UnderneathTheLens, you make some good points. I think everything you wrote can be boiled down into this:
what ends up happening is data that reflects the experience of a single person
If all the data for a particular deck come from one tester, this is definitely true. If, as is ideal, we have three or more testers contributing data to each deck, then the data "even out", creating a more balanced picture. This is one of the main principles I studied in four different college-level statistics courses. Over time, and with larger and larger amounts of data, everything tends toward the centre, contingent on a "margin of error".
*thinks about what he just wrote*
Statisticians hate error. They know it exists, and they do everything they can to prevent it. In the end, all they can do is minimize it and report results based on their best-faith effort. Your position is that we have a known error; therefore, we should remove it from the data so our results will be closer to accurate.
I guess I had to think it out and write it out in my own terms before I understood your position the way you do. Now that I have, I agree. I will remove the losses from Lionheart's data for the Firecell FG OTK deck. Thank you all for your input.
And this, boys and girls, is the value of calm discourse--the sharing and discussing of opinions. This is the lost art of "debate", a word that has become maligned in recent decades.
If we have many different people testing different decks (each person contributing around 100 games each time) should (in the long run) mitigate some of these problems. Another option is only allowing experienced players to test. For the FGei to reflect the quality of the deck, it is enough that all decks be test in similar conditions. I do believe also that statistics should be recorded only after a player got the hang of the deck.
After one "gets the hang of the deck", I can see. I won't require it, though. As for allowing only experienced players to test, I disagree. Many who come looking for decks are inexperienced. Having a mix of players test a deck balances things like the time and TTW.
An example about the deck I tested that I don't know if it affects FGei, but in Swallow you can either aim for a faster game (reducing TTW) or deliberately slow the game down to get an EM (increasing electrum gain from the match but increasing TTW and hence the time that it takes between spins). Because of this I played my first games aiming for EMs and the last ones aiming for speed.
This is another perfect example of things balancing each other. Since this deck can be played two ways, and it was tested both ways, the overall statistics can be considered accurate. Players who choose to play the deck only one way or the other will experience an income that differs from the FGei, but that's all right. OVERALL, Swallow will produce X
per hour of play, and that's the goal of the project. If you conduct further testing on this deck, I would urge you to follow a similar model again.