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The results of crafting 300 powered Alien Artifacts

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  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited February 2013
    themarie wrote: »
    I ran this mission 12 times total. 12 useless green science consoles.

    I gave up after that, on the rare chance I come across a PA I exchange it.

    A wise course of action, across CO and STO anything related to RNG always seems to cause more resentment than joy.
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited February 2013
    Just so we're clear, the core cause of this bug (as I understand it - but I'm not a programmer) is that a single RNG roll is being propogated through multiple combat events, not several separate rolls that produce the same figure.

    In other words, blaming a "sticky" RNG on this behavior is a false assumption.

    In programming sections of code are often repeated and copied over to save time. Is there a reason the same thing could not be happening in other non combat RNG rolls if the original programmers simply copied over the code?
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited February 2013
    I'll shortly in a few days have over 400 consoles made and I kept track of the ones I had so we'll see if 700 consoles total show something iffy about the doff mission.
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited February 2013
    Important Bort: I've actually found an issue with children's toys somewhat related. you can only make 41 consoles. You can't make [Console - Engineering - Booster Modulator Mk XII] I didn't even know this console had a mk XII version until I got a white one in kerrat. I've made thousands of consoles and never once got it. So we found a bug in childrens toys.


    Now my results on consoles made at 406

    SCI:
    Stealth Module (10); Sensor Probes (7); Countermeasure System (5); Inertial Dampeners (9); Flow Capacitor (14); Graviton Generator (13); Particle Generator (15); Emitter Array (9); Field Generator (9); Power insulator (12); Biofunction Modulator (12); Shield emitter amplifier (11)

    Eng:
    Booster Modulator (null/0); Injector Assembly (12); Field Emitter (5); Plasma Distribution Manifold (16); Parametallic Hull Plating (11); Diburnium Hull Plating (11); Electroceramic Hull Plating (8); Ablative Hull Armor (22); Monotanium Alloy (13); Neutronium Alloy (15); tetraburnium hull armor (4); RCS accelerator (12); Emergency force field (2); SIF generator (10); EPS flow regulator (10)

    Tac:
    Directed Energy Distribution Manifold (5); Warhead Yield Chamber (8); Prefire Chamber (10); Variable Geometry Detonators (7); Transphasic Compressor (9); Polaron Phase Modulator (10); Photon Detonation Assembly (9); Tetryon Pulse Generator (14); Ambiplasma Envelope (8); Chroniton Flux Regulator (8); TCD Subspace Infuser (10); Plasma Infuser (7); Disruptor Induction Coil (6); Antiproton Mag Regulator (4); Phaser Relay (4); Zero Point Quantum Chamber (10)

    So we find that booster modulator isn't part of the drop table for children's toys. And magic math guy do your stuff with the above info. :D
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2013
    that's not proof that you can't get booster modulators... So you got a 0.... big deal, you got a bunch of 1 digit values.

    SCI: 126
    ENG: 151
    TAC: 129

    Definately an odd breakdown here. But not greatly outside statistical norms. The statistical average that you would expect for a group like this is 9 2/3. So most with 10 and 1 in 3 at 9. What do we actually have? 0 to 22. 22 is actually stranger than 0 since it means you got 12 more Ablative hull armor than the average. 0 is ~10 off the average.

    If we put tick marks on a number line we get:
    00 -
    01
    02 -
    03
    04 ---
    05 ---
    06 -
    07 ---
    08 ----
    09
    10
    11 ---
    12 ----
    13 --
    14 --
    15 --
    16 -
    17
    18
    19
    20
    21
    22 -

    See? It's not a smooth bell curve, but it DOES spike at 9 and 10. I'd guess the 0 and 22 are a result of sampling "error".
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • deusemperordeusemperor Member Posts: 136 Arc User
    edited February 2013
    If you check the exchange there are no mk 12 purple booster consoles. You could say people bought them all, but I've

    So lets look at how many consoles I've made with children's toys. FYI this isn't complete list just what I was following. Now out of all the consoles below I've never EVER made BOOSTER MODULATOR.

