It's not really strange, flipping one coin once you are more likely to see results like "all heads" than when you flip 100 coins once.
If the old system had /ran 100 with fields of 1-10, 11-20... and the new one is /ran 1000 with fields of 1-100, 101-200... then the likelihood of any specific result is the same as before, yet will provide a better dispersion of total outcomes.
Noktar said:Uh no. if you doo a 100 million times /ran 100 and only count 1-10 you will get around 10 million, same as when you do /ran 10000 and only count 1-1000.
This is the basic of chance and random.
Noktar said:Uh no. if you doo a 100 million times /ran 100 and only count 1-10 you will get around 10 million, same as when you do /ran 10000 and only count 1-1000.
This is the basic of chance and random.
robopirateninja said:There aren't 100 million trials here, there are a much smaller number, making the rng seem less random. It's easier to get streaky results with a smaller range.
Increasing the field size will make it appear "more" random. There isn't any overall change, with enough trials it should balance itself out regardless, but over the short term and limited samples every player will see, this should increase the "randomness."
robopirateninja said:There aren't 100 million trials here, there are a much smaller number, making the rng seem less random. It's easier to get streaky results with a smaller range.
Increasing the field size will make it appear "more" random. There isn't any overall change, with enough trials it should balance itself out regardless, but over the short term and limited samples every player will see, this should increase the "randomness."
if you take 200 people, and have 100 do 4 coin tosses, and 100 do 100 tosses, i guarantee you that you'll get more people who get 4 of the same out of 4 than 100/100.Noktar said:that has nothing to do with what was changed though
You're talking about large sample sizes, though. That's a very different beast than the size of the ranges for different items.Aaubert said:if you take 200 people, and have 100 do 4 coin tosses, and 100 do 100 tosses, i guarantee you that you'll get more people who get 4 of the same out of 4 than 100/100.
you explained the principle i failed to, but we meant the same thing. ty.Hasrett said:You're talking about large sample sizes, though. That's a very different beast than the size of the ranges for different items.
As n increases, (number of coin tosses, mobs killed, whatever) the results will get closer and closer to reflecting the actual percentages. n=100 will be far more diverse than n=4.
What Wiz did, if I understand it correctly, is increase the ranges so that instead of this:
/ran 10
0 = result A
1 = result B
2 = result C
And so on
It would look more like this:
/ran 1000
0-99 = result A
100-199 = result B
200-299 = result C
And so on
I don't remember my statistics well enough to be able to analyze this properly (it's been years since I skipped every lecture of that class), but my impression is that this makes it so that as n increases (number of kills), the results will more rapidly approach the probabilities than with the smaller ranges. I could just be imagining things, though.
Someone who actually knows statistics please feel free to tear this post to shreds.
robopirateninja said:It's not really strange, flipping one coin once you are more likely to see results like "all heads" than when you flip 100 coins once.
If the old system had /ran 100 with fields of 1-10, 11-20... and the new one is /ran 1000 with fields of 1-100, 101-200... then the likelihood of any specific result is the same as before, yet will provide a better dispersion of total outcomes.
robopirateninja said:oic because /loