test content
What is the Arc Client?
Install Arc

The results of crafting 300 powered Alien Artifacts

12467

Comments

  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited February 2013
    5 - Somewhere in the game code lies an issue that is skewing the observed results from the expected results (the drop rate in the loot table) -

    Right now, I am thinking along these lines and trying to come up with specific-sub hypotheses we can test from this.

    We can call the first two 5a, and 5b.

    5a - There is an additional role in that the loot table is not what we think it is - This means the following - Roll For Quality ---> Roll for Category (Science, Engineering, Tactical) ---> Roll for subcategory (i.e. Tactical Energy) ----> Roll on table for a Tactical Energy Console. I used STOWiki's nice sub-category layout (8 tables per quality for 24 tables). So we have:

    Science - Skill (9) and Non-skill (3) based console sub categories
    Tactical - Generic (4), Energy Weapons (6), and Kinetic Weapons (6) subcategories
    Engineering ? Ship Power Level (4), Defense (7), and General subcategories (4)

    The OP's results fit this logic much better assuming 1) there are sub-categories, 2) I have placed the consoles in the correct sub-category, and 3) consoles drop uniformly within the subcategories.

    Using his updated data:
    Engineering
    Ship Power - Chi-Square = 18.96, df = 3, p = 0.000278
    Defense - Chi-Square = 7.57, df = 7, p = 0.271
    General - Chi-Square = 6.00, df = 3, p = 0.112

    Tactical
    Generic - Chi-Square = 4.92, df = 3, p = 0.178
    Energy Weapons - Chi-Square = 7.33, df = 5, p = 0.197
    Kinetic Weapons - Chi-Square = 7.50, df = 5, p = 0.186

    Science
    Skill - Chi-Square = 22.4, df = 8, p = 0.004119
    No Skill - Chi-Square = 3.05, df = 2, p = 0.218

    Only two significantly differ. It is very odd the OP has not received and Booster Modulators and that is what is driving that difference, also OP you have Diburnium Hull Plating listed twice. I assumed one of those was Tetraburnium Hull Armor. The "Skill" based science consoles also significantly differ but that may be because the sub-category breakdown is not correct and there may be three science sub-categories rather than two.

    But 5a is defiantly on the table as a specific case of 5.

    5b - There is a profession factor included - where a Science character has a greater chance of getting a science console, Engineering and engineering, tactical a tactical. This is a bit tougher for us to test because we would need to keep track of character professions for each drop as well. Right now for this one all we can do is make qualitative assessments.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited February 2013
    5a - There is an additional role in that the loot table is not what we think it is -

    Nope.

    The odds on the Assignment outcome are rolled, based on your odds of success. You either get Green, Blue or Purple.

    There are only 3 tables, and you only ever roll on 1 per Assignment completion. Whichever outcome you receive, you then roll on a great big table that has all 42 Mk XII console variants of the appropriate color for your outcome.

    There is no weighting on these 3 tables. Every entry has an equal weight of 1.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited February 2013
    Nope.

    The odds on the Assignment outcome are rolled, based on your odds of success. You either get Green, Blue or Purple.

    There are only 3 tables, and you only ever roll on 1 per Assignment completion. Whichever outcome you receive, you then roll on a great big table that has all 42 Mk XII console variants of the appropriate color for your outcome.

    There is no weighting on these 3 tables. Every entry has an equal weight of 1.

    Thanks, I can stop that line of thought. So we are back to every console, regardless of quality, should drop with a 2.44% chance. With the OP's updated data (352 consoles) the two groups at the "tails" are driving the difference. Those would be consoles where he has received ~2 or less and ones where he has received ~14 or more. In 352 consoles we expect him to get ~7 or 8 of each type.

    The results are not shifting much:

    Original Data - Chi-square = 263.39, with 40 df, probability = 1.14x10^-34
    Current Data - Chi-square = 252.68, with 40 df, probability = 1.11x10^-32

    Again, if this was a pure sample size issue we should have seen more of a swing toward uniformity.

