The real question however is whether it is better to refine one at a time or in bulk.
I wonder if internally the math.random generator is being seeded between each increment, or if it is seeded once for the entire refinement stack, in which case the potential to get a "bad roll" that affects the entire stack would be a problem.
Doing one at a time the numbers should always even out over time.
The real question however is whether it is better to refine one at a time or in bulk.
I wonder if internally the math.random generator is being seeded between each increment, or if it is seeded once for the entire refinement stack, in which case the potential to get a "bad roll" that affects the entire stack would be a problem.
Doing one at a time the numbers should always even out over time.
There is no difference. I have data between myself and others that have shared in the millions of mats linked in the spreadsheet below in my signature. There is pre-multicraft, post-multicraft, and post-meticulous disassembly data.
Each refine is still an independent event, it just does them x numbers at a time. Save your time, refine all at once.
I_killed_Vivec wrote: »The real question however is whether it is better to refine one at a time or in bulk.
I wonder if internally the math.random generator is being seeded between each increment, or if it is seeded once for the entire refinement stack, in which case the potential to get a "bad roll" that affects the entire stack would be a problem.
Doing one at a time the numbers should always even out over time.
There is no difference. I have data between myself and others that have shared in the millions of mats linked in the spreadsheet below in my signature. There is pre-multicraft, post-multicraft, and post-meticulous disassembly data.
Each refine is still an independent event, it just does them x numbers at a time. Save your time, refine all at once.
But...
I like to do a "tester" to see how RND is behaving:
Refine 30, get nothing then I don't expect anything special.
Refine 200 more and get nothing... RNG might not be paying out today.
But if those first 30 give 2 dreugh wax then I'm suspicious... refine all I have (about 1K more) and get 15 more. RNG is paying out!!
The problem with statistical analysis is that millions of samples will iron out these discrepancies.
However, I'm convinced that it pays out like a fruit machine (automated gambling machine for non-UK pub goers). These have to pay out at least 75%, but 75% of what? Of ALL takings, not just yours. So if you expect 1 temper for every 150 raw mats and you get none then someone will be getting 2...
In all this excitement I've forgotten how much I'd refined.. so, you have to ask yourself one question: 'Do I feel lucky?' Well do ya, punk?
I_killed_Vivec wrote: »The problem with statistical analysis is that millions of samples will iron out these discrepancies.
The real question however is whether it is better to refine one at a time or in bulk.
I wonder if internally the math.random generator is being seeded between each increment, or if it is seeded once for the entire refinement stack, in which case the potential to get a "bad roll" that affects the entire stack would be a problem.
Doing one at a time the numbers should always even out over time.
The real question however is whether it is better to refine one at a time or in bulk.
I wonder if internally the math.random generator is being seeded between each increment, or if it is seeded once for the entire refinement stack, in which case the potential to get a "bad roll" that affects the entire stack would be a problem.
Doing one at a time the numbers should always even out over time.
There is no difference. I have data between myself and others that have shared in the millions of mats linked in the spreadsheet below in my signature. There is pre-multicraft, post-multicraft, and post-meticulous disassembly data.
Each refine is still an independent event, it just does them x numbers at a time. Save your time, refine all at once.
I_killed_Vivec wrote: »The real question however is whether it is better to refine one at a time or in bulk.
I wonder if internally the math.random generator is being seeded between each increment, or if it is seeded once for the entire refinement stack, in which case the potential to get a "bad roll" that affects the entire stack would be a problem.
Doing one at a time the numbers should always even out over time.
There is no difference. I have data between myself and others that have shared in the millions of mats linked in the spreadsheet below in my signature. There is pre-multicraft, post-multicraft, and post-meticulous disassembly data.
Each refine is still an independent event, it just does them x numbers at a time. Save your time, refine all at once.
But...
I like to do a "tester" to see how RND is behaving:
Refine 30, get nothing then I don't expect anything special.
Refine 200 more and get nothing... RNG might not be paying out today.
