If someone waltzes into a vAS+2 with a heavy attack pet sorc build using this particular build, it's not going to go well, and they're not going to be bringing much to the table, making it harder on the rest of the team.
If someone waltzes into a vAS+2 with a heavy attack pet sorc build using this particular build, it's not going to go well, and they're not going to be bringing much to the table, making it harder on the rest of the team.
I highly doubt most people just "waltzes" into a VAS HM out of random. Most have to parse to just get into those style runs your talking. At that point, they are probably wearing whatever BIS list is out there. The others probably pay for a carry or are carried, and that point when you are basically a carry, it honestly doesn't matter what you wear.
If someone waltzes into a vAS+2 with a heavy attack pet sorc build using this particular build, it's not going to go well, and they're not going to be bringing much to the table, making it harder on the rest of the team.
I highly doubt most people just "waltzes" into a VAS HM out of random. Most have to parse to just get into those style runs your talking. At that point, they are probably wearing whatever BIS list is out there. The others probably pay for a carry or are carried, and that point when you are basically a carry, it honestly doesn't matter what you wear.
As someone who runs this content a lot, I can assure you that it gets pugged pretty often, and we do get some weird builds in there and a fair amount of players who are definitely not ready to be running it. Sometimes we can carry them and it's fine, but when you've had to guild-pug more than one of these players to fill the roster, it becomes too much.
If someone waltzes into a vAS+2 with a heavy attack pet sorc build using this particular build, it's not going to go well, and they're not going to be bringing much to the table, making it harder on the rest of the team.
I highly doubt most people just "waltzes" into a VAS HM out of random. Most have to parse to just get into those style runs your talking. At that point, they are probably wearing whatever BIS list is out there. The others probably pay for a carry or are carried, and that point when you are basically a carry, it honestly doesn't matter what you wear.
As someone who runs this content a lot, I can assure you that it gets pugged pretty often, and we do get some weird builds in there and a fair amount of players who are definitely not ready to be running it. Sometimes we can carry them and it's fine, but when you've had to guild-pug more than one of these players to fill the roster, it becomes too much.
that comes down to player skill, NOT based off a build.
starkerealm wrote: »
If someone waltzes into a vAS+2 with a heavy attack pet sorc build using this particular build, it's not going to go well, and they're not going to be bringing much to the table, making it harder on the rest of the team.
I highly doubt most people just "waltzes" into a VAS HM out of random. Most have to parse to just get into those style runs your talking. At that point, they are probably wearing whatever BIS list is out there. The others probably pay for a carry or are carried, and that point when you are basically a carry, it honestly doesn't matter what you wear.
As someone who runs this content a lot, I can assure you that it gets pugged pretty often, and we do get some weird builds in there and a fair amount of players who are definitely not ready to be running it. Sometimes we can carry them and it's fine, but when you've had to guild-pug more than one of these players to fill the roster, it becomes too much.
that comes down to player skill, NOT based off a build.
Then I don't think you truly understand either the build in question or the content I'm talking about, and you seem more interested in arguing for the sake of shutting someone down than in having an actual discussion, which means I'm likely wasting my time responding to you, but here it is anyway. End game content is primarily long, single target fights (add-pulls are a part of it in between the bosses, but generally easy to get through and far less important than the boss fights and they don't require a highly specialized AoE build to manage) with two healers in carefully planned out gear keeping up all of the needed buffs, so any benefits this build might have are wasted, because it's not bringing anything that isn't already there, which means it's actually doing less damage than the player thinks it is once it's in a group.
T3hasiangod wrote: »starkerealm wrote: »
Ah, the classic avoidance strategy. You still haven't answered the question you know. If you know our math must be wrong or faulty, then please tell us where we're wrong.
If you can't, then that speaks volumes.
starkerealm wrote: »T3hasiangod wrote: »starkerealm wrote: »
Ah, the classic avoidance strategy. You still haven't answered the question you know. If you know our math must be wrong or faulty, then please tell us where we're wrong.
If you can't, then that speaks volumes.