    I am at a loss at this point and will just update analyses and data as it comes in from various sources.
  • picardtheiiipicardtheiii Member Posts: 151 Arc User
    edited February 2013
    The only possible explanation I can offer at this point, is that it's just a matter of sample size. There are 42 different Mk XII consoles you can receive from this assignment (16 Eng, 10 Sci, 16 Tac) of each quality (Green, Blue, Purple) resulting in the total number of potential outcomes being 42*3=126. When you run a sample size of 300, with almost half that many possible outcomes, your odds are invariably going to be too small to create an big enough picture of the entirety.

    Nope.

    The odds on the Assignment outcome are rolled, based on your odds of success. You either get Green, Blue or Purple.

    There are only 3 tables, and you only ever roll on 1 per Assignment completion. Whichever outcome you receive, you then roll on a great big table that has all 42 Mk XII console variants of the appropriate color for your outcome.

    There is no weighting on these 3 tables. Every entry has an equal weight of 1.

    So just to be clear the data in question is the type of console (MKXII) that is received. The quality of the console (Green/Blue/Purple) is not being questioned. I think you are in error when you point the the "possible outcomes" (as relevant to the results presented) as 126. The provided data shows only the outcome of the "great big table" of 42 MK XII consoles and that is what is being questioned.

    Looking at the data (assuming it is true and correct), I have to support the idea that something is wrong in the code. It isn't just the lack of a single console, (as someone pointed out the lack of any one specific console is only 1 in a bit over 1000 or so) but the poor showing of all the popular consoles across the board.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited February 2013
    I would typically ascribe the OP to the prosecutor's fallacy and chalk it up to reading tea leaves in an insufficient sample size, but (assuming the numbers aren't fudged) those results really are slightly fishy. I mean of all the consoles to come dead last, it's relays, accelerators and field gens?
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2013
    Yeah. A lot of players have noticed with the NADORC chain that the "more useful and popular" consoles are a rarity in occurrence. I have personally noticed that the majority of the time, any purples I get are usually the less useful ones. As science goes, I never get field gens/emitter arrays, as Engineering goes, I hardly ever get anything other than diburnium, but I did get ONE monotanium (which currently resides on my FAC). I have never seen a hide nor hair of Neutronium or Ablative/Tetraburnium. As Tactical Consoles go, I have gotten one phaser relay, one AP mag regulator, and about a dozen or so Variable Geometry and another dozen or so DEDM/CPC consoles.

    Sufficed to say, the less used/less popular consoles are what I get the majority of the time when I do this chain. It's annoying, but it seems to be the case globally.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited February 2013
    One solution might be to point out that there simply aren't that many desirable consoles: some of the armors, the turn consoles, the energy weapon types, the field gens (and to a lesser extent emitters/SIF gens) and that's really about it. However, this wouldn't explain seeing the consoles themselves so rarely.
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2013
    One solution might be to point out that there simply aren't that many desirable consoles: some of the armors, the turn consoles, the energy weapon types, the field gens (and to a lesser extent emitters/SIF gens) and that's really about it. However, this wouldn't explain seeing the consoles themselves so rarely.

    That is very true. From what I know, the desirable consoles are as follows:

    Science

    (very desirable)
    Field Generators
    Emitter Array

    Power Insulator
    Inertial Dampeners

    (Semi-desirable)
    Flow Capacitors
    Particle Generators
    Graviton Generators

    (Undesirable)
    Everything else

    Engineering

    (very desirable)
    Neutronium Alloy
    Monotanium Alloy

    Tetraburnium Hull Armor
    Ablative Hull Armor
    RCS Accelerator

    (semi-desirable)
    All Remaining Hull Armor Consoles
    EPS Flow Regulators

    (undesirable)
    Everything else

    Tactical

    (very desirable)
    Single Energy Type Booster Consoles (currently Phaser, Disruptor, and Polaron are most wanted it seems, but for the most part all of them are desirable)
    TCD Subspace Infuser

    (semi-desirable)
    Remaining Single Projectile Type Booster Consoles
    Directed Energy Distribution Manifold
    Cannon Prefire Chamber
    Variable Geometry Detonators
    Warhead Yield Chamber

    (undesirable)
    Ironically none really.

