Doro2Roll 匯出說明

HOW THE ESTIMATE WORKS

洗詞條計算器,
怎麼找到較省的洗法?

這個工具不是只算「下一次抽中的機率」,而是把洗詞條看成一連串帶有成本的選擇:現在該鎖哪幾欄、要改效果還是重洗數值、抽完後該不該接受新結果。這類「依目前狀態選擇動作、再面對隨機結果」的問題,在數學上稱為馬可夫決策過程(MDP)。工具會比較這些選擇,找出從目前狀態走到目標時,平均花費最低的做法。

先記住一句話

每一步都依「目前狀態」重新決定,並以期望剩餘 Custom Module 數量衡量後續成本。這是一份狀態對應的決策指南,不是保證每次都照同一條路走的流程表。

01 · 問題定義

先把裝備狀態說清楚

一件裝備的 Overload 詞條有三個欄位。工具把每個欄位記成「目前有沒有詞條、是什麼效果、Tier 多高」,也記下哪些欄位已經永久鎖定。使用者再選 1 到 3 種目標效果,並可替每個目標設定最低 Tier。

例如,目標可以是「攻擊力至少 T10」和「最大裝彈數至少 T7」。只有效果出現但 Tier 太低,仍未達成;沒設定最低 Tier 時,該效果一出現就算完成。所有目標都達成後,計算停止。

A效果

目標詞條有沒有出現,以及目前在哪個欄位。

B數值

每條目標詞條的 Tier 是否達到門檻。

C鎖定

哪些欄位會在下一次操作中保留下來,以及要付多少成本。

如果從尚未 Overload 的裝備開始,模型會先計入首次改造的 1 個 Custom Module,並依目前假設將首次出現的詞條設為 T11。如果輸入現有裝備狀態,則從該狀態開始估算,不把過去已花掉的資源算進來。

02 · 機率與資源

每次重洗,模型怎麼抽?

效果變更時,各欄是否出現詞條的機率不同:第 1 欄為 100%、第 2 欄為 50%、第 3 欄為 30%。抽效果時,已在同件裝備出現的效果會先排除;剩下效果依 10% 或 12% 的權重分配抽取機會,再按剩餘權重重新計算比例。因此,10% 權重不是每次都恰好有 10% 的中獎率。

Tier 使用目前設定的機率分布:T1–T5 各 12%、T6–T10 各 7%、T11–T15 各 1%。效果變更時,若同一欄抽回原本的效果,原 Tier 會排除後再按其他 Tier 的機率重新正規化;重新設定數值時,每個被重洗欄位的原 Tier 也會排除後重新正規化。

成本也會進入每一步的比較
  • 每次效果變更或重新設定數值,基本成本為 1 個。
  • 每多鎖定一欄,該次重洗另加 1 個。
  • 新增第一個永久鎖定欄位另花 2 個;新增第二個另花 3 個。最多鎖兩欄。
  • 解鎖不退款;已付出的重洗成本也不會因為保留舊結果而退回。

效果變更會重新抽未鎖定欄位的效果、Tier 和欄位是否有詞條。重新設定數值則保留效果,只重抽未鎖定且已有詞條欄位的 Tier;空欄不會因此長出詞條。

03 · 策略求解

不是猜下一抽,而是比較往後的總路徑

某種洗法可能這次比較貴,卻能保住接近目標的詞條;另一種洗法眼前便宜,後面可能還要花很多次。只看下一次的費用或命中機率,容易選錯。所以求解器會把每一種可能的下一狀態也算進來。把長流程拆成各種狀態,並重用每種狀態的後續答案來比較當前選擇,這種方法稱為動態規劃(Dynamic Programming)。

某狀態的最低期望成本:Bellman 方程V(目前狀態) = min可選動作 [ 本次成本 + Σ(結果機率 × 結果的最低後續成本) ]Σ 表示把所有可能結果逐一加總;已達標狀態的後續成本為 0。V 是完成目標所需的最低期望成本。

求解器先列出目前狀態可採用的鎖法與操作,再計算每種操作可能洗出的結果及機率。對每個結果,它都比較「保留原本詞條」和「採用新結果」哪一個後續期望花費較低。最後選出總期望成本最小的動作。