    p=305,1,1,
    b=525,1,
    g=330,1,1,1,

    P= 170,1,
    b= 285,1,1,1,1,
    g= 170,1,

    P=025,1,
    B=045,1,1,1,1,
    G=040,1,

    TOTAL: 1913 That I actually kept track of rarity. And in all that 1913 and others I've never made the booster modulator. I'm convinced it isn't on the table. OR its that very small 1 out of whatever chance I get 0.
    Eng: Injector Assembly (20), Field Emitter (19), Plasma Distribution Manifold (16), Tetraburnium Hull Plating (10), Parametallic Hull Plating (8), Diburnium Hull Plating, (8) SIF Gen (9) Emergency Force Fields (9), Electroceramic Hull Plating (5), Ablative Hull Armor (5), Monotanium Alloy,(4) EPS Flow Reg (4), Neutronium Alloy (2) Consoles RCS Consoles (1) 120 Eng Consoles

    The first post hasn't made any either.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2013
    Important Bort: I've actually found an issue with children's toys somewhat related. you can only make 41 consoles. You can't make [Console - Engineering - Booster Modulator Mk XII] I didn't even know this console had a mk XII version until I got a white one in kerrat. I've made thousands of consoles and never once got it. So we found a bug in childrens toys.


    Now my results on consoles made at 406

    SCI:
    Stealth Module (10); Sensor Probes (7); Countermeasure System (5); Inertial Dampeners (9); Flow Capacitor (14); Graviton Generator (13); Particle Generator (15); Emitter Array (9); Field Generator (9); Power insulator (12); Biofunction Modulator (12); Shield emitter amplifier (11)

    Eng:
    Booster Modulator (null/0); Injector Assembly (12); Field Emitter (5); Plasma Distribution Manifold (16); Parametallic Hull Plating (11); Diburnium Hull Plating (11); Electroceramic Hull Plating (8); Ablative Hull Armor (22); Monotanium Alloy (13); Neutronium Alloy (15); tetraburnium hull armor (4); RCS accelerator (12); Emergency force field (2); SIF generator (10); EPS flow regulator (10)

    Tac:
    Directed Energy Distribution Manifold (5); Warhead Yield Chamber (8); Prefire Chamber (10); Variable Geometry Detonators (7); Transphasic Compressor (9); Polaron Phase Modulator (10); Photon Detonation Assembly (9); Tetryon Pulse Generator (14); Ambiplasma Envelope (8); Chroniton Flux Regulator (8); TCD Subspace Infuser (10); Plasma Infuser (7); Disruptor Induction Coil (6); Antiproton Mag Regulator (4); Phaser Relay (4); Zero Point Quantum Chamber (10)

    So we find that booster modulator isn't part of the drop table for children's toys. And magic math guy do your stuff with the above info. :D

    Except I made one a few months ago. Sold it on the exchange for 6 mil. Nice profit.
    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)
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited February 2013
    You have? Wow I must get the short end of the stick. Never ever got one of those :S How peculiar. Maybe its bugged so its super rare. *shrugs* None on the exchange purple mk 12 at least. I've gotten a few common and uncommon booster modulator mk 12 in kerrat. I reduct my previous statements about it then. Still the original post and mine don't have it in our 271 engineering consoles. :confused:

    Edit: You made it months ago, but haven't made another booster modulator since then?
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2013
    Edit: You made it months ago, but haven't made another booster modulator since then?

    I haven't crafted any consoles for at least a month. Been partially too lazy, partially haven't gotten powered ones (low on rare-traces) and partially waiting on this thread to see what happens. And I haven't been having much luck with NADORC either, which isn't helping.
    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
    There are no Purple XII booster modulators, I have never crafted one ever. Or ever seen one on exchange
  • lagunadlagunad Member Posts: 198 Arc User
    edited February 2013
    So, I did the obvious thing and added the totals of the two large samples together. There are a total of 768 consoles in them. In a couple cases, the subtotals given by AdmGreer did not agree with his itemized list, so I assumed the itemized list was right.

    One odd thing is that on page 1 of this thread, Bort said there are 16 Eng, 10 Sci, and 16 Tactical Consoles you can make.

