Random is not consistent. If you want to prove the percent is wrong you will need to post hard data with a very large sample size e.g. 1000 attempts.
Random is not consistent. If you want to prove the percent is wrong you will need to post hard data with a very large sample size e.g. 1000 attempts.
I would like to throw my two cents in, overall the RNG is functional, but I would say it is broken to the point you have to adjust any percentage you see. I think everyone who has done a lot of crafting or gathering (or followed a lot of loot drops) knows, there are highly unlikely occurrences both directions, and "unlikely" strings of failures and success are common, when they should be statistically rare. Overall they tend to average down to a baseline, but that baseline is not the listed number in my experience.
Ignoring failures, look just at HQ for the moment. When I first started playing with using Unearth I did some tests to see how well it worked, and if it was worth the waiting for GP every few nodes, or paying for cordials.
Copper Ore @100% chance, 15% HQ. Using Unearth at every single node, so 25%, and 30% for +5% nodes.
I mined a total of 75 nodes(I was going to do 100 but I can only take mining for so long....) , so ~300 total ores mined. At the end I had 38 HQ.
That is obviously not 25%, more like 12%. While I haven't done another test to further verify this or do an even larger sample, this upholds my experience with RNG in this game: subtract ~10% to get the real world average percentage.
Run WP a few hundred times and you'll see that the RNG is completely broken.
I've trashed tens of dozens of lancers arms and pugilist fists, RARELY see anything else.
RNG doesn't mean if it's 25% chance that you will get 25% HQ by the end of a run. It means when you click on that node you have a 25% chance to get 1 hq. The next time you click, you have the exact same chance. RNG means that even in 1000 gathers, you could get 1 hq.
The same thing happens with a dice roll. It's completely random. Try it sometime.
That is how random works. Yes computers have pseudo-RNG but in the grand scheme of things it works just fine for a video game.
Thanks to this thread I finally figured out what RNG stands for
And dont't forget that the Human brain tends to forget about positive results more easily while negative results are remembered. I am also sometimes frustrated when I have a 50% HQ chance and don't get a single HQ item. But on the other hand, I sometimes have 3-4 HQ items although there is only a 15% chance. And everything below 100% can result in getting nothing even a few times in a row. Also, making 100 attempts and writing down the results doesn't lead to any useful insights because the next row of 100 attempts will surely reveal different results. That's what RNG really is. You might not like it but it is stochastics working as it's meant to be.RNG doesn't mean if it's 25% chance that you will get 25% HQ by the end of a run. It means when you click on that node you have a 25% chance to get 1 hq. The next time you click, you have the exact same chance. RNG means that even in 1000 gathers, you could get 1 hq.
The same thing happens with a dice roll. It's completely random. Try it sometime.
That is how random works. Yes computers have pseudo-RNG but in the grand scheme of things it works just fine for a video game.![]()
Last edited by TomTom1968; 12-13-2013 at 12:39 AM.
What bugs me is that your Quality will be at like 700/1000 and show as 41% or some such bs.
Understand and accept that anything under 100% is NOT 100% .. I did an HQ Rose Gold Ingot at 2% HQ chance, unexpected things happen
Also people think more often then not the glass is 1/2 empty not 1/2 full or even all full just 1/2 full of air.
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