1

列出狀態
記錄三欄效果、受門檻影響的目標 Tier 類別,以及已鎖欄位。

2

列出可行動作
包含效果變更或數值重洗,以及重洗前要鎖定、保留或解鎖哪些欄。

3

計算所有可能後果
用欄位率、效果權重、Tier 機率和成本計算每條路徑的平均剩餘花費。

4

挑出成本最低的動作
得到的策略會依狀態查表;洗完狀態改變,就查新的建議。

程式實際用Modified Policy Iteration來完成這些比較:先估算目前整套建議的後續成本,再逐步換成更省的動作,重複更新直到答案穩定。它是求出策略的計算方法;上面的機率加權公式則說明每個狀態的成本應如何比較。

因此,Pro 版的「新結果判斷」不是看新詞條表面上是否更漂亮,而是看它帶來的期望後續成本。新狀態若不比保留舊詞條更省,模型就建議保留;成本相同時,模擬採用新結果。

為什麼簡易版會比較兩種洗法?

工具同時提供交錯策略和舊式兩階段基準。交錯策略可依目前狀態選擇效果變更或數值重洗,因此有時會在目標效果尚未齊全時先處理已出現目標的 Tier。兩階段基準則先找齊目標效果,再處理 Tier。比較兩者,可看出彈性策略相對固定流程可能省下多少期望成本。

04 · 模擬與解讀

平均花費不是每個人的帳單

期望成本是根據機率模型計算出的長期平均。它不表示每次都會花一樣多;真實抽取可能很快達標,也可能連續遇到不理想結果。

為了呈現單次旅程可能花費的範圍,工具會用蒙地卡羅模擬(Monte Carlo simulation):依照求出的策略,重複抽取許多輪完整洗詞條流程,記錄每輪花費。P50 是中位數,約一半模擬輪次花費不超過該值;P90 約九成輪次不超過該值;P95 約九成五輪次不超過該值。簡易版以交錯策略模擬的 P90 向上取整,作為預算參考,不是保證值。

期望值

理論模型下的平均總成本;不是某一輪的預測。

P50

模擬花費的中位數,代表典型位置。

P90 / P95

較保守的預算參考;仍有少數模擬輪次會超過。

模擬平均與狀態策略模型求出的期望值接近,是一項有用的交叉檢查。如果兩者相差較大,可能只是有限次抽樣的波動;專業版會顯示標準誤等資訊協助判讀。固定亂數種子可讓同一組模擬結果重現,但不會讓遊戲中的實際抽取變得可預測。

05 · 適用範圍

估算結果依賴模型輸入

這份估算回答的是:「在目前列出的機率、成本與操作規則下,照期望成本最低策略操作,預期要花多少 Custom Module?」它不是遊戲官方承諾的抽取結果,也不會知道遊戲未公開或已變更的機率。

  • 使用者輸入現有詞條時,過去已花費的資源不計入。
  • 目前支援最多三個目標效果、三欄狀態和最多兩個永久鎖定欄位。
  • 為降低計算量,求解器使用狀態壓縮:按 10%/12% 權重把非目標效果分組,因為組內名稱不影響此模型的抽取權重或可選動作;實際抽樣與畫面仍保留效果身分。
  • 模型不計 Custom Lock 的替代成本、材料取得速度、材料農場時間,或多件裝備一起最佳化。
  • 交錯狀態策略受瀏覽器可計算的狀態規模限制。超出限制時,介面會明確提示並以兩階段基準提供估算;該結果不是交錯策略的解。

REFERENCE · 名詞與資料來源

想看專有名詞或實作細節?

期望值(Expected value)
把每種可能結果乘上它發生的機率,再加總。這裡指完成目標所需資源的平均數。
動態規劃(Dynamic programming)
把長流程拆成一個個狀態,先求各狀態往後的最佳成本,再將後續答案用於目前決策。
馬可夫決策過程(MDP)
一種描述「目前狀態、可選動作、隨機結果和成本」的數學模型。這裡的洗法符合這種表達方式。
Bellman 方程
動態規劃的遞迴關係:目前的最佳成本,等於本次成本加上可能後續成本的機率加權平均,再在可行動作中取最小值。
Modified Policy Iteration
一種逐步改善策略的求解法:先評估目前策略,再嘗試改成更好的動作,反覆進行直到結果收斂。它用在交錯狀態求解器。
蒙地卡羅模擬(Monte Carlo simulation)
依指定機率重複抽樣,用大量模擬輪次觀察成本分布;它用來估算分位數和交叉檢查平均,不取代理論求解。
狀態壓縮
把對策略而言機率與達標判定完全相同的狀態合併,減少瀏覽器需處理的組合數。非目標效果依 10%/12% 權重分組;目標 Tier 依機率和是否達門檻分組。連結提供「狀態空間」概念背景;這裡的壓縮方法是本工具的實作細節。