    In fact, that does not agree with the number of actual console types seen.

    There are 15 Eng consoles, if you count Booster Modulator, or 14 if you don't. If there's a 16th Eng console, it didn't appear in the sample of 271 Eng modules crafted.

    There are 12 Sci consoles, not 10. According to AdmGreer's numbers, he did not get a Biofunction Monitor or a Shield Emitter Amplifier.

    There are, in fact, 16 Tac consoles; AdmGreer did not get a Phaser Relay, nor did he list the Zero Point Quantum Chamber.

    14+12+16 does add up to the advertised number of 42 possible outcomes.

    If there are consoles in the loot table (e.g. Booster Modulator Mk XII, or the mysterious 16th Eng console) that don't exist, that might be a pretty big deal. References in code, or data tables, to things that don't exist tend to lead to unpredictable results...

    If we assume Booster Modulators aren't in the table, the chi^2 for the combined sample being uniformly distributed among the 42 console types that appear in at least one sample is 137 for 41 DOF. If the consoles are truly uniformly distributed, the odds against observing an outcome this uneven (or worse) are about 400 billion to 1.

    For the combined data, the distribution among Eng/Sci/Tac consoles is also very far from expected:

    Eng: 271 observed, 256.0 expected
    Sci: 272 observed, 219.4 expected
    Tac: 225 observed, 292.6 expected

    This corresponds to a chi^2 of 29 for 2 degrees of freedom; the chance of observing such an outcome due to chance if the consoles are distributed 14:12:16 is also extremely small: about 1-in-2 million.

    There is a possible selection bias at work here. AdmGreer posted because he observed an extremely non-uniform distribution. So it is interesting to look at only DeusEmperor's data.

    For the Eng/Sci/Tac consoles, Deus alone has chi^2 6.9 for 2 degrees of freedom. If the consoles are distributed 14:12:16, the chance of that is about 3%. Small, but not that small.

    For the frequency of individual consoles, the chi^2 for Deus alone is 62.6 for 41 degrees of freedom. The chance of this outcome from a uniform distribution is slightly less than 2%. About half of the chi^2 is due to one console (Ablative Hull Armor). Except for that one outlier, Deus' data would be reasonably consistent with uniformity. But the chance of such an outlier if the consoles are uniformly distributed is pretty small (as reflected in the chi^2 probability).

    It doesn't look to me like the distribution (which was presumably sampled over a fairly long period of time), was uniform at all times.

    That doesn't mean that it is necessarily non-uniform for consoles crafted *now*. Just speculating, but a problem lasting for only a few weeks a year or so ago, that led to a few types of consoles being heavily over-represented during that time, would be enough to account for the non-uniformity of the cumulative data. Something weird that resulted in 10 extra copies of Ablative Armor over a relatively short time would be enough to explain Deus' data, for instance.

    I wonder if a more controlled sample could be tested by repeated character copies to Tribble...
  • howiedizzlehowiedizzle Member Posts: 122 Arc User
    edited February 2013
    Anyone who's ever done large quanties of these has known this is rigged; if you believe otherwise, you are a special type of naive... Its in the interest of business that premium consoles like purple Mk XII Field Generators and damage consoles stay very, very rare, that way if you want one your best bet is to just BUY KEYS and sell them for the amount of EC you need...

    I look forward to seeing those test results derped away...
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2013
    I collated the Data from the two sets together and noticed that the two sets of data have a lot of variation. This lends credence to the idea that it's selection bias at work. the number on the left is the one from the OP, the second is the one from last page:

    ENG:
    Ablative Hull Armor (5)22
    Booster Modulator (0)0
    Diburnium Hull Plating (8)11
    Electroceramic Hull Plating (5)8
    Emergency Force Fields (9)2
    EPS Flow Reg (4)10
    Field Emitter (19)5
    Injector Assembly (20)12
    Monotanium Alloy(4)13
    Neutronium Alloy (2)15
    Parametallic Hull Plating (8)11
    Plasma Distribution Manifold (16)16
    RCS Accelerator (1)12
    SIF Gen (9)10
    Tetraburnium Hull Plating (10)4

