LABYRINTH ENCHANTS ARE RIGGED

The skew that random number generators have is only statistically noticeable over millions or even billions of trials.

One of the most interesting ideas in this thread is putting heavier weights on skills whose stats match up with the item in question. Given the number of enchants possible it would be nice to have some way of nudging the enchants more towards a player's desired effect.
Well my first helm enchant on this toon was over fourteen different kinds of awesome :)

"
HarukaTeno wrote:

"
TheNightFly wrote:
For instance, you're supposed to have a 78% chance to hit. That means precisely 78 hits and 22 misses in every interval of 100 attacks.

You're mixing up "chance" with "rate". Big mistake.

In short&simple words: you can easily have 50 (and even more) attacks "miss" with 78% chance to hit.
Hence, "the chance".

I'm not confusing anything. The rate of an event is it's historical average while the chance is it's future probability. The chance is based on the rate so, unless something changes to dramatically effect the rate, the chance is the same as the rate. So if your chance to hit says 78%, you shouldn't easily be missing 50 or more out of 100 attacks. But if you do miss 50 or more out of a 100 attacks, then you're chance to hit should say 78%. It should say 50% or less.

"
HarukaTeno wrote:

"
TheNightFly wrote:
But 100 is a big interval in which the results can vary wildly so, to produce a smoother outcome, I would use an interval of 10 attacks instead.

Second mistake.
If you're trying to describe probability theory (here) to someone who doesn't know anything about it - you're doing it seriously wrong.

Sounds to me like that's what you should be doing.
Last edited by TheNightFly#5386 on Mar 10, 2016, 12:59:46 PM
"
Perq wrote:
"
Umbra_the_Wolf wrote:
"
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.


I'm calling B.S. on this flat-out, that's what this post is about. not math. It's about a slots-machine style game getting one more quarter from us, ie- more time in the game with less return than we invest to create a stable base. RIGGED.

By taking some assumptions we find something we don't like
1. If I'm right, then that means the game is set up to be able to mathematically cater to the house (to continue the gambling analogy)
2. If you're right, then still Random Number Generation is so evil it's almost a miracle it's used by POE in its base form, ie- raw numbers without filters. In which case it begs for some kind of filter like what we have for chromes on intelligence, dexterity, armor and mixed defense gear for changing colors.

No matter who is right or wrong, the entire LAB is a pile of steaming crap that was quite obviously created to keep people addicted by pouring as much time of their lives into it for as long as possible. One more quarter. One more level. One more enchantment. It's all the same in the end.

[Removed by support] Not even Diablo 2 was this horrible.


Ohhhhhhhhhhhhhhhhhhhhhhhhhh, so its just the basic RNG sucks kind of thread. I was almost fooled you were inventing new math here.

Hmmm, so yeah. Have you looked around, like, ever? Everything in this game is RNG. Like it or not, it is what it is.



lol dude you should not even be allowed to respond. I'm not complaining about RNG, I've been doing games like this since they came into existence. Gauntlet Legends, Champions of Norrath, 12 years of Diablo 2 and 1000 hours of Path of Exile to say the least.

You're a fool man, this is about the RNG NOT BEING TRULY RNG, ie- RIGGED. I was posing a scenario just to develop a picture of how things were and how thing are now since the addition of the Lab. RNG doesn't suck, it's what makes a game like this great. The strong standing on the backs of the weak, being better than anyone else because you won against the odds in this lottery of a game.

This NOT an RNG sucks thread
Dual Striker Leech Tank, creator since 11/2014
https://www.pathofexile.com/forum/view-thread/1533986/page/1Umbra_the_Wolf
"
TheNightFly wrote:
Whether it's mathematically likely or not these results are still crappy and unrealistic, which is very discouraging. I would have expected a greater variety of outcomes and only a few pairs.

When the results seem ridiculously skewed and unrealistic like this it's because it isn't rigged. The results are produced entirely by RNG without enforcement. Random number generators never produce even distributions. The system needs to be 'rigged' by forcing specific results to happen after a number of random results over an interval of outcomes to produce realistic results.

For instance, you're supposed to have a 78% chance to hit. That means precisely 78 hits and 22 misses in every interval of 100 attacks. But 100 is a big interval in which the results can vary wildly so, to produce a smoother outcome, I would use an interval of 10 attacks instead. That would leave an adjusted ratio of 7 hits and 3 misses per interval of 10 attacks. Truncate the fractional values and add them to an accumulator that adds +1 to the adjusted values whenever it's >1. I would use RNG at the beginning of each interval to decide hit or miss but only until the maximum number of hits or misses is reached. The outcomes of the remaining attacks must then be forced as either misses or hits, respectively. Game applications should employ something like this anywhere RNG is used.


Whoa, someone who actually wrote in a manner which indicates he may understand my post. Mind. Blown. Although I disagree that the RNG is truly random, I do believe that it does need to be rigged in the same way Chromes are affected by armor stats (ie- getting 4 Greens on dex gloves is very easy but 4 blues on them is slim to no chance). That way when someone with a high dex/armor helmet goes to the lab, obviously melee skills will be weighted over f*cking spells since NO ONE with a bringer of rain will want glacial cascade!!

