I often "miss" 5 tries in a row from a node with 74% chance.
Calculate the chance of this happening, and compare it to 25%.
I often "miss" 5 tries in a row from a node with 74% chance.
Calculate the chance of this happening, and compare it to 25%.



Your sample size is too small. Anomalies are bound to occur.
Come back to me after 10,000 gathering attempts of the exact same item, and we can talk about your result accuracy.

As the Duuude abides all percents in this game are taken to the Nth degree so even if you strike 100 times or fail 100 times in the beginning, down the line the numbers correct to show the percentage just like drops but unlike those super hard drops gathering is not a one and done thing.
Mitsuda Yasunori + Soken Masayoshi Track Collaboration 2015! <The Dream>
yes a particular node at 85% is per hit, but when you're getting 3000 / 5000 tries, you have to be close to approaching the relative point
the logarithm needs some work, a checksum where the % was taken into account that based the upcoming hits off the previous hit would be more accurate unless the point of it is to piss people off and make yields lower than actual, in my experience I have never out of all the mining/gathering i've done, ever come remotely close to the %'s described


You guys are gathering above your level. It might only be a level or two but you are really hurting your numbers when doing that.
I Gather by HQ stacks and I get a 99 HQ stack with 450-500 NQ in the process. I've done it well below level and at level and the number never changes. If I go even one level above though, that gets dicey. It might seem tempting to over level gather but in the end, it doesn't work out to a benefit. If you are 22, gather the 22. Vendor it, sell it, throw it away but don't skip materials.
Just my experience.
Wow posts like theseI sure wish SE would post the correct percentages for items and your success rate. Sure you can say something is 85% and then always make us miss 3 or 4 out of 6 tries and say ... well... 85% is still 15 misses out of 100. That is true but we only get 6 tries/swings and I nearly never end up with a percentage of success that the number on the items indicate.
Quit jerking us around and just put 40% or 20% when that's your intent in the first place.
Game is riddled with that kind of crap and SE knows it!
Please tell me what percent you are at for 100000 attempts. Exactly please
I have to admit, it often feels like the Law of Large Numbers has abandoned me in this game. Though I have taken to just sitting back and laughing about it. I recently got lucky in crafting, excellent with Great Strides let me max quality in one try. And then I spent the next 9 attempts trying to hit the 70% chance of a Steady Hands- Rapid Synthesis. After three failures I just wanted to see if it would screw me completely to the end, which it did.
Then again, if you spend hours gathering and crafting off percentages you'll eventually hit that monkey-with-a-typewriter chance.


This was with a 98% gather rate. Just to add more fuel to the OP.You obtain nothing.
You obtain nothing.
You obtain 3 Trillium.
You obtain nothing.
You obtain nothing.
You obtain nothing.

The percentages are simply a probability of success for each attempt. It is not for each node, or overall attempts. It is a very basic system, which reduces overhead by NOT looking at overall totals.
Example only: The game generates a number from 1-100 each time you attempt to gather something. It then compares this number to the actual probabilty. The higher number wins.
Probability=higher, you get the item
Probability=lower, you fail
The number is re-generated for each attempt, so there is no point in looking at large pools of data. This is obviously the system in use, just based on the inconsistent long-term results.

You need to go look at how RNG coding works. Over long term, properly coded RNG should in fact give predictable percentages, so yes, large pools of data absolutely do matter.The percentages are simply a probability of success for each attempt. It is not for each node, or overall attempts. It is a very basic system, which reduces overhead by NOT looking at overall totals.
Example only: The game generates a number from 1-100 each time you attempt to gather something. It then compares this number to the actual probabilty. The higher number wins.
Probability=higher, you get the item
Probability=lower, you fail
The number is re-generated for each attempt, so there is no point in looking at large pools of data. This is obviously the system in use, just based on the inconsistent long-term results.
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