    SCI:
    Biofunction Monitor (0)12
    Countermeasure System (19)5
    Emitter Array (8)9
    Field Generator (1)9
    Flow Capacitor (13)14
    Graviton Generator (11)13
    Inertial Dampeners (14)9
    Particle Generator (8)15
    Power Insulator (20)12
    Sensor Probes (25)7
    Shield emitter amplifier (0)11
    Stealth Module (27)10

    TAC:
    Ambiplasma Envelope(4)8
    Antiproton Mag Regulator (2)4
    Chroniton Flux Regulator (4)8
    Directed Energy Distribution Manifold (18)5
    Disruptor Induction Coil (2)6
    Phaser Relay (0)4
    Photon Detonation Assembly (6)9
    Plasma Infuser (4)7
    Polaron Phase Modulator (6)10
    Prefire Chamber (11)10
    TCD Subspace Infuser (3)10
    Tetryon Pulse Generator (4)14
    Transphasic Compressor (7)9
    Variable Geometry Detonators (8)7
    Warhead Yield Chamber (17)8
    Zero Point Quantum Chamber (0)10

    this time the spread is 0 - 37, and now to graph:
    00-01 -
    02-03
    04-05 -
    06-07 -
    08-09 -
    10-11
    12-13
    14-15 ----
    16-17
    18-19 ----
    20-21 -
    22-23 ---
    24-25 ---
    26-27 --
    28-29
    30-31
    32-33 ----
    34-35 -
    36-37 -

    The expected average here is 18. It's kinda odd seeing so many numbers in the 30s. but, as was said earlier, selection bias.

    But for this to be truely meaningful, we need a larger sample size. 42^2 would be enough for a meaningful sample.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited February 2013
    It doesn't look to me like the distribution (which was presumably sampled over a fairly long period of time), was uniform at all times.

    Well I started keeping track when I read this thread and created a spreadsheet on:

    2/6/2013 7:21pm MST

    And I crafted 406 consoles until 2/22/2013 I'm still keeping track. So this data from me is 16 days worth of crafting so less than a month.
    14+12+16 does add up to the advertised number of 42 possible outcomes.

    Yeah guess we need bort or someone to add that booster modulator and I do wonder what the mysterious 16th eng console is. lol.

    Maybe an update or something removed the booster modulator thing somehow.


    Edit: Also the reason why my distribution is more uniform could be because I figured out Critical Traits do matter. I have 3 toons with efficient, and 4 toons with Cunning. I've also found out that non engineers do get a 2.199% higher chance on average of getting a purple. Sometimes it jumps high and somtimes jumps lower than that. I'm also considered lucky by my friends with this mission while they don't get good stuff I do.

    Maybe because I'm "lucky" I'm not a good data source, and also because I've been running 4 toons that have 5 doffs each with cunning and 3 toons with 5 doffs with efficient.
  • lagunadlagunad Member Posts: 198 Arc User
    edited February 2013
    But for this to be truely meaningful, we need a larger sample size.

    We have a 7 standard-deviation effect for the combined sample. If you don't think that is "truly meaningful", perhaps you should retake Stats 101...
    42^2 would be enough for a meaningful sample.

    There is nothing special about a sample size of 42^2.
  • aspartan1aspartan1 Member Posts: 1,054 Arc User
    edited February 2013
    Awesome stuff.... Great job. I wish the site had an official section for intel such as this for the community. I also think people that such tests should get a special title in game if the data submitted is valid as a special recognition of their service to the community.
    If you are looking for an excellent PvE fleet consider: Omega Combat Division today.
    Former member of the Cryptic Family & Friends Testing Team. Sadly, one day, it simply vanished - without a word or trace...
    Obscurea Chaotica Fleet (KDF), Commander
    ingame: @.Spartan
    Romulan_Republic_logo.png
    Former Alpha & Beta Tester
    Original Cryptic Forum Name: Spartan (member #124)
    The Glorious, Kirk’s Protegè
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2013
    lagunad wrote: »
    We have a 7 standard-deviation effect for the combined sample. If you don't think that is "truly meaningful", perhaps you should retake Stats 101...
    7 standard-deviation effect? no clue what that means...
    There is nothing special about a sample size of 42^2.
    Actually, there is.... Assuming there are in fact 42 possible outcomes, 42^2(or 1764) is the number of times you need to do it in order to have an average that is equal to the number of possible outcomes. It's also the point where the sample size becomes large enough for sampling "error" to become less important.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • deusemperordeusemperor Member Posts: 136 Arc User
    edited February 2013
    Well I guess I'll just have to make another toon and get up and crafting that way I can do 24 consoles a day to get up to 42^2 number it probably take a bit.

