LABYRINTH ENCHANTS ARE RIGGED

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laycast wrote:
GGG believes it's fun for people to grind the lab over 300 times to get an enchant they want. No.


Why would you think this? Why wouldn't you just trade for it?
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Tin_Foil_Hat wrote:
Actually the average run amount is about 100 before you hit the enchant you want, but someone who ignores numbers and just wants to complain and get free handouts isnt going to understand that.

Also, most people are lying about how many times theyve ran it and GGG can see that by simply looking at their logs, which is obviously what they did when they decided if it should change or not.



It's weird. I would think if there is 361 enchant and I need a particular one it would be 1/361.

I must be really bad at math esp that you seem very adamant about your results.

Can you please explain that one?

Once you are at it, can you also please calculate the proper amount of run to guarantee a 99% drop rate on a 1/361 chance? I am pretty sure you would need around 1400 runs to guarantee it at 99%

Please try to explain without insulting me, telling me to learn math etc.
Last edited by Vapala#7462 on May 26, 2016, 7:39:26 AM
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Completed 11 Challengeslaycast wrote:
GGG believes it's fun for people to grind the lab over 300 times to get an enchant they want. No.


Why would you think this? Why wouldn't you just trade for it?


Well it seems in standard enchants didnt really take off and buying what you want is often unavailable or prohibitively expensive.
Last edited by Fhark#5469 on May 26, 2016, 3:15:13 PM
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Vapala wrote:
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Tin_Foil_Hat wrote:
Actually the average run amount is about 100 before you hit the enchant you want, but someone who ignores numbers and just wants to complain and get free handouts isnt going to understand that.

Also, most people are lying about how many times theyve ran it and GGG can see that by simply looking at their logs, which is obviously what they did when they decided if it should change or not.



It's weird. I would think if there is 361 enchant and I need a particular one it would be 1/361.

I must be really bad at math esp that you seem very adamant about your results.

Can you please explain that one?

Once you are at it, can you also please calculate the proper amount of run to guarantee a 99% drop rate on a 1/361 chance? I am pretty sure you would need around 1400 runs to guarantee it at 99%

Please try to explain without insulting me, telling me to learn math etc.


I am not the poster you are asking but can answer that the statements of "Tin_Foil_Hat" are simply false.
For example the chance of not getting the (one out of 361 equally probable ones) enchantment that you want in 100 runs is (360/361)^100 ~= 76% => chance of getting it in 100 runs is ~= 24%.
No wonder it's lost, it's in the middle of the jungle!
One thing I don't think has been mentioned, is that OP appears to be a self-selecting sample. In other words he's only posting his results because they were surprising, while potentially thousands of other players have done over 100 runs each and didn't post because they DIDN'T get surprising results. It would be a lot more convincing if OP had started by saying "ok I'm going to run a test to see if probabilities are evenly distributed", and THEN reported back a week later with these results.

It's the same as if you go on a ISP comparison site and see loads of bad reviews for an ISP. It doesn't mean the ISP is bad, just that people only bother to write a review if they had a remarkably bad or good experience.
If you are really worried about a “slot machine” mechanic designed to get you to play more time or “spend one more quarter” then you will be relieved to know that you can stick it to the man pretty easily.

Run the end game labyrinth, roll enchanted helmet, respec character to build around that enchantment and never run the lab again.

I know what you are thinking. “But I want the enchantment for this skill, not that one.”

You must resist! That is how the man gets you to “pull the lever” again. You must want to be free of the slot machine more than you want what the slot machine promises.

BOOOM!!

That was your brain exploding.

Or, just not worry about a helmet enchantment.

BUT IF YOU REALLY WANT TO HOW IT’S RIGGED… read on.

