : 51539 Bramble Hulk Great Marsh - {mlvl 22}
[...]
1 : 442213 Horror Archer Palace Cellar Level 1 - {mlvl 18}
1 : 442213 Horror Archer Palace Cellar Level 2 - {mlvl 18}
1 : 442213 Horror Archer Palace Cellar Level 3 - {mlvl 18}
</PRE>
Among the regular monsters, the top 3 most likely to drop Isenhart's Case (players 1, 0% MF) aren't really much harder to find or kill than the bottom 3 least likely. Also, nobody cares about Isenhart's Case because it's not very useful. I calculated Tyrael's Might at 5.52 DU and a Zod Rune at 5.18 DU, so Isenhart's Case shouldn't be anywhere close to them. 4.23 DU is far too close to 5.18 DU even though it's logarithmic.
TODO List
- Figure out which monsters should be included when calculating DU.
- Do some math to decide if the trade value of items is equal to their sum in DU.
- Account for rares and items with variable properties.
- Check the Horadric Cube upgrade and rerolling recipes to see if the value of a Perfect Gem can be used as an objective price baseline.
- Get some other guides and evaluate each of their items in DU, then see if the usefulness of an item can be correlated to DU.
- Show how bad the SOJ economy is. Go on eBay and get a guess of DU to dollars.
- Try to find some way to account for duping. It might be as simple as subtracting 1 DU from all high runes.
Stat forum folks: Please help me! I think this has a lot of promise for giving objective answers to item prices.
The drop unit (DU) is a unit I invented to try to answer the endless queries of the value of an item. The drop unit is similar to pH, if you remember your chemistry. The definition of the drop unit is:
DU = - Log10 ( SUM(P) )
Where P is the probability of a particular monster dropping a particular item, Log10 is the base10 logarithm function, and DU is the drop unit. I used ATMA Drop Calculator (1.10) with players 1, 0% MF, Monster class regular, Difficulty Any. I search for a Dol Rune and got:
<PRE>
1 : 22642 Ghost - (N) Tower Cellar Level 1 - {mlvl 38}
1 : 22642 Ghost - (N) Tower Cellar Level 2 - {mlvl 39}
1 : 22642 Ghost - (N) Tower Cellar Level 3 - {mlvl 40}
1 : 22642 Ghost - (N) Tower Cellar Level 4 - {mlvl 41}
1 : 22642 Wraith - (N) Jail Level 1 - {mlvl 41}
1 : 22642 Wraith - (N) Jail Level 2 - {mlvl 41}
1 : 22642 Wraith - (N) Jail Level 3 - {mlvl 41}
1 : 22799 Ghost - (N) Tower Cellar Level 5 - {mlvl 42}
1 : 22799 Wraith - (N) Cathedral - {mlvl 42}
[... cut ...]
1 : 47058 Hell Bovine - (N) The Secret Cow Level - {mlvl 64}
1 : 47115 Hell Bovine - [H] The Secret Cow Level - {mlvl 81}
1 : 50320 Hell Bovine The Secret Cow Level - {mlvl 28}
[... cut ...]
1 : 69668 Black Archer - (N) Inner Cloister - {mlvl 41}
</PRE>
Now to analyze this information, I pasted it into a text file and imported it into Excel. (Use delimited format, both Tab and Space as delimiters.) If you did it right the third column should start with 22642 in this example. Overwrite the first column with the formula "=1/C1" (ie calculate the reciprocal of the third column). Make an entry at the bottom of the worksheet that takes the log of the sum of the first column. In this case, cell A111 contains the formula "=LOG(SUM(A1:A110))" and I get 2.38 (rounded). I'm going to write a perl script so I don't have to do this by hand anymore.
Therefore a Dol Rune has 2.38 drop units (DU) because killing all the regular monsters in all difficulties has a total probability of 0.00417 of dropping one Dol Rune. I repeated this for some other runes to get:
<PRE>
Dol Rune 2.38
Ko Rune 2.31
Gul Rune 3.43
Vex Rune 3.61
Zod Rune 5.18
</PRE>
From this we can see that the drop unit is consistent with our understanding about frequency of dropping because these are in the right order (except the Ko rune, not sure what happened there). Note that 1 DU makes a huge difference because this is a logarithmic scale. Also, the transition from 1 DU to 2 DU represents a much smaller interval than 4 DU to 5 DU.
