With the "small technique" I once refined 2.000+ Platinum without getting a single Chromium.
Being in small sizes or big chunks, such a terrible RNG shouldn't happen IMO.
(EDIT: I think I was near 4.000 refinement when it finally dropped. Only happened one time, but still... It's a huge bummer)
LootAllTheStuff wrote: »With the "small technique" I once refined 2.000+ Platinum without getting a single Chromium.
Being in small sizes or big chunks, such a terrible RNG shouldn't happen IMO.
(EDIT: I think I was near 4.000 refinement when it finally dropped. Only happened one time, but still... It's a huge bummer)
That is really bad. If the chance of a gold mat from refining is taken as 1% (seems to be the rate for perfect roe too) then, assuming I did my mathematics correctly, the odds of getting only 1 gold mat in 100 tries is about 37%. For 150 tries, that drops to 33%. Unfortunately, Excel can't seem to handle calculating the binomial coefficient for more than 170 tries (31%). (Perhaps there's a way to set up the calculation of larger factorials that gets around the memory limitation?). Regardless, going even 1000 tries without getting a gold mat would seem to be extremely bad luck.
LootAllTheStuff wrote: »With the "small technique" I once refined 2.000+ Platinum without getting a single Chromium.
Being in small sizes or big chunks, such a terrible RNG shouldn't happen IMO.
(EDIT: I think I was near 4.000 refinement when it finally dropped. Only happened one time, but still... It's a huge bummer)
That is really bad. If the chance of a gold mat from refining is taken as 1% (seems to be the rate for perfect roe too) then, assuming I did my mathematics correctly, the odds of getting only 1 gold mat in 100 tries is about 37%. For 150 tries, that drops to 33%. Unfortunately, Excel can't seem to handle calculating the binomial coefficient for more than 170 tries (31%). (Perhaps there's a way to set up the calculation of larger factorials that gets around the memory limitation?). Regardless, going even 1000 tries without getting a gold mat would seem to be extremely bad luck.
It's that I call game superstition, as the calculations are hidden from us people come up with various superstitions.rhythmsuji wrote: »This time I did a mass scale refinement of 500,000 materials, half full 10,000 stacks (the maximum) and the other half in stacks of 10 (the minimum) with no difference. All the drop percentages were in upward or downward trends of less than 1% regardless of stack size, and no pattern which could crown 1 higher than the other in any scientific way.
Hope this helps some more people to save a lot of time and tedium.
-ESO Feanor
It's that I call game superstition, as the calculations are hidden from us people come up with various superstitions.rhythmsuji wrote: »This time I did a mass scale refinement of 500,000 materials, half full 10,000 stacks (the maximum) and the other half in stacks of 10 (the minimum) with no difference. All the drop percentages were in upward or downward trends of less than 1% regardless of stack size, and no pattern which could crown 1 higher than the other in any scientific way.
Hope this helps some more people to save a lot of time and tedium.
-ESO Feanor
Anybody remember the fortify luck spell you was supposed to cast before entering a location in TES 4 Oblivion to get better loot and so many said it worked well, granted it was stated somewhere that loot increased loot.
But it only affected gold dropped if anything. I tested this with an simple mod, add an barrel just inside an cave, it had 1000 level scaled armor, weapons and alchemy gear, I entered with luck 0 and luck 100 + some from enchants.
No difference at all.
Now ESO has played dirty here multiple times. Remember farming white gold tower for the spell power cure restoration staff.
so many runs, no resto staff and also no SPC jewelry outside the amulet you get from the quest but so many bows
And the undaunted shoulders, was a a post of some opening 20 chests and only getting the other set.
Who equals to flipping a coin 20 time and only getting heads, one in a million chance.
And guess they still playing these tricks for stuff like motif and blueprints. But for refining, it makes no sense at all.
I've heard about this before but I'm not that patient and always refined everything in one go--good to know that at least I wasn't missing out on anything, so thank you for sharing and kudos for the big undertaking.