But if those first 30 give 2 dreugh wax then I'm suspicious... refine all I have (about 1K more) and get 15 more. RNG is paying out!!
The problem with statistical analysis is that millions of samples will iron out these discrepancies.
However, I'm convinced that it pays out like a fruit machine (automated gambling machine for non-UK pub goers). These have to pay out at least 75%, but 75% of what? Of ALL takings, not just yours. So if you expect 1 temper for every 150 raw mats and you get none then someone will be getting 2...
In all this excitement I've forgotten how much I'd refined.. so, you have to ask yourself one question: 'Do I feel lucky?' Well do ya, punk?
phaneub17_ESO wrote: »Those of us with 18+ characters have the advantage its not refining that gets you the most gold mats its max rank crafting writ boxes. Jewelry writ boxes have a pretty good 1 in 5 chance at 1-2 gold grains and a low chance at a full gold plating.
DocFrost72 wrote: »I entirely get where you're coming from, but the issue is one of control. For sake of argument assume you are entirely correct, and that there would be a hypothetical "single" slot machine distributing gold materials.
Even then, you're not going to be able to pick your spot in line. Best you can do is try to find a pattern to access the machine with, but it would be akin to being in a pub with millions of people all chaotically plating the single slot machine at once. Even if your read of loot distribution were correct (and I'm not convinced it is one slot machine, but countless slot machines you never get to "choose"), you have no way of controlling for your input in any meaningful manner. In essence, even under how I read your interpretation, your pulls are still random due to interference by other factors (players).
We go right back to aggregated data, which is why that is typically sought after in these sorts of equations.
Fun thought experiment though.
I_killed_Vivec wrote: »The real question however is whether it is better to refine one at a time or in bulk.
I wonder if internally the math.random generator is being seeded between each increment, or if it is seeded once for the entire refinement stack, in which case the potential to get a "bad roll" that affects the entire stack would be a problem.
Doing one at a time the numbers should always even out over time.
There is no difference. I have data between myself and others that have shared in the millions of mats linked in the spreadsheet below in my signature. There is pre-multicraft, post-multicraft, and post-meticulous disassembly data.
Each refine is still an independent event, it just does them x numbers at a time. Save your time, refine all at once.
But...
I like to do a "tester" to see how RND is behaving:
Refine 30, get nothing then I don't expect anything special.
Refine 200 more and get nothing... RNG might not be paying out today.
But if those first 30 give 2 dreugh wax then I'm suspicious... refine all I have (about 1K more) and get 15 more. RNG is paying out!!
The problem with statistical analysis is that millions of samples will iron out these discrepancies.
However, I'm convinced that it pays out like a fruit machine (automated gambling machine for non-UK pub goers). These have to pay out at least 75%, but 75% of what? Of ALL takings, not just yours. So if you expect 1 temper for every 150 raw mats and you get none then someone will be getting 2...
In all this excitement I've forgotten how much I'd refined.. so, you have to ask yourself one question: 'Do I feel lucky?' Well do ya, punk?
DocFrost72 wrote: »I decon'd around 10k worth of every raw mat from my surveys over the last few months. Results:
45 rosin (10.7k raw ruby ash)
59 Tempering alloy (11.7k raw ore)
72 Dreugh Wax (6.3k raw silk and 5.9k raw hide)
57 Chromium Grain (9.5 raw dust)
rates:
wood: 4.205%
ore: 5.043%
cloth/hide: 5.902%
dust: 6% flat
The "expected" rate of refining 10 raw materials and finding a gold mat is around 5%, so I'd say that's accurate to my results! The slight variation of around one percent is not surprising given the "low" volume of instances. I did find out you can't refine more than 10,000 of a raw material at a time, however.