    Most desired Consoles are highlighted in green.

    Now out of the 42 possible consoles, that's only a total of 10 that are the most wanted. So there are 126 possibilities (ignoring the white quality since I am sure that most people can do better than white), and of those 126, only 10 are truly most wanted. That's 7.9% of the total yield possibilities list.

    So it's odd that these 10 most wanted hardly ever make appearances.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • bareelbareel Member Posts: 3 Arc User
    edited February 2013
    You can eliminate all Sci consoles other than Field Gens from that list thanks to embassy.

    Also EPS I can't really think of why it would be desirable but if you say so.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2013
    bareel wrote: »
    Also EPS I can't really think of why it would be desirable but if you say so.

    Beam Overload.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • admgreeradmgreer Member Posts: 0 Arc User
    edited February 2013
    Another thing to keep in mind is there are no XII Booster Modulators. I have since updated my OP with my latest results. 2 more warhead yield consoles. (Yeah!)
  • picardtheiiipicardtheiii Member Posts: 151 Arc User
    edited February 2013
    bareel wrote: »
    You can eliminate all Sci consoles other than Field Gens from that list thanks to embassy.

    Also EPS I can't really think of why it would be desirable but if you say so.

    EPS is a very valuable console if you manipulate your power levels during a fight (which you should be doing if you want to get the most out of your ship.)

    Simple example: You have max power to weapons, you and pounding away on some enemy ships. You have taken a bit of damage and it's time to heal. Transfer max power to auxiliary and pop HE2 and TSS1 (the increased aux power makes them more more effective.) As soon as you activate abilities, put max power back to weapons (or shields depending) and you retain the benefit of powerful HE2 and TSS1 heals because the only thing that matters is power level when you activated the ability.

    And oh yeah, you can recover much faster from Full Impulse with 1 (or 2) EPS.
  • arcjetarcjet Member Posts: 161 Arc User
    edited February 2013
    corgatag wrote: »
    Neat idea, but maybe the right change is to buff the scaling of science/engineering skills.
    - What if 90 skill Particle generators made GW3 hit as hard as a Quantum Torpedo TS3?
    - What if a 60 skill difference in (Inertial Dampeners - Graviton generators) made you shrug off tractor beams?
    - What if it wasn't so easy to kill crew? What if the difference between 100% crew and 0% crew was 50% as strong as a permanent HE1?
    - What if a 60 skill difference in (Stealth - Sensors) meant that you could dance around a science ship with Sensor Scan and still not be spotted?

    THIS is exatly and absolutely spot-on!

    Additionally one simple question:
    What if you could actually see the effect of skill values?

    I mean, to be honest I haven't seen many games which make worse use of given UI space and explain fewer game mechanics in a more unnecessary way. Why is the reputation window too small and even lacking crucial item information (like set boni)? Why is the character and ship info window a complete mess?

    STO does too much under the hood and gives too little info to the player, and although the simple nature of the game (mechanics) means that you can usually get along without major insight, it still doesn't really justify that. If it was a very complicated, balanced and well thought-out game system, a really sophisticated system, I would understand some secretiveness about how things work.

    But as things stand, a UI and usability overhaul would be one of the most amazingly awesome improvements to the game.
    Not doing it from scratch. That usually results in other flaws. Just iron out what's horrible. More info, better screen utilization, fewer mouse clicks.
  • picardtheiiipicardtheiii Member Posts: 151 Arc User
    edited February 2013
    arcjet wrote: »
    THIS is exatly and absolutely spot-on!

    Additionally one simple question:
    What if you could actually see the effect of skill values?

    I mean, to be honest I haven't seen many games which make worse use of given UI space and explain fewer game mechanics in a more unnecessary way. Why is the reputation window too small and even lacking crucial item information (like set boni)? Why is the character and ship info window a complete mess?

    STO does too much under the hood and gives too little info to the player, and although the simple nature of the game (mechanics) means that you can usually get along without major insight, it still doesn't really justify that. If it was a very complicated, balanced and well thought-out game system, a really sophisticated system, I would understand some secretiveness about how things work.

