On average. People always forget that bit when talking about statistics like this. You can fail 1000 times in a row on a 99.9% chance of success, but if those are your only failures out of 1,000,000 attempts, then it's still .1% of your total attempts, and thus averages out. Because the probability of an event occurring is non-indicative of an event occurring or not as it's pretty clear the RNG keeps trials isolated when determining success or failure (or HQ or NQ).

I do feel its somewhat scripted into the game. Like how often have you had a 90%+ HQ on an Ixali beast tribe quest for it only to NQ. I wonder if in those crafts they are trying to push people towards the 100% instead. Either way, I find it fun, because I've had a lot more times when RNG's worked in my favour rather than not. Other day for fun I made another Calibrated Rose Gold Cog just to show my friend its possible to HQ, and it HQ'd with only 18% chance. I think I might of damaged my friendship with that one given he had it fail about 50 times a row regardless of % achieved.![]()
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I was making 5 nq Concentrated spirits of Salt for my Paracelsus Supra, and one hq'd at 1%, so yeah, luck is luck is luck lol...
I wonder if the percentages displayed are not fully reflective (maybe they are representative for level and gear but don't represent the affects of some kind of hidden variable like weather or some other influence). If the percentage chances for success are supposed to be correct then I don't see how the RNG in this game is random. I've worked in statistics all my life and I see way too many streaks and unlikely occurrences for this game to be using pseudo random numbers if the percentages are supposed to be reflective of your actual chance at success.
I fully believe they use a nondeterministic generator, but I wouldn't be surprised to see that they 'weight' the results in some way to achieve cycles or streaks in some fashion. That would definitely add more drama to the game![]()
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