Oreyn_Bearclaw wrote: »
Your math is sound, but unfortunately the logic is not.
The way that RNG system works is that's it's a brand new roll everytime, so that means the odds of getting the weapon you want in the trait you want is
1 run = 1.04%
100 runs = 1.04%
1,000,000 runs = 1.04%
A token system is needed. A trait change system is needed. Anything but RNG is needed.
Only those who got their weapon and choice of trait would support the RNG system in its current state.
Id even be happy if they reduced the drop rate again but ensured you get a weapon that you've got equipped
I.e - run dw / bow means if you get a drop it's guaranteed a dw weapon or a bow
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »
Edit: I did finally get an ice staff last night (defending) so I can at least say I have seen every weapon. My Resto staffs and Sword/boards outnumber everything else by a long shot. I just cant believe these loot tables are truly random.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »
Edit: I did finally get an ice staff last night (defending) so I can at least say I have seen every weapon. My Resto staffs and Sword/boards outnumber everything else by a long shot. I just cant believe these loot tables are truly random.
Nice, that is so useful... NOT
Sword and boards outnumbers my drops as well.. but then again I don't have enough drops to come to any conclusion.
Still waiting for that Bow though... (I'm waiting vMA! I'll take any trait at this point!)
I'll run it once or twice tonight, depending of mood/lag.
Your math is sound, but unfortunately the logic is not.
The way that RNG system works is that's it's a brand new roll everytime, so that means the odds of getting the weapon you want in the trait you want is
1 run = 1.04%
100 runs = 1.04%
1,000,000 runs = 1.04%
A token system is needed. A trait change system is needed. Anything but RNG is needed.
Only those who got their weapon and choice of trait would support the RNG system in its current state.
Id even be happy if they reduced the drop rate again but ensured you get a weapon that you've got equipped
I.e - run dw / bow means if you get a drop it's guaranteed a dw weapon or a bow
You are disagreeing with the fact that the more run you accomplish, the more chance you have of getting the wanted weapon?
Let me but it this way....
Player A and Player B both want a Sharpened Inferno Staff.
Player A - is willing to run vMA 100 times
and
Player B - who is willing to run vMA 1 time
You are telling me that both of Player A and Player B have the same exact chance at getting their Sharpened Inferno Staff?
I'm sorry but that doesn't make any sens.
Yes each run that is accomplish, there is a 1.04% of getting that staff... but in a whole, if you look at multiple runs together you can calculate the probability of getting the staff.
The math prooves that the more run you do, the more chance you have of getting your weapon.
But either way, there will never be a 100% chance of getting your weapon with a RNG system like the one that is in place right now.
But we agree on the basic idea of a token and/or trait change system.
Your math is sound, but unfortunately the logic is not.
The way that RNG system works is that's it's a brand new roll everytime, so that means the odds of getting the weapon you want in the trait you want is
1 run = 1.04%
100 runs = 1.04%
1,000,000 runs = 1.04%
A token system is needed. A trait change system is needed. Anything but RNG is needed.
Only those who got their weapon and choice of trait would support the RNG system in its current state.
Id even be happy if they reduced the drop rate again but ensured you get a weapon that you've got equipped
I.e - run dw / bow means if you get a drop it's guaranteed a dw weapon or a bow
You are disagreeing with the fact that the more run you accomplish, the more chance you have of getting the wanted weapon?
Let me but it this way....
Player A and Player B both want a Sharpened Inferno Staff.
Player A - is willing to run vMA 100 times
and
Player B - who is willing to run vMA 1 time
You are telling me that both of Player A and Player B have the same exact chance at getting their Sharpened Inferno Staff?
I'm sorry but that doesn't make any sens.
Yes each run that is accomplish, there is a 1.04% of getting that staff... but in a whole, if you look at multiple runs together you can calculate the probability of getting the staff.
The math prooves that the more run you do, the more chance you have of getting your weapon.
But either way, there will never be a 100% chance of getting your weapon with a RNG system like the one that is in place right now.
But we agree on the basic idea of a token and/or trait change system.
If you look at multiple runs together it's still the same chance.
