Difference between revisions of "UserWiki:Edgarware/Formulae"
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== Star Equations == | == Star Equations == | ||
+ | To more easily display rough performance, Blaseball uses the fundamental [[Player_Attributes|player attributes]] that define player actions in simulation to calculate a Star Rating. | ||
+ | This is done by multiplying the cooresponding attributes after weighting them relative to their importance in the simulation. | ||
+ | Star Ratings are rounded to the tenths place when displayed on the site. | ||
=== Batting === | === Batting === | ||
− | <math>\begin{align} | + | :<math>\begin{align} |
− | 5 \times (&thwackability^{0.35} \times divinity^{0.35} \times moxie^{0.075} \times musclitude^{0.075} \\ | + | 5 \times (&thwackability^{0.35} \times divinity^{0.35} \times moxie^{0.075} \times musclitude^{0.075} \times \ldots \\ |
− | & | + | & (1-patheticism)^{0.05} \times martyrdom^{0.02} \times (1-tragicness)^{0.01}) |
\end{align}</math> | \end{align}</math> | ||
=== Pitching === | === Pitching === | ||
− | <math>5 \times (unthwackability^{0.5} \times ruthlessness^{0.4} \times overpowerment^{0.15} \times shakespearianism^{0.1} \times coldness^{0.025})</math> | + | :<math>\begin{align} |
+ | 5 \times (&unthwackability^{0.5} \times ruthlessness^{0.4} \times overpowerment^{0.15} \times \ldots \\ | ||
+ | & shakespearianism^{0.1} \times coldness^{0.025}) | ||
+ | \end{align}</math> | ||
=== Baserunning === | === Baserunning === | ||
− | <math>5 \times (laserlikeness^{0.5} \times continuation^{0.1} \times baseThirst^{0.1} \times indulgence^{0.1} \times groundFriction^{0.1})</math> | + | :<math>\begin{align} |
+ | 5 \times (&laserlikeness^{0.5} \times continuation^{0.1} \times baseThirst^{0.1} \times \ldots \\ | ||
+ | & indulgence^{0.1} \times groundFriction^{0.1}) | ||
+ | \end{align}</math> | ||
=== Defense === | === Defense === | ||
− | <math>5 \times (omniscience^{0.2} \times tenaciousness^{0.2} \times watchfulness^{0.1} \times anticapitalism^{0.1} \times chasiness^{0.1})</math> | + | :<math>\begin{align} |
+ | 5 \times (&omniscience^{0.2} \times tenaciousness^{0.2} \times watchfulness^{0.1} \times \ldots \\ | ||
+ | & anticapitalism^{0.1} \times chasiness^{0.1}) | ||
+ | \end{align}</math> | ||
== Vibes == | == Vibes == | ||
− | <math>\frac {1}{2} \times | + | Vibes are a player status that fluctuates per-gameday. Over the season, player vibes oscillate between +cinnamon and -pressurization at a frequency proportional to buoyancy. |
+ | |||
+ | <math>\begin{align} | ||
+ | \frac {1}{2} \times [& \left( pressurization + cinnamon \right) \times \ldots \\ | ||
+ | & cos \left( \frac {2 \pi \times day}{6 + \lfloor 10 \times buoyancy \rceil } \right) - pressurization + cinnamon ] | ||
+ | \end{align}</math></br> | ||
Where <math> day </math> is 0-indexed. | Where <math> day </math> is 0-indexed. | ||
Line 41: | Line 58: | ||
|Honestly Terrible||< -0.8 | |Honestly Terrible||< -0.8 | ||
|} | |} | ||
+ | |||
+ | == Soulscream == | ||
+ | |||
+ | Soulscreams operate as a cipher on the players attributes, defined below where <math>i</math> is the digit position in the scream starting at 0. | ||
+ | |||
