Which ATs have the best chance of getting VR and R in trials?


Adeon Hawkwood

 

Posted

There is obviously some randomness to it, but I don't believe "choice of component is random and is not dependent on personal participation." Because if that is true my ss/fire brute is the luckiest character ever.


 

Posted

My tank has gotten 1 common, 2 uncommons, 1 VR, and dozens of rares. My MM has gotten many commons, 2 rares, and the rest uncommons (not counting all the threads before recent change to drop system), my blaster has gotten 1 rare, 1 VR, rest uncommons with maybe 2 commons thrown in. This doesn't seem like a truely random spread to me, more like a wieghted system with a bit of randomness thrown in. I think that in the end, there is a random roll, but *something* is changing the chance you have for rolling each component.


Quote:
Originally Posted by BackAlleyBrawler View Post
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.

Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with.

 

Posted

I sometimes think theres a point to the reward rolls. Then I think back to the 8 man lamb I did the other day where 2 or 3 of us including me as a plant/earth dom smacking things all over ended up getting 10 threads/super insp for a reward for a successful completion.

Only time I've ever seen that table.


 

Posted

Quote:
Originally Posted by baron_inferno View Post
Just a quick note. If the reward randomization (trial participation) system is really working as the devs described it, the AT shouldn't matter. As far as statistical data collection, combined number of runs between all of one's characters should suffice. That is assuming what the devs has stated is the way things really work.
Indeed, which is one of the reasons that if you do e.g. 30 runs on your Controller and only get two rares and no very rares, then run your blaster 6 times and get 4 rares and a very rare, it doesn't really tell you much.


 

Posted

I didn't read the whole thread, so I'm not sure if this has been mentioned.

Quote:
Originally Posted by Tauge View Post
Random is random.

There are misconceptions about the reward system. I can't find the post at this moment, the devs have explained that the reward system works basically like this: If you sit on your hands, 10 threads, if you participate, then a you get a random reward.
That's not exactly right.

There's TWO participation metrics: personal and league.

If your personal+league participation is below a certain amount, you get threads. If personal+league is above that threshold, you get a reward table. Yes, if the league is good enough, a doorsitter can be bumped up above the threshold and get a "real reward".

There are multiple reward tables, each with different odds of C/U/R/VR. Which table is used to offer you your reward is based solely off the league participation metric. That means that if you are more active, you are not increasing YOUR chance for a good reward - you're increasing EVERYONE'S chance.

Also note that - per dev confirmation - neither AoE, high damage, debuff nor mez directly increases your chances for a good reward.

However, all these, and other factors, increase your ability to quickly and successfully complete objectives, and a few players have commented that they typically see better rewards on fast, successful runs. This has not been confirmed by devs though - at this time, it is purely conjecture.


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
There are multiple reward tables, each with different odds of C/U/R/VR. Which table is used to offer you your reward is based solely off the league participation metric. That means that if you are more active, you are not increasing YOUR chance for a good reward - you're increasing EVERYONE'S chance.
Has there been confirmation that the "league participation" that can boost your chance of a good reward is the same as the "league participation" that can boost you past the threshhold to get a reward in the first place? Especially with the statement that "Once the participation system has done a handoff to the random table, it no longer has any effect on your reward." it would suggest that something else is used for that.

All I've seen from a dev on the subject was:

"If your league does well, and you are a factor in that success, this will only increase your opportunity to earn a Very Rare component. You are not in competition with other players."

But with no clarification as to what constitutes "does well", "success", or "factor" (and no mention of the participation metric).

(that's not to say that what you describe isn't how it's working, just that I've not seen any devs say anything that would concretely confirm it as such)


 

Posted

Run around 10k trials on one toon. Then 10k of the same trials on another toon. Repeat for at least 50 different toons. Then you will start to have a decent sample size to start forming a conclusion.


 

Posted

Quote:
Originally Posted by Tauge View Post
How much of you really have been keeping a tally of all their rewards? Not most, not the ones over the last week or month, every single one. Only the devs have that information, and if the percentages in the data are near where they expect them, then I'm inclined to believe them.
I've run maybe 35 trials across all my characters.

Out of those I got: 2 Very Rares (on different characters), 5 rares, 12-15 uncommons (don't recall for sure), and the rest were common.