    1764-426=1338 more consoles to go. At 24 consoles a day it will take 55.75 days. so a little over 2 months from now for me to get your desired sample size.

    My data is correct I have the spreadsheet opened and add to it 2-4 times a day 7 consoles at a time. I see what I got in game and put a number on the console on the spreadsheet.

    Maybe my data is more uniform as I on average make 21 consoles a day right now, while the original post did it off and on as he eventual got them from his fleet mates.
  • lagunadlagunad Member Posts: 198 Arc User
    edited February 2013
    7 standard-deviation effect? no clue what that means...

    So you have "no clue" about one of the most elementary concepts in statistics? OK.
    Actually, there is.... Assuming there are in fact 42 possible outcomes, 42^2(or 1764) is the number of times you need to do it in order to have an average that is equal to the number of possible outcomes. It's also the point where the sample size becomes large enough for sampling "error" to become less important.

    Actually, there isn't. See above.

    According to your "rule", since there are 2 possible outcomes to a coin flip, 2^2 = 4 coin flips is a large enough sample to tell whether the coin is "fair" (has equal probability to come up heads or tails).

    But in four flips, a fair coin will give four heads OR four tails 12.5% of the time. So 2^2 = 4 flips is in no way a sufficient sample size and clearly your "rule" is nonsense. Whoever told you that "rule" was either simply making it up, or you misunderstood them.

    (I have a PhD in experimental particle physics and teach a statistics course at a major university, by the way).
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2013
    lagunad wrote: »
    So you have "no clue" about one of the most elementary concepts in statistics? OK.
    No... I said I don't know what that phrase meant....
    Actually, there isn't. See above.

    According to your "rule", since there are 2 possible outcomes to a coin flip, 2^2 = 4 coin flips is a large enough sample to tell whether the coin is "fair" (has equal probability to come up heads or tails).

    But in four flips, a fair coin will give four heads OR four tails 12.5% of the time. So 2^2 = 4 flips is in no way a sufficient sample size and clearly your "rule" is nonsense. Whoever told you that "rule" was either simply making it up, or you misunderstood them.
    I didn't say it was a rule.... I was saying that smaller sample sizes aren't quite large enough for a conclusive result.
    (I have a PhD in experimental particle physics and teach a statistics course at a major university, by the way).
    That's nice. It neatly explains why your analysis is so complex.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • lagunadlagunad Member Posts: 198 Arc User
    edited February 2013
    No... I said I don't know what that phrase meant....

    Exactly.
    I didn't say it was a rule.... I was saying that smaller sample sizes aren't quite large enough for a conclusive result.

    You said that the current sample size isn't statistically adequate (false) and that there was something special about having a sample size of 42^2 which would make it adequate (false).
    That's nice. It neatly explains why your analysis is so complex.

    And why, unlike yours, it also happens to be correct.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2013
    lagunad wrote: »
    You said that the current sample size isn't statistically adequate (false) and that there was something special about having a sample size of 42^2 which would make it adequate (false).
    Right.... What do you think is a large enough sample size?
    And why, unlike yours, it also happens to be correct.
    So what's wrong with my analysis, professor?
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited March 2013
    I feel kind of like a jackpot winner today. I've actually only recently started paying attention to the related DOFF assignments for this.

    The first 5 consoles I managed to spit out were basically junk and I lost a lot of EC, based on if I'd just sold the powered artifacts on the exchange. But the sixth I hit a purple MK XII Field Generator science console that boosts shield output by 20%. Current cheapest Exchange price when I looked it up this afternoon? Just under 47 million EC. Bless you obsessive PvP specialists that have to win at any cost. Bless you one and all.