+ | <math>c(i) = \lfloor \frac {10 \times (stat\left((i\ mod\ 11)\ mod\ 5\right)\ mod\ 10^{-\lfloor \frac{i}{11} \rfloor})}{10^{-\lfloor \frac{i}{11} \rfloor}} \rfloor</math></br> | ||
+ | <math>\text{Where }stat(i) = \begin{cases} | ||
+ | pressurization & \text{if } i = 0 \\ | ||
+ | divinity & \text{if } i = 1 \\ | ||
+ | tragicness & \text{if } i = 2 \\ | ||
+ | shakespearianism & \text{if } i = 3 \\ | ||
+ | ruthlessness & \text{if } i = 4 \\ | ||
+ | \end{cases}</math> | ||
+ | |||
+ | Soulscreams are of length <math>soul \times 11</math>, but stop after 3300 letters if soul is too large. | ||
+ | In the case of Replicas, <math>c(i)</math> can be used directly. In the case of normal players, the resulting digits are mapped to the following lookup table. | ||
+ | |||
+ | <math>letter(i) = \begin{cases} | ||
+ | A & \text{if }i = 0 \text{ or }i = 7\\ | ||
+ | E & \text{if }i = 1 \text{ or }i = 8 \\ | ||
+ | I & \text{if }i = 2 \text{ or }i = 9 \\ | ||
+ | O & \text{if }i = 3 \\ | ||
+ | U & \text{if }i = 4 \\ | ||
+ | X & \text{if }i = 5 \\ | ||
+ | H & \text{if }i = 6 \\ | ||
+ | \end{cases}</math> | ||
== eDensity == | == eDensity == | ||
+ | eDensity is a property of players and teams that helps determine how the float in the immateria. | ||
+ | |||
=== Player === | === Player === | ||
− | <math>\rho_{player}^e = (negative \times -1)\ | + | <math>\begin{align} |
+ | \rho_{player}^e = (negative \times -1) \times (&(totalRating \times 7) + (soul \times 2) + ((2^{\#ego-1}) \times 6.5) + \ldots \\ | ||
+ | & (perk \times 26) + (replica \times 26) + (attractor \times 130)) | ||
+ | \end{align}</math> | ||
+ | </br>Where: | ||
+ | * <math>totalRating</math> is the sum of all player stars ratings (Batting, Pitching, Baserunning, and Defense) divided by 5. | ||
+ | * <math>negative</math>, <math>perk</math>, <math>replica</math>, and <math>attractor</math> are 1 if the player has that mod, otherwise are 0. | ||
+ | * <math>\#ego</math> is the number of + symbols after the Ego mod, if present. Legendary is considered Ego+++++. | ||
=== Team === | === Team === | ||
− | <math>\rho_{team}^e = \sum{\rho_{player}^e} + runs + (wins \times 10) + (netShame \times 5) + (\# | + | <math>\begin{align} |
+ | \rho_{team}^e = &\sum{\rho_{player}^e} + runs + (wins \times 10) + (netShame \times 5) + \ldots \\ | ||
+ | & (\#championships \times 33) + (grandiosity \times 100) + (fortification \times 100) + \ldots \\ | ||
+ | & (filthiness \times 500) + (\#parkmods \times 50) - \#birds | ||
+ | \end{align}</math> | ||
+ | </br>Where: | ||
+ | * <math>\sum{\rho_{player}^e}</math> is the sum of all player eDensities for the lineup, rotation, and shadows of this team. | ||
+ | * <math>netShame</math> is the number of times this team shamed minus the number of times this team was shamed since Season 4. | ||
+ | * <math>\#birds</math> is the number of birds currently housed in the team's birdhouses. | ||
==Level== | ==Level== | ||
===imPosition=== | ===imPosition=== | ||
<math>x_{day}^I = x_{day-1}^I + v_{day}^e</math></br> | <math>x_{day}^I = x_{day-1}^I + v_{day}^e</math></br> | ||
− | |||
<math>v_{day}^e = 0.55 \times (v_{day-1}^e - x_{day-1}^I - (noodle \times 0.0388) - \frac {\rho_{team}^e - 1101.7398}{2768.5})</math> | <math>v_{day}^e = 0.55 \times (v_{day-1}^e - x_{day-1}^I - (noodle \times 0.0388) - \frac {\rho_{team}^e - 1101.7398}{2768.5})</math> | ||
