Or is it just me?


Adeon Hawkwood

 

Posted

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Originally Posted by Aett_Thorn View Post
It's okay, we both schooled Claws.
Still, since you responded first, I hereby award you 5 Neener Points(tm).


 

Posted

I hope you used herostats to countthat 15,000 defeats.

I've heard rumour a few times that the random number generator is seeded for your character based on name at generation, creating lucky and unlucky characters. But I dont believe that myself


 

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Originally Posted by sblinks View Post
I've heard rumour a few times that the random number generator is seeded for your character based on name at generation, creating lucky and unlucky characters. But I dont believe that myself
Rumors are like statistics, 97.54317% are made up.


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Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

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Originally Posted by Aggelakis View Post
Rumors are like statistics, 97.54317% are made up.
But my friend he told me that it was 96.2% of statistics that were made up.


 

Posted

Hey guys,

Thanks for all the replies. I wrote that post in the early morning, well early for me, and didn't realize how much of a whiny baby i sounded till i read it again this evening. lol

Anyway as far as the kills. a few of you reminded me that if i'm on a team that it drops the chances of me getting the purple drops. The 15,000 that i counted to was when i was solo. if i wsa on a team, i didn't count those at all. Perhaps it's my method. i usually run lib farm, even lvl set for 6 or 7 on my fire/rad corr. i normally do like 5-6 runs in a row, all solo. I can understand the randomness of the purples, but the reason i thought it might just be something wrong with my account, i know sounds ridiculous, is because in those 5-6 runs i usually get like 1-2 non recipie io's, 1 recipie IO, normally something like crap of the hunter, and then 3-4 pieces of common salvage, i don't keep up with the insps i get.

My wife, also on a fire/rad, even lvl set for 6-7, easily beats my drop rate for 5-6 runs in 1 run of the same farm, not to mention, she get's the occasional purple drop. lol

It just makes me wonder if i should send a message to support saying check my dice roll it's broken. lol

Oh, and the number of 12,000 kills per purp drop i quoted earlier was a number quoted to me by like 6-7 different people in game, no idea where they came up with that number.

All the tips, and tricks for good drops are greatly appreciated. I won't get alot of "play time" until this weekend, but I'm deffinatley gonna try out some of the suggestions.

Thanks,
Z


 

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Quote:
graystar_blaster and Guildenstern are dead:

rng works like this from what I was told by a programmer


example a coin flip

heads or tails its 50%-50%

each flip.

So somewhere in the universe someone has flipped 10,000 tails in a row without a heads at somepoint


"Heads... heads... heads... heads... heads... "


Dec out.

 

Posted

Quote:
Originally Posted by zoltaire View Post
but the reason i thought it might just be something wrong with my account, i know sounds ridiculous, is because in those 5-6 runs i usually get like 1-2 non recipie io's, 1 recipie IO, normally something like crap of the hunter, and then 3-4 pieces of common salvage
This sounds about right for running at x1. If you're spawning larger groups, I recommend running DropStats to see if it's just perception, or if the drop rates really are too low.


 

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Originally Posted by ChaosExMachina View Post
Keep in mind that computer random numbers are usually seeded, which makes some likely to have a sense of inertia, depending upon the seed source and the implementation.
This is utter nonsense. The only way random numbers will have a "sense of inertia" is if someone designed them to.


 

Posted

Quote:
Originally Posted by graystar_blaster View Post
rng works like this from what I was told by a programmer


example a coin flip

heads or tails its 50%-50%

each flip.

So somewhere in the universe someone has flipped 10,000 tails in a row without a heads at somepoint


so the 1/12,000 rng is 1 in 12,000 each kill, and, not if u kill 15,000 u get one. Its not like lets say a spedometer where when u go 12,000 it resets to zero


its actually a 1 in 12,000 chance each time u kill anything that is capable of dropping a purple recipie

hence the rareness and also thats why its sucks when u get one and its a confuse or a sleep set.


enjoy

-neg rep anyway please!
I think the term you are looking for is a "non-cumulative 1/12,000 chance"


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Posted

were these 15000 kills in a single play session? the RNG changes every time you log out and back in.


 

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Quote:
Originally Posted by zoltaire View Post
i usually run lib farm, even lvl set for 6 or 7 on my fire/rad corr. i normally do like 5-6 runs in a row, all solo. I can understand the randomness of the purples, but the reason i thought it might just be something wrong with my account, i know sounds ridiculous, is because in those 5-6 runs i usually get like 1-2 non recipie io's, 1 recipie IO, normally something like crap of the hunter, and then 3-4 pieces of common salvage, i don't keep up with the insps i get.
That....doesn't sound right, if you're running at x6 or x7. While I don't farm redside, one run of Battle Maiden blueside on my Fire/Rad set for +1/x8 drops between 10-15 IO recipes (both generic and set). I've never counted salvage, but it fills up so fast I have to start deleting commons after a couple runs.