HumbleThaumaturge wrote: »DocFrost72 wrote: »I decon'd around 10k worth of every raw mat from my surveys over the last few months. Results:
45 rosin (10.7k raw ruby ash)
59 Tempering alloy (11.7k raw ore)
72 Dreugh Wax (6.3k raw silk and 5.9k raw hide)
57 Chromium Grain (9.5 raw dust)
rates:
wood: 4.205%
ore: 5.043%
cloth/hide: 5.902%
dust: 6% flat
The "expected" rate of refining 10 raw materials and finding a gold mat is around 5%, so I'd say that's accurate to my results! The slight variation of around one percent is not surprising given the "low" volume of instances. I did find out you can't refine more than 10,000 of a raw material at a time, however.
Your "percent" numbers are off (high) by a factor of 10. For example, 45 divided by 10700 is 0.004205, which is 0.4205%, not 4.205%. So your rates should be: (1) Wood: 0.4205%; (2) Ore: 0.5042%; (3) Cloth/Hide: 0.5902%; and (4) Dust: 0.6000%.
But your raw numbers give us a good glimpse of the gold-mat drop rate. As you say, you would need a much higher raw-mats sample size to get closer to the actual number(s).
Lots of folks in these Forums have conducted similar "experiments." Check them out. A guy with a forum name of tmbrinks once posted a spreadsheet.
My own personal experience without CP buff is a drop rate of 1 gold-mat per 200 raw mats (0.5 % drop rate), consistent with your raw numbers. With the CP passive "Meticulous Disassembly" slotted, the drop rate may be around 0.55% or one gold-mat per 182 raw mats. You did not mention if you had "Meticulous Disassembly" slotted or not.
phaneub17_ESO wrote: »Those of us with 18+ characters have the advantage its not refining that gets you the most gold mats its max rank crafting writ boxes. Jewelry writ boxes have a pretty good 1 in 5 chance at 1-2 gold grains and a low chance at a full gold plating.
HumbleThaumaturge wrote: »DocFrost72 wrote: »I decon'd around 10k worth of every raw mat from my surveys over the last few months. Results:
45 rosin (10.7k raw ruby ash)
59 Tempering alloy (11.7k raw ore)
72 Dreugh Wax (6.3k raw silk and 5.9k raw hide)
57 Chromium Grain (9.5 raw dust)
rates:
wood: 4.205%
ore: 5.043%
cloth/hide: 5.902%
dust: 6% flat
The "expected" rate of refining 10 raw materials and finding a gold mat is around 5%, so I'd say that's accurate to my results! The slight variation of around one percent is not surprising given the "low" volume of instances. I did find out you can't refine more than 10,000 of a raw material at a time, however.
Your "percent" numbers are off (high) by a factor of 10. For example, 45 divided by 10700 is 0.004205, which is 0.4205%, not 4.205%. So your rates should be: (1) Wood: 0.4205%; (2) Ore: 0.5042%; (3) Cloth/Hide: 0.5902%; and (4) Dust: 0.6000%.
But your raw numbers give us a good glimpse of the gold-mat drop rate. As you say, you would need a much higher raw-mats sample size to get closer to the actual number(s).
Lots of folks in these Forums have conducted similar "experiments." Check them out. A guy with a forum name of tmbrinks once posted a spreadsheet.
My own personal experience without CP buff is a drop rate of 1 gold-mat per 200 raw mats (0.5 % drop rate), consistent with your raw numbers. With the CP passive "Meticulous Disassembly" slotted, the drop rate may be around 0.55% or one gold-mat per 182 raw mats. You did not mention if you had "Meticulous Disassembly" slotted or not.
DocFrost72 wrote: »I decon'd around 10k worth of every raw mat from my surveys over the last few months. Results:
45 rosin (10.7k raw ruby ash)
59 Tempering alloy (11.7k raw ore)
72 Dreugh Wax (6.3k raw silk and 5.9k raw hide)
57 Chromium Grain (9.5 raw dust)
rates:
wood: 4.205%
ore: 5.043%
cloth/hide: 5.902%
dust: 6% flat
The "expected" rate of refining 10 raw materials and finding a gold mat is around 5%, so I'd say that's accurate to my results! The slight variation of around one percent is not surprising given the "low" volume of instances. I did find out you can't refine more than 10,000 of a raw material at a time, however.