    But as things stand, a UI and usability overhaul would be one of the most amazingly awesome improvements to the game.
    Not doing it from scratch. That usually results in other flaws. Just iron out what's horrible. More info, better screen utilization, fewer mouse clicks.

    Fewer mouse clicks?

    We are talking about the same game here, right?

    The one that makes you click:

    Inventory>Replicator>Scroll>Select Item>Replicate>Click Number Box>Type Number>Confirm>Character Sheet>Reputation>Contribute>Scroll Bar>Confirm

    As a way to simply contribute some EC to a reputation project.

    I don't think fewer mouse clicks are in our future.
  • xentillaxentilla Member Posts: 0 Arc User
    edited February 2013
    hmm those results do look a bit fishy to me.
    def least useful to most useful

    very interesting that you didnt get any phaser relays . . .

    I haven't kept track of my results but the only "useful" console I've gotten has been a purple phaser relay (donated to my Fleet). I'll guesstimate I've done the mission 100 times or so.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2013
    Fewer mouse clicks?

    We are talking about the same game here, right?

    The one that makes you click:

    Inventory>Replicator>Scroll>Select Item>Replicate>Click Number Box>Type Number>Confirm>Character Sheet>Reputation>Contribute>Scroll Bar>Confirm

    As a way to simply contribute some EC to a reputation project.

    I don't think fewer mouse clicks are in our future.
    Um... you do know that replicated commodities cost 150% of list prices and that you can usually buy them in bulk on the exchange for 80% of their list price?
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • admgreeradmgreer Member Posts: 0 Arc User
    edited February 2013
    Lets get this back on track. This post is about the results of Crafting Protype Consoles from Powered Alien Artifacts. My crafting as produced a high number of the same consoles over and over. The Tac consoles like Directed Energy Modulation, Pre fire chamber and Warhead yeild chamber. And Lots of Sensor probes and Bio function monitors. Several other players that do lots of crafting of these consoles also report the same thing. Cryptic has said: No it completly random. All I am asking is a way to test it on a large sample size. If there was a way to do the mission on Tribble with no cooldown and unlimited Artifacts, I personally would do 5000 or more and record them all just to put the issue to rest. Or if a DEV would just set up a test account on Holodeck or Tribble and run a Macro to repeat the mission and disable the cooldown and give the test toon say 100,000 artifacts and then let it run and then post the results so we can see its fair or admit that there is something wrong. Or the last option is to keep this Post alive and have the community add to my results and prove it one way or the other ourselves. But after reading posts from 6 or 7 other high number crafting players that are saying that the same junk consoles are showing up over and over and that the most wanted consoles hardly ever show up.

    The junk.

    (Tac: Pre-fire, Directed-Energy, Warhead Yeild. The Junk Eng: Shield,Wep, Eng power boost Emergency Force Fields. THe Junk Sci: Sensor Probes, Bio Function, Countermeasure, Power insulator.)

    These Consoles Drop more that any other. And mine and other players results show it. So we just want to know why these consoles are showing up more than all the others
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited February 2013
    bareel wrote: »
    You can eliminate all Sci consoles other than Field Gens from that list thanks to embassy.

    Also EPS I can't really think of why it would be desirable but if you say so.

    EPS is desirable if you have an Aux 2 battery build. You really really need it if you do.

    Biofunction monitor and Shield Emitter Amplifier are also not in romulan embassy. Shield Emitter Amplifier is also a desirable console if you have a high shield modifier.

    Biofunction isn't junk. A mk 12 purple biofunction keeps crew alive 100% even in theta radiation. AND crew with human boffs with leadership, actually makes crew useful.