How simple do you need this?
As it turns out, computers are really bad at creating random numbers. The solution is to generate semi-random "seeds" used to generate a random number. You can use a lot of factors, like the CPU clock, or a rotating variable to generate a seed, and the result will be, generally indistinguishable from a truly random number.
Problem is, ESO doesn't seem to do that. It's very difficult to pin down exactly how the seeds are generated, but they're pulling from some persistent value, somewhere. This is why most players experience very strange anomalies in the drop tables.
Thing about that is, the drop tables are a really good way to see this in action because players do scrutinize them. The overall output is low, and the results draw direct player attention. So, when you're running vMA for a lightning staff, and have to run the damn thing 300 times, that's not normal. Statistically you should have seen one in the first 30 runs. However, the dice roll that determines your drop is loaded. Not, maliciously, not intentionally, but the result isn't truly random.
Now, I'm using the loot table as an example because it's an easy place to see this in operation. However, the same behavior does apply to every other randomly generated event in the game. Ironically, there's a lot of stuff in ESO that isn't nearly as random as it looks.
As for why it doesn't get a lot of attention? For the most part it doesn't matter. If you're testing your builds in game, and I mean honestly testing them, not just saying, "well, I put this together on paper so it should be good," you'll see some of this in action. More frustratingly, some of this is per account. So, if you don't run an alt account (and I don't blame you), you'll never see some of this occur.
On the other side, crit results get almost zero attention, because we generate so much data. I'll give T3h some flack some times, but truth is, we generate a lot of data towards crit chance. As a result, we're much less likely to actually scrutinize how it plays out in the moment. (And when you do scrutinize it, the results get really weird sometimes.) The best example of this are the people who have functionally perfected their rotation (or, at least, aren't making any further improvements based on rote action), but do still see fluctuations in DPS output. It's your crit dice rolls being weird. And, yes, there can be other factors, do keep an eye on those.
So is crit chance completely broken? No. It's not. However, as I said, RNG in this game is streaky. People who test know it, people who math (but aren't programmers) don't understand.
Does this matter for this model? Actually, quite a bit.
See, when you crit you deal an extra 50% damage on that tick of damage. Some damage sources can't crit, so they don't matter. However, not all damage sources are equal. A light attack will not deal the same critical damage as a Barricade tick. This becomes very important when trying to "make the crit value real," because you cannot count multiple sources of damage communally.
You can't say, "well, I've got a light attack, I've got some spilled lightning, and I've got a wall of zap out, if one of those ticks my DPS goes up by 16.67%." Depending the source of the crit, the affect of that modifier will be different on your overall damage. When you extract that out into a larger model, where you're looking at things like dropping ults, mixing in light and heavy attacks, multiple DoT sources, and you have a mess that can be modeled, but it's not worth it.
More than that, if you want to, "make the crit real," you need a much longer data set to do that. (Hence, the 15 minutes number earlier, which, ironically lines up with what @T3hasiangod was counting, except he was putting all damage sources into a single slurry, instead of keeping them separate.)
Again, as an overly simplistic example, if you have three damage sources that tick each second, and you take 20 seconds of data, you have three data sets of 20 points each. You do not have one set of 60 data points. To get that 1.2% margin of error he was talking about, you'd need a minimum of 14m50s of data (at two ticks a second, which is only true for some abilities and requires 100% uptime. Not impossible, but not likely in a live scenario.) (Which is why I simply said, "screw it," and called the number at 15m.)
This is made worse if you're looking at Ults that do direct damage, because you can easily end up with a situation where you cannot, fully, "make the crit real," because the fight would need to be comically long to do so.
This isn't saying that crit itself is bad, or that it's unreliable (even though, it can be very fickle at times), simply that trying to project your DPS by estimating what your build and rotation should do, particularly trying to contrast to existing, tested, data, is a bit of a mistake.
