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| 07 Jul 2017 10:00 PM |
Selling an item above RAP: Current RAP + [(Bought Price - Current Rap)/10] (the equation above also works for selling items below RAP, however I provided a new one below if you don't like dealing with negative numbers).
Selling an item below RAP: Current RAP - [(Current RAP - Bought Price)/10]
After you have divided by 10, round to the nearest whole number before adding/subtracting to find the end RAP.
However rounding the nearest whole number sometimes gives a marginal error of 1. I'm not quite sure if this is something that Roblox+ does not address, or just simply the way Roblox decides upon RAP change. It's possible they use a ceiling rather than a rounding when dealing with decimals. (For example, with rounding, 213.4 would be 213. However with a ceiling, 213.4 would become 214.)
However, I'm not 100% sure a ceiling is used, because rounding is often used when dealing with the 70% tax rate.
For example, when selling something for 9,000, I should receive 6,300. If I was to sell for 8,999, I would receive 6299.3 after a 70% tax. If ROBLOX were using a ceiling with selling, I would receive 6,300, however this is not the case, and I instead receive 6,299.
However, this is sometimes conflicting. For example, selling for 8995 gives us 6296.5. If rounding were the case, we would receive 6297. However, we receive 6295, which is confusing, because in this case neither a ceiling nor a rounding would be used.
I then thought that ROBLOX used flooring as opposed to ceiling/rounding. However, this was also incorrect. Selling for 8989 gives us 6292.3, and ROBLOX gives us 6292 after the sale. However, selling for 8988 gives us 6291.6. If flooring were used, we'd receive 6291. Instead, we also receive 6292.
Because of these conclusions, it's safe to say that when dealing with the 70% tax rate, neither a ceil, round, nor floor is used. Thus, we may often receive a marginal error of 1 robux. Assuming that ROBLOX's approximation with decimals is consistent, we can assume that we will also receive a marginal error of 1 robux when estimating RAP changes.
And so, to conclude, the formula's listed above are as precise as possible, while occasionally giving us a marginal error of 1. Perhaps there was something I overlooked that Webgl3d didn't while creating Roblox+, thus enabling him to accurately predict RAP change. However, from my own conclusions, I can currently state that ROBLOX sure has a weird way of approximating things.
So ya. I spent a long time on this so please track/share it. Thanks.
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Axoio
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| Joined: 29 Jan 2010 |
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Axoio
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| Joined: 29 Jan 2010 |
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| 07 Jul 2017 10:01 PM |
im joking i <3 you, I will read it all.
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J_mpmanz
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| 07 Jul 2017 10:03 PM |
Sources: Roblox wiki, Roblox+, and MATLAB for approximations
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| 07 Jul 2017 10:09 PM |
I messaged both zlib and web to see if they could answer my approximation question.
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RKOGOD
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| 07 Jul 2017 10:13 PM |
RVD! RVD! RVD!
i want polar bears |
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| 07 Jul 2017 10:18 PM |
| Current Rap + [((Current Rap * 9) + (Bought Price))/10] works too, and you can use the same equation for both above and below rap |
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| 07 Jul 2017 10:20 PM |
[((Current Rap * 9) + (Bought Price))/10] @sharpblaze Also works
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klvs
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| Joined: 09 May 2013 |
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| 07 Jul 2017 10:20 PM |
| tl;dr im illiterate sry not reading it all |
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| 07 Jul 2017 10:36 PM |
Apple pie @bot
Thanks op 👍 |
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WebGL3D
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| 08 Jul 2017 11:07 AM |
The average price estimator was added before I interned at Roblox+, it's probably about 2 years old at this point. I didn't want to sell my items to figure out what the formula was, but I found a few forum posts, and the Roblox wiki and came up with this. (currentAveragePrice > priceToSellFor ? Math.floor : Math.ceil)((currentAveragePrice * .9) + (priceToSellFor * .1)); I'm not sure if this is accurate or not but it's pretty close. If it's not and you think yours is more accurate I'll replace it with yours. o3o
#code print("~ WebGL3D ~ Purple Squid >") -- R+ |
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| 08 Jul 2017 03:35 PM |
Oooo that makes sense, that's probably the closest to precision you'll get. ;o
Maybe later on I'll sell some items to see if I get something different. :P Thanks!
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| 18 Jul 2017 05:07 PM |
I should work on this and see if I can make it more accurate
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| 07 Sep 2017 12:07 AM |
forgot i made this thread o.o
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