SpiralSpy gets a new Home (and there's some new Intel on UV rolling to celebrate the fact)

I finally had to redo the spiral spy website. What do you guys think of the new design?
The new software is actually a joy to work with, so I spend the entire weekend on drafting up blog posts. I guess, I'll first post the one on How Punch got rich by selling crap. That gremlin has been trolling me with slime low flourishes one time to many. Payback time!

@Flowchart
Sloppy me, fixed the blogpost.
In general, all available types are equally likely. ASI is not available for bombs, so instead of picking 1 out of 8, you pick 1 out of 8 possibilities. In other words: 14.3% instead of 12.5% chance for the remaining types.

Great. I'm very interested in Punch UV rates. So I would like to see your actual data. Then we could integrate it with other people's data, to get a much bigger data set. You need a big data set, to tease out the rates with certainty. Your post doesn't give us confidence intervals or even the number of data. Please consider posting the data here or there. Thanks.

I start to wonder how much of the data is re-hashed research (instead of independent).
Wiki's comments.
Latest forum thread on it.
Despite that post being about 5 months ago, I can tell you that your data is within Cheshireccat's standard of error (hes looking for less than 1% std.e.).
I tend to not trust your numbers, since they sometimes ignore items, include non-existent items, or don't display valuable information for certainty.
When do you plan on tackling rarity drop rates? :D

@Bopp
I'm aware that the lack of source data greatly undermines the value of the conclusions, but you will have to take my findings "as-is".
For various reasons, I have adopted a strict "do not disclose" policy for http://spiral.onyxbits.de. One of them is roleplay. I like roleplaying and my adopted personality for that blog is "The Spy". So, yes, datatables would please the mathematician, but they would ruin the atmosphere.

@Skepticraven
My research is independant of the two sources you linked. So you can use it for confirmation.
I will tackle rarities once you start trusting my numbers :P.
"I like roleplaying and my adopted personality for that blog is "The Spy"."
Gentlemen...

I'm not doubting your conclusions. I just want to make your data about 100 times as useful as they are now, by integrating them into larger studies.
My identity is also secret, but I disclose gobs of data. So please reconsider.
Are you worried that your UVs are so unusual, that they could be used to identify you? For example, if you reveal that you have a Chaos Cowl with shock+4, and fire+4, then one of your in-game friends could figure out who Spiral-Spy is? What if you offer minimal information: You got a helmet or suit with shock+4 and fire+4. I bet that you can do this safely.
If you don't want to reveal your actual data, then could you at least tell us how many data there are? If I'm going to ignore a data set, I at least want to know whether it's a big one or a little one.

@Bopp
You just addressed another concern. I don't want anyone to connect my real name with my knight. I'm a burned child when it comes to that (caused me considerable trouble in another game I used to play). The very nature of my blog requires me to shop around for information and there is the odd chance of people recognizing a piece, they contributed (even if watered down). I'm not taking chances there.
As far as sample size is concerned: I'm aware that you cannot resonably state "X has a 1% chance" if you only got 100 samples. I make transcription mistakes here and there (emberassingly often, I have to admit), but I'm not basing my conclusions on too little data.

Okay. Thanks for telling us about your results. Happy travels.

While I'm at it: blogging is actually kinda fun now. I spend hours last night on drafting up posts based on various bits and pieces I happen to have had lying around. So far, I probably got material for a couple of weeks. Anyone wanna suggest some topics to cover after that (I also take anonymous suggestions)?

On your download page for SpiralSpy you wrote "loosing your game account". I think you meant "losing your game account". Sorry, I have to say it. It's like an itch that needs to be scratched.

Again with the shifty data lol.
I understand that you are a "spy", but I really would like to know how you got your data etc. before I consider it to be legitimate... as would I for your lockbox odds. I'd love a mail from you regarding your source(s) just to verify, and can promise confidentiality if necessary.