If you think Mother's Sorrow should outperform UI on paper, that's great. Nothing wrong with that belief, until you actually try testing it in a live environment. (Assuming you're not intentionally misusing the set to fudge your results, because some people do exactly that in an attempt to say, "hey, look, this guy's actually really bad at the game, this set is terrible and anyone farming it should feel bad.")
You're right the programs can never do true RNG but this does not change the fact that mothers sorrow is an amazing set.
Also I dont think anyone actually think Xynode is bad at the game.
Obviously he's a good player. What people don't like is the fact that he markets his builds as something they're not. If Xynode on his website said that his builds are not competitive to min max trial builds. And not uptimized for beginners noone would complain.
Also I dont think anyone actually think Xynode is bad at the game. Obviously he's a good player. What people don't like is the fact that he markets his builds as something they're not. If Xynode on his website said that his builds are not competitive to min max trial builds. And not uptimized for beginners noone would complain.
starkerealm wrote: »T3hasiangod wrote: »starkerealm wrote: »
Ah, the classic avoidance strategy. You still haven't answered the question you know. If you know our math must be wrong or faulty, then please tell us where we're wrong.
If you can't, then that speaks volumes.
How simple do you need this?
As it turns out, computers are really bad at creating random numbers. The solution is to generate semi-random "seeds" used to generate a random number. You can use a lot of factors, like the CPU clock, or a rotating variable to generate a seed, and the result will be, generally indistinguishable from a truly random number.
Problem is, ESO doesn't seem to do that. It's very difficult to pin down exactly how the seeds are generated, but they're pulling from some persistent value, somewhere. This is why most players experience very strange anomalies in the drop tables.
Thing about that is, the drop tables are a really good way to see this in action because players do scrutinize them. The overall output is low, and the results draw direct player attention. So, when you're running vMA for a lightning staff, and have to run the damn thing 300 times, that's not normal. Statistically you should have seen one in the first 30 runs. However, the dice roll that determines your drop is loaded. Not, maliciously, not intentionally, but the result isn't truly random.
Now, I'm using the loot table as an example because it's an easy place to see this in operation. However, the same behavior does apply to every other randomly generated event in the game. Ironically, there's a lot of stuff in ESO that isn't nearly as random as it looks.
As for why it doesn't get a lot of attention? For the most part it doesn't matter. If you're testing your builds in game, and I mean honestly testing them, not just saying, "well, I put this together on paper so it should be good," you'll see some of this in action. More frustratingly, some of this is per account. So, if you don't run an alt account (and I don't blame you), you'll never see some of this occur.
On the other side, crit results get almost zero attention, because we generate so much data. I'll give T3h some flack some times, but truth is, we generate a lot of data towards crit chance. As a result, we're much less likely to actually scrutinize how it plays out in the moment. (And when you do scrutinize it, the results get really weird sometimes.) The best example of this are the people who have functionally perfected their rotation (or, at least, aren't making any further improvements based on rote action), but do still see fluctuations in DPS output. It's your crit dice rolls being weird. And, yes, there can be other factors, do keep an eye on those.
So is crit chance completely broken? No. It's not. However, as I said, RNG in this game is streaky. People who test know it, people who math (but aren't programmers) don't understand.
Does this matter for this model? Actually, quite a bit.
See, when you crit you deal an extra 50% damage on that tick of damage. Some damage sources can't crit, so they don't matter. However, not all damage sources are equal. A light attack will not deal the same critical damage as a Barricade tick. This becomes very important when trying to "make the crit value real," because you cannot count multiple sources of damage communally.
You can't say, "well, I've got a light attack, I've got some spilled lightning, and I've got a wall of zap out, if one of those ticks my DPS goes up by 16.67%." Depending the source of the crit, the affect of that modifier will be different on your overall damage. When you extract that out into a larger model, where you're looking at things like dropping ults, mixing in light and heavy attacks, multiple DoT sources, and you have a mess that can be modeled, but it's not worth it.
More than that, if you want to, "make the crit real," you need a much longer data set to do that. (Hence, the 15 minutes number earlier, which, ironically lines up with what @T3hasiangod was counting, except he was putting all damage sources into a single slurry, instead of keeping them separate.)
