SE confirmed they are using a PRNG and not turning it into a TRNG because of server issues (makes it faster if you skip those checks).
We can say the algorithm is implemented right, but used incorrectly!
In common history when games were made for players, developers never relied solely on RNG alone, there was a backup system (example: The more you fail, the higher luck next time). Most games implemented something like "Luck" in their character stats. The higher your luck, the better your chances on loot or well... doors! You can easily check that system in the old MUDs or D&D games.
1) Enemy declares Attack
2) Luck roll to check if you avoid the attack
3) will roll to check your skills (sometimes passive skills)
4) attack roll
5) defence roll
6) damage calculation
you have 1 attack roll and 3 backup systems to help against the RNG.
Furthermore, skills influence the rolls, lets say if you wear a helm you are save when you roll 1, 2, 3 but if you wear an armour you are save with a 1, 2, 3, 4, 5, 6, 7... you backup RNG with something to negate bad odds because bias from algorithm is very bad when used with MANY users - if you generate a software dice, its fine because you dont roll for so many players - but here we have one RNG for ALL rolls... If you calculate % then you are right when you count in only one player with many rolls for him alone because then it becomes even, but here in ffxiv we dont have "one" player rolling the dice... because its an algorithm you will hit odds more frequently! Between 2 rolls (lets say you do twice /random in chatwindow within 1 second delay) the RNG on server already did hundreds of rolls because you are not the only player that needs a number from him! The Problem here is the "algorithm" and all PRNG have a pattern. Without the backup net you will see a lot odds happening -> crafting because of too many players using the same RNG
The reason Square Enix doesnt program a backup net is because its easier for them and cheaper...
^
Fits to my text too![]()