NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »Please stop referring to it as RNG cause nothing about it is random as you and hundreds of others have shown. It's a loot table
It is a loot table with drop chances for every item, say two items with 40% and 60% drop chance. When you now take your loot the game will calculate a random number between 0 and 1. if it is within 0.0-0.4 you get item one, if it is within 0.4-1.0 you get item 2. So the loot table only determines the range within a random number has to be in order for you to get the item, but the system itself is based on a random number generator.
Where have I shown that this system is not random???
Show me 2 people with exactly the same loot every time...@GilGalad
No......that's why I'm saying stop calling it RNG
It's not a random number, it's a set and filtered result by location, NPC, etc so the results within that loot table aren't random.
It's very obvious from a few very detailed threads, the loot possibilities are pre set.
Basically it's if this and then that player 0% of this, has 20% to get this with x% of said traits, 60% to get this with x% of said trait but if one previous happens, it excludes any other result due to how the tiered and filters work in their tables.
The traits aren't even random as they also have pre set % chances so it's misleading to write RNG cause their tables are a few pre-set chances with specific excluded chances of other items.
If it were random then those who ...for example....ran vMSA over 1,000 times would more than likely have found their desired item but that's not the case. It was either in the forums or on ESO Live way back over a year ago when they talked about adjusting their loot tables and they literally talked about certain items and certain traits having pre-set drop chances set but where if x happened y couldn't. That's not random at all
The way it works is...
Rejuvenate staff may have an 80% drop rate and powered trait may have 5% chance but the rejuvenate staff and powered trait are only possible if the other staves don't drop.
Ok....
So then you realize each staff has its own different % but can only drop from one NPC or chest.
Ok...
So then there are those other weapons and each have their own % chances with differing trait % chances
Ok....
So then you realize ZOS has changed the % of each for all more than once since vMSA released.
Ok...
Then for set items.....limited to X dungeon or X location above ground and only drops from 1,2 or 3 NPCs but in a group each player has their own different chances but can share loot drops.
Ok....
So then player decide to run a vet dungeon for one specific helm with 3 others and they run it for a month 4-5 times each day and out of all those runs the helm with their trait never drops for any player.
So.....if a specific weapon is chosen which can be argued as RNG, the probability of that weapon being selected over other weapons now goes into another filter where the trait has a % among the other existing lootable traits. Some have all while others have been removed but where the % of each all differ.
More clear is a key drops and a player takes 100 keys and opens the same chest for monster shoulders but the shoulders can be argued as random but the traits for the random shoulder aren't random as they too are pre-set.
I know the item and the traits are pre-set on a % which isn't 1-100% among other gear of the same type
How is that random?
It's a loot table or what's described as games of chance not random, right.
That's why I'm saying stop calling it RNG
Chance can't be calculated to a % where random should be calculated to a %
At least thats how I discuss the two
1. Every chance can be calculated to a %.
2. Random is nothing you express in % its a characterization of a process. If you have a process with a fixed input (open loot box) and non-fixed output (different possible items) its a random process. How often you get an item after a large number of repetitions of the process is determined by a prefixed probability, the "chance to get the item". As long as you don't know what you are looting before you loot it, it is a random process and therefore related to RNG.
No it can't, that was the point of that long wall of text. That makes it chance which is explained similar but different due to not being able to calculate it.
Each person can quantify their chances results but there isn't a standard % that applies to all
It's a chances game of chances with unlimited random results.
The point of your long wall of text is that you have a different thinking about RNG, random processes and chances than me and probably everyone I met during my physics master's program. Since nothing of that contributes to the topic, let's just agree to disagree.
@GilGalad
No disrespect to your education, the instituation or your colleagues....but I'm suggesting the way you're describing it, isn't how it works.
I don't disagree or want to challenge your education or level of understanding this as your OP exhibits a great degree of understanding RNG.
I'm simply pointing out, it's not truly random by development intent.
If a dice has 12 sides, and you roll it 100 times, each side always has the same chance of landing up. That you can calculate and regardless of who is rolling or how they roll, the chance of each side always remains the same...again...that which can be calculated.
The results, may differ but that's not what we are talking about because while people don't like their results, the concern isn't the results, it's the system in place that predicates the "possible results".