The effect of monster class
Still using 0% MF and players 1, I compared the effect of Monster Class.
<PRE>
Monster Class Unique item DU
==================================================
Regular monsters Baranar's Star (7mt) 3.51
Unique monsters Baranar's Star (7mt) 1.64
Minion monsters Tyrael's Might (uar) 5.52
Unique monsters Tyrael's Might (uar) 3.84
</PRE>
Unique monsters include act bosses (both first drop and further drops), super uniques (eg Lister), and plain uniques (Bishbosh). This calculation does not factor in the effect of the multiple drops from act bosses.
Frequently found items
Since these drop so frequently, it's good to know their DU as a reference. 0% MF and players 1, Regular monsters.
<PRE>
Really common items DU
====================================
Chipped Amethyst (gcv) 0.43
Flawless Amethyst (gzv) 2.79
Cathan's Seal (rin) 1.65
</PRE>
It takes 27 Chipped Amethysts to make a Flawless Amethyst with the Horadric Cube recipe. Since the probability of a Chipped Amethyst drop is 0.37 (invert the formula), the probability of getting 27 should be (0.37)^27, which is 11.61 DU by doing the calculation and taking DU again. From this we can see that cubing gems is really unfavorable. An alternative way to calculate this value is to observe that logarithms transform exponentiation into multiplication, so if you know that a Chipped Amethyst is 0.43 DU, and you want to get 27 of them, just multiply by 27 to get the total DU. This is the basis of the Objective Trade Values Guide.
Multiplication is transformed into addition in DU, so another important implication is that the value of getting one Baranar's Star from Regular monsters (3.51 DU) is about equal to 8 Chipped Amethysts (8*0.43 = 3.44 DU). Therefore the true value of finding one Baranar's Star from Regular monsters is about the same as finding 8 Chipped Amethysts.
Now here you should be skeptical because nobody would ever trade away their Baranar's Star for 8 Chipped Amethysts. The problem is that we assumed that we killed every Regular monster which could possibly drop either of those, and each of those monsters dropped exactly one item. We need to be more selective about which monsters we include in the calculation.
Effect of how many monsters
<PRE>
Monsters used Common item DU
==================================================
Top 3 Isenhart's Case (brs) 4.23
All 1425 Isenhart's Case (brs) 1.84
Top 3 El Rune (r01) 2.33
All 1642 El Rune (r01) 0.19
</PRE>
I cite these two because they very frequently drop and it's very easy to kill the monsters which are most likely to drop them. In fact, here's a list for Isenhart's Case:
<PRE>
1 : 51213 Infidel Kurast Causeway - {mlvl 24}
1 : 51539 Bog Creature Great Marsh - {mlvl 22}
1 : 51539 Bramble Hulk Great Marsh - {mlvl 22}
[...]
1 : 442213 Horror Archer Palace Cellar Level 1 - {mlvl 18}
1 : 442213 Horror Archer Palace Cellar Level 2 - {mlvl 18}
1 : 442213 Horror Archer Palace Cellar Level 3 - {mlvl 18}
</PRE>
Among the regular monsters, the top 3 most likely to drop Isenhart's Case (players 1, 0% MF) aren't really much harder to find or kill than the bottom 3 least likely. Also, nobody cares about Isenhart's Case because it's not very useful. I calculated Tyrael's Might at 5.52 DU and a Zod Rune at 5.18 DU, so Isenhart's Case shouldn't be anywhere close to them. 4.23 DU is far too close to 5.18 DU even though it's logarithmic.
TODO List
- Figure out which monsters should be included when calculating DU.
- Do some math to decide if the trade value of items is equal to their sum in DU.
- Account for rares and items with variable properties.
- Check the Horadric Cube upgrade and rerolling recipes to see if the value of a Perfect Gem can be used as an objective price baseline.
- Get some other guides and evaluate each of their items in DU, then see if the usefulness of an item can be correlated to DU.
- Show how bad the SOJ economy is. Go on eBay and get a guess of DU to dollars.
- Try to find some way to account for duping. It might be as simple as subtracting 1 DU from all high runes.
Stat forum folks: Please help me! I think this has a lot of promise for giving objective answers to item prices.