From my experience so far, the drops have been at about the frequency I'd expect them to be.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Biowraith View Post
But with no clarification as to what constitutes "does well", "success", or "factor" (and no mention of the participation metric).
Factor is pretty much the dirty word of the day as far as I'm concerned.


 

Posted

Well my main (EI, a Kinetics/Rad. Def.) now has 3 t4s with just 1 to go (Interface's t4). Since the patch I was keeping a log of when I do trials with him and what I got as a reward.

2 trials on 5-1: Both uncommon
3 on 5-8: Rare, uncommon, rare
2 on 5-11: Uncomon, V. Rare
1 on 5-12: Rare


EI seems to either get uncommons or rares. I obviously got 2 other v. rares (have not bought or traded in emp. merits for one) before but...that is what he has been getting (even before the patch).


I just started to do trials on my DA/DM tanker and he has received 2 (or 3?) uncommons and 1 rare so far.


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

People should know by now that I love posting data! Gives me some reason for all the meticulous records I keep....

PRE PATCH
........C...U...R...VR...TOTAL
CRAB....1...10..6...1....18
CONT....4...10..3...1....18
DOM.....0...9...3...1....13
MM......10..3...0...0....13
SCRAP...0...1...1...0....2
TANK1...3...4...2...1....10

total...18..37..15..4....74
........24%.50%.20%.5%...

POST PATCH

BLAST...2...10..5...2....19
BRUTE...3...5...4...0....12
CONT....0...1...0...0....1
CORR....2...9...2...1....14
MM......3...4...0...0....7
TANK1-B.1...4...0...0....5
TANK2-V.0...2...4...0....6

total...11..35..15..3....64
........17%.55%.23%.5%

COMBINED
BLAST...2...10..5...2....19*
BRUTE...3...5...4...0....12
CONT+1..4...11..3...1....19*
CORR+1..2...9...2...1....14
CRAB+1..1...10..6...1....18*
DOM.....0...9...3...1....13*
MM+1....13..7...0...0....20*
SCRAP...0...1...1...0....2
TANK1+1.4...8...2...1....15*
TANK2+1.0...2...4...0....6

total...29..72..30..7....138
........21%.52%.22%.5%


You can see that, for me, I had no issues with anything other than an MM.

* = I am effectively done with them. They have T3 Lore, Destiny & Interface as well as T2-T3 judgement and a few have T4 Destinies. For some characters (like the MM) this meant doing trials more slowly, like 2 a day to stack up emps to merge for rares. For others, like the Dom, I just blew through them and got everything I needed on the way up.

+1 = I started the character in the trials with their T3 alpha & level shift. For others, I acquired the level shift in the process.

One conclusion that I can draw: If you start with your t3 alpha, it should take no more than 20 trial runs for you to get a character to get both Incarnate shifts & an extra t3.

[Providing that you don't get the 10 thread table frequently. I have NEVER gotten the 10 thread table. Ever. I suspect this is because I have a very solid machine & connection and do not ever DC or crash (not once), because I have died & hospitaled many times - gotten commons that way, but it doesn't seem to have pushed me down into 10 threads yet.]

Another interesting angle:

........C.....U.....R.....VR....total
BAF.....11....46....18....2.....77
........14%...60%...23%...3%....
LAM.....15....26....3.....4.....48
........31%...54%...6%....8%....


For me, Bafs are much, much better for getting rares & Lams better for commons (...). The VR #s are low enough that I pretty much just ignore them.


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

I've run a ss/fire/soul brute through the trials many times. Needless to say I'm a walking AoE, and that has had zero effect on my drops. I get the occasional Rare, but almost always get commons and uncommons.

If I had to take a wild guess I'd say that once the system figures out that you are participating, or have participated, the rewards are completely random after that. You don't get better rewards for "doing more" it seems.


 

Posted

Quote:
Originally Posted by Lobster View Post
People should know by now that I love posting data! Gives me some reason for all the meticulous records I keep....
[FONT=Courier New]
PRE PATCH
........C...U...R...VR...TOTAL
CRAB....1...10..6...1....18
CONT....4...10..3...1....18
DOM.....0...9...3...1....13
MM......10..3...0...0....13
SCRAP...0...1...1...0....2
TANK1...3...4...2...1....10

total...18..37..15..4....74
........24%.50%.20%.5%...

