I've done Garuda Hard mode about 25 times and I've yet to see a bard bow or a scholar book drop.
I've since gotten my Scholar's relic so now I do it to get weapons for my sub characters but still kinda sad lol..
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I've done Garuda Hard mode about 25 times and I've yet to see a bard bow or a scholar book drop.
I've since gotten my Scholar's relic so now I do it to get weapons for my sub characters but still kinda sad lol..
This reminds me that there are still too many people that don't understand percentages or probability.
Less than 100% chance is not 100% chance, no matter how close it is to 100%.
50% does not mean that a specific person will succeed 50% of the time, it means that there's always a flat 50% chance of success or failure. You could fail 90% of the time even though you had a 50% chance of success every time, because it's not cumulative, but flat probability for each check.
Most RNG systems are not perfectly random in the strictest sense, but can seem close enough. This game uses one of them.
I understand probability quite well. Did statistics in University. When I frequently see sequences that have less than a 1 in 100,000 chance occurring, every 500 chances or so, and others complain of the same thing, we're either all incredibly unlucky, or the system is prone to excessively long sequences of extreme values.
Frankly though, I'd be happier if they just did away with the RNG entirely, and introduced some form of Fatigue factor, that increases with every action, and once full, the next action is going to fail. Various abilities increase fatigue more, while various traits decrease the rate of fatigue growth.
Do the same thing as well, but for HQ gatherings. When you gather, your HQ meter fills, and then once full, you get an HQ hit, and it resets with any full surplus carried over.
Such a system would remove the immense frustration that many feel with an RNG. I hate RNG's in MMO's period (excluding combat). If I'm a skilled artisan or botanist, it's only a matter of time, not chance, that I'll HQ something.
Having gathered up to 800 Mythril Ore, equal numbers on other items, I can confirm that HQ is around 15-20% and it's like that all the time. Proc for Mooch is similar. For Gathering, it's 15-20% of hits though so if you are getting nothing 40% of the time, you get 15% of the 60 times you hit.
Crafting is different. If I can get 50% or 75% or 88% with all Normal condition and do it over 100 Synthesis, my true HQ will come up half on those synthesis. The number fusges based on Good quality but the true value of my crafting percentage is almost always half. It doesn't matter what the bar says.
And the ugly truth to %-based rates is that, mathematically speaking, there exists a statistical probability that someone will never get an item they desire. Game companies won't sell you that info though. :P
Obviously the odds are very low assuming an infinite number of attempts, but it's not 0.
This.
I have had strings of 5 failures in a row at about 80% success. If you do the math, that is about 0.00032. I have had someone tell me their worst string was 6 failures at 90% in a row.
Whilst, I know just having 1 person I know of isnt a very good sample size, the thought that the example that happened to me as well as a few other strings of bad luck happen just doesnt seem... right.
Merely a feeling. I am not claiming to have any statistical evidence. I would just like to know what peoples thoughts are.
You're all incredibly unlucky, because some others are incredibly lucky. My results are fairly average.
That's just how it can go. And most RNGs are basically pseudo-RNGs because they're not based on natural phenomenas that are truly random, so they can occasionally be perceived as prone to extreme values.
You're doing the math on a few samples, but you'd have to gather the data from all players, all checks, all the time to get a more reliable picture of how well the system works at acting random.
This is entirely within tolerances for RNG. It's just a bad string of luck.
Honestly people. We really do need hard numbers here and not anecdotal evidence. If you think something is wrong then document it and prove with a high enough sample size. PROVE IT PEOPLE! This is something the player base can absolutely prove. Stop complaining and actually do something to prove to SE that there is a problem. That's what gets things done around here.
Because SE probably knows it works perfectly as they sit there laughing there asses off at the players raging. Random number generating algorithms are very common and extensively tested. It is very probable SE is using a standard algorithm, and didn't write their own since there wouldn't be much benefit in reinventing the wheel. Which would mean there isn't a problem at all. If the players would take the time to try and prove the problem exists they might actually discover it works just fine, or if they find there is a problem then it might garner some real attention from SE who is likely sitting back feeling very confident in their industry accepted algorithm. So far no one cares to study this with a large enough sample size and they just want to complain instead. If I was SE I would expect that the generator is working perfectly because there is no real reason to expect that it isn't. From a programming perspective what everyone thinks is happening is actually a very unlikely scenario. It is more likely that personal perceptions are playing strongly in players minds and are making them perceive a problem that does not actually exist.
AK? No idea what you think you read, but I brought a specific test in my first post on thread of mining 100% chance nodes, and using unearth to increase HQ percentage. with a stated chance of 25%, I saw instead 38HQ over ~300 attempts (75 nodes total, so 300 is the minimum. It may be closer to 310 but for simplicity I rounded).
I am btw, neutral on this subject, I am not complaining, or defending the system. I am defending the possibility that the system is flawed however. Based on my experience and testing, the system seems flawed. That doesn't mean it is, but my one stated example was large enough to be meaningful, though not definitive. However for personal play, the system works good enough for me.
Regarding loot drop: I don't care at all. When stuff drops, better than my gear it is an oooh free upgrades moment. I don't go looking for them however, so I am not interested either way in chance rates of loot drop.
But gathering is very clean and easy test for the RNG system, which other people can easily test to backup or refute my numbers. Mine any 100% chance item with a 15% chance HQ over a sufficient sample size, of 50+ nodes. Use unearth consistently at every node to ensure that every node is given the same 25% chance at HQ. (25% is a good number of this type of test, because the sample size doesn't have to be prohibitively large to be meaningful). Count the total number of NQ and HQ at the end of the test. I would expect results of 18-25% HQ.
My own personal experience is that, over time, HQ gathering percentages do tend to match the listed percentage. Not that my sample size is statistically significant, but NO single player (or even a couple of players comparing notes) is going to have a large enough sample size avoid being an outlier on the bell curve.
The displayed percentages may, in fact, be incorrect and I've been lucky. My experience is no more or less valid than others.