    I may just convert a good chunk of that into a Tholian Orb Weaver for my KDF ship of misfits. Which is a pretty sweet day.


    "We are smart." - Grebnedlog

    Member of Alliance Central Command/boq botlhra'ghom
  • rooster75rooster75 Member Posts: 0 Arc User
    edited March 2013
    admgreer wrote: »
    I dug up my spread-sheet and here are results of crafting over 300 consoles: ( No one can convince me it's random) the Purple/Blue/Green Quality results were accurate running it at %24-%51-%24


    SCI: Stealth Module (27), Sensor Probes (25) , Power Insulator (20), Countermeasure System (19), Inertial Dampeners (14), Flow Capacitor (13), Graviton Generator (11), Particle Generator (8), Emitter Array (8), Field Generator (1) 147 Sci Consoles

    Eng: Injector Assembly (20), Field Emitter (19), Plasma Distribution Manifold (16), Tetraburnium Hull Plating (10), Parametallic Hull Plating (8), Diburnium Hull Plating, (8) SIF Gen (9) Emergency Force Fields (9), Electroceramic Hull Plating (5), Ablative Hull Armor (5), Monotanium Alloy,(4) EPS Flow Reg (4), Neutronium Alloy (2) Consoles RCS Consoles (1) 120 Eng Consoles

    Tac: Directed Energy Distribution Manifold (18), Warhead Yield Chamber (17), Prefire Chamber (11), Variable Geometry Detonators (8), Transphasic Compressor (7), Polaron Phase Modulator (6), Photon Detonation Assembly (6), Tetryon Pulse Generator (4), Ambiplasma Envelope(4), Chroniton Flux Regulator (4), TCD Subspace Infuser (3), Plasma Infuser (4), Disruptor Induction Coil (2), Antiproton Mag Regulator (2), Phaser Relay (0) 94 Tac consoles

    I have done some addtional crafting since OP, I have updated the OP with my results.

    You can add these to your totals. This is the results of the last 100 which I have crafted. Like you I'm seeing SOME similar results. We both seem to have low numbers of total Field Generators, RCS Consoles and Antiproton Mag Regulators. We did, however, differ in a few other places. My total overall Tactical consoles seem proportionally higher.

    Plasma Distribution Manifold - 2
    Field Emitter - 2
    Injector Assembly - 1
    Monotanium Alloy - 1
    Neutronium Alloy - 3
    Diburnium Hull Plating - 2
    Ablative Hull Armor - 3
    Electroceramic Hull Plating - 0
    Tetraburnium Hull Armor - 2
    Parametallic Hull Plating - 1
    RCS Console - 0
    Emergency Force Fields - 4
    SIF Generator - 5
    EPS Regulator - 3
    29

    Countermeasure System - 1
    Emitter Array - 5
    Flow Capacitor - 1
    Graviton Generator - 3
    Inertial Dampeners - 3
    Particle Generator - 1
    Power Insulators - 2
    Sensor Probes - 1
    Stealth Module - 3
    Biofunction Monitor - 1
    Field Generator - 1
    Shield Emitter Amplifier - 3
    25

    Variable Geometry Detonator - 4
    Warhead Yield Chamber - 4
    Directed Energy Distribution Manifold - 4
    Prefire Chamber - 1
    Phaser Relay - 5
    Disruptor Induction Coil - 2
    Plasma Infuser - 4
    Tetryon Pulse Generator - 4
    Polaron Phase Modulator - 2
    Antiproton Mag Regulator - 0
    Photon Detonation Assembly - 2
    Zero-Point Quantum Chamber - 5
    Ambiplasma Envelope - 5
    Transphasic Compressor - 2
    Chroniton Flux Regulator - 0
    TCD Subspace Infuser - 2
    46
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited March 2013
    We did, however, differ in a few other places. My total overall Tactical consoles seem proportionally higher.

