Posted: Sun Sep 17, 2017 11:44 am |
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chronicxx wrote: |
For example if you have the 5 scrolls that are 1-8 you have a 1-8 chance for each scroll so you would calculate that as 1 in 8 times 5 so each scroll would become a 1-40 chance. The more statistics you add the more you have to multiply. Simple.
So if there are 5 scrolls and 1 ammy 6 armour pieces and what ever else
If they are all 1-8 there are 12 items so the statistical chance you get anyone of those items becomes 12 multiplied by 8 = 96
So all items translate as 1-92 (this does not become divided! As you may think) which is why mino who run it 140 times didn't get the ammy. if it's as basic as that if it's not and there is further coding giving a further preference to a perticular item you then have to calculate the events. you can get to some fairly insane numbers if that's the case.
Which is why I was asking what the actual system is that's being used. Feel free to look at some statistical analysis calculators and it would give you a true number
For example take the lotto in the uk 6 numbers ranging from 1-49. Then do 49 x 49 x 49 x 49 x 49 x 49 and you get near the actual statistical chance for 1 set of numbers except there are 6 sets of numbers so you have to factor that in as an event.
So the chances become
49 x 49 x 49 x 49 x 49 x 49 +
49 x 49 x 49 x 49 x 49 x 49 +
49 x 49 x 49 x 49 x 49 x 49 +
49 x 49 x 49 x 49 x 49 x 49 +
49 x 49 x 49 x 49 x 49 x 49 +
49 x 49 x 49 x 49 x 49 x 49 = the chance of a jackpot lotto win.
Which is why you have a higher chance of being struck by lightening a car crash next to you struck by lightening again a plane crash next to you and struck by lightening Again and you survive. Pretty sure that's what a mathematician related that too. |
This is not how the droprate works, there are simply 8 drops, it picks one. Also 5 areas, the droprate for any specific piece is 1/40 as a result, chhance for a piece in general is 1/8 if u end in an area with one.