So, with larger numbers:
In 100 runs, the probability of an SD is 104%. That includes options of getting two, three or more SDs within those 100 runs.
So, with larger numbers:
In 100 runs, the probability of an SD is 104%. That includes options of getting two, three or more SDs within those 100 runs.
No. Please.
The sentence "probability is 104%" should ring all alarm bells.
Probability of an even can NEVER EVER EVER be higher than 100%.
So, with larger numbers:
In 100 runs, the probability of an SD is 104%. That includes options of getting two, three or more SDs within those 100 runs.
No. Please.
The sentence "probability is 104%" should ring all alarm bells.
Probability of an even can NEVER EVER EVER be higher than 100%.
True. I nerfed the damage to 100%.
It still doesn't make it right though, the issue was not the percentage (since you added percentages correctly in a sense) but the fact that your method was faulty in the first place. If you ever , for any event, get P(x) > 1 it means you did something wrong.
The probability of getting at least one SD in 100 runs is the same as:
1 - the probability of not getting any daggers (nd)
The P(nd) = 95/96
Thus, 1- (95/96) ^ 100 = 0.649 = 64.9%
So, if you do 100 runs you have a 64.9% chance to get a sharpened dagger.
Firstly, I have very rudimentary stats knowledge. If someone with a better understanding than me comes along, please feel free to comment and correct me where I went wrong. I'll appreciate the opportunity to learn.
Something many people miss about RNG is that your chances of getting the same drop twice is supposed to be very much lower than getting different drops.
I'll take vMA as an example, as the drop possibilities are fairly much fixed and well known.
A combination of weapon and trait in vMA has a 1/96 chance of dropping. Thus, P(Sharpened Daggers)=1/96. P(Anything Else) = 1-P(SD) = 95/96.
Variables:
k = number of drops
n = number of runs
Then:
P(k) = (n!/(k!*(n-k)!)) * P(SD)^k * P(AE)^ (n-k)
So, if you do 1 run, your chances of getting one SD drop is: 0.0104 = 1.04%
If you do 2 runs, your chances of getting an SD drop is: 2.08%. That means that there is an 2.08% chance that one or both of the drops will be an SD.
However, if you have two runs, the chances that 1, but not both, of them will be an SD is 2.058%. This time the very small probability that both are SDs is excluded, so the probability is lower than in the previous example.
So, with larger numbers:
In 100 runs, the probability of an SD is 100%. That includes options of getting two, three or more SDs within those 100 runs.
In 100 runs, the probability of getting exactly 2 SDs is 19.2%
3 SDs -> 6.59 %
4 SDs -> 1.68 %
5 SDs -> 0.34 %
8 SDs ->
What does this mean? If ESO's RNG is purely random, and if you do vMA 100 times, you should end up with the weapon you want in the trait you want. If you don't, your luck is very bad indeed.
How can we get a better idea of whether the RNG is purely random? There are tests that we can use, such as the Chi-Square test, that will give us an indication of whether the RNG is purely random, or whether it is loaded. To do that, though, we'll need the raw data from numerous vMA runs. So, for 100 runs, we'll need to know exactly what the loot for those runs were if we want to use something like Chi-Square.
Okay, so this was a fun stats-recap for me. If someone complains about getting 5 infused restoration staves in 100 runs, and no sharpened daggers, don't be too fast to shout them down. They actually have a point - the probability of getting 5 infused restoration staves in 100 runs is slim for a true random distribution. It should only happen to about 1 in 300 players. 8 Infused restoration staves should happen to about 1 in every 103 000 players.
If you do want to complain about RNG, do it sensibly. Collect the data and post it. If you do 300 runs it means that you're a sucker for pain. Recording your loot in Excel is much simpler than doing vMA. Just coming here complaining without solid data to back your allegations is a bit silly, though.
Yesterday I run VMA two times, and I got two 2h maul with the same trait. Infused...
I think the chances of getting the same weapon with the same trait two times in a row is about 0,01%, but I did it. I'm feeling very lucky lol...
Well, at least in the second run I got my flawless...
Thanatos1699 wrote: »correct me if i'm wrong.. pretty sure it doesn't matter if you do 100 or 300 runs.. your probability of getting the desired drop is still the same as it was the first time you did it. doesn't go up or down.. hence RNG.
Thanatos1699 wrote: »correct me if i'm wrong.. pretty sure it doesn't matter if you do 100 or 300 runs.. your probability of getting the desired drop is still the same as it was the first time you did it. doesn't go up or down.. hence RNG.
Ep1kMalware wrote: »Thanatos1699 wrote: »correct me if i'm wrong.. pretty sure it doesn't matter if you do 100 or 300 runs.. your probability of getting the desired drop is still the same as it was the first time you did it. doesn't go up or down.. hence RNG.
Yes, op's math is what's known as 'the gambler's fallacy'.
Thanatos1699 wrote: »correct me if i'm wrong.. pretty sure it doesn't matter if you do 100 or 300 runs.. your probability of getting the desired drop is still the same as it was the first time you did it. doesn't go up or down.. hence RNG.
For any single run it doesn't matter but the probability of getting the weapon in 100 runs is greater than getting it in one run.
The Op however fails to calculate the cumulative probabilities properly which means all the math in the first post is wrong.