POST PATCH

BLAST...2...10..5...2....19
BRUTE...3...5...4...0....12
CONT....0...1...0...0....1
CORR....2...9...2...1....14
MM......3...4...0...0....7
TANK1-B.1...4...0...0....5
TANK2-V.0...2...4...0....6

total...11..35..15..3....64
........17%.55%.23%.5%
Wow, Mastermind really gets F*** on this one.

My Fortunata has done BAFs many times and I've only got two Common TWICE of like 15 runs. I was begging for common drops 'cause I had too many Uncommon.

Last night I formed BAF and I had two MMs on my team. I got Common. T_T So then I moved one of them to another team and I end up getting Uncommon and Rare.

Why is MM getting less good drops? It doesn't seem fair.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Neogumbercules View Post
If I had to take a wild guess I'd say that once the system figures out that you are participating, or have participated, the rewards are completely random after that. You don't get better rewards for "doing more" it seems.
That's pretty much exactly what the devs have come out and said. Except with one vague line about the league success improving your chances of a very rare.


 

Posted

Quote:
Originally Posted by Lobster View Post
People should know by now that I love posting data! Gives me some reason for all the meticulous records I keep....

PRE PATCH
........C...U...R...VR...TOTAL
CRAB....1...10..6...1....18
CONT....4...10..3...1....18
DOM.....0...9...3...1....13
MM......10..3...0...0....13
SCRAP...0...1...1...0....2
TANK1...3...4...2...1....10

total...18..37..15..4....74
........24%.50%.20%.5%...

POST PATCH

BLAST...2...10..5...2....19
BRUTE...3...5...4...0....12
CONT....0...1...0...0....1
CORR....2...9...2...1....14
MM......3...4...0...0....7
TANK1-B.1...4...0...0....5
TANK2-V.0...2...4...0....6

total...11..35..15..3....64
........17%.55%.23%.5%

COMBINED
BLAST...2...10..5...2....19*
BRUTE...3...5...4...0....12
CONT+1..4...11..3...1....19*
CORR+1..2...9...2...1....14
CRAB+1..1...10..6...1....18*
DOM.....0...9...3...1....13*
MM+1....13..7...0...0....20*
SCRAP...0...1...1...0....2
TANK1+1.4...8...2...1....15*
TANK2+1.0...2...4...0....6

total...29..72..30..7....138
........21%.52%.22%.5%


You can see that, for me, I had no issues with anything other than an MM.

* = I am effectively done with them. They have T3 Lore, Destiny & Interface as well as T2-T3 judgement and a few have T4 Destinies. For some characters (like the MM) this meant doing trials more slowly, like 2 a day to stack up emps to merge for rares. For others, like the Dom, I just blew through them and got everything I needed on the way up.

+1 = I started the character in the trials with their T3 alpha & level shift. For others, I acquired the level shift in the process.

One conclusion that I can draw: If you start with your t3 alpha, it should take no more than 20 trial runs for you to get a character to get both Incarnate shifts & an extra t3.

[Providing that you don't get the 10 thread table frequently. I have NEVER gotten the 10 thread table. Ever. I suspect this is because I have a very solid machine & connection and do not ever DC or crash (not once), because I have died & hospitaled many times - gotten commons that way, but it doesn't seem to have pushed me down into 10 threads yet.]

Another interesting angle:

........C.....U.....R.....VR....total
BAF.....11....46....18....2.....77
........14%...60%...23%...3%....
LAM.....15....26....3.....4.....48
........31%...54%...6%....8%....


For me, Bafs are much, much better for getting rares & Lams better for commons (...). The VR #s are low enough that I pretty much just ignore them.
Not even 1% of what you would need to get a good test sample base. Should also not be using the total numbers as numbers pre-patch are invalid for figuring out the current drop rates.


 

Posted

Quote:
Originally Posted by HelinCarnate View Post
Not even 1% of what you would need to get a good test sample base.
Thank you, that was a truly insightful post full of information that everyone in their right mind already had.

The only conclusion that I drew from anything is pretty solid:

Quote:
One conclusion that I can draw: If you start with your t3 alpha, it should take no more than 20 trial runs for you to get a character to get both Incarnate shifts & an extra t3.

