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  1. #1
    Player
    Snootles's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    180
    Character
    Lexi Snoot
    World
    Balmung
    Main Class
    Arcanist Lv 51
    Information and theories so far:

    Current known information:
    1) "Plumage will change in 6 hours" ONLY indicates that the 6 hour timer has started. It does NOT mean your chocobo will change colour
    2) "Is beginning to grow new feathers!" message indicates that your chocobo will change colour. Is being called 'feather proc' by most now.
    3) Taking out your chocobo during the 6 hour waiting period will end the process and not result in a colour change
    4) The amount of fruit is irrelevant. Feed 1 type of fruit until 'feather proc' is received. Your chocobo will then change colour.
    5) There is more than 1 way to get to a colour.
    6) There is definitely RNG involved. Your 'feather proc' can RNG (RNG feather proc?) and you can receive a colour that is either 'uncommon'
    or you can skip a step (when using 1 type of fruit).
    7) Mass feeding fruits and counting feather procs seems to be more and more of a bad idea. It seems you can keep getting a lot of feather procs but it caps and you won't end up where you want to be.

    Speculation:
    1) Stable condition may influence amount of fruit needed - Does not seem to be the case so far
    2) Mixing fruits is not needed. It takes an x amount of 1 type of fruit, until feather proc is received, to get to a colour.
    3) Resetting with Han Lemon may cause some variables when you go back to using 1 type of fruit. One anomaly encountered so far
    4) Theories about colour loops are showing up - This may be due to RNG feather procs?
    5) 'Rare' colours start to show up in a fruits colour-tree. For example, Lilac Purple in the O'Ghomorro Berry group and Mesa Red in Xelphatol Apples. Is more RNG feather proc?
    6) Amount of fruits vary somewhat. Not sure what threshold there is to get the proper 'beginning to grow new feathers!' message for a colour change
    7) 'Deepening fruit will decrease the RGB value. ''Lightening fruit will increase the RGB value. Mainly apply this to the colour you are looking for. This is an estimate.
    8) Does the RNG feather proc also make you 'skip' to a colour normally received from another type of fruit? But still stays within in the same range to go down
    the normal line. Example: Default -> Doman plum -> Cream Yellow -> Doman Plum -> Sylph Green.
    9) Colours (or colour range) obtained from fruits are presets with an element of RNG. Yes, presets are based on RGB but they are still presets.
    10) In following #9, the further colours are from each other the more fruit it might take to get to the next one in line?
    11) Mass feeding fruits and counting feather procs seems to be more and more of a bad idea. It seems you can keep getting a lot of feather procs but it and
    you won't end up where you want to be.
    12) If there is an RNG feather proc that makes you skip ahead, then it wouls stand to reason that there's an RNG bust feather proc. Maybe an RNG feather proc
    that sets you back a step?


    Thoughts?
    (1)

  2. #2
    Player
    LyricalMelody's Avatar
    Join Date
    Aug 2014
    Posts
    47
    Character
    Lyrical Melody
    World
    Behemoth
    Main Class
    Fisher Lv 50
    Quote Originally Posted by Snootles View Post
    Information and theories so far:

    12) If there is an RNG feather proc that makes you skip ahead, then it wouls stand to reason that there's an RNG bust feather proc. Maybe an RNG feather proc
    that sets you back a step?


    Thoughts?
    I think that's what I am seeing with my Dalamud Red/ Blood Red Loop. Dalamud + Apples should have a chance at going to Wine Red, but I think I "fail" and drop back a step to "Blood Red" (I didn't come up to Blood Red through the Desert Yellow-> Blood Red, though.) . My husband's chocobo went from Royal Blue right to Midnight Blue, though. Some of what we are seeing in terms of the "looping" we see, and other seeming anamolies is due to bugs. Some must be cropping up.

