Does Arc review the %'s fore refinement when upgrading? Either I am having some major "bad luck" in playing percentages or not sure if they are correct. Just spend 40 wards to refine on a 5% chance. I am going to start seeing if I could follow a trend also, but appears that when upgrading, it usually happens on the first or last ward I have. Just wanted to see if others feel they have better percentages, and I guess maybe the averages will balance out in the long run.
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I used 12 Pres Wards on a 25% chance at the weekend.
That stung.
The weekend before I got three 5% ers in a row with no loss of Wards..
Which was great!
Because we individually only see a really REALLY small sample of the data in the averages across the whole player base, it often looks like the chances are skewed or even broken, but RNG is actually one of the sturdiest systems in this type of game.
It just doesn't always feel that way when we are individually on the wrong end of what looks like anomalous results.
It's also usually the case that we only notice when it seems to be at odds with what we expect. And we forget the majority of the time where nothing untoward happens and we run through our refining, only losing wards at a roughly expected rate.
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Neverwinters RNG is not close to perfect and the usage of % is greatly misleading.
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Every time someone attacks or is attacked an RNG runs for crit, deflect, lifesteal, and all the enchantments, feats powers and companion bonuses on your character, as well as many other variable factors.
The same framework structure runs for lockboxes, refinement and God knows what else.
If RNG were as broken as some people keep carping on about, it would be reflected in every aspect of the game. Most noteably COMBAT.
And if combat were broken, the bitching would have broken the servers by now.
Combat RNG when compared to Item Refinement: Do you often miss your opponent? NO. You always hit. Critical chance is a whole number and between 1-100. Most of the time, 1out4 gets you a crit.
For refinement: With a 5% chance, 1in20 should get a success. 173 tries is a .5% chance... not even close. 40 tries would be a 2.5% chance and that still means out of 40 tries, 1 of those tries would succeed.
Anyone can set chances. I have a 50% chance that this post will get flamed. What real life and this game differ is that the RNG used for NWO does not hold to the scope that is set. A game designer should be able to run the test... does this really produce a success in 1in20 (5%) or not. There is no other proof.
When majority of players indicate that there 5% chance takes more than average then the RNG is faulty.
"If you flip a coin a million times, you have a 38% chance of seeing 20 heads in a row." http://marknelson.us/2011/01/17/20-heads-in-a-row-what-are-the-odds/
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In other words, if you are rolling 1-100, you need a 95 or greater to succeed. Does it suck that you rolled 94 or less 10,000 times in a row? Indeed, that's some terrible luck - but the 5% is STILL AN ACCURATE prediction of success. You could fail 100% of the time, forevermore, and still your chances of success would be 5%, predicted accurately.
Because Math.
Bum luck OP, I feel you. I've had 20+ failures on 50% success, and I've lost materials by NOT using wards on a 95% success and I've also had 1% chance work on the first try... on the bright side, pres wards are fairly cheap and if the failure rate exceeds your tolerance, at least they built in a way to have 100% success, albeit expensive in time or cash. Keep on pushing forward, you'll get it one way or another
That is one of the reasons why you often see two admin messages about lockbox pulls pretty much simultaneously.
So rng in NW is not "because math", it's because of a bad rng algorithm.
And yes, "true" rng isn't easy (or possible) to achieve digitally, but there are better alternatives)
In the end, I think refining should havecsome sort of cumulative chance at upgrade, mostly because after I use an unrealistic amount of preservation wards, I'm very, very far from a mood in which I'm likely to give Cryptic money, which is what their goal is.
Happy customers spend more
Those 1 in 20 and 1 in 4 chances are determīned by.... drum roll.... Random Number Generator.
If you think that a few people who don't have a fraction of a fraction of the data to hand, moaning about how their refinement took too long constitutes "majority of players" and that that in some way constitutes an empirical study, you need to go back to school and pay attention.
I'll type this slowly so you can try and keep up...
Without ALL the data on RNG results, rather than the tiniest fraction, there is no way to correlate the chance vs success.
RNG is, by its very nature RANDOM, and therefore not subject to statistical compliance in very small data clusters.
(you may think a hundred refine rolls is a lot, but in the game as a whole... (it rolls that many RNG's ever second and some...) it's the blink of an eye.
RNG is a standard function of every computing device in the world.
Probably the most common function in every game played on a computer.
It's not like its coded in by the designers, its a function of whatever data language the programme runs on.
Its more likely to be a problem with the console its being run on than with the core programming, and even that is ridiculously unlikely,since its such a simple function.
Bleating "RNG is broken..." every time someone has a run of bad luck is like someone claiming voter fraud in a general election.
It's technically possible, and may have occured a few times in history... but its more likely to just be some malcontent gobshite sounding off about HAMSTER they clearly don't understand.