Also note that I said "for me" for the other stuff, speaking to no one's experience but my own.


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

Until we know the drop rates for sure saying x number of runs should get you Y is not always going to be correct either. Drawing conclusions from an extreemly small sample size will most times lead you to the wrong conclusion.


 

Posted

Quote:
Originally Posted by HelinCarnate View Post
Until we know the drop rates for sure saying x number of runs should get you Y is not always going to be correct either. Drawing conclusions from an extreemly small sample size will most times lead you to the wrong conclusion.
Except it's not an extremely small sample size. According to dev statements and clarifications, everyone is suppose to have an randomized end reward table after the "participation" threshold has been reached. To that end, I (and anyone else) can add their own personal data collection to Lobsters. I have done over 250 trials runs with 12 of my characters and their results does seem to reflect Lobsters.


 

Posted

Quote:
Originally Posted by MajorTractor View Post
There is obviously some randomness to it, but I don't believe "choice of component is random and is not dependent on personal participation." Because if that is true my ss/fire brute is the luckiest character ever.
The way I see it, there are three possibilities:

- Once you qualify for a component the roll really is random and not affected by your personal performance, and characters that seem to be especially good or bad at getting rares are purely statistical blips caused by not running enough trials to get a true average distribution.

- Once you qualify for a component the roll is random with a bonus due to either league or team participation scores (but not individual score). However, some ATs / builds can generate such high participation scores that they significantly boost the team score and therefore increase the chances of a good reward for the whole team or league. Players of such characters will notice more good rewards since while everyone on their team gets the bonus, they aren't always teamed with the same people. Therefore, the "good" character always gets the bonus but others only get the bonus when they happen to team with such a "good" character.

- Once you qualify for a component the roll is random with a bonus that is supposed to be due to either league or team participation scores but is in fact incorrectly using individual score instead due to a bug. The devs believe your personal efforts only determine whether you get threads or not, but in fact they can indeed help you get a rare or very rare.

As far as which possibility is correct, I have absolutely no idea because I lack enough data to do more than make wild guesses.

(My wild guess: the second option. Take it for what it's worth... pretty much nothing. )


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

The human mind CAN'T conceive pure randomness.

Put your index fingers in the corner of your closed eyes, and gently put pressure on the eyeballs until it is almost painful. After a few seconds of this, the pressure on the optic nerves will cause you to "see" very bright lights in a constantly changing set of geometric patterns.
The stimulus is pure random, but the brain MUST fit the random data into a pattern. Hence, the constantly changing patterns. Much like "'what does that cloud look like". Optical illusions play on this, using our "training" against us.

Take an old school pure analog TV with no signal and turn it on. You get what we used to call, "ant wars". THAT is what pure random looks like. Remarkably different from the kaleidoscopic visions you get from the eye pressure. That's because seeing actually happens in the brain, as a result of active pattern recognition. "Filling in the blanks"

Once you get past the 10 threads window into the rewards window, it is random.

You are seeing a pattern that is NOT there, because it is in your nature to see patterns, trends, and try to anticipate them. Seeing patterns and anticipating them keeps us alive. It's what we do.

We CAN'T shut that off, any more than a literate person can look at the written word and not read it.
Of COURSE you think you see a pattern, you can't not see one.

There is no pattern to the drops.


Dr Tanaka 50 Stone/Stone Tank
Cool MacCool 50 AR/Ice Blaster
Cold MacCool 50 ice/ice Blaster
Alura Darkstone 41 Brute Dark/Stone
Dr Akanat 40 Brute Stone/Stone
and many more

 

Posted

You guys can talk about randomness and sample size as much as you want. The number of MMs who have posted indicating that they get nothing but commons and Uncommons tells me that individual participation is a factor. It's not like we are talking about to hit where you can have 100 different results. There are only 4 kinds of components, and since a fair number of people seem to get V.rare and Rare, we know that the drop chance on them isn't tiny. Assuming that is true, then you really shouldn't get multiple players, especially of a specific AT, that never get anything better then an Uncommon. If personal participation only counted to get you past the threads only door sitter reward, then you would not get results like that.

The Devs who posted about rewards were not very clear IMO. The first post talking about it wasn't clear, then after much discussion the next post still wasn't clear. To be honest, I have to interpret that to indicate that they didn't want to be clear, for some reason.