理論背景:Richard Bellman, Dynamic Programming (1957);Ronald A. Howard, Dynamic Programming and Markov Processes (1960)。書目資訊

HOW THE ESTIMATE WORKS

How does the reroll calculator
find a lower-cost strategy?

This tool does more than calculate the chance of getting a line on the next roll. It treats rerolling as a sequence of choices with costs: which slots to lock, whether to change effects or reset values, and whether to keep the old result after a reroll. In mathematics, a problem where actions are chosen from the current situation and lead to uncertain outcomes is called a Markov decision process (MDP). The calculator compares those choices to find the strategy with the lowest average cost to reach your goals.

The short version

At every step, the recommendation depends on the current state. The model minimizes the expected number of Custom Modules still needed. The result is a state-by-state decision guide, not a fixed route that guarantees the same outcome every time.

01 · THE MODEL

First, describe the gear's current state

Overload gear has three line slots. For each slot, the calculator records whether a line is present, which effect it has, its Tier, and whether the slot is permanently locked. You can choose one to three target effects and optionally set a minimum Tier for each.

For example, your goals could be Attack at T10 or higher and Max Ammo at T7 or higher. A target effect below its Tier requirement is not complete. If you choose no minimum Tier, the effect only needs to appear. The calculation stops when every goal is met.

AEffects

Whether a target line appears and which slot it occupies.

BValues

Whether each target line's Tier meets its threshold.

CLocks

Which slots are kept for the next action, and what that costs.

If you start with gear that has not been Overloaded, the model includes the initial cost of 1 Custom Module and assumes that every line appearing on the first Overload is T11. If you enter existing gear, the estimate starts from that state and excludes resources spent in the past.

02 · PROBABILITIES AND RESOURCES

How does each reroll work in the model?

When changing effects, the chance of a line appearing depends on its slot: 100% for slot 1, 50% for slot 2, and 30% for slot 3. Effects already present on the same piece are excluded. The remaining effects are sampled according to their 10% or 12% weights, renormalized over the eligible effects. So a 10% weight does not always mean a 10% chance on a particular roll.

The configured Tier probabilities are 12% each for T1–T5, 7% each for T6–T10, and 1% each for T11–T15. When Change Effects rolls the same effect back into the same slot, its previous Tier is excluded and the remaining probabilities are renormalized. Reset Attributes also excludes the previous Tier in every rerolled slot.

Costs are part of every decision
  • Each Change Effects or Reset Attributes action has a base cost of 1 module.
  • Each locked slot adds 1 module to that action's cost.
  • Adding the first permanent lock costs 2 more modules; adding a second costs 3 more. Up to two slots can be locked.
  • Unlocking does not refund its cost, and reroll costs already paid are not refunded if you keep the old result.

Change Effects rerolls the effects, Tiers, and whether a line appears in each unlocked slot. Reset Attributes keeps the effects and only rerolls Tiers on unlocked slots that already have a line. Empty slots stay empty.

03 · FINDING A STRATEGY

Compare the remaining journey, not just the next roll

One action may cost more now but preserve lines that are close to your goal. Another may be cheaper now but lead to many more rolls later. Looking only at the next cost or hit chance can therefore lead to a poor choice. The solver accounts for every possible next state. Breaking a long process into states and reusing each state's best future result is called dynamic programming.

Minimum expected cost from a state: the Bellman equationV(current state) = minavailable actions [ immediate cost + Σ(probability of outcome × minimum future cost) ]Σ means adding up every possible outcome. A completed state has zero future cost. V is the minimum expected cost to reach the goals.

The solver lists the available actions and locking choices for each state, then calculates the possible outcomes and their probabilities. For each outcome, it compares keeping the old lines with adopting the new result. It chooses the action with the lowest total expected cost.

1

List the states
Record the three effects, relevant target Tier categories, and locked slots.