Elvenheart wrote: »I recall a very long time ago, way before the sticker book and curated items, getting the Burning Spellweave Inferno Staff at lvl 45 on a first run before ever knowing how desired it was, so of course I deconstructed it. Later, when I wanted to try out that build, I cannot remember how many times I ran that dungeon with groups until I got to the point I could solo it to try and get it to drop. Two weeks before item curation was announced, it finally dropped for me, long after I was really interested in the set any more, it had just become a thing to do in the game.
Not sure how ESO handles bulk refining materials, if their doing 1000 refinements cycles if you refine 8000 materials or if they roll once for each of the loot pools. and do RND number x drop chance x number of cycles.LootAllTheStuff wrote: »I think the best thing to be said for refining relatively small numbers of mats at a time is that it saves the pain of hitting a really bad patch in the RNG number sequence. Go whack some trash mobs or something, then come back - anything to stay sane.It's that I call game superstition, as the calculations are hidden from us people come up with various superstitions.rhythmsuji wrote: »This time I did a mass scale refinement of 500,000 materials, half full 10,000 stacks (the maximum) and the other half in stacks of 10 (the minimum) with no difference. All the drop percentages were in upward or downward trends of less than 1% regardless of stack size, and no pattern which could crown 1 higher than the other in any scientific way.
Hope this helps some more people to save a lot of time and tedium.
-ESO Feanor
Anybody remember the fortify luck spell you was supposed to cast before entering a location in TES 4 Oblivion to get better loot and so many said it worked well, granted it was stated somewhere that loot increased loot.
But it only affected gold dropped if anything. I tested this with an simple mod, add an barrel just inside an cave, it had 1000 level scaled armor, weapons and alchemy gear, I entered with luck 0 and luck 100 + some from enchants.
No difference at all.
Now ESO has played dirty here multiple times. Remember farming white gold tower for the spell power cure restoration staff.
so many runs, no resto staff and also no SPC jewelry outside the amulet you get from the quest but so many bows
And the undaunted shoulders, was a a post of some opening 20 chests and only getting the other set.
Who equals to flipping a coin 20 time and only getting heads, one in a million chance.
And guess they still playing these tricks for stuff like motif and blueprints. But for refining, it makes no sense at all.
There's a difference between a coding error (accidentally missing entries in the loot table in the shipped game, or failing to invoke the table at all) and RNG just being RNG. The biggest issue from a player's perspective is always the combination of an inherently low drop chance AND no loot curation - especially if you're trying to get a specific piece in a set of 14. It's either feast or famine. For example, I ran SC2 last night and got three Prayer Shoes, which means I'm still missing items from the set. I guess that's why there's a trading system, but still...
That one makes no sense, why should the code in loot quality based on how the chest is opened.twisttop138 wrote: »We talked about this on the reddit thread but I will repeat it here as I would like to hear if this is wide spread.
I had a raid lead who very much believed deep down in her soul that while in a dungeon or a trial, if you were to force the lock on a chest instead of picking it, that it would lower the amount and quality of items in the chest for everyone.
Now, I do engage in superstition. i was told long ago and very much held to refining 1 at a time. Now I know it's just rng, and I'd like to pirate a response in this thread that I was just trying to mitigate a bad round of RNG but that's not true. That's my excuse now though. Thank you @LootAllTheStuff
But I would hope no one would be fooled by my story. That just seems ludicrous.
KiltMaster wrote: »eh it's kinda like people have their superstitions ... whatever works for them, right?
Not sure how ESO handles bulk refining materials, if their doing 1000 refinements cycles if you refine 8000 materials or if they roll once for each of the loot pools. and do RND number x drop chance x number of cycles.LootAllTheStuff wrote: »I think the best thing to be said for refining relatively small numbers of mats at a time is that it saves the pain of hitting a really bad patch in the RNG number sequence. Go whack some trash mobs or something, then come back - anything to stay sane.It's that I call game superstition, as the calculations are hidden from us people come up with various superstitions.rhythmsuji wrote: »This time I did a mass scale refinement of 500,000 materials, half full 10,000 stacks (the maximum) and the other half in stacks of 10 (the minimum) with no difference. All the drop percentages were in upward or downward trends of less than 1% regardless of stack size, and no pattern which could crown 1 higher than the other in any scientific way.
