Rapid Raid
Is Base GP working as intended?
HI Stephen, it´s me again.
I was looking at my guilds DKP Pools and noticed something funny about Base GP: It is not adding to one's Real GP.
Let me explain.
quoting the Base GP explanation found on the EPGP system wiki page http://code.google.com/p/epgp/wiki/TheSystem
I was looking at my guilds DKP Pools and noticed something funny about Base GP: It is not adding to one's Real GP.
Let me explain.
quoting the Base GP explanation found on the EPGP system wiki page http://code.google.com/p/epgp/wiki/TheSystem
Quote:
Base GP adds a certain GP to each member of a guild. This means the final GP of each member is: GP = BaseGP + RealGP. All PR computations happen on GP not BaseGP or RealGP. Decay also applies to GP as a whole but it only diminishes RealGP. As such GP can never be lower than BaseGP. For example, say we have BaseGP = 100 and RealGP = 10. Applying a 10% decay will result in RealGP = 0 for a total of 100 GP.
So BaseGP is supposed to be added to the real GP of a raider so it can be included in the priority calculations (even though the real GP cannot be lower than Base GP)
and then I read the explanation on the admin page for rapid raid:
Base GP adds a certain GP to each member of a guild. This means the final GP of each member is: GP = BaseGP + RealGP. All PR computations happen on GP not BaseGP or RealGP. Decay also applies to GP as a whole but it only diminishes RealGP. As such GP can never be lower than BaseGP. For example, say we have BaseGP = 100 and RealGP = 10. Applying a 10% decay will result in RealGP = 0 for a total of 100 GP.
So BaseGP is supposed to be added to the real GP of a raider so it can be included in the priority calculations (even though the real GP cannot be lower than Base GP)
and then I read the explanation on the admin page for rapid raid:
Quote:
As an example:
Rapid raid's math:
EPGP's math:
Can you guys fix this or did you make this on purpose to simplify the coding of Rapid raid's EPGP?
Base GP provides a method to modify the effect decay has on Priority. Whichever value you set here, the *effective* GP will not decay past that value. The actual GP, including all decay, will be retained in the database but for the calculation of Priority the number provided here will be used instead if the GP falls below it.
As an example:
Rapid raid's math:
- Code: Select all
Player real GP (from itens looted)= 250
Player EP= 1000
Base GP= 100
Player priority = 1000/250 = 4
aplying Decay of 10%:
Player EP= 900
Player GP= 225
player priority after decay= 900/225 = 4
EPGP's math:
- Code: Select all
Player real GP (from items looted)= 250
Player EP= 1000
Base GP= 100
Player priority = 1000/350 = 2.85
aplying Decay of 10%:
Player EP= 900
Player GP= 315
player priority after decay= 900/315 = 2.85
Can you guys fix this or did you make this on purpose to simplify the coding of Rapid raid's EPGP?
It was done on purpose due to request by our EPGP users. Also, I don't think that the current explanation of Base GP on the EPGP site is the same as it used to be. We're not copying the EPGP implementation, partly because I don't want to have to make changes just because they made changes. Our approach works, and it makes sense and it's as functional as theirs even if the end result is slightly different numbers.
-Stephen
-Stephen