Spy's overarching numbers fit the bill in regards to Punch.
While you must take it with a grain of salt without the statistics in front of you, we also must recognize that quite a few people here, Spy included, recognize that in order to obtain applicable data, there needs to be a ton of statistical data to use.
Truly, Spy's latest post (dice) is pretty much what we'd expect from OOO in regards to how things are obtained. In the sense that, for the most part, Punch is just a RNG you throw your weapon to and he cranks out a number series. There's a good deal of weight in regards to what strength your item gains, but, again, the numbers fit the bill.
You might want to make a note about Shields in your blog post since you cannot roll Status Resists on them at Punch. The only way to get Status Resists on Shields is by crafting.

Well yeah, but there are quite a few numbers that would fit the bill in this case and I'd much rather be using the correct set of numbers than whatever numbers "fit the bill" because I'm perfectly capable of making up ballpark numbers on my own. Or at least I am when I have the random.org site with me and some idea of the bounds.

@Instant-Noodles
Thanks! Clarification added.
@Fehzor
If you want to accuse me of making up my numbers, then you would also have to assume that any source material I may present might be fabricated to fit the conclusion and you would be none the wiser. Regardless of me showing you data, you would have to trust me either way (or not if that's your choosing). As implied in this thread already, I can assure you that I did not draw my conclusions on a too small sample size.

I will tackle rarities once you start trusting my numbers :P.
Methods are just as important as the un-reduced data. Both are required to accept conclusions. Display your methods and data then I will trust (or disprove) your numbers.

I was expecting the thread to be done by now, but since it's still going, let me make a couple of comments.
Spiral-Spy: As long as you're taking comments on your post, consider removing Very High and Ultra from the defensive list. In defensive bonuses, Maximum! is +4, not +6. See the wiki page "Abilities".
Everyone else: There may be a way to get at the Punch rates without collecting any data at all. I won't say it out loud. Perhaps Spiral-Spy has claimed to have data, when he really doesn't, to cover up how he actually got the rates.

I was told that shields were the LAST thing to punch. Cause a shields status doesn't effect your gear status, meaning it only works with your shield up.
If this is wrong please tell me I don't punch uvs that much anyways I was just told that when I was about to punch my shields.

This is one of those threads that makes me wonder why OOO doesn't just tell us all of this stuff. It's not like they don't want us to have it if they aren't stopping anyone from getting it, so why make it hard for us?

Onewingedhorror: Yes, shield protections (damage and status) only have an effect when you're actively using your shield. To learn more, read the wiki page "Shield". Furthermore, you can't get shield status UVs. You can get only damage UVs. And research (mainly by Glacies) suggests that damage UVs have very little effect. This is why people tell you not to bother Punching your shields.
Klipik-Forum: You have a point, but my sense is that this game is supposed to be casual. We're not supposed to worry about the details of the rules. For example, when you hit a monster, the default is to show you vague ticks instead of concrete damage numbers.

Spiral-Spy, do you have tracked data that you could share with me privately? If you have even 100 data points in your set that will accelerate my research significantly.
As Skeptic stated, I've been collecting UV data for a while. I'm up to 800 data points. At 1100 I'll have VH/Max narrowed down to +/- 0.5% and will publish my findings.
I will say that your numbers are in the same ballpark as mine but do appear to be different.
I am investigating the bomb UV question as well. Only need another 60 data points to conclusively answer it.
Anyway, SS, please let me know.
--Cheshireccat

@Cheshireccat
No. Leaving my no-disclosure policy aside, you stated that our numbers look different. If I were to provide you with datarecords, then I would poison your research.
@Bopp
I prefer to leave it the way it is. The blogpost is about your chances to get a specific label and in that sense it is correct (even though it is admittedly ambigous).
@Klipik-Forum
One reason might be that they want to tweak the odds from time to time. Officially stating "your chances for X are Y" would lead to a lot of complaints from players who didn't get the memo.
@Onewingedhorror
Shields are the best thing to punch.
You can easily test the mechanics. Just go to lower right corner in the advanced training hall (where the status traps are). Wear proto armor and an owlit shield, then step on the fire trap without shielding. Then repeat without having a shield equipped. You should see the same results in both cases. For comparisson, wear something with fire resistance (e.g. vog set).