As he said, "Likely or not these results are still crappy and unrealistic, which is very discouraging. I would have expected a greater variety of outcomes and only a few pairs."

Thank you and thank you and thank you and thanks! My thoughts are finally reaching other people. GUYS THIS WAS NEVER ABOUT MATH. SCREW THE MATH! THIS IS ABOUT AN EXPERIENCE WITH THE LAB ENCHANTS BEING RIGGED. I NEVER ONCE DISAGREED THAT THE MATHEMATICAL PROBABILITIES OF ME SEEING SO MANY OF THE SAME ENCHANTS TO BE WRONG. Why would I argue that, IT'D GO AGAINST THE MERIT OF THIS POST. DUHHHH!!!
Dual Striker Leech Tank, creator since 11/2014
https://www.pathofexile.com/forum/view-thread/1533986/page/1Umbra_the_Wolf
Last edited by Umbra_the_Wolf#0636 on Mar 10, 2016, 3:15:00 PM
"
DalaiLama wrote:
"
silumit wrote:
DalaiLama, see my post above, the post you are quoting is totally wrong :)


Hmm, sorry about that! I wonder if I had that browser window open for commenting while my attention was on something else for awhile. Your formula looks good. What numbers did you plug in? The 4,4,6 or did you include the 9 too?

I didn't notice the 9x when I was using a binomial calc. Even a single enchant with 7 repeats is about 1 in 1.4 million. Possible with hordes (tens of thousands) of people playing at 7 and maybe even 8. 9 sounds like something *might* be broken?
It is me who have to say sorry - looks like I was a bit cryptic: I didn't mean that you are quoting the wrong post, I meant that my post you were quoting was wrong.
I used k=181, N=110, p=6. It results in 0,0034236% probability. Very highly unlikely even with thousands of peoples running such "tests".
"
Umbra_the_Wolf wrote:
GUYS THIS WAS NEVER ABOUT MATH.
Actually, math confirms that your claim is right. And if it said otherwise then it would be you who'd be wrong, not the math :)
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.
so you feel that because you were unlucky the game is rigged?

Nope, that's once more not how randomness works.

Randomness implies that at some time everything repeats multiple times in a row. To not repeat ever would in fact be too ordered, and without the chaos of potential repeats something is no longer random.

For example, if everytime you drew a card from an infinite sized deck, you would always draw a card that is different suit and number to your previous card, it is no longer random. Up until then, you could draw the identical card, or maybe another heart, but as soon as you stipulate the suit and number change, you KNOW that you drew a 3 of hearts, and your next card has to be a non-3 and a non-heart. That is no longer random because there are no streaks.



Omg, he got 9 so many times in a row, its rigged!
tldr: "if you get million heads and zero tails in a row that's nothing to be suspicious about, it is just how random works". Thanks for the laugh, Wolf.
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.
well aren't you clever and poetic in your wording. Always glad to hear the smartzzz of people today.

The gear I have backs me up just fine, I have it all because I know games like these and I know how to get what I want and I know the balance of patience and determination. This Lab defies both of those qualities.

Look at my gear and tell me I'm the kind of guy who cries wahh wahhh RNG isn't going my way waahh wahhh. Nope. I stick around long after the cry babies leave. Anyone who says otherwise is a fool. You don't play Diablo 2 for 12 years and POE for 1000 hours just to suddenly start whining when you already have it all.

lab=rigged. I'm done with this thread.
Dual Striker Leech Tank, creator since 11/2014
https://www.pathofexile.com/forum/view-thread/1533986/page/1Umbra_the_Wolf
Last edited by Umbra_the_Wolf#0636 on Mar 11, 2016, 12:28:34 AM
"
dudiobugtron wrote:
"
Summoner wrote:
It's not impossible, but a brief simulation suggests it's unlikely. According to this, there're 362 possible helmet enchantments (2 levels each). I used excel's random function to generate 110 values between 1 and 362, and the frequency formula to bin them by value. In 5000 trials I got a max of 6 repeats once (0.02%), a max of 5 repeats 31 times (.62%), a max of 4 repeats 476 times (9.52%), a max of 3 repeats 3275 times (65.5%), and a max of 2 repeats 1217 times (24.34%).

All of the 5000 trials had at least one repeat; but if the odds of all results are equally likely, Umbra_the_Wolf's results are extremely improbable.


That is really cool. I thought 9 was unlikely, but it looks like it is far more unlikely than I originally thought. Even though the OP clearly plays fast and loose with words like 'everyone' and 'impossible', the claim about it being rigged is a bit less far-fetched than I originally thought.

"
silumit wrote:
if you want to know the probability of rolling it, say, 6 times of 110(not necessarily consequentially, just 6 hits), it is the same as probability of NOT rolling it 110-6=104 times, or (361/362)^104 = approx.75%.

No, this is incorrect. To see why, try working out the probability of rolling it 10 times using your method. Or 100 times.

If you use your brain, you'll see that the Excell simulation is probably the best way to go in this case. ;)


DAT EXPONENTIATION
"Dude he fucking said hotdog racist.

Like I can't even make this shit up." - gj

1.0.0 Forum Posters now have 50% less Critical Thinking skill per Patch

Report Forum Post

Report Account:

Report Type

Additional Info