Again, as an overly simplistic example, if you have three damage sources that tick each second, and you take 20 seconds of data, you have three data sets of 20 points each. You do not have one set of 60 data points. To get that 1.2% margin of error he was talking about, you'd need a minimum of 14m50s of data (at two ticks a second, which is only true for some abilities and requires 100% uptime. Not impossible, but not likely in a live scenario.) (Which is why I simply said, "screw it," and called the number at 15m.)
This is made worse if you're looking at Ults that do direct damage, because you can easily end up with a situation where you cannot, fully, "make the crit real," because the fight would need to be comically long to do so.
This isn't saying that crit itself is bad, or that it's unreliable (even though, it can be very fickle at times), simply that trying to project your DPS by estimating what your build and rotation should do, particularly trying to contrast to existing, tested, data, is a bit of a mistake.
If you think Mother's Sorrow should outperform UI on paper, that's great. Nothing wrong with that belief, until you actually try testing it in a live environment. (Assuming you're not intentionally misusing the set to fudge your results, because some people do exactly that in an attempt to say, "hey, look, this guy's actually really bad at the game, this set is terrible and anyone farming it should feel bad.")
FrancisCrawford wrote: »starkerealm wrote: »T3hasiangod wrote: »starkerealm wrote: »
Ah, the classic avoidance strategy. You still haven't answered the question you know. If you know our math must be wrong or faulty, then please tell us where we're wrong.
If you can't, then that speaks volumes.
How simple do you need this?
As it turns out, computers are really bad at creating random numbers. The solution is to generate semi-random "seeds" used to generate a random number. You can use a lot of factors, like the CPU clock, or a rotating variable to generate a seed, and the result will be, generally indistinguishable from a truly random number.
Problem is, ESO doesn't seem to do that. It's very difficult to pin down exactly how the seeds are generated, but they're pulling from some persistent value, somewhere. This is why most players experience very strange anomalies in the drop tables.
Thing about that is, the drop tables are a really good way to see this in action because players do scrutinize them. The overall output is low, and the results draw direct player attention. So, when you're running vMA for a lightning staff, and have to run the damn thing 300 times, that's not normal. Statistically you should have seen one in the first 30 runs. However, the dice roll that determines your drop is loaded. Not, maliciously, not intentionally, but the result isn't truly random.
Now, I'm using the loot table as an example because it's an easy place to see this in operation. However, the same behavior does apply to every other randomly generated event in the game. Ironically, there's a lot of stuff in ESO that isn't nearly as random as it looks.
As for why it doesn't get a lot of attention? For the most part it doesn't matter. If you're testing your builds in game, and I mean honestly testing them, not just saying, "well, I put this together on paper so it should be good," you'll see some of this in action. More frustratingly, some of this is per account. So, if you don't run an alt account (and I don't blame you), you'll never see some of this occur.
On the other side, crit results get almost zero attention, because we generate so much data. I'll give T3h some flack some times, but truth is, we generate a lot of data towards crit chance. As a result, we're much less likely to actually scrutinize how it plays out in the moment. (And when you do scrutinize it, the results get really weird sometimes.) The best example of this are the people who have functionally perfected their rotation (or, at least, aren't making any further improvements based on rote action), but do still see fluctuations in DPS output. It's your crit dice rolls being weird. And, yes, there can be other factors, do keep an eye on those.
So is crit chance completely broken? No. It's not. However, as I said, RNG in this game is streaky. People who test know it, people who math (but aren't programmers) don't understand.
Does this matter for this model? Actually, quite a bit.
See, when you crit you deal an extra 50% damage on that tick of damage. Some damage sources can't crit, so they don't matter. However, not all damage sources are equal. A light attack will not deal the same critical damage as a Barricade tick. This becomes very important when trying to "make the crit value real," because you cannot count multiple sources of damage communally.