 

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Originally Posted by Rajani Isa View Post
I think the term you are looking for is a "non-cumulative 1/12,000 chance"
i think i am. The one who was tellin me about was a math guy(game theroy:not cox therory the real one)

Im not a math guy but i think that Non-cumative sounds about right


 

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Originally Posted by Decorum View Post
I'm gonna have to call BS on the "are usually seeded". Most random number generators are exactly that, as random as the algorithm can make them.
Yes, as you yourself mention, that's exactly the point. Random number generators generally are not truly random. True randomness is very hard to achieve.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Decorum View Post
As far as I know, the RNG randomizes with every defeat. It's the only way that would make sense. Is there a citing on this otherwise?
I've never seen a dev statement either way. Although from a coding point of view it's more common to set a seed value when the program starts running and keep using that simply because it's faster (you don't have to make a call to the clock or some other function to get a new seed every time you need a random number). At the same time I would be very surprised if each character has their own loot random number seed. I would expect it to be, at the very least, set for aspecific instance or possibly even server wide.


 

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Ironblade notes:

Yes, as you yourself mention, that's exactly the point. Random number generators generally are not truly random. True randomness is very hard to achieve.
Maybe I don't understand "seeded", but that sounds to me like deliberately making it non-random (making it trend to one thing or another). True randomness is very hard to achieve. But, non-randomness in random number generators is a small statistical anomaly that is almost impossible to detect through usage.


Dec out.

 

Posted

Quote:
Originally Posted by Decorum View Post
Maybe I don't understand "seeded", but that sounds to me like deliberately making it non-random (making it trend to one thing or another). True randomness is very hard to achieve. But, non-randomness in random number generators is a small statistical anomaly that is almost impossible to detect through usage.
A pure software system cannot generate random numbers. It can generate numbers that look and act random, but given enough information (such as the starting state of the generator), you can always predict what the next number will be.

One solution to this is seeding: take some random information (such as the time the program was started) and use it to modify the state of the random number generator. This is often used as a compromise between a pure hardware random number generator (the numbers are truely random, but can't be generated very fast) and a pure software generator (fast, but it's possible to predict the numbers).


 

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Quote:
Originally Posted by Decorum View Post
Maybe I don't understand "seeded", but that sounds to me like deliberately making it non-random (making it trend to one thing or another).
Okay, you don't understand it. The problem is that a computer has no 'built in' method to generate numbers that are actually random. Unless perhaps you have a quantum computer. So your 'random numbers' are, in fact, guaranteed to be NON-random. The goal is to make them 'random enough' that there won't be a perceivable pattern.

One solution is 'seeding' a 'random number generator' with some starting value that is unlikely to be repeated the next time. One popular seed method in the past has been the number of seconds elapsed since midnight.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Ironblade View Post
Okay, you don't understand it. The problem is that a computer has no 'built in' method to generate numbers that are actually random. Unless perhaps you have a quantum computer. So your 'random numbers' are, in fact, guaranteed to be NON-random. The goal is to make them 'random enough' that there won't be a perceivable pattern.

One solution is 'seeding' a 'random number generator' with some starting value that is unlikely to be repeated the next time. One popular seed method in the past has been the number of seconds elapsed since midnight.
my computer is a quantum computer its so fast i already farmed for the next 5 months and got my drops today (yay for tunneling)

its my damn vidcard that stinks so i cant actually play in ultra mode


 

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Quote:
Ironblade explains:

Okay, you don't understand it. The problem is that a computer has no 'built in' method to generate numbers that are actually random. Unless perhaps you have a quantum computer. So your 'random numbers' are, in fact, guaranteed to be NON-random. The goal is to make them 'random enough' that there won't be a perceivable pattern.

One solution is 'seeding' a 'random number generator' with some starting value that is unlikely to be repeated the next time. One popular seed method in the past has been the number of seconds elapsed since midnight.
OK, I understand it now (well enough, anyway). Now, is there any indication that this is done here? Yeah, "random enough" is usually good enough to not be noticed without a bunch of datamining. I mean, we are talking about "not perfectly random" right? I'm assuming that means some tiny fraction of non-randomness exists, but is likely very insignificant. I'm assuming some kind of thing like "on a d100 roll, there is a .0001% chance of non-randomness" or something (boy, that's an awful explanation with numbers pulled out of my butt and likely doesn't work along those lines technically, but I hope what I'm saying is understandable).

Perfectly willing to be corrected, provided you can actually understand my garble.


Dec out.

 

Posted

Quote:
Originally Posted by Decorum View Post
OK, I understand it now (well enough, anyway). Now, is there any indication that this is done here? Yeah, "random enough" is usually good enough to not be noticed without a bunch of datamining. I mean, we are talking about "not perfectly random" right? I'm assuming that means some tiny fraction of non-randomness exists, but is likely very insignificant. I'm assuming some kind of thing like "on a d100 roll, there is a .0001% chance of non-randomness" or something (boy, that's an awful explanation with numbers pulled out of my butt and likely doesn't work along those lines technically, but I hope what I'm saying is understandable).

Perfectly willing to be corrected, provided you can actually understand my garble.
It's more a matter of "what does 'random' mean?" Any competently-designed random number generator will look random to statistical analysis.

However, a non-seeded software random number generator is completely predictable given enough information, so you might be able to say "The first two rolls from this d100 were a 57 followed by a 16, therefore it will roll a 99 next". With a seeded software random number generator or with a hardware random number generator, you can't do that.


 

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OK, so back to my original comment, then...does this preclude each defeat being its own random roll? Or are we back to "what do you consider random"?


Dec out.