
November 23rd, 2008, 08:10 PM
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Join Date: Dec 2007
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Re: OT: Making a Game System (part 2)
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Originally Posted by Lokean
Omni, allow me to retort...
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Hello, I'm John Warner Backus, arguably the most important figure in digital computer programming, ever. You have never heard of me, because I did my job and never made a fuss of myself.
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Seriously though, from the method you are using to model calculations (largely in terms of reciprocals and products) the 'correct' mean to use would be the geometric. The harmonic mean is more properly used for data which represent ratios and rates of change of processes relative to some fixed, common unit.
'Reverse salience' is misleading. Reverse salient is a noun, referring to a particular weakness which holds back some process (specifically, holds back an armored column advance; the term is military in origin). If you wish to use a harmonic mean you are essentially telling players that their character is *weakened* by having even a single relevant attribute at a value less than any other.
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Ok I see your point. I will consider the geometric mean then.
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