ZOS by design has a 12 sided dice where each side has a pre-set chance of facing up. On top of that, they decided that this loot system wouldn't have the same dice roll with those pre-set chances per side. They have multiple dice, some with 12, some with 4, some with 16 and all have pre set chances per side.
On top of that, they have another dice again, with pre set side chances that determines which dice has a chance to be rolled.
That isn't random at all because the possibilities change every time and with or less possibilities which removes any opportunity to calculate accurate results which is why so many players have extremely different possibilities , opinions and time spent for loot
NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »Please stop referring to it as RNG cause nothing about it is random as you and hundreds of others have shown. It's a loot table
It is a loot table with drop chances for every item, say two items with 40% and 60% drop chance. When you now take your loot the game will calculate a random number between 0 and 1. if it is within 0.0-0.4 you get item one, if it is within 0.4-1.0 you get item 2. So the loot table only determines the range within a random number has to be in order for you to get the item, but the system itself is based on a random number generator.
Where have I shown that this system is not random???
Show me 2 people with exactly the same loot every time...@GilGalad
No......that's why I'm saying stop calling it RNG
It's not a random number, it's a set and filtered result by location, NPC, etc so the results within that loot table aren't random.
It's very obvious from a few very detailed threads, the loot possibilities are pre set.
Basically it's if this and then that player 0% of this, has 20% to get this with x% of said traits, 60% to get this with x% of said trait but if one previous happens, it excludes any other result due to how the tiered and filters work in their tables.
The traits aren't even random as they also have pre set % chances so it's misleading to write RNG cause their tables are a few pre-set chances with specific excluded chances of other items.
If it were random then those who ...for example....ran vMSA over 1,000 times would more than likely have found their desired item but that's not the case. It was either in the forums or on ESO Live way back over a year ago when they talked about adjusting their loot tables and they literally talked about certain items and certain traits having pre-set drop chances set but where if x happened y couldn't. That's not random at all
The way it works is...
Rejuvenate staff may have an 80% drop rate and powered trait may have 5% chance but the rejuvenate staff and powered trait are only possible if the other staves don't drop.
Ok....
So then you realize each staff has its own different % but can only drop from one NPC or chest.
Ok...
So then there are those other weapons and each have their own % chances with differing trait % chances
Ok....
So then you realize ZOS has changed the % of each for all more than once since vMSA released.
Ok...
Then for set items.....limited to X dungeon or X location above ground and only drops from 1,2 or 3 NPCs but in a group each player has their own different chances but can share loot drops.
Ok....
So then player decide to run a vet dungeon for one specific helm with 3 others and they run it for a month 4-5 times each day and out of all those runs the helm with their trait never drops for any player.
So.....if a specific weapon is chosen which can be argued as RNG, the probability of that weapon being selected over other weapons now goes into another filter where the trait has a % among the other existing lootable traits. Some have all while others have been removed but where the % of each all differ.
More clear is a key drops and a player takes 100 keys and opens the same chest for monster shoulders but the shoulders can be argued as random but the traits for the random shoulder aren't random as they too are pre-set.
I know the item and the traits are pre-set on a % which isn't 1-100% among other gear of the same type
How is that random?
It's a loot table or what's described as games of chance not random, right.
That's why I'm saying stop calling it RNG
Chance can't be calculated to a % where random should be calculated to a %
At least thats how I discuss the two
1. Every chance can be calculated to a %.
2. Random is nothing you express in % its a characterization of a process. If you have a process with a fixed input (open loot box) and non-fixed output (different possible items) its a random process. How often you get an item after a large number of repetitions of the process is determined by a prefixed probability, the "chance to get the item". As long as you don't know what you are looting before you loot it, it is a random process and therefore related to RNG.
No it can't, that was the point of that long wall of text. That makes it chance which is explained similar but different due to not being able to calculate it.
Each person can quantify their chances results but there isn't a standard % that applies to all
It's a chances game of chances with unlimited random results.
The point of your long wall of text is that you have a different thinking about RNG, random processes and chances than me and probably everyone I met during my physics master's program. Since nothing of that contributes to the topic, let's just agree to disagree.
@GilGalad
No disrespect to your education, the instituation or your colleagues....but I'm suggesting the way you're describing it, isn't how it works.
I don't disagree or want to challenge your education or level of understanding this as your OP exhibits a great degree of understanding RNG.
I'm simply pointing out, it's not truly random by development intent.