    My results so far are just total of those not the green/blue/purple separation:
    SCI:
    Stealth Module(2); Sensor Probes(3); Countermeasure System(1); Inertial Dampeners(1); Flow Capacitor(5); Graviton Generator(3); Particle Generator(1);Emitter Array(3); Field Generator(2); Power insulator(3); Biofunction Modulator(3); Shield emitter amplifier(2);

    Eng:
    Injector Assembly (2);Field Emitter(1); Plasma Distribution Manifold(3); Diburnium Hull Plating(1);Parametallic Hull Plating(2); Electroceramic Hull Plating(2); Ablative Hull Armor(8); Monotanium Alloy(7); Neutronium Alloy(4); tetraburnium hull armor(1);RCS accelerator(4); Emergency force field(0);SIF generator(2); EPS flow regulator (3)

    Tac:
    Directed Energy Distribution Manifold(1);Warhead Yield Chamber(1); Prefire Chamber(2); Variable Geometry Detonators(4); Transphasic Compressor(3); Polaron Phase Modulator(2); Photon Detonation Assembly(2); Tetryon Pulse Generator(2); Ambiplasma Envelope(0); Chroniton Flux Regulator(1); TCD Subspace Infuser(1); Plasma Infuser(1); Disruptor Induction Coil(2); Antiproton Mag Regulator(0); Phaser Relay(1); Zero Point Quantum Chamber(4);

    So that was out of 96 consoles made. There are only 3 types I've yet to get green blue or purple of: Emergency Force Field, Antiproton Mag Regulator and Ambiplasma Envelope. I plan to continue to track this as I do more, but probably post when I have 200ish consoles made.
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited February 2013
    With deuemperor's data and the admgreer?s updated data we now have 455 consoles crafted and the deviation from a uniform distribution has become greater:

    Original Data - Chi-square = 263.39, with 40 df, probability = 1.14x10^-34
    Data as of 2/9 - Chi-square = 252.68, with 40 df, probability = 1.11x10^-32
    Data as of 2/11 - Chi-square = 325.54 with 41 df, probability = 5.72x10^-46
  • admgreeradmgreer Member Posts: 0 Arc User
    edited February 2013
    With deuemperor's data and the admgreer?s updated data we now have 455 consoles crafted and the deviation from a uniform distribution has become greater:

    Original Data - Chi-square = 263.39, with 40 df, probability = 1.14x10^-34
    Data as of 2/9 - Chi-square = 252.68, with 40 df, probability = 1.11x10^-32
    Data as of 2/11 - Chi-square = 325.54 with 41 df, probability = 5.72x10^-46


    Lol , I finished college and I have no Idea what that means except that consoles are not dropping randomly
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited February 2013
    admgreer wrote: »
    Lol , I finished college and I have no Idea what that means except that consoles are not dropping randomly

    The Chi-Square value measures the magnitude of the difference between the observed data and the expected outcomes (Uniform).

    The df is degrees of freedom and is used with the the Chi-Square value to obtain the probability.

    The probability is the final measure which tells you if the observed distribution differs SIGNIFICANTLY from the expected (uniform) distribution. When the probability is <0.05 we can say the two distributions are significant. When the probability is so small (like we are seeing), it means the results are drastically different.

    I have a hunch that with additional crafting, we are not going to approach a situation where the observed and expected distributions will be the same. I mean with adding ~50% more data, the magnitude of the difference increased, hence why I am am putting up the values each time I more consoles are added.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2013
    Well... my observations of having my Doffs do "Experimental console upgrades" is that I DO get plenty of damage type consoles. In fact I got an AP-Mag yesterday...
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited February 2013
    "Experimental console upgrades"

    This is a different console mission. So not really helpful. This is the children's toys missions where we make mk 12 consoles from powered artifacts.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2013
    I know that.... BUT, from what Bort has said it uses a nearly identical loot table. (the only difference being the mk of the console)
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • allocaterallocater Member Posts: 289 Arc User
    edited February 2013
    For 361 tries out of 42 consoles:
    The highest dropped console should be at 17-19 times.
    The lowest dropped console should be at 1-3 times.

    If a console drops 0 times, it is a sign that something was not correct.
    If a console drops more than 20 times, it is a sign that something was not correct.