The weighting is equal. It’s just not equal when you think it is. The weighting is not borne out by the rng at the altar; it was equal when you created your character but was subtly adjusted each time you chose a node on the tree. When you hit the altar, you are rolling for a skewed set of outcomes based on three brackets of skills. 15% are designed to be directly relevant to your build as suggested by your path through the tree. This 15% represents the skills that are most likely to take advantage your build, including predicted main attack skills. The other two brackets, consisting the remaining 85% of all outcomes, are composed of 1) 20% (of the total 100% of all possible outcomes) of enchantments related to supplemental skills predicted to interact positively with your predicted main attack skills and 2) 65% (of the total 100% of all possible outcomes) of enchantments that have little to no bearing on your build. Each bracket (15 main attack, 20 supplemental skill, 65 no relevance) has an equal chance to be the bracket each pull at the altar is choosing from. Yes, this means that 2/3 times, you can’t get your enchantment from the pull at all. The trade-off is that overall you have dramatically better odds of hitting it than you ever would rolling for straight 1/362 (or however many enchantments there are) on each pull. It’s about 1/163 (a 1/3 chance to roll for a 1/54.3 chance) to roll your enchantment if it’s in the main attack skill bracket. Even if your skill is in the supplementary skills bracket it is still a 1/217.2 chance overall. (a 1/3 chance to roll for a 1/72.4 chance)

However, there is a downside: if you are using a skill that does not predictably interact with your build (even if it effectively interacts with your build) you will have a tougher time getting the roll you want than you would with a predictable build, since it will likely appear in the 65% bracket, meaning you are aiming for one enchantment out of 65% of all outcomes, rather than one enchantment out of 15% of all outcomes. This is worse than straight rolling 1/362. If I have my math right, it would be about 1/706 chance.

This is why the helmet enchantment is the last one that is available from the labyrinth; there needs to be a minimum amount of nodes on the tree in order to make the brackets predictable.

Is this true? I don’t know; I made it all up. But there is a possibility that it’s true! The only way find out is to track the data and keep running the labyrinth.

Let me know what you find.
I trust it's not rigged.
It's just that too many enchants are awful, or the skill is awful.

With that said; REDUCE RNG ON HELMET ENCHANT ASAP.

There are 388 enchants on each tier (http://pathofexile.gamepedia.com/List_of_helmet_enchantment_mods)
(388 of the enchant weaker version on merc and 388 stronger enchant version on uber)

1/388 is roflmao, considering each run may take from 5 to 15 minutes.

Something like 1/30 chance of getting what you want is more realistic.

AT least gloves/boots enchant is 1/15, which is awesome, ideal balance imo
Buff life on the right side of the tree! Just a little! Pretty Please!
Last edited by The_Risen#6326 on Feb 27, 2017, 6:24:36 PM
Enchantments based on skill gems ... I don't think this was a good idea.

In gloves and boots the enchantments are very usefull, but in helmets and chest armours ... As I said before it's a gambling!

I'm sure that the developers could change the enchantments to be based on chars classes or even in the skills that are currently been used by the player. This would give to the player a huge purpose to go to the ubber lab and confront bosses, even if his char has already obtained the ascendancies.
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Darkkrows wrote:
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Qarl wrote:
Helmet enchants are evenly weighted. The repeats you report are certainly not mathematically impossible.

While getting that precise set of results again is not going to happen, getting a set of results with large number of repeats of things you don't want certainly can happen.
the enchantment should have been split into 4 major categories for RNG. Melee, Projectile, Spell, Defense. Let player choose that and RNG from there.


It complete makes no sense to roll a melee skill on a ranger character helm. It is kinda defeat purpose of Ascendancy class specialization.


I really like this. So there's still RNG, but it's controlled and quite a bit easier to swallow than 1/362

the best way to think of enchants is to roll enchants for OTHER PEOPLE... sell them off, then buy your enchant from ANOTHER PERSON. I *think* that's the best idea.
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Tin_Foil_Hat wrote:
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WARPAINTER wrote:
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Tin_Foil_Hat wrote:
Actually the average run amount is about 100 before you hit the enchant you want, but someone who ignores numbers and just wants to complain and get free handouts isnt going to understand that.

Also, most people are lying about how many times theyve ran it and GGG can see that by simply looking at their logs, which is obviously what they did when they decided if it should change or not.


So there's 361 different helm enchantments possible in current Lab but you say average number of runs to get enchant you want is 100... yeah ok... cos that makes sense - NOT!
You have like a 90% chance of seeing the enchant you want within 100 runs, learn to do math before you talk.
Probability of not getting desired enchant in one run: 360/361
Probability of not getting desired enchant in 100 runs: (360/361)^100 =~75.78%
Therefore, probability of getting desired enchant at least once in 100 runs: ~24.22%
I advice you follow your own advice.
e: for 90% chance you need about 800 runs. gl with that.
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
Last edited by silumit#4080 on Apr 10, 2017, 9:09:51 PM

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