If a dice has 12 sides, and you roll it 100 times, each side always has the same chance of landing up. That you can calculate and regardless of who is rolling or how they roll, the chance of each side always remains the same...again...that which can be calculated.
The results, may differ but that's not what we are talking about because while people don't like their results, the concern isn't the results, it's the system in place that predicates the "possible results".
ZOS by design has a 12 sided dice where each side has a pre-set chance of facing up. On top of that, they decided that this loot system wouldn't have the same dice roll with those pre-set chances per side. They have multiple dice, some with 12, some with 4, some with 16 and all have pre set chances per side.
On top of that, they have another dice again, with pre set side chances that determines which dice has a chance to be rolled.
That isn't random at all because the possibilities change every time and with or less possibilities which removes any opportunity to calculate accurate results which is why so many players have extremely different possibilities , opinions and time spent for loot
Rolling a dice is one of the most famous random processes of all, even with different weights for each side. Rolling a dice and rolling another one based on the previous result is still a random process and can be calculated perfectly with a tree diagram. Hell even if the probabilies chance with every try its still a random process.
The reason why you have such high differences between people with 5 runs and others with 500+ is because the drop chance for single items is very low and there are always some that are lucky. You can calculate the standard deviation and such easily if you assume a normal distribution (see central limit theorem). If you did that you would also see how far the edges go and that it is easily possible to have people with 5 and others with 500+ runs.
Yep, but...NewBlacksmurf wrote: »RNG does not mean the same as random.
You have this backward.RNG or the point of such a system is so the results cannot be reasonable predictable.....
Yep, but...NewBlacksmurf wrote: »RNG does not mean the same as random.You have this backward.RNG or the point of such a system is so the results cannot be reasonable predictable.....
The purpose of RNG is to have a reasonable predictable result, which is why the "G" part, generator, accepts parameters which limits the random part of the attempt.
So far, the discussion has limited our examples to the 6-sided dice. If a generator's purpose is to simulate the methodology, by not having a reasonable prediction could lead to infinite results (as clearly exampled by the loading screen)
Assume, for example, we're looking for a "5", but the generator can return any number of possibilities (true randomness). The calculated result of hitting the "5" would be impossible to obtain since there is no limit on the generator (both positive and negative).
The CLT graph link is the more accurate representation of the RNG system at play. Theoretically, it is quite possible for a result to return "0" (or non-match) in every attempt, while the predictable results will show more would hit the return than not.
Computers cannot perform true random sequences. They require a generator. If we use one to example a 6-sided dice roll over a span of 100 iterations, it should come extremely close to matching the same results if done through mechanical means or human generation (which would take into consideration those who try to "cheat" to roll specific numbers by not thoroughly performing the "generator" part - watch clever Craps players for examples of this).
I wish I could, honestly, but there's no way to know for 100% sure how the numbers are weighted by ZoS.NewBlacksmurf wrote: »So you and others and saying the results are predictable......but then the community all has very different results
Can you talk more about that?
I wish I could, honestly, but there's no way to know for 100% sure how the numbers are weighted by ZoS.NewBlacksmurf wrote: »So you and others and saying the results are predictable......but then the community all has very different results
Can you talk more about that?
But I have an extremely strong opinion one of the factors is the actual number of days since last "drop".
I pretty much collect every Runestone I find, and when I approach a node, I sing a little jingle in my head "Kuta! Kuta! Kuta! Gooooooo Kuta!"
Ta.
But, here's the kicker: I happened to notice I get far more Kuta returns every 4 days than I do if I just ran around every single day. Moreso, in one instance, I found three Kuta stones in a row, and absurdly rare event I'll most likely never see again.
Don't take this as a fact, but if there's any substantial validity in my own observations, this means ZoS is really weighting down those returns, making it much more difficult to get the expectation the rest of us believe should occur.
Which is why I say in this game, RNG isn't here to reward us. It's here to punish us. I firmly believe this, which is why I'm never, ever going to chase dungeon gear.
I've better things to do than fight against an unfair system.
Probably not going to happen, but I understand.NewBlacksmurf wrote: »I just need people to stop thinking it's supports to be predictable or something like Powered heal staff drops 40% and light staff precise drops 27% cause it definitely doesn't work like that
Probably not going to happen, but I understand.NewBlacksmurf wrote: »I just need people to stop thinking it's supports to be predictable or something like Powered heal staff drops 40% and light staff precise drops 27% cause it definitely doesn't work like that
The majority of people may not get "numbers", but there's no denying when they know something is wrong. It's hard to be upset with them when they can't prove their feeling.