You can't say, "well, I've got a light attack, I've got some spilled lightning, and I've got a wall of zap out, if one of those ticks my DPS goes up by 16.67%." Depending the source of the crit, the affect of that modifier will be different on your overall damage. When you extract that out into a larger model, where you're looking at things like dropping ults, mixing in light and heavy attacks, multiple DoT sources, and you have a mess that can be modeled, but it's not worth it.
More than that, if you want to, "make the crit real," you need a much longer data set to do that. (Hence, the 15 minutes number earlier, which, ironically lines up with what @T3hasiangod was counting, except he was putting all damage sources into a single slurry, instead of keeping them separate.)
Again, as an overly simplistic example, if you have three damage sources that tick each second, and you take 20 seconds of data, you have three data sets of 20 points each. You do not have one set of 60 data points. To get that 1.2% margin of error he was talking about, you'd need a minimum of 14m50s of data (at two ticks a second, which is only true for some abilities and requires 100% uptime. Not impossible, but not likely in a live scenario.) (Which is why I simply said, "screw it," and called the number at 15m.)
This is made worse if you're looking at Ults that do direct damage, because you can easily end up with a situation where you cannot, fully, "make the crit real," because the fight would need to be comically long to do so.
This isn't saying that crit itself is bad, or that it's unreliable (even though, it can be very fickle at times), simply that trying to project your DPS by estimating what your build and rotation should do, particularly trying to contrast to existing, tested, data, is a bit of a mistake.
If you think Mother's Sorrow should outperform UI on paper, that's great. Nothing wrong with that belief, until you actually try testing it in a live environment. (Assuming you're not intentionally misusing the set to fudge your results, because some people do exactly that in an attempt to say, "hey, look, this guy's actually really bad at the game, this set is terrible and anyone farming it should feel bad.")
Wait a moment -- what are you talking about here?
I was under the impression that:
- Set procs can't crit.
- Anything else can crit.
- Anything that can crit has the same crit chance (assuming it's all magicka-based).
- Anything that can crit has the same crit bonus (always at least 50%, plus more from CP in any reasonable PvE build, plus any applicable bonuses from Minor/Major Force or class passives).
What did I get wrong?
FrancisCrawford wrote: »starkerealm wrote: »T3hasiangod wrote: »starkerealm wrote: »
Ah, the classic avoidance strategy. You still haven't answered the question you know. If you know our math must be wrong or faulty, then please tell us where we're wrong.
If you can't, then that speaks volumes.
How simple do you need this?
As it turns out, computers are really bad at creating random numbers. The solution is to generate semi-random "seeds" used to generate a random number. You can use a lot of factors, like the CPU clock, or a rotating variable to generate a seed, and the result will be, generally indistinguishable from a truly random number.
Problem is, ESO doesn't seem to do that. It's very difficult to pin down exactly how the seeds are generated, but they're pulling from some persistent value, somewhere. This is why most players experience very strange anomalies in the drop tables.
Thing about that is, the drop tables are a really good way to see this in action because players do scrutinize them. The overall output is low, and the results draw direct player attention. So, when you're running vMA for a lightning staff, and have to run the damn thing 300 times, that's not normal. Statistically you should have seen one in the first 30 runs. However, the dice roll that determines your drop is loaded. Not, maliciously, not intentionally, but the result isn't truly random.
Now, I'm using the loot table as an example because it's an easy place to see this in operation. However, the same behavior does apply to every other randomly generated event in the game. Ironically, there's a lot of stuff in ESO that isn't nearly as random as it looks.
As for why it doesn't get a lot of attention? For the most part it doesn't matter. If you're testing your builds in game, and I mean honestly testing them, not just saying, "well, I put this together on paper so it should be good," you'll see some of this in action. More frustratingly, some of this is per account. So, if you don't run an alt account (and I don't blame you), you'll never see some of this occur.
On the other side, crit results get almost zero attention, because we generate so much data. I'll give T3h some flack some times, but truth is, we generate a lot of data towards crit chance. As a result, we're much less likely to actually scrutinize how it plays out in the moment. (And when you do scrutinize it, the results get really weird sometimes.) The best example of this are the people who have functionally perfected their rotation (or, at least, aren't making any further improvements based on rote action), but do still see fluctuations in DPS output. It's your crit dice rolls being weird. And, yes, there can be other factors, do keep an eye on those.
