State of the RNG

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Lurker
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Postby Lurker » Jun 25, 2017 15:02

Yeah, RNGs can be a real ****** sometimes!

I don't think there is anything wrong with what you displayed especially considering your skill level vs what you are trying to craft.


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Requin
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Postby Requin » Jun 30, 2017 13:27

De_Kus wrote:
Grunklestank wrote:
De_Kus wrote:But we cannot change how the RNG in DAoC is integrated "just like that".

Sure you can... lol??

Have you even bothered to read even the simplest suggestions (like the moving average) and realize how many averages you'd need to track for every single player?
A simple swing of a single weapon against a normal shield tank that actually hits with no proc triggered would involve those roles:
attacker roll: chance to hit
defender roll: chance to block
defender roll: chance to evade
defender roll: chance to parry
attacker roll: part of armour to hit
attacker roll: damage dealt
defender roll: chance of reactive proc
attacker roll: chance of offensive proc

Disclaimer: example not guaranteed to be accurate, but just meant to illustrate the number of actual rolls behind the scenes.

And that's just a typical melee roll. While you might be fine throwing some roles of one player together, it would make no sense to make an averaged luck for too many rolls. You cannot just simply modify a function rnd() to magically smoothen stuff out. Since adding an average directly in rnd() could mean, that player A gets all the low and player B all the high rolls. Or if you average on a single play, it could mean he always hits for max damage (2 high rolls), but always hits the feet and never activates the proc (2 low rolls). That would hardly fix any miss series!


I would like to know the real checklist, if you could please try to comment on this thread please:
https://www.uthgard.net/forum/viewtopic.php?f=15&t=44187
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Abydos
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Postby Abydos » Jul 05, 2017 07:01

Foneb wrote:lemme tell you about my crafting experience today :

goal : get a lvl 99 cloth chest.
item skill 1115
my skill (tailoring and clothworking) at start 1112

10x fail
100 (tailoring up to 1113)
95 (clothworking to 1113)
5x fail in a row
97 (tailoring 1114)
94 (clothworking 1114)
98 (tailoring 1115)
fail
97 (clothworking to 1115)
2x fail
98 (tailoring 1116)
95 (tailoring 1117 clothworking 1116)
fail
95 (clothworking 1117)
fail
96
fail
96
98
97 (tailoring 1118)
9x fail in a row
98 (1118 clothworking 1119 tailoring)
97 (clothworking 1119 tailoring 1120)
98 (clothworking 1120)
2x fail
99 finally

im not sure about the math behind this, but the looooong fail streaks feel wrong. althogh might mathematicly correct people wouldt mind if the rng behind it is smoothend out.
and if oyu count in the fails 49 tries for a 99 is kinda harsh aswell. 16 tries if you ignore the fails (which i think is a seperate roll - not horrible but bad luck)


So you're complaining about failing many times 'in a row' when you had more than 55% chance to fail (45% chance to succeed? Clothworking has nothing to do with your success chance on an item. Only tailoring affects that.

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Foneb
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Postby Foneb » Jul 05, 2017 09:07

Im not complaining. Im just trying to show why the streaks feel wrong. If 55 is the value for failchance then its basicly a cointoss where you get 10 times one side in a row. Possible yes but still feels incredibly unlikly/unlucky. I think pure probabilitywise its roughly 0,1% chance of happening.
And 9 times in a row roughly 0,2% chance. I dont complain about the number of fails, but the distribution seems off.
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Blue
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Postby Blue » Jul 05, 2017 16:49

With 55% fail rate you will see a streak of 9 fails in 0.46% of cases. Roughly every 200 attempts on average.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

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Tankqull
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Postby Tankqull » Jul 05, 2017 19:35

are you guys using a different RNG generator for crafting trinkets?
as they are horribly streaky...

Image

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Blue
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Postby Blue » Jul 05, 2017 19:45

What you see there is no streak. Its one craft attempt with a stack of items (all of same quality) as result. We can change that so you don't get multiple messages.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

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Tankqull
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Postby Tankqull » Jul 05, 2017 20:22

oh that was quick...
and thx thats an explanation.

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Lurker
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Postby Lurker » Jul 05, 2017 20:27

Blue wrote:What you see there is no streak. Its one craft attempt with a stack of items (all of same quality) as result. We can change that so you don't get multiple messages.


That misunderstanding has appeared several times in this thread alone.

Definitely worth changing the message.

Unless the user really looks into it, or asks around, it's easy for them to assume 'buggy'.


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relvinian
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Postby relvinian » Jul 16, 2017 00:57

Resists vs melee misses.

When you quick cast that mez on that tank and it resists, you are dead.

If you miss with your tank, then you swing again.

Due to the patch level, which is already melee focused, and reduced rps while dead, melee toons already have an advantage.

When you go talking about the odds and curves and etc, it still doesn't matter because one type of toon misses, and then hits the next time, while the other type has ONE chance to win vs stealther or tank, and they too often don't get that one chamce.
https://www.uthgard.net/forum/viewtopic.php?f=9&t=37632

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Ilerget
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Postby Ilerget » Jul 16, 2017 09:07

relvinian wrote:Resists vs melee misses.

When you quick cast that mez on that tank and it resists, you are dead.

If you miss with your tank, then you swing again.

Due to the patch level, which is already melee focused, and reduced rps while dead, melee toons already have an advantage.

When you go talking about the odds and curves and etc, it still doesn't matter because one type of toon misses, and then hits the next time, while the other type has ONE chance to win vs stealther or tank, and they too often don't get that one chamce.

maybe we should add to your topic about ask for your customization to have a quick cast without timer? or free MoC for all casters? :lol:
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Postby Lurker » Jul 16, 2017 11:44

relvinian wrote:
When you go talking about the odds and curves and etc, it still doesn't matter because one type of toon misses, and then hits the next time, while the other type has ONE chance to win vs stealther or tank, and they too often don't get that one chamce.


Tanks shouldn't be an issue... you have 1500+ range advantage over a visible tank and have plenty of time to cast CC and use quickcast if that fails (or, ya know, kite).

Stealthers yeah. They should make that cc stick some 85% of the time so it should stick 'more often than not'. Issue here is that they all have purge.

Not sure what can realistically be done about that though? This is 1.65 where assassins are designed to be able to take down casters.




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Genjiro
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Postby Genjiro » Jul 16, 2017 14:21

Please stay on topic.
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