Instead of vma, consider a bag with 10 different numbered balls in it. You have a 1/10 chance of obtaining the ball you want. You reach in and get the ball you don't want. You try again and you're chance is, again, 1/10...
You keep going and regardless of how many times you try to get the ball, the chance to get it is the same (1/10).
Yes, I agree with you that someone who runs Vma 100 times will 'probably' end up getting the weapon and trait they want, but on basis of probability, your chance to get it doesn't change regardless of the number of runs you do.
Tl;Dr even doing 1,000,000 runs you're not guaranteed a weapon + trait. Its still a 1.04% chance for every single run
Wtb token system
@MyerscodYour math is sound, but unfortunately the logic is not.
The way that RNG system works is that's it's a brand new roll everytime, so that means the odds of getting the weapon you want in the trait you want is
1 run = 1.04%
100 runs = 1.04%
1,000,000 runs = 1.04%
A token system is needed. A trait change system is needed. Anything but RNG is needed.
Only those who got their weapon and choice of trait would support the RNG system in its current state.
Id even be happy if they reduced the drop rate again but ensured you get a weapon that you've got equipped
I.e - run dw / bow means if you get a drop it's guaranteed a dw weapon or a bow
You are disagreeing with the fact that the more run you accomplish, the more chance you have of getting the wanted weapon?
Let me but it this way....
Player A and Player B both want a Sharpened Inferno Staff.
Player A - is willing to run vMA 100 times
and
Player B - who is willing to run vMA 1 time
You are telling me that both of Player A and Player B have the same exact chance at getting their Sharpened Inferno Staff?
I'm sorry but that doesn't make any sens.
Yes each run that is accomplish, there is a 1.04% of getting that staff... but in a whole, if you look at multiple runs together you can calculate the probability of getting the staff.
The math prooves that the more run you do, the more chance you have of getting your weapon.
But either way, there will never be a 100% chance of getting your weapon with a RNG system like the one that is in place right now.
But we agree on the basic idea of a token and/or trait change system.
If you look at multiple runs together it's still the same chance.
Instead of vma, consider a bag with 10 different numbered balls in it. You have a 1/10 chance of obtaining the ball you want. You reach in and get the ball you don't want. You try again and you're chance is, again, 1/10...
You keep going and regardless of how many times you try to get the ball, the chance to get it is the same (1/10).
Yes, I agree with you that someone who runs Vma 100 times will 'probably' end up getting the weapon and trait they want, but on basis of probability, your chance to get it doesn't change regardless of the number of runs you do.
Tl;Dr even doing 1,000,000 runs you're not guaranteed a weapon + trait. Its still a 1.04% chance for every single run
Wtb token system
I think here it's a matter of perspective...
Looking at on a per-run basis, the odds will ever remain the same, but looking at X runs, it's a different story and this is what I have calculated in my initial post, thanks to @Recremen.
That said, I Wtb a token system too
You need to be really clear when you talk about stats.
The chance to drop one particular weapon with a particular trait in one run is equal to (number of good loot) / (number of possible loot) = 1/94 = 1,04%.
But the chance to drop at least one of this particular weapon while doing two run is better. That's NOT equal to 1,04 * 2, though. But it's a better chance, as long as we consider two runs at the same time.
Same, the chance of getting this loot while doing 500 run is huge. Each run still have a 1,04% chance, but if we consider all runs together you have far more than 1,04%. This chance cannot be 100%, though. The calculation is -if I remember correctly- equal to the chance to not get the loot factored by the number of run.For example, the chance to not get the weapon you dream about after 500 runs is (93/94 )^500 = 0,4755%, so you have a 100-0,4755 = 99,995% chance to get your weapon if you're doing 500 runs. But each run still have a 1,04% chance per run.
@Qbiken
Over 50 vMA runs plus something like 10 weekly rewards and still no second bow.
Got plenty of 2h/daggers/staves but only one bow(and one shield).
The way ZOS handles rewards is lazy, there is no other way to describe it.
As the mr.Necromancer wrote why we can not pick weapon we want, hmm?
ZOS thinks that farming keeps players, yes but to some extend.
And same Rng is all over the place for hardest endgame content(that only small persentage of players) can finish as for daily writs(that everyone can do). This should never happen and should be changed.