So is crit chance completely broken? No. It's not. However, as I said, RNG in this game is streaky. People who test know it, people who math (but aren't programmers) don't understand.
Does this matter for this model? Actually, quite a bit.
See, when you crit you deal an extra 50% damage on that tick of damage. Some damage sources can't crit, so they don't matter. However, not all damage sources are equal. A light attack will not deal the same critical damage as a Barricade tick. This becomes very important when trying to "make the crit value real," because you cannot count multiple sources of damage communally.
You can't say, "well, I've got a light attack, I've got some spilled lightning, and I've got a wall of zap out, if one of those ticks my DPS goes up by 16.67%." Depending the source of the crit, the affect of that modifier will be different on your overall damage. When you extract that out into a larger model, where you're looking at things like dropping ults, mixing in light and heavy attacks, multiple DoT sources, and you have a mess that can be modeled, but it's not worth it.
More than that, if you want to, "make the crit real," you need a much longer data set to do that. (Hence, the 15 minutes number earlier, which, ironically lines up with what @T3hasiangod was counting, except he was putting all damage sources into a single slurry, instead of keeping them separate.)
Again, as an overly simplistic example, if you have three damage sources that tick each second, and you take 20 seconds of data, you have three data sets of 20 points each. You do not have one set of 60 data points. To get that 1.2% margin of error he was talking about, you'd need a minimum of 14m50s of data (at two ticks a second, which is only true for some abilities and requires 100% uptime. Not impossible, but not likely in a live scenario.) (Which is why I simply said, "screw it," and called the number at 15m.)
This is made worse if you're looking at Ults that do direct damage, because you can easily end up with a situation where you cannot, fully, "make the crit real," because the fight would need to be comically long to do so.
This isn't saying that crit itself is bad, or that it's unreliable (even though, it can be very fickle at times), simply that trying to project your DPS by estimating what your build and rotation should do, particularly trying to contrast to existing, tested, data, is a bit of a mistake.
If you think Mother's Sorrow should outperform UI on paper, that's great. Nothing wrong with that belief, until you actually try testing it in a live environment. (Assuming you're not intentionally misusing the set to fudge your results, because some people do exactly that in an attempt to say, "hey, look, this guy's actually really bad at the game, this set is terrible and anyone farming it should feel bad.")
Wait a moment -- what are you talking about here?
I was under the impression that:
- Set procs can't crit.
- Anything else can crit.
FrancisCrawford wrote: »
- Anything that can crit has the same crit chance (assuming it's all magicka-based).
- Anything that can crit has the same crit bonus (always at least 50%, plus more from CP in any reasonable PvE build, plus any applicable bonuses from Minor/Major Force or class passives).
What did I get wrong?
starkerealm wrote: »As it turns out, computers are really bad at creating random numbers. The solution is to generate semi-random "seeds" used to generate a random number. You can use a lot of factors, like the CPU clock, or a rotating variable to generate a seed, and the result will be, generally indistinguishable from a truly random number.
Problem is, ESO doesn't seem to do that. It's very difficult to pin down exactly how the seeds are generated, but they're pulling from some persistent value, somewhere. This is why most players experience very strange anomalies in the drop tables
starkerealm wrote: »As it turns out, computers are really bad at creating random numbers. The solution is to generate semi-random "seeds" used to generate a random number. You can use a lot of factors, like the CPU clock, or a rotating variable to generate a seed, and the result will be, generally indistinguishable from a truly random number.
Problem is, ESO doesn't seem to do that. It's very difficult to pin down exactly how the seeds are generated, but they're pulling from some persistent value, somewhere. This is why most players experience very strange anomalies in the drop tables
These perceived "strange anomalies" are no proof that there ist something inherently wrong with ESO's random number generator. Consider a coin that landed heads every time you flipped it. Would you eventually conclude the coin was crooked?
