HIGHLY DAMNING EVIDENCE that IIR is WATERED DOWN or FAKE

"
shifted1119 wrote:
sure call me dumb troll,

but if it's all RANDOM like you say then IIR is fake.

how can you make something more or less RANDOM


Look at is this way. Say the drop chance of all uniques was 1% on all monsters. Now if you kill an infinite amount of monsters. 1% of all killed monsters will have dropped a unique. Now with 100% IIR 2% of all the monsters will have dropped a unique.
I've bitten before in this thread, I'll bite again:

Increase Item Rarity - provides an additional % chance than items that drop will be of increased rarity.

If we can agree on the above, then let's follow a thought...

When you kill a mob the game does a number of RNG "rolls". These rolls determine if there is a drop, and, if so, the type, quality, and rarity of that drop.

Here's the thing, I don't believe RNG sees any difference between things like base item tier, quality level, magic/rare/unique, and intrinsic item values (+% resist on resist ring for instance) when it makes the determination of how to add "rarity".

A higher tier item is "more rare" than a lower tier item. An item of higher quality is "more rare" than one with zero quality. A blue item is "more rare" than a white, regardless of base item tier (a blue lvl 1 item is "more rare" than a lvl 62 white), an item with 2 sockets is "more rare" than one with just one.

You are, in no way, increasing or reducing the randomness of the rolls, you are improving the probability that those rolls will produce "more rare" outcomes than an unmodified roll.
^^^^ see this man gets it

its like having a sciencist on the job lol
"
Sinnesteuer wrote:
I've bitten before in this thread, I'll bite again:

Increase Item Rarity - provides an additional % chance than items that drop will be of increased rarity.

If we can agree on the above, then let's follow a thought...

When you kill a mob the game does a number of RNG "rolls". These rolls determine if there is a drop, and, if so, the type, quality, and rarity of that drop.

Here's the thing, I don't believe RNG sees any difference between things like base item tier, quality level, magic/rare/unique, and intrinsic item values (+% resist on resist ring for instance) when it makes the determination of how to add "rarity".

A higher tier item is "more rare" than a lower tier item. An item of higher quality is "more rare" than one with zero quality. A blue item is "more rare" than a white, regardless of base item tier (a blue lvl 1 item is "more rare" than a lvl 62 white), an item with 2 sockets is "more rare" than one with just one.

You are, in no way, increasing or reducing the randomness of the rolls, you are improving the probability that those rolls will produce "more rare" outcomes than an unmodified roll.


its true that higher tier items, quality, and sockets are "more rare" to drop, but IIR specifically refers to the items rarity aka blue yellow orange, IIR has no effect on quality, ilvl, or sockets

if you have a 5% chance to get a yellow item, with 100% IIR you now have a 10% chance to get a yellow item; .01% chance of a unique would become .02% chance, etc.

IIQ increases the number of drops, if you have 100% IIQ then monsters will drop (on average) twice as many items as without IIQ. so you essentially get twice as many "chances"/"rolls" for good loot.

either way, i'll take a 10% chance over a 5% chance any day... so IIR isn't a "lie" it's just not gauranteed, nothing is gauranteed when you're dealing with probabilities.
IGN: OldManBalls (Warbands)
Last edited by demivion#2965 on Dec 5, 2013, 11:30:10 AM
"
shifted1119 wrote:
^^^^ see this man gets it

its like having a sciencist on the job lol


Wow, just....wow.

Someone award this man the "Troll of the Day" award.

If the information in my post is what you were attempting to get across in your original, then you should have made some attempt to actually communicate rather than the ranting that you did. It would have saved this thread from bloat by getting the information at the top of the first page of the thread, and you would still have some dignity in the eyes of some in the community.

Even then, that I needed to make the explanation I did is enough to make me dread for the ongoing future of humanity and its ability to understand and comprehend even the most basic of "complex" ideas such as Probability.

Given that you seem to agree with my post, you are in 100% contradiction of your thread title.

Logic...mind...blown.
"
Sinnesteuer wrote:
I've bitten before in this thread, I'll bite again:

Increase Item Rarity - provides an additional % chance than items that drop will be of increased rarity.

If we can agree on the above, then let's follow a thought...

When you kill a mob the game does a number of RNG "rolls". These rolls determine if there is a drop, and, if so, the type, quality, and rarity of that drop.

Here's the thing, I don't believe RNG sees any difference between things like base item tier, quality level, magic/rare/unique, and intrinsic item values (+% resist on resist ring for instance) when it makes the determination of how to add "rarity".

A higher tier item is "more rare" than a lower tier item. An item of higher quality is "more rare" than one with zero quality. A blue item is "more rare" than a white, regardless of base item tier (a blue lvl 1 item is "more rare" than a lvl 62 white), an item with 2 sockets is "more rare" than one with just one.

You are, in no way, increasing or reducing the randomness of the rolls, you are improving the probability that those rolls will produce "more rare" outcomes than an unmodified roll.


Yes but if you get more rares you can roll dice more. So in the end IIR does increase the chance of finding a worthy rare. Because you get more rares, simple.
"
Sinnesteuer wrote:
"
shifted1119 wrote:
^^^^ see this man gets it

its like having a sciencist on the job lol


Wow, just....wow.

Someone award this man the "Troll of the Day" award.

If the information in my post is what you were attempting to get across in your original, then you should have made some attempt to actually communicate rather than the ranting that you did. It would have saved this thread from bloat by getting the information at the top of the first page of the thread, and you would still have some dignity in the eyes of some in the community.

Even then, that I needed to make the explanation I did is enough to make me dread for the ongoing future of humanity and its ability to understand and comprehend even the most basic of "complex" ideas such as Probability.

Given that you seem to agree with my post, you are in 100% contradiction of your thread title.

Logic...mind...blown.


holy crap man we were on the same team a second ago. now youre telling me more dumb troll insults in addition to a bunch of other insults you put a lot of effor into.

you keep changing ur mind in my thread...unless theres two ppl with similar name?
you claim i condradict myself all over but yet you say "basic complex" OXIMORON lol

and you contradict urself more when u call me a troll all the time then u call me dumb so uhhh which is it
If you can't dazzle 'em with brilliance...
"
shifted1119 wrote:
you claim i condradict myself all over but yet you say "basic complex" OXIMORON lol

and you contradict urself more when u call me a troll all the time then u call me dumb so uhhh which is it


Here's the thing. Everyone here thinks you're wrong. Doesn't say something? Don't you think you might be wrong? I mean you are right to certain extend you might have gotten a better item, or a unique, because the dice are rolled "differently" with lower IIR. But if you repeat the process enough times, the dice will have clearly rolled "differently" in your favor with the IIR.

Sames goes with smoking. If you smoke 10 sigs a day and you don't get lung cancer in an other universe where you didn't smoke maybe you did get lung cancer yeah sure, so smoking isn't bad? No, because in a larger % of the (infite) parallel universes you do have lung cancer where you smoke.

Report Forum Post

Report Account:

Report Type

Additional Info