This doesn't seem like very good advice at all:
"If you are looking for a very specific UV (and got money to burn), you can increase your chances of getting it by blocking slots. For example, if you want an ASI brandish, you might start with a plain brandish. If you don’t get ASI on the first roll, keep that UV and start rolling on the second slot. Your chances for your desired UV type are 12.5% on the first slot, 14.3% on the second and 16% on the third."
I wouldn't even bother doing this if I was on the test server where you can get infinite money from the infinite energy. You don't need a calculator to figure out that 12.5% chance at 20k a pop is going to be far more worth for the money than however much it costs to buy double and triple UV tickets just for the one UV. The price multiplies by a lot, while the odds increase by barely a third.
And I'd like to see something backing up shields being the best thing to punch. Especially considering Glacies' research showing that defence UVs for shields are fairly worthless combined with your own data showing that shields cannot get status UVs by being punched.
But really, I read the article and expected to see the answer to the implied question:
If punch is not worth it, what is?
Or more directly:
Are my chances for UVs better compared to resources spent if I craft?
But it wasn't touched on at all.

@Spiral-Spy
Just to clarify the point: that's not how data works. If your data points to a different conclusion from mine then that just means that I need more data. Increasing the sample size will only increase accuracy. Even if (especially if) that changes the result I have currently.
The only exception being if there is a differing methodology which significantly impacts the results. Since we have no way of knowing if there is a modifier in the formula based on star level, heat level, the color of your knight, the number of snipes in Haven, etc, we have to assume there is not and everything is the same.
That educational note aside, I will respect your non-disclosure.
Instead of disclosing your data could you provide more accurate measurements to compare with my data? Perhaps instead of "~2" you could give one decimal point, "~2.x"? I would like to see if your measurements falls within my own margin of error.
@Spiral-Spy & Sir-Pandabear
If you are looking for a very specific UV (and got money to burn), you can increase your chances of getting it by blocking slots.
I wouldn't even bother doing this... You don't need a calculator to figure out that...
But if one did have a calculator, one would see this!
Goal: ASI VH on Sword, using SS's ratios and plan
Punch 1: 20k, Gremlin or something.
Punch 2: 75k, Undead or something.
Punch 3: 225k, 1 / (( 1 / 6 ) * 0.02 ) = 1:299 chance
20k + 75k + 299 * 225k = 67370kCr
Punch 1: 1 / (( 1 / 8 ) * 0.02 ) = 1:399 chance
20k * 399 = 7980kCr
The key here is that SS is right: it would take fewer Punches but cost significantly more.
--Cheshireccat

@Sir-Pandabear
The testserver is exactly the environment you'd use my "bad advice" on if you wanted to create a specific loadout. As Cheshirecat wrote, it makes the difference of about 100 button clicks.
The reasoning behing punching shields is simple: There are four damage types and most shields defend against two of them, So you got a 50% chance of your shield getting better at what it already does. If you are "unucky", your shield will defend you slightly better from "sideshow nasties".
As for rolling UVs via the alchemy machine: That's not economical. A 2* item costs 3-4k to craft and I think (not sure about this) you get a 1UV autoticket every 10 crafts or so. So you can either spend 20k on Punch or 35k on the alchemy machine.
@Cheshireccat
BOGUS CLAIM: Punch gives a discount to loyal customers. If that was true then a researcher doing research on a single knight might end up with different numbers than a team of researchers. Since I won't disclose my methods, I don't feel compfortable with mixing my numbers with numbers that were potentially derived in a different way. That being said, I rounded 2.439 down to 2.0

If the test server had a button that let you generate any amounts of crowns in one click, this would be true.
As it stands, it takes ten times more clicks to generate ten times as much crowns. You're generating money at a rate of 30k per item you buy in the supply depot, which takes n*k clicks, where n is the amount of items you're selling, and k is the amount of clicks it takes to buy the item from the supply depot, skip through the dialogue telling you that you bought an item at the supply depot, and then sell the item to a vendor.
As for shields, you have a 50% chance of getting a status UV for your armour (I think it was?), which has considerable effect no matter what the status should turn out to be.
On shields, you have a 100% chance of getting a defence UV that barely does anything, whether you have existing defence or not. I refer, again, to Glacies research linked earlier.

