Price Check for 6L
I won't be at my computer for several hours, but I would be happy to provide the link for you.
To the OP, you can either trust me and a mod, or some nobody whose only been here a couple weeks til then. |
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Regarding what I heard about 6Ls...there seems to be some hardcoded percentages for getting them that don't really match up with the logical math behind the calculations if you were to consider the number of possible link configurations, making it much less likely to get a 6L than it really should be. I don't like that because it misleads players into dumping a crazy amount of currency into their items when the probabilities are much lower than they should be.
Last edited by Emil_kof#7098 on Feb 23, 2013, 12:04:09 PM
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I agree with slayer and pneuma that an average of 1/300 fusing is correct to get a 6 link, this has been known for as long as i remember. Yes there are some people who use alot more, but thats why we love RNG ;)
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" This is correct. 2/3/4L are biased toward and 5/6L are biased against. |
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" 1/300 chance doesn't mean you get a 6 link every 300 fusings. Last edited by Demonzu#4573 on Feb 23, 2013, 1:02:36 PM
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I don't know much about the prices of things, but IMO a 6L item worth another 6L item of similar level (limited by type: Armor:Armor and 2Hweapon:2Hweapon) and nothing else.
In other words, I would never trade a 6L item for currency. Last edited by Ironman#5632 on Feb 23, 2013, 1:09:39 PM
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" Stop your ranting and raving and wipe the foam from your mouth. It is generally accepted that you have a 0.3% chance to get a 6L on any given roll on a 6 socket item. Any. Given. Roll. You have the same chance on your first roll as you do on your 300th or 30,000th for that matter. |
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a dev said they couldn't remember the exact number but it was definitely one in 1600, at least well over 1000.
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" Incorrect. This is not true, nor has a dev ever said this. |
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The bottom line is that regardless of what percentage odd's people claim,
NON ARE CORRECT! Why? because until THE ACTUAL developer who actually wrote that code states or there is enough data no one has the answer. Someone can tell you i used 1000 or 1 million and created a spread sheet about success neither will be accurate to the actual odds. Yes the 1 million is closer but still not near the actual answer. Only the person who coded the odd's know's so disregard the people here who make claims without fact's. You have to remember that on top of not knowing the odds out right there are millions of other variables that the game developer can add to hinder the results. The funniest part is when it come's to your chance to roll this you may find the guy who made the code does not actually know the exact answer he can only give you a rough idea because often the other variables when he set the percentage do not actually result in the percentage of success he meant it to have. This is why even Developers once the game dumps enough data from the millions of users trying it to the server, often make tweaks later down the line because they themselves did not understand the over all negative effect that 1 variable had against another added against the actual roll % he set in place. This is also why you often find IF and when they actually tell you is when the server has supplied them enough data and then in turn the change happens because they realise the odds are not in line with what they wanted it to be. |
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