− | + | </br>Where: | |
+ | * <math>noodle</math> is the position of the MVP line on the idol board | ||
===Level=== | ===Level=== | ||
<math>level = \lfloor (1-x_{day}^I) \times 5 \rfloor</math> | <math>level = \lfloor (1-x_{day}^I) \times 5 \rfloor</math> | ||
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!Level!!Numeric Level | !Level!!Numeric Level | ||
|- | |- | ||
− | |0D||0 | + | |{{Level|0D}}||0 |
+ | |- | ||
+ | |{{Level|1D}}||1 | ||
|- | |- | ||
− | | | + | |{{Level|2D}}||2 |
|- | |- | ||
− | | | + | |{{Level|3D}}||3 |
|- | |- | ||
− | | | + | |{{Level|C}}||4 |
|- | |- | ||
− | | | + | |{{Level|Low A}}||5 |
|- | |- | ||
− | | | + | |{{Level|High A}}||6 |
|- | |- | ||
− | | | + | |{{Level|AA}}||7 |
|- | |- | ||
− | | | + | |{{Level|AAA}}||8 |
|- | |- | ||
− | | | + | |{{Level|AAAA}}||9 |
|- | |- | ||
− | | | + | |{{Level|AAAAA}}||10 |
|- | |- | ||
− | | | + | |{{Level|undef}}||All other values |
|} | |} |
Latest revision as of 19:38, 15 May 2021
The information on this page represents our current understanding of the gameplay systems, and may be incorrect.
Star Equations
To more easily display rough performance, Blaseball uses the fundamental player attributes that define player actions in simulation to calculate a Star Rating. This is done by multiplying the cooresponding attributes after weighting them relative to their importance in the simulation. Star Ratings are rounded to the tenths place when displayed on the site.
Batting
Pitching
Baserunning
Defense
Vibes
Vibes are a player status that fluctuates per-gameday. Over the season, player vibes oscillate between +cinnamon and -pressurization at a frequency proportional to buoyancy.
Where is 0-indexed.
Reported Vibes | Numerical Range |
---|---|
Most Excellent | > 0.8 |
Excellent | 0.8 to 0.4 |
Quality | 0.4 to 0.1 |
Neutral | 0.1 to -0.1 |
Less Than Ideal | -0.4 to -0.1 |
Far Less Than Ideal | -0.8 to -0.4 |
Honestly Terrible | < -0.8 |
Soulscream
Soulscreams operate as a cipher on the players attributes, defined below where is the digit position in the scream starting at 0.
Soulscreams are of length , but stop after 3300 letters if soul is too large. In the case of Replicas, can be used directly. In the case of normal players, the resulting digits are mapped to the following lookup table.
eDensity
eDensity is a property of players and teams that helps determine how the float in the immateria.
Player
Where:
- is the sum of all player stars ratings (Batting, Pitching, Baserunning, and Defense) divided by 5.
- , , , and are 1 if the player has that mod, otherwise are 0.
- is the number of + symbols after the Ego mod, if present. Legendary is considered Ego+++++.
Team
Where:
- is the sum of all player eDensities for the lineup, rotation, and shadows of this team.
- is the number of times this team shamed minus the number of times this team was shamed since Season 4.
- is the number of birds currently housed in the team's birdhouses.
Level
imPosition
Where:
- is the position of the MVP line on the idol board
Level
Level | Numeric Level |
---|---|
0D | 0 |
1D | 1 |
2D | 2 |
3D | 3 |
C | 4 |
Low A | 5 |
High A | 6 |
AA | 7 |
AAA | 8 |
AAAA | 9 |
AAAAA | 10 |
- | All other values |