We've all been there, which ironically, makes us the majority to know RNG is massively broken as a whole.

@GilGalad
You know they implemented "smart loot"? And all this does is removing a weapon from the loot table if it "cannot proc the 5pc bonus of the specific set in any circumstance"? That's why we have so many stam weapons on Magicka sets and vice versa. It's just bad design.
NewBlacksmurf wrote: »I just need people to stop thinking it's supports to be predictable or something like Powered heal staff drops 40% and light staff precise drops 27% cause it definitely doesn't work like that
Probably not going to happen, but I understand.
The majority of people may not get "numbers", but there's no denying when they know something is wrong. It's hard to be upset with them when they can't prove their feeling.
We've all been there, which ironically, makes us the majority to know RNG is massively broken as a whole.
Test 1 107 Test 2 110 Test 3 119So after 288 keys you would still not have 1/3 of the 288 shoulders.
@GilGalad
You know they implemented "smart loot"? And all this does is removing a weapon from the loot table if it "cannot proc the 5pc bonus of the specific set in any circumstance"? That's why we have so many stam weapons on Magicka sets and vice versa. It's just bad design.
I think they only restricted the drops for sets like hawk eye, which are only active with a specific weapon equipped. Since it is technically possible to proc sets like BSW with a bow equipped they did not change that, which is really frustrating.NewBlacksmurf wrote: »I just need people to stop thinking it's supports to be predictable or something like Powered heal staff drops 40% and light staff precise drops 27% cause it definitely doesn't work like thatProbably not going to happen, but I understand.
The majority of people may not get "numbers", but there's no denying when they know something is wrong. It's hard to be upset with them when they can't prove their feeling.
We've all been there, which ironically, makes us the majority to know RNG is massively broken as a whole.
First about the statement RNG and random is not the same:
RNG stands for (pseudo) random number generator, wich is in the best case very close to real randomness. I find it very very unlikely that a broken random number generator is responsible for the variations in drops for different players. All the data I have seen so far indicates that ZOS is using a fixed loot table with equal weights for traits, weapon types and shoulders.
The reason why most people don't see it is because no one is even close to a reasonable sample size to derive the drop chances. When you have a chance of 1/288 (undaunted shoulders) you would need at least 10k observations to get somewhat close to the underlying drop chances.
You don't see many people with highly different drops because the system is rigged or wrong or because you don't believe in fixed probabilities. But you see so many different drop distributions because the drop chances for the items are so insanely low, and the loot tables are huge leading to big deviations.
Just for the fun a distribution of 10k undaunted shoulder drops using a random number generator:
https://docs.google.com/spreadsheets/d/11zZoUgkeFXJez-HHUhOSjT4Svb7fwrVeuWLLUIUKE40
Does this look like an equal distribution?
No it doesn't, even though the random number generator used equal probabilities. So you clearly see that 10k observations is way to low to get even close to the average!
I also simulated 288 draws 3 times and these were the number of unique shoulders that were missing:Test 1 107 Test 2 110 Test 3 119So after 288 keys you would still not have 1/3 of the 288 shoulders.
I am 100% sure we have ordinary loot tables with fixed probabilities for items and equal probabilities to traits, but the possible outcomes are just way too many in order for anyone to get even close to the average, meaning you only get the item you want if you are lucky, no matter how much skill you have or if you believe in RNGsus or not.
Gothlander wrote: »Deltia quit because of this. Deltia was a cool dude. He will be missed.
NewBlacksmurf wrote: »Please stop referring to it as RNG cause nothing about it is random as you and hundreds of others have shown. It's a loot table
D0ntevenL1ft wrote: »[
Hate to say it but I've ran VMA about 15-18 times and got sharpened greatsword , lightning, and inferno; yet I haven't seen a single bow drop yet.
Lord_Dexter wrote: »I accepted defeat and no longer needs lighting sharpen after 140+ VMA runs,
Just got twice infused in a row. I am not going to waste any further time!
S1ipperyJim wrote: »If all the time people spent whining about RNG drops on the forum was spent farming for them they would have had their "BIS" weapons a long time ago
