Thread for people that like probabilties

Discussion in 'General Archive' started by wizzo90, Sep 30, 2015.

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  1. wizzo90

    wizzo90 Junior Expert

    Hello,

    Recently someone posted a thread about probabilities. I remembered that I calculated quite a few some years ago and some of them changed with R155.
    So only for those who care: Numbers

    Chance to find a Hammer or Axe with 2xDamage% and 2xDamage: 1/64

    Chance to find a Hammer or Axe with 3xDamage% and 1xDamage: 1/128

    You might think now, that is not too bad, but wait! Hammers and Axes have only 4 possible enchantments. All other weapons have 5, because of possible weapon speed. So let’s do this again:

    Chance to find a normal weapon with 2xDamage% and 2xDamage: 1/156

    Chance to find a normal weapon with 3xDamage% and 1xDamage: 1/312

    Not fair, you might think now. Why do Hammers and Axes have better chances for certain combinations? They don’t, since they drop only 1/3 as often as for other players 1h or 2h weapons drop. If you take this into account, the probabilities for normal weapons are even better.

    What to make with all of this? Simple, stay flexible with your items enchantments. Once you try to find an item with 4 identical enchantments, you are probably proper screwed.

    You want only crit on your weapon adornment, so 4xCrit with 5 differnt entchantments possible? : 1/625 :eek:
    Luckily they reduced the possible entchantments to 4 again with R156. So you ideal crit items is "only" one in 256.

    Good luck with that! So maybe stop searching for one items and rather have multiple build ideas that work. Cheers!

    Any thoughts?
    You are welcome ;)
     
    Last edited: Sep 30, 2015
    Darwarren likes this.
  2. Zamvel7

    Zamvel7 Active Author

    hi

    I would like to see your math behind the probabilties, if I may :p
     
  3. sebastian_fl

    sebastian_fl Count Count

    Yeah, I would also like to see the math behind it. But here is mine :) so, assuming axes have 4 possible enchants with the same probability of 25% or 1/4 it would be. To get 2/2 dmg/dmg% combo.
    The number all possibilities, including order = 4^4=256
    The number of desirable possibilities = 4!/(2!*2!) = 24 / 4 = 6.
    The chance of getting Axe with 2 lines of dmg and 2 lines of dmg% is 6/256=3/128 ~ 2.34%

    Same for the 'weapons', with 5 possible enchants. = (4!/(2!*2!)) / (5^4) = 6/625

    and so on. I guess @wizzo90 counted like this: 1/2 * 1/2 * 1/4 * 1/4= 1 / 64

    My math gives better chance, so you decide which you like :)

    UPD: guess we can also use the formula from Bernoulli distribution. for 2x2 Axe combo:

    Chance to get exactly two damage lines: ( 4! / (2! * (4 - 2)!)) * (1/4)^2 * (1-1/4)^(4-2) = (24/4) * 1/16 * 9/16 = 54 / 256

    Chance the other two lines are the dmg% = 54/256 * 1/3 * 1/3 = 6/256=3/128
     
    Last edited: Sep 30, 2015
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  4. BigPapa

    BigPapa Forum Overlooker

    You all assume the opportunity to get each enhancement possibility is equally distributed. Anecdotal evidence suggests this is not true. Some enchantments seem to be more prevalent than others. Ask anyone that has opened 300 shields to get a 2/2 or 3/1, or anyone looking for 3 lines of speed on boots. Key words there are obviously "seems" and "anecdotal." Hard to prove or disprove without sufficient data.

    Additionally, and as a challenge to all my awesome math geek bro's, if you want to make it even more complex:p, set a threshold for a GOOD enchantment. Not just a 2/2 axe, but a GOOD 2/2 axe.
     
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  5. Excalibur1974

    Excalibur1974 Junior Expert

    Yes, i agree with BigPapa. You are assuming that enhancement classes have equal/balanced probability.
    All empiric evidence says clearly that's not true, for instance damage % increase line is surely less-weighted than pure absolute damage increase line.

    But, as general method to build an idea of "what can i expect" from an item, that's a good starting (medium :D) point.

    Further, in stats & numbers related to DSO, i'm always -and only- interested in statements like this:
    After X runs/try, what is the probability that i will NEVER get that single 'item' in these X runs?

    (possible substitution of 'item':
    piece of keen/roshan/yachak/spark
    piece of generic unique set
    predator/equivalent
    mortis mask/equivalent
    and so on ...)
     
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  6. wizzo90

    wizzo90 Junior Expert

    @Zamvel7
    Sebastian got the math right. Additionally I subtracted the number of Items that would not surpass a normal pink item based on a normal distribution around an average. Since the average in R155 is pretty low my numbers are around 33% lower than Sebastian’s.

    @BigPapa
    I am not posting chances to find outstanding items, especially after R155. My threshold is more like a trash bin for items that don’t count as legendary. Yes, I have low standards^^

    @Excalibur
    That might very well be. Personally I don’t see a weighting of enchantments on weapons. But they sure exist on other items, such as speed on gloves and so on, so they might exist on weapons too.
    If you like negative statement you just can distribute them from 1 and multiply that number as often as you try.
    So 1-(1/64) for example is 63/64 or about 0.98%. Let’s say you have 100 items to open that is (63/64)^100 or about 21% you are unlucky.
    I personally find that a bit depressing to look at, but it is basically the same information.
     
    Last edited: Sep 30, 2015
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  7. Excalibur1974

    Excalibur1974 Junior Expert

    I'm perfectly aware of independent events calculation :D, happy to see that you manage it as well as i can. This was really a 'suggestion' for any BigPoint Dev lurker that reads this thread, not for you ;)

    Getting the number of 'negative results percentage' could be easier to calculate and shows to them the immediate evidence that the probability of being unlucky in a insane amount of runs is too high.
    It's not the 'same information' according to me, since BP is managing the drop rate as a worst-shifted rate. So it's the negative perception that rules over the positive perception.
    In other words, you are getting most of time a too little satisfaction once you drop an item (no more useful, cause it took too much time to drop) compared to the amount of anger/frustration every time you drop nothing.

    That's the essence of the power showing the negative result numbers instead of the positive achievement.
     
    Darwarren likes this.
  8. trakilaki

    trakilaki Living Forum Legend

    I like the probabilities ... only if they are in my favor.
     
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