    Measures with that, the results from OP look pretty bad. A typical result should look like this:
    [console_18] => 2
    [console_31] => 4
    [console_8] => 4
    [console_9] => 5
    [console_40] => 5
    [console_15] => 5
    [console_24] => 5
    [console_30] => 5
    [console_41] => 5
    [console_37] => 6
    [console_14] => 6
    [console_25] => 6
    [console_36] => 7
    [console_38] => 7
    [console_26] => 7
    [console_5] => 8
    [console_22] => 8
    [console_10] => 8
    [console_23] => 8
    [console_3] => 9
    [console_19] => 9
    [console_21] => 9
    [console_1] => 9
    [console_12] => 10
    [console_28] => 10
    [console_16] => 10
    [console_34] => 10
    [console_32] => 10
    [console_7] => 10
    [console_4] => 11
    [console_6] => 11
    [console_39] => 11
    [console_2] => 11
    [console_0] => 11
    [console_29] => 11
    [console_35] => 12
    [console_11] => 12
    [console_27] => 12
    [console_17] => 12
    [console_20] => 13
    [console_13] => 13
    [console_33] => 14

    edit: So I ran 100,000 simulations of "361 out of 42" and not once did a console drop more than 23 times. A console dropping 24 times, or 25 times, ... or even 27 (!!!) times as with OP, is practically impossible. You would need to run millions of simulation to get one simulation where a console drops 27 times.

    At first I was on the side of "Everything works correctly, the OP result is just a random outcome", but now i am on the side of "Something is wrong with the data or code"
  • allocaterallocater Member Posts: 289 Arc User
    edited February 2013
    Picture says more than 1000 words:

    http://i.imgur.com/kqvKvbL.png
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited February 2013
    allocater wrote: »
    Picture says more than 1000 words:

    http://i.imgur.com/kqvKvbL.png

    It looks like your simulations per console are following a Poisson distribution to the T.

    You have inspired me. I will generate exact tests to determine which consoles significantly differ and how far off the observed results are.

    Borticus, if you are still watching this thread I can put this all into an Excel workbook and ship it your way.
  • bpharmabpharma Member Posts: 2,022
    edited February 2013
    It looks like your simulations per console are following a Poisson distribution to the T.

    You have inspired me. I will generate exact tests to determine which consoles are significantly differ and how far off the observed results are.

    Borticus, if you are still watching this thread I can put this all into an Excel workbook and ship it your way.

    I just want to say this is the spirit of the forums, it's good to see Cryptic helping the players and vice versa.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • chk231chk231 Member Posts: 161 Arc User
    edited February 2013
    bareel wrote: »
    You can eliminate all Sci consoles other than Field Gens from that list thanks to embassy.

    Also EPS I can't really think of why it would be desirable but if you say so.

    Let's be aware that there are many players like myself who aren't in fleets, and have no interest in being in fleets, so people such as myself will be wanting these non fleet consoles.
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited February 2013
    I found these results interesting enough that I decided to dig into the reward structure of console fabrication. Since these were created under Heretic, I truly didn't know what to expect.

    Here are my findings:

    1) The quality of the reward outcome of the "Fabricate Prototype" assignment is guaranteed to match the quality of the success' display name. In other words, if your results say "Blue Quality" the console you receive cannot be anything other than Blue (Rare) quality, in all circumstances. No rare chance to upgrade to a better type, or anything like that.

    2) Every console available from our random drop tables is represented. Despite the above sample showing zero Phaser Relays (e.g.), they are included in the drop table as a possible result.

    3) All console rewards are equally weighted. This is the part I was unsure would be true, but it is - every item on the reward tables has an absolutely equal chance of being rewarded.

    The only possible explanation I can offer at this point, is that it's just a matter of sample size. There are 42 different Mk XII consoles you can receive from this assignment (16 Eng, 10 Sci, 16 Tac) of each quality (Green, Blue, Purple) resulting in the total number of potential outcomes being 42*3=126. When you run a sample size of 300, with almost half that many possible outcomes, your odds are invariably going to be too small to create an big enough picture of the entirety.

    The tables may have an equal distribution of drops, but is there some other algorithm between the table and the final result of the doff assignment?
Sign In or Register to comment.