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Old February 27th, 2012, 12:16 PM

shatner shatner is offline
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Default Re: Pricing mages

Would you mind breaking down the implications of this for the folks who aren't hip to the linear regression lingo?
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Old February 27th, 2012, 02:22 PM

elmokki elmokki is offline
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Default Re: Pricing mages

Quote:
Originally Posted by shatner View Post
Would you mind breaking down the implications of this for the folks who aren't hip to the linear regression lingo?
Very roughly put you can calculate a fairly accurate mage price by calculating:

9.5 + 29 * direct magic picks + 24 * 100% random picks + 20 * holy levels + 20.5 * maximum reachable level at a magic path with 100% randoms

...and the R^2 of 0.925 means it's a fairly good model.

For more accurate coefficients get them from the first post.

Here are what the variables would be for Grand Master of MA Marignon:
direct picks: 5 (3F, 2S)
random picks: 1 (110% randoms, only the 100% part counts and it obviously counts as one)
holy levels: 2 (2H)
maximum reachable: 4 (3F + that 100% random can give fire)

-> 300.5, actual price in game is 270.

This regression does not take into account linked paths, and the amount of them in vanilla/cbm is fairly small so it's pretty much pointless to try to regress it. It should be mentioned though that I made the coefficient on randoms scale with linked path link size to get more sensible prices (linked 3? mage was pretty damn cheap compared to the potential)

For actual pricing based on useability not path types but path type combos would matter A LOT (1S-1B-1W mage vs 1A-1F-1D mage for example), but that hardly matters since a) you don't have to have the prices be exactly the same for each power level of a mage. Cheaper mages buff a nation and more expensive ones nerf it b) if those mages aren't going to be used in combat it doesn't matter even nearly as much which you can recruit since they're equivalent in research.
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Last edited by elmokki; February 27th, 2012 at 02:29 PM..
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