    I keep thinking that the system hue based and you move through the spectrum. Like this image. I've been working to map the colors that way (Spectrum Colors Tab on my spreadsheet), a pattern is emerging - it's not perfect because we have to remember that it's designed how they wanted it to be. And sometimes I have to squint at the colors to figure out if they are more one color than another... especially the dark ones!
    (1)
    Chocobo Color Map / Planner
    http://goo.gl/tFFm1v

  3. #3
    Player
    Alinah's Avatar
    Join Date
    Aug 2013
    Posts
    85
    Character
    Alinah Valdene
    World
    Odin
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Snootles View Post

    Speculation:
    1) Stable condition may influence amount of fruit needed - Does not seem to be the case so far

    6) Amount of fruits vary somewhat. Not sure what threshold there is to get the proper 'beginning to grow new feathers!' message for a colour change
    8) Does the RNG feather proc also make you 'skip' to a colour normally received from another type of fruit? But still stays within in the same range to go down
    the normal line. Example: Default -> Doman plum -> Cream Yellow -> Doman Plum -> Sylph Green.

    Thoughts?
    I've been thinking about the weather being a factor, as many others.
    Lets say like;
    Sunrise/Sunset - increase the value of apples
    Fair Midday - increase value of plums
    Clear Midnight - Increase value of berries
    Rain - increase value of valefruit
    Clear Midday - increase value of pineapple

    just an example, but the weather seems to effect a lot of of things already in the game, wouldn't surprise me if it had a role here as well.
    (0)

  4. #4
    Player
    AttacKat's Avatar
    Join Date
    Apr 2012
    Posts
    500
    Character
    Attackat Muaddib
    World
    Leviathan
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Snootles View Post
    Information and theories so far:

    6) There is definitely RNG involved. Your 'feather proc' can RNG (RNG feather proc?) and you can receive a colour that is either 'uncommon'
    or you can skip a step (when using 1 type of fruit).

    Speculation:
    1) Stable condition may influence amount of fruit needed - Does not seem to be the case so far
    4) Theories about colour loops are showing up - This may be due to RNG feather procs?
    5) 'Rare' colours start to show up in a fruits colour-tree. For example, Lilac Purple in the O'Ghomorro Berry group and Mesa Red in Xelphatol Apples. Is more RNG feather proc?
    6) Amount of fruits vary somewhat. Not sure what threshold there is to get the proper 'beginning to grow new feathers!' message for a colour change
    7) 'Deepening fruit will decrease the RGB value. ''Lightening fruit will increase the RGB value. Mainly apply this to the colour you are looking for. This is an estimate.
    8) Does the RNG feather proc also make you 'skip' to a colour normally received from another type of fruit? But still stays within in the same range to go down
    the normal line.
    9) Colours (or colour range) obtained from fruits are presets with an element of RNG. Yes, presets are based on RGB but they are still presets.
    10) In following #9, the further colours are from each other the more fruit it might take to get to the next one in line?
    12) If there is an RNG feather proc that makes you skip ahead, then it wouls stand to reason that there's an RNG bust feather proc. Maybe an RNG feather proc
    that sets you back a step?
    First of all, I highly suggest we start by doing all these test with a clearly defined set of RGB code.

    As I have stated back in my experiment post, the old RGB code is off because it was screen capture, and you can have as much as +/-16 for the same color block on the RGB value. We will not see any clear results when the base colors are all over the place.

    The following is *all* based on my own defined RGB that is set to the 8th scale (rounded up or down based on general avg value observed), and I am throwing the dataset in to further the discussion that may answer some of the questions you have bough up