2

List available actions
Consider changing effects or resetting values, and which slots to lock, retain, or unlock first.

3

Calculate all possible outcomes
Use slot rates, effect weights, Tier probabilities, and costs to calculate expected remaining spend.

4

Choose the lowest-cost action
The result is a policy indexed by state. After the gear changes, look up the recommendation for the new state.

The implementation uses modified policy iteration to find the policy. It estimates the future cost of the current recommendations, improves actions that reduce that cost, and repeats until the estimates stabilize. This is the numerical method used to solve the model; the probability-weighted equation above describes how each state's cost is compared.

That is why Pro's keep-or-adopt rule is not based on whether the new lines look better. It compares their expected future costs. If the new state is not cheaper than keeping the old lines, the model recommends keeping them. If costs tie, the simulator adopts the new result.

Why compare two strategies?

The calculator compares an interleaved strategy with a two-stage baseline. The interleaved strategy can choose between changing effects and resetting values in each state, so it may improve the Tier of an existing target before all target effects are present. The baseline first obtains all target effects and only then resets values. Comparing them shows how much expected cost the more flexible strategy may save.

04 · SIMULATION AND INTERPRETATION

The average is not anyone's guaranteed bill

Expected cost is a long-run average calculated from the probability model. It does not mean every run will cost the same. A real sequence may reach the goal quickly or encounter many unfavorable rolls.

To show the range of possible costs, the tool uses Monte Carlo simulation: it repeatedly samples complete reroll journeys using the recommended policy and records each run's cost. P50 is the median, so about half the simulated runs cost no more than this value. About 90% are at or below P90, and about 95% are at or below P95. The Quick Estimate page rounds the interleaved strategy's simulated P90 up to a whole module as a budget guide, not a guarantee.

Expected value

The model's average total cost, not a prediction for one run.

P50

The median simulated cost, a typical point in the distribution.

P90 / P95

More conservative budget guides; a few runs can still exceed them.

A simulation mean close to the expected value calculated by the state-policy model is a useful cross-check. A difference may simply come from sampling variation when the number of runs is finite. The Pro page shows the standard error and other details to help interpret the comparison. A fixed random seed makes the same simulation reproducible; it does not make actual in-game rolls predictable.

05 · SCOPE AND LIMITATIONS

The estimate depends on the model inputs

The estimate answers: “Given the probabilities, costs, and actions listed here, how many Custom Modules should I expect to spend if I follow the lowest-expected-cost strategy?” It is not an official guarantee of game outcomes and cannot account for probabilities that are undisclosed or have changed.

  • For existing gear, resources spent before the entered starting state are excluded.
  • The model supports up to three target effects, three slots, and two permanent locks.
  • To reduce computation, non-target effects are grouped by their 10% or 12% weight. Names within a group do not affect modeled draw weights or available actions; actual simulation and display still retain each effect's identity.
  • The model excludes Custom Lock alternatives, material acquisition rates, farming time, and joint optimization across multiple pieces of gear.
  • The interleaved solver is limited by the state space the browser can handle. If the limit is exceeded, the interface says so and provides an estimate using the two-stage baseline; that result is not an interleaved solution.

REFERENCE · TERMS AND SOURCES

Terms and implementation details

Expected value
Multiply each possible outcome by its probability, then add the results. Here it means the average resources needed to complete the goals.
Dynamic programming
Break a long process into states, calculate the best future cost from each state, and reuse those results to make current decisions.
Markov decision process (MDP)
A mathematical model of states, available actions, random outcomes, and costs. Rerolling can be represented this way.
Bellman equation
A recursive relationship used in dynamic programming: the best current cost is the immediate cost plus the probability-weighted future cost, minimized over available actions.
Modified policy iteration
An iterative solver that evaluates a policy and improves its actions in repeated rounds until the result converges. It is used by the interleaved solver.
Monte Carlo simulation
Repeatedly sample outcomes from the specified probabilities to observe a cost distribution. Here it estimates percentiles and cross-checks the theoretical mean.
State compression
Merge states that have identical probabilities and goal checks for the strategy, reducing the combinations the browser must process. The Wikipedia link provides background on state spaces; this calculator's compression is implementation-specific.

Theoretical background: Richard Bellman, Dynamic Programming (1957); Ronald A. Howard, Dynamic Programming and Markov Processes (1960). Bibliographic record