It is possible for a quick loss to raise the FGei, because of normalization. If you enter a game, win or loss, that reduces the weight of every other game against that FG.
You are right of course. Sorry I didn't think this through all the way to the end last night and hastily fell for common sense logic.
In your example with Decay and Serket, if this were a real situation with the real FGs and the real win- and spin-rates your FGei(cn) would go from ~9893 to ~9917. Considering there are only 9 games (10 games respectively) played, the last of which severly falls out of the previous pattern, this change is pretty damn small.
But the case shows that it is very well possible in a few (pretty damn rare) situations. Losing fast can be a blessing for the FGei: In the example, Serket has an FGei(c) of 16062, Decay has got 4673 after four games and 4038 after the fifth game. Now even though Decay of course gets less efficient, the point is that he now occupies relatively less time in the whole set which includes Serket: Relatively less time spent losing against Decay means relatively more time spent winning against the cash-cow Serket.
Likewise (and probably easier to understand) it is possible for a very lengthy win to drop the FGei. Several decktesting sessions come to my mind, where Miracle insisted on duking it out effectively leading to a drop in electrum/time efficiency: In the meantime I could have just as well played 3 more games, ~2 of which would have been won against possibly FGs that have a better card-spin-rate ...
@Pella:
Sorry for not stating this clearly before: Thank you for running the study.
Everybody always has an opinion and knows everything better but when it comes to doing the tedious work and arguing with the know-it-alls, suddenly nobody is around to step in. Cudos that you apparently took the job and consequentially the "mandatory" verbal beatings.
Having known Higurashi earlier, I found his statements to be pretty neutral, rational and not meaning to offend you. But perhaps you two have history ... I can't know that.
Funny enough you are both "right" if there is such a thing concerning the mysterious 1.4 version of the game:
- If there still is the "traditional" way of FG farming in 1.4 then of course neither the FGei-concept nor the Statmasta/Gdocs-sheet are obsolete
- If there is some sort of "minion-battle first, unpredictable persisting HP-damage before the actual battle" then of course the sheets can't be used in their present form anymore and FGei as calculated now doesn't work anymore.
- However, this new FG-battle mode will follow certain rules because complete randomness would suck and Zanz wouldn't do that: Be it that you always battle 1/3 possible minion-decks beforehand or be it that the minion-deck is generated from a set pool of cards, there is still going to be sufficient predictability to base a revamped efficiency index on it. Call it FGei1.4. and it is clear that it includes a minion-battle before the actual FG-battle or something.
Now, since this is a study-thread, I will spam it with some preliminary result (with a slightly different deck) from a little while ago. I never made it past 110 games. Just too tedious.
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710 710 710 710 710 710 710 710 718 718 718 718 718 718 71a 71a 71a 71u 71u 71u 71u 71u 71u 7km 7km 7q9 7q9 7q9 7q9 7q9 7q9 8pq
deck | PoisonDials |
players | Jangoo |
version | 1.32 | | win-rate | 52,73% |
$ track ? | enabled | | win-rate (n) | n.a. |
games | 110 | | Score/h | 1183* |
win-loss-(EM) | 58-52-(37) | | Score/h (n) | n.a. |
time (h:m:s) | 04:10:19 | | FGei[c]* | 8415* |
min/game | 02:17 | | FGei[cn]* | n.a. |
Statmasta™realtec 106 bonus electrum added for 37 EM-wins at an average 124HP
53 bonus score added for 37 EM-wins at an average 124HP