    Xelphatol
    COLOR | RGB | RGB Δ
    Desert Yellow (D) (223, 183, 87)
    Millioncorn Yellow (231, 159, 55) Δ(-8, 24, 32)
    Pumpkin Orange (199, 119, 39) Δ(32, 40, 16)
    Sunset Orange ( 183, 95, 55) Δ(16, 24, -16)
    Blood Red (143, 63, 39) Δ(40, 32, 16)
    O'Ghomoro (1)
    COLOR | RGB | RGB Δ
    Desert Yellow (D) (223, 183, 87)
    Ul Brown (183, 167, 119) Δ(40, 16, -32)
    Gobbiebag Brown (191, 167, 135) Δ(-8, 0, -16)
    Shale Brown (151, 135, 111) Δ(40, 32, 24)
    Goobbue Grey (135, 135, 135) Δ(16, 0, -24)
    Lavender Blue (143, 135, 175) Δ(-8, 0, -40)
    Raptor Blue (95, 135, 199) Δ(48, 0, -24)
    Othard Blue (55, 95, 143) Δ(40, 40, 56)
    O'Ghomoro (2)
    COLOR | RGB | RGB Δ
    Desert Yellow (D) (223, 183, 87)
    Cork Brown (207, 151, 87 (16, 32, 0)
    Ul Brown (183, 167, 119) Δ(24, -16, -32)
    Aldgoat Brown (167, 135, 103 (16, 32, 16)
    Gobbiebag Brown (191, 167, 135) Δ(-24, -32, -32)
    Shale Brown (151, 135, 111) Δ(40, 32, 24)
    Goobbue Grey (135, 135, 135) Δ(16, 0, -24)
    Lavender Blue (143, 135, 175) Δ(-8, 0, -40)
    Othard Blue (55, 95, 143) Δ(88, 40, 32)
    O'Ghomoro (me)
    COLOR | RGB | RGB Δ
    Desert Yellow (D) (223, 183, 87)
    Cork Brown (207, 151, 87) Δ(16, 32, 0)
    Ul Brown (183, 167, 119) Δ(24, -16, -32)
    Aldgoat Brown (167, 135, 103) Δ(16, 32, 16)
    Shale Brown (151, 135, 111) Δ(16, 0, -8)
    Lilac Purple (135, 111, 111) Δ(16, 24, 0)
    Plum Purple (127, 87, 111) Δ(8, 24, 0)
    Gloom Purple (79, 71, 103) Δ(48, 16, 8)
    Othard Blue (55, 95, 143) Δ(24, -24, -40)
    *** following is to obtain Royal Blue ***
    1 apple fed, loop back to Gloom purple
    Gloom Purple (79, 71, 103) Δ(-24, 24, 40)
    1 berry
    Othard Blue (55, 95, 143) Δ(24, -24, -40)
    1 berry
    Royal Blue (39, 47, 103) Δ(16, 48, 40)
    DISCUSSION:
    T6: The RNG is within the range of value |48|, and from here the next preset RGB code is selected based on the fruit behavior.
    FACT:
    The game must follow 3 behaviors,
    1. Fruit behavior
    2. Use pre-set values
    3. Follow real color behavior

    Possible RGB value within the |48| range.
    +48 103 143 191
    +40 95 135 183
    +32 87 127 175
    +24 79 119 167
    +16 71 111 159
    +8 63 103 151
    0 55 95 143 (Othard Blue)
    -8 47 87 135
    -16 39 79 127
    -24 31 71 119
    -32 23 63 111
    -40 15 55 103
    -48 7 47 95

    Possible Pre-set RGB values
    103 135 167 Seafog Blue
    79 87 103 Ceruleam Blue
    71 119 119 Turquoise Green
    63 111 143 Peacock Blue
    47 63 87 Woad Blue
    39 71 119 Storm Blue
    39 47 103 Royal Blue

    S1: Weather/Stable condition has nothing to do with any of this, as 6 hrs of RLT cycles thru many days in game time. If any of these affects the outcome, there would be many chances of RNG.

    S4-S12: Same as T6
    (0)
    Last edited by AttacKat; 08-29-2014 at 01:39 AM.

  5. #5
    Player
    Snootles's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    180
    Character
    Lexi Snoot
    World
    Balmung
    Main Class
    Arcanist Lv 51
    Quote Originally Posted by AttacKat View Post
    -snip number crunching-
    Possible Pre-set RGB values
    S1: Weather/Stable condition has nothing to do with any of this, as 6 hrs of RLT cycles thru many days in game time. If any of these affects the outcome, there would be many chances of RNG.

    S4-S12: Same as T6
    Finally, a number cruncher! You're more than welcome to be added to my sheet and change all the RGB values to your calculations. I like how you consolidated the RGB + preset theories and made it into one plausible theory.
    I am no number cruncher by any means but you actually make sense.
    (0)

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