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Offline teffy

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Re: Idea: How to take the haxx out of RNG https://elementscommunity.org/forum/index.php?topic=22751.msg289888#msg289888
« Reply #24 on: March 13, 2011, 11:07:14 pm »
@ Discord
Quote from: TimerClock14
Under the current RNG, here's how discord works:
If discord hits/is not stopped:
deal damage
get all element quantum pools that have >0 quantum
randomize -> get a total of 10 quantum from quantum pools with >0 quantum
randomize -> place that 10 quantum into any of the 12 quantum pools
/end
Are you sure Disord works like this ? Devourer randomly chooses quantum pools, not random quantums, so I would think Discord does the same.

Example (random quantum)

50 :fire
10 :water

Discord scrambles more fire quanta than water quanta on average (relation 5 :1 ).
This is NOT, what Discord did, when I tested this in trainer.
Example (random slots)
50 :fire, 10 :water

Discord chooses both slots with the same chance -> 5 water, 5 fire are scrambled on average.
Tests with trainer give the impression to me, that it chooses random slots, not quanta.

I still donĀ“t get how you want improve something here.



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Offline TimerClock14Topic starter

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Re: Idea: How to take the haxx out of RNG https://elementscommunity.org/forum/index.php?topic=22751.msg289916#msg289916
« Reply #25 on: March 14, 2011, 12:27:12 am »
Quote
He asked me if I was sure I described what I was thinking properly. I answered yes.
So you didnt explain properly what you where thinking.
Yes, I did explain properly.
Quote
(and the answer should have been no).
Why?
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Offline catalyzeme

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Re: Idea: How to take the haxx out of RNG https://elementscommunity.org/forum/index.php?topic=22751.msg290015#msg290015
« Reply #26 on: March 14, 2011, 03:28:34 am »
Dark Weaver's coin analogy was definitely what you described before. QuantumT's explanation described a different method (one that used average values from multiple selections, instead of randomly choosing one of multiple selections). If QuantumT's description was what you meant, then I think that clears things up, but it's substantially different from when you described:

"We take 20 pieces at random from that bowl, and place them into a smaller container.
We take 10 of those 20 pieces, at random, from the container."

The initial selection of 20 pieces is trivial. Every piece would have the same chance of being in the final 10 whether or not a 20 piece selection was taken first.

When QuantumT said "Now to do it Timer's way, we'll roll twice and take the average," he may have been correct in describing what you were thinking, but that wasn't clear before. You didn't describe an average.

That said, the programming for QuantumT's method would be simple, since actually doing multiple rolls would be unnecessary, one could just pull a random number 1-36 for instance and assign more numbers to the results they want to be more common. The actually methodology is trivial, though, so basically my understanding is that you just want certain results to be more common and some to be less common. I disagree, but I hope the misunderstanding is straightened out.

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Re: Idea: How to take the haxx out of RNG https://elementscommunity.org/forum/index.php?topic=22751.msg292205#msg292205
« Reply #27 on: March 17, 2011, 01:40:30 am »
I think adding a bell curve to the hidden RNG effects would have both pros and cons
Pro: More average results. Games are more skill based and less luck based.
Con: The probabilities become more complex.

In total a (2dX)/2 bell curve would be prefered when possible over a 1dX distribution.

(although if we use [2dX]/2 why not go to [3dX]/3 which is the start of a normal looking bell curve)
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