Hope this helps some more people to save a lot of time and tedium.
-ESO Feanor
Anybody remember the fortify luck spell you was supposed to cast before entering a location in TES 4 Oblivion to get better loot and so many said it worked well, granted it was stated somewhere that loot increased loot.
But it only affected gold dropped if anything. I tested this with an simple mod, add an barrel just inside an cave, it had 1000 level scaled armor, weapons and alchemy gear, I entered with luck 0 and luck 100 + some from enchants.
No difference at all.
Now ESO has played dirty here multiple times. Remember farming white gold tower for the spell power cure restoration staff.
so many runs, no resto staff and also no SPC jewelry outside the amulet you get from the quest but so many bows
And the undaunted shoulders, was a a post of some opening 20 chests and only getting the other set.
Who equals to flipping a coin 20 time and only getting heads, one in a million chance.
And guess they still playing these tricks for stuff like motif and blueprints. But for refining, it makes no sense at all.
There's a difference between a coding error (accidentally missing entries in the loot table in the shipped game, or failing to invoke the table at all) and RNG just being RNG. The biggest issue from a player's perspective is always the combination of an inherently low drop chance AND no loot curation - especially if you're trying to get a specific piece in a set of 14. It's either feast or famine. For example, I ran SC2 last night and got three Prayer Shoes, which means I'm still missing items from the set. I guess that's why there's a trading system, but still...
And by the SPC healing staff I say they deliberately set the drop rate for SPC staffs and jewelry much lower than random would indicate.
As for getting 3 prayer shoes, if you has collected all armor in a dungeon, armor is random, chests is also random. Weapons only drop from last boss and chests. If you just missed a few items it recommended to bind armor on drop.
Say you missed shoes and belt. and you did bind shoes, next drop from a boss should be belt.
Some people sell weapon runs, they miss a bis weapon in an dungeon on purpose. You and the client queue for the dungeon, either you have two friend you pay a bit for the run, or you pug it, normal works here.
You get the bis weapon as the only missing, you then sell it to client.
Repeat.
PurpleScroll wrote: »Thanks for actually testing this thing out, I ended up with similar results.
Sorry to hear that. However...With the "small technique" I once refined 2.000+ Platinum without getting a single Chromium.
Being in small sizes or big chunks, such a terrible RNG shouldn't happen IMO.
(EDIT: I think I was near 4.000 refinement when it finally dropped. Only happened one time, but still... It's a huge bummer)
frogthroat wrote: »Sorry to hear that. However...With the "small technique" I once refined 2.000+ Platinum without getting a single Chromium.
Being in small sizes or big chunks, such a terrible RNG shouldn't happen IMO.
(EDIT: I think I was near 4.000 refinement when it finally dropped. Only happened one time, but still... It's a huge bummer)
If it is truly random, this kind of bad luck should absolutely happen. Random does not mean uniformly distributed. Sometimes there might be 10 "jackpots" in a row, other times there might be a "dry spell" for 1000 mats.
In fact, if you would look at a list of random things, say, a 1000 die rolls or coin flips, you can easily see if it is truly thrown or if a human just wrote something random down because they couldn't be bothered to actually throw a die or a coin 1000 times. If the numbers are uniformly distributed with no more than maximum 7 same results in a row, it's probably human generated. If there's strange, long streaks in the mix, that is a good indication it is randomly generated.
That's why different music player providers have to tweak their "shuffle" function because truly random would not feel random.
twisttop138 wrote: »I had a raid lead who very much believed deep down in her soul that while in a dungeon or a trial, if you were to force the lock on a chest instead of picking it, that it would lower the amount and quality of items in the chest for everyone.
My opinion tends to be that anything that has RNG (crates, leads, plans, mats, motif, gear...) should have a pity system. Such bad RNG shouldn't happen IMO, because it pushes away players.