But do the additional clicks needed to buy/sell stuff balance that out? Too lazy to do the math there.

A 3 UV ticket costs over 11 times more crowns than single UV ticket does. This means 11 times more clicks for buying and selling.
This increases your chances to 1.5 times, if we are being generous.
So you are clicking 1100% more often in order to click 33% less. Assuming punching and selling stuff takes the same amount of clicks (and I'm pretty sure selling supply depot stuff is actually more cumbersome, so I'm being generous again here), taking SpiralSpy's advice involves 733% more work.
Edit:
Specifically using Cheshireccat's numbers, in order to save 100 clicks on punch (out of 300), you'd need to sell 1980 extra pieces of 5* equipment.
That's 266 sales to roll 300 times, and 2246 sales to roll 200 times.

This is why I like to see methods.
As for rolling UVs via the alchemy machine: That's not economical. A 2* item costs 3-4k to craft and I think (not sure about this) you get a 1UV autoticket every 10 crafts or so. So you can either spend 20k on Punch or 35k on the alchemy machine.
Lets assume the chances here are correct.
If you craft the same item 10 times for an auto-UV, you have 10 items at the end with 1 having a UV. These have a resell value, lets say between 1 and 2k.
If you punch an item, you still need the item to punch.
The new comparison of numbers should be spending 23.5k punching (less per UV if you re-punch the same item) or 21.5k crafting (only keeping the UVd item).
I reach a different conclusion than you did using the same numbers, spy.

and besides, with crafting you also have a chance to get more than 1UV, which is another bonus crafting gets. 1-2K is still quite generous, you could easily sell your crafts for a higher price... Crafting is more economical for 2* items.

@Sir-Pandabear
Future rounds on the testserver might have different ways of creating crowns, you might get a handful from a friend who is done testing or you might even find yourself in a situation where you generated more money than you actually needed. There are plenty of ways in which you can end up with money to spare and in those situations my advice is applicable. I don't say that it is the best thing to do in all, or even most situations.
@Skepticraven
Ah, here we have the problem. We are looking at it from different angles. I wrote my blogpost from the persepective of a knight who wants UVs for personal usage (and therefore is only interested in the odds). Of course, if you want to create UVs for resale, then the argument gets quite complicated as you have to pull the entire "economy" in.
Let's assume a 10% chance for a 1UV auto-ticket, a 1% chance for a 2UV autoticket and a dontbother% for a 3UV autoticket. Let's further assume we are crafting brandishes. That is, CTR and ASI are worthwhile, DMG vs. and any LOW is (for the sake of simplicity) the same as no UV:
0.25 * 0.2 = 0.05%
So about 5 in 100 crafts (1 in 20) yield something of value. So for every usuable item, you invest 40 monster bones/beast scales. That burnes through your stash pretty fast and you'll have to buy materials from players eventually. At the same time, yo are flooding the AH with rejected items, driving the price down (the effect is worse if someone else tries to pull the same "get rich scheme").
A brandish costs 50 energy (ill put that up as 3.5k cr), 400 cr, 2 bones (lets say 100 cr each), 2 scales (lets say 100 cr each as well) and 5 dark shards (lets say 10 each). This would give us a crafting cost of 4350 cr. I'll further assume that you flood the market so much that most of your swords won't sell the first time and the effective sellprice goes down to 750 cr.
That means you are taking a loss of 3.5k cr on 19 out of 20 brandishes, so you'd have to be able to sell your good one for at least 66.5k (3 1UV tickets) to break even.
Yeah, a lot of room there to wiggle. You can probably make money from it, but the hassle factor is considerable.