 

Posted

Quote:
Originally Posted by Vysires View Post
You guys can talk about randomness and sample size as much as you want. The number of MMs who have posted indicating that they get nothing but commons and Uncommons tells me that individual participation is a factor. It's not like we are talking about to hit where you can have 100 different results. There are only 4 kinds of components, and since a fair number of people seem to get V.rare and Rare, we know that the drop chance on them isn't tiny. Assuming that is true, then you really shouldn't get multiple players, especially of a specific AT, that never get anything better then an Uncommon. If personal participation only counted to get you past the threads only door sitter reward, then you would not get results like that.
Just to shatter, as an ebil Bots/Traps MM, I have gotten a VR and 8 rares. I don't have a good count of how many runs I've done, but I'm willing to suppose an average of 4 runs a days for 15 days. I normally do 2 runs/day, occasionally 4, and rarely [like, twice in this session] 8.

But that's all memory and anecdote, quite possibly off. But personally, it felt like a nice random distribution for me. Some other examples I've seen have looked flat out off, and those are interesting potentia for either edge cases or observation for actual variance.


Let's Dance!

 

Posted

Ok lets see about some definations first.

Random: things occur without order or apparent reason.

pseudo-random: describes a sequence of numbers which has all the properties of a random sequence following some probability distribution (except true randomness), but which is actually generated using a repeatable deterministic algorithm.

Computer programs uses pseudo-random to create a randomness image. Humans can't write a program that works on a total random since you can't describe it to a computer to compute.

So how does it works, there are a few ways the one I know is; producing a long enough string of numbers (most of the time diving numbers equally across in the string and keep repeating them like 10 times so a string of 1-10 should have at least a string size of 100) than multiplying the next number in the string with systems clock in seconds or miliseconds and diving number to a big number to get a number between 0 and 1. Than check number with a table for example if its between 0 and 0.45 than give common, 0.45 to 0.7 uncommon 0.7 to 0.9 gives rare 0.9 to 1 gives v.rare.

Taking above example people may get same type of rewards over and over because they are a little unlucky hitting at the same portion of string and system time. Considering there are more than 2000 player in CoH (don't know exact number) and assuming that each have at least 2 or 3 level 50's we will have a pool 6000 if string was not long (lets say a string of 500 would be too low for this) enough or somehow repeats similiar behaviour during its lenght (for example if string has a few numbers consecutively 0.45-0.7 results when multiplied with system time) than it may look like it has a pattern which it doesn't and it will be hard to find where is problem.

I am not saying CoH's random table works like this but its most probably a similiar algorithm which results in such behaviour and people are only seeing this behaviour, this doesn't mean system working wrong or right its not easy to tell this and if its really not dependant on participation as a metric than its almost impossible to see where is the problem (for example the ones I mentioned above) unless you have hundred-thousands of data if not milions.


 

Posted

Quote:
Originally Posted by Lobster View Post
For me, Bafs are much, much better for getting rares & Lams better for commons
I agree.
My T4 Alpha dom got a very rare even before any slot was unlocked during the first week of trials. My kin corr got a very rare even though most of the time he was just healing and doing sb. Both VRs are from BAF.
My rad and brute have a lot of rare thru BAF. Lambda rolls are usually commons and uncommons.


 

Posted

Quote:
Originally Posted by Vysires View Post
You guys can talk about randomness and sample size as much as you want. The number of MMs who have posted indicating that they get nothing but commons and Uncommons tells me that individual participation is a factor. It's not like we are talking about to hit where you can have 100 different results. There are only 4 kinds of components, and since a fair number of people seem to get V.rare and Rare, we know that the drop chance on them isn't tiny. Assuming that is true, then you really shouldn't get multiple players, especially of a specific AT, that never get anything better then an Uncommon. If personal participation only counted to get you past the threads only door sitter reward, then you would not get results like that.

The Devs who posted about rewards were not very clear IMO. The first post talking about it wasn't clear, then after much discussion the next post still wasn't clear. To be honest, I have to interpret that to indicate that they didn't want to be clear, for some reason.
Actually with to hit there are 10,000 different results; 0.01 to 100.00.

just picking at nits.