Of course you would! On the other hand, you’d probably find nothing wrong if you saw some other sequence where you can't immediately recognize a pattern. The paradox is that a fair coin is exactly as likely to produce this sequence as it is to produce fifty heads in a row.
These perceived "strange anomalies" are no proof that there ist something inherently wrong with ESO's random number generator.
ESO being what it is, namely a computer program, it's random number generator is certainly not a perfectly random sequence of tosses with a fair coin. But is it good enough? Maybe. Probably. Who can tell?
The obvious way to check whether a sequence is random is just to throw some statistical tests at it. But no matter how clever you are in devising a statistical test for randomness, an adversary will always be able to find a deterministic sequence that passes your test.
T3hasiangod wrote: »I still see no evidence of this loaded crit chance or different RNG for crit that you are claiming exists.
starkerealm wrote: »T3hasiangod wrote: »I still see no evidence of this loaded crit chance or different RNG for crit that you are claiming exists.
That's because it doesn't happen in Excel.
Oh dear, are you really trying to lecture me on the probabillity of coin tosses? Of course it is extremly unlikely, I never said otherwise. But my point was something else: that a fair coin is exactly as likely to produce this sequence as it is to produce any other possible sequence. Perceived "anomalies" in itself are no proof that ESO's RNG is comparatively bad.starkerealm wrote: »I'll spare you a longer and more tedious discussion of this, but if you want a takeaway from this, it's simple, getting the result you want from 50 coin flips is extremely unlikely.
Don't be silly, I was not hinting at the game being the adversary, but that any attempt to check for randomness is difficult if not impossible. You might have heard of the Kolmogorov complexity, which is the measure of the inherent randomness of a sequence. Ironically, the Kolmogorov complexity is impossible to compute.starkerealm wrote: »The obvious way to check whether a sequence is random is just to throw some statistical tests at it. But no matter how clever you are in devising a statistical test for randomness, an adversary will always be able to find a deterministic sequence that passes your test.
This makes it sound like you believe that the game is sentient and is intentionally trying to confound your analysis.
Oh dear, are you really trying to lecture me on the probabillity of coin tosses?starkerealm wrote: »I'll spare you a longer and more tedious discussion of this, but if you want a takeaway from this, it's simple, getting the result you want from 50 coin flips is extremely unlikely.
Perceived "anomalies" in itself are no proof that ESO's RNG is comparatively bad.
Don't be silly, I was not hinting at the game being the adversary, but that any attempt to check for randomness is difficult if not impossible. You might have heard of the Kolmogorov complexity, which is the measure of the inherent randomness of a sequence. Ironically, the Kolmogorov complexity is impossible to compute.starkerealm wrote: »The obvious way to check whether a sequence is random is just to throw some statistical tests at it. But no matter how clever you are in devising a statistical test for randomness, an adversary will always be able to find a deterministic sequence that passes your test.
This makes it sound like you believe that the game is sentient and is intentionally trying to confound your analysis.
starkerealm wrote: »T3hasiangod wrote: »I still see no evidence of this loaded crit chance or different RNG for crit that you are claiming exists.
That's because it doesn't happen in Excel.
I still ask the question, why do we see no evidence of this in our parses?
And also why would make make a difference if stacking crit or not?
FrancisCrawford wrote: »What exactly is being claimed to be nonrandom in practice here?
FrancisCrawford wrote: »What exactly is being claimed to be nonrandom in practice here?
If I have a tooltip crit chance of 60%, for example, I would expect each skill or basic attack kind I have to crit 60% or so of the time, when averaged across multiple fights, parses, whatever, with the likelihood of a large percentage deviation from the expectation decreasing as the number of trials goes up. I'd further expect the likelihood of "hot" or "cold" streaks to be more or less in line with the usual binomial distribution math.
If ESO's "RNG" delivers something close to that, it's doing well. If it doesn't, it's doing badly.
I gather it's being accused of doing badly -- in what way? Actual long-term deviation from the putative average? Too many streaks?