In 100 runs, the probability of getting exactly 2 SDs is 19.2%
3 SDs -> 6.59 %
4 SDs -> 1.68 %
5 SDs -> 0.34 %
8 SDs ->
Ep1kMalware wrote: »Thanatos1699 wrote: »correct me if i'm wrong.. pretty sure it doesn't matter if you do 100 or 300 runs.. your probability of getting the desired drop is still the same as it was the first time you did it. doesn't go up or down.. hence RNG.
Yes, op's math is what's known as 'the gambler's fallacy'.
It's not. OPs math was wrong, which I was quick to point out but it was not gamblers fallacy.
The OP realises that if he gets an Sharpened inferno staff it doesn't affect his chances of getting a sharpened inferno staff on the next run. (assuming this is gamblers fallacy).
The Op however fails to calculate the cumulative probabilities properly which means all the math in the first post is wrong.
This actually seems pretty accurate. I remember making glass motif pages from fragments in multitude and it seemed that whenever I did several in a row I'd end up with same chapter. 3 maces(in a row). 2 bows. That kind of stuff. It also seems fairly consistent with Undaunted chest. If I get Bloodspawn shoulders then I'm likely gonna get about 10 Bloodspawn shoulders from 40 keys, 4-5 of them in the same trait. 1/4 is a whole lot when that chest drops shoulders from like a dozen dungeons. It seems consistent with whenever I open up many chests at once.Ep1kMalware wrote: »Firstly, I have very rudimentary stats knowledge. If someone with a better understanding than me comes along, please feel free to comment and correct me where I went wrong. I'll appreciate the opportunity to learn.
Something many people miss about RNG is that your chances of getting the same drop twice is supposed to be very much lower than getting different drops.
I'll take vMA as an example, as the drop possibilities are fairly much fixed and well known.
A combination of weapon and trait in vMA has a 1/96 chance of dropping. Thus, P(Sharpened Daggers)=1/96. P(Anything Else) = 1-P(SD) = 95/96.
Variables:
k = number of drops
n = number of runs
Then:
P(k) = (n!/(k!*(n-k)!)) * P(SD)^k * P(AE)^ (n-k)
So, if you do 1 run, your chances of getting one SD drop is: 0.0104 = 1.04%
If you do 2 runs, your chances of getting an SD drop is: 2.08%. That means that there is an 2.08% chance that one or both of the drops will be an SD.
However, if you have two runs, the chances that 1, but not both, of them will be an SD is 2.058%. This time the very small probability that both are SDs is excluded, so the probability is lower than in the previous example.
So, with larger numbers:
In 100 runs, the probability of an SD is 100%. That includes options of getting two, three or more SDs within those 100 runs.
In 100 runs, the probability of getting exactly 2 SDs is 19.2%
3 SDs -> 6.59 %
4 SDs -> 1.68 %
5 SDs -> 0.34 %
8 SDs ->
What does this mean? If ESO's RNG is purely random, and if you do vMA 100 times, you should end up with the weapon you want in the trait you want. If you don't, your luck is very bad indeed.
How can we get a better idea of whether the RNG is purely random? There are tests that we can use, such as the Chi-Square test, that will give us an indication of whether the RNG is purely random, or whether it is loaded. To do that, though, we'll need the raw data from numerous vMA runs. So, for 100 runs, we'll need to know exactly what the loot for those runs were if we want to use something like Chi-Square.
Okay, so this was a fun stats-recap for me. If someone complains about getting 5 infused restoration staves in 100 runs, and no sharpened daggers, don't be too fast to shout them down. They actually have a point - the probability of getting 5 infused restoration staves in 100 runs is slim for a true random distribution. It should only happen to about 1 in 300 players. 8 Infused restoration staves should happen to about 1 in every 103 000 players.
If you do want to complain about RNG, do it sensibly. Collect the data and post it. If you do 300 runs it means that you're a sucker for pain. Recording your loot in Excel is much simpler than doing vMA. Just coming here complaining without solid data to back your allegations is a bit silly, though.
I would but without seeing how the drop tables function how can you sensibly say anything. Perfect example: homestead patch notes where 'drop chance' was adjusted. So we already know some drops % vary by an unknown factor. Making up numbers with no basis to me, is not sensible.
Some of my personal observations, while trying to veer away from any sort of susperstition or magical thinking.. I can try to share.
I seems like this game gets stuck in patterns with drops.
If you do 2 runs, your chances of getting an SD drop is: 2.08%. That means that there is an 2.08% chance that one or both of the drops will be an SD.
However, if you have two runs, the chances that 1, but not both, of them will be an SD is 2.058%. This time the very small probability that both are SDs is excluded, so the probability is lower than in the previous example.
What does this mean? If ESO's RNG is purely random, and if you do vMA 100 times, you should end up with the weapon you want in the trait you want. If you don't, your luck is very bad indeed.
@malicia
Chance to get a specific weapon in 100 runs: 1-(95/96)^100=64%, not 100%.
Chance to get it in 300 runs: 1-(95/96)^300=95%, which means 1 out of 20 will still not get it.
However, my math implies that all 96 weapon-trait combinations have equal probability to drop. This has been assumed since Orsinium launch, yet, once 20+ people that documented their drops got 2000+ drops together, it was visible that the weapons didn't drop with equal chance but were divided by category, making the chance of a resto staff drop 1/6=17% and the chance of a sharpened inferno staff 1/144=0.6%. Only after people brought this proof to ZOS's attention, they fixed it with Homestead release (see patch notes).
However, there are still many drop documentation threads that give reason to believe that it's still not equal and that ZOS messed something up again.