    What critical traits are you using on your doffs? I've noticed there is a difference between cunning and efficient where cunning gives more tactical consoles so far over efficient trait which seems to give more science consoles.
  • admgreeradmgreer Member Posts: 0 Arc User
    edited March 2013
    I have never found a Fed Eng Doff with Resolve and Cunning, only Efficent and Stubborn on the Telerites.
  • rooster75rooster75 Member Posts: 0 Arc User
    edited March 2013
    What critical traits are you using on your doffs? I've noticed there is a difference between cunning and efficient where cunning gives more tactical consoles so far over efficient trait which seems to give more science consoles.

    Mix of Efficient & Stubborn. None with Cunning.
  • lagunadlagunad Member Posts: 198 Arc User
    edited March 2013
    Combining the two samples that are less likely to be biased (DeusEmperor and Rooster), the data are looking more and more consistent with a uniform distribution.

    For the 506 consoles in that set, the chi^2 is 53.6 for 41 degrees of freedom. The chance of seeing a sample of 506 consoles with equal or greater non-uniformity, if the console distribution is truly uniform, is about 9%.

    While 9% still sounds pretty small, statistically that is not a very significant departure from expectation.

    The combined sample including AdmGreer remains extremely inconsistent with uniformity, of course.
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited March 2013
    Well here is my findings at 616 consoles made. Also below this is what I've seen from cunning and efficient traits. 155 consoles were purple out of the 616.

    Sci: (183) purples in [43] 12 Consoles available.

    Particle Generator (20) [7];
    Flow Capacitor (18) [4];
    Power insulator (17) [3];
    Emitter Array (17) [2];
    Graviton Generator (16) [6];
    Shield emitter amplifier (16) [4];
    Biofunction Modulator (15) [4];
    Stealth Module (14) [5];
    Inertial Dampeners (14) [3];
    Field Generator (14) [3];
    Countermeasure System (12) [1];
    Sensor Probes (10) [1];

    Eng: (230) Purples in [64] 14 consoles available 1 console isn't craft-able it seems.

    Ablative Hull Armor (27) [7];
    Plasma Distribution Manifold (23) [8];
    SIF generator (21) [6];
    Neutronium Alloy (21) [6];
    Injector Assembly (18) [6];
    Monotanium Alloy (16) [5];
    RCS accelerator (16) [5];
    EPS flow regulator (16) [5];
    Electroceramic Hull Plating (15) [3];
    Field Emitter (14) [3];
    Diburnium Hull Plating (14) [4];
    Parametallic Hull Plating (13) [3];
    tetraburnium hull armor (10) [3];
    Emergency force field (6) [0];
    booster modulators (0/none existent)

    Tac: (203) Purples in [48] 16 consoles available

    Prefire Chamber (21) [3];
    Tetryon Pulse Generator (19) [4];
    Zero Point Quantum Chamber (18) [6];
    Polaron Phase Modulator (15) [2];
    Photon Detonation Assembly (14) [3];
    Ambiplasma Envelope (14) [6];
    Chroniton Flux Regulator (14) [3];
    Warhead Yield Chamber (13) [1];
    Transphasic Compressor (13) [6];
    TCD Subspace Infuser (12) [2];
    Plasma Infuser (11) [5];
    Antiproton Mag Regulator (10) [0];
    Variable Geometry Detonators (9) [0];
    Disruptor Induction Coil (9) [1];
    Directed Energy Distribution Manifold (7) [3];
    Phaser Relay (4) [3]; (yeah this one is out of wack, but my ec bank loved I got 3 purples and 1 green)

    Trait data is composed of 5 of each of the trait listed. Toons means how many characters I have using those doffs with that trait crafting:

    Cunning: (24/29/47) 5 toons
    p b g
    eng: 37,23,69
    sci: 20,29,52
    tac: 26,36,50
    9/31
    58/222 26.126126
    76/309 24.595469
    83/342 24.269005

    Efficient: (24/51/24) 3 toons
    p b g
    eng: 26, 47, 20
    sci: 18, 34, 21
    tac: 15, 36, 26
    39/163 23.926380
    54/224 24.107142
    59/243 24.279835
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    That many consoles? Damn you are awesome. I have only crafted like 20 and gotten no purples.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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