I compared the same thing you did: The cost of obtaining a new single UV'd item.
You forgot to mention specifics in your results (correctly noted below in paranthesis):
Cost of punching a 1UV: 20k (plus cost of item that you apply the UV to)
Cost of crafting a UV: 35k (minus whatever you sell the additional 9 items that dont get a UV)
Your conclusions miss a significant aspect of the problem that do modify the problem itself.
Your revisit of the topic again contains flaws (not as bad as the first).
750crns for a 2* item is bare minimum - as that is the vendor price. The 1-2k was an already effective sell-price. Normally if you play the market right, the price can range between 3-4.5k per 2* item from the AH. Furthermore, anyone that shops around for a massive quantity of materials (Thoranhippo), you might notice that I'm currently selling them for roughly half the prices you estimate and you can possibly find them even cheaper.
If your argument for this topic leaves quite a bit of items unaccounted for, I question the validity of other items that you do not show data or methods. Luckily for me, I have been questioning the validity of your conclusions since the beginning. I am a skeptic raven and pecking all these keys sure makes my beak hurt.

@Skepticraven
The cost for crafting any is 35k. That includes useless UVs (e.g. beast or fiend brandish) and weak UVs (any lows) with no better resell value than a plain brandish. A desireable UV (for swords) comes at twice that price.
When you tell me that you want to make money from crafting UVs that live up to their name, then I assume that you don't want to do it just once and naturally that you will sooner or later have copycats trying to reproduce your success. In other words: I am assuming a situation in which the market gets driven to extremes by independent and competing parties. Hence the assumption that materials will eventually get scarce (and therefore expensive) and that the AH will be so flooded with rejects that you will be more or less forced to sell to the NPCs.
As I wrote before, there is a lot of room to wiggle since you are dealing with many variables. There is no general answer to sir-pandabear's question. It all depends on what margins you assume/what risk you are willing to take.

As I wrote before, there is a lot of room to wiggle since you are dealing with many variables. There is no general answer to sir-pandabear's question. It all depends on what margins you assume/what risk you are willing to take.
That wasn't the response you gave until I gave my input. You clearly stated prior that there was a clear 75% increase in cost when crafting compared to punching.
I was able to give input and you handled the input well clarifying that there are a whole ton of factors going into the answer (which is my opinion as well). I am not able to give input on your methods/data on any of your other topics because you don't share them. I suspect there may also be incorrect conclusions as well, which is why you notice my first post in all of your threads often are clarifications for where my information differs or links to other similar research objectives.

The objections being raised are valid, but let's not hassle Spiral-Spy about it. When I realized that Spiral-Spy didn't want to reveal even his number of data, I filed this thread under Anecdote, not Data. He's given us what he wants to give us. If you don't think it's worth taking seriously, then don't take it seriously. Anyway, that's my two cents. Cheers.

I'm mostly just asking because if it is anecdotal, it could easily do more harm than good as Spy has moderate reputability due to her model viewer and website.
If it is ripped from the game in some way, that's fine with myself and I don't blame her for keeping that bit to herself publicly... privately is a different matter however. Since I did not receive a mail, I can assume this is not the case.
Hello. Just wondering, why exactly do you advertise "SpiralSpy"? It's a third party application and Three Rings has a thing on third party apps

@Straight-Line
I think, the paragraph you linked doesn't say what you think it does. The idea behin §7.2 is that you are not allowed to make money from doing things like selling T-Shirts with Knights printed on them.
As far as SpiralSpy (the modelviewer) is concerned, I guess it boils down to: "Yeah, technically we probably could call it a violation of the TOS, but people use it to create fan art. Fan art is free advertisement and it doesn't cause trouble, so let's turn a blind eye to it".
That's very yellow.
What about bombs? Since they can't get ASI and all. Does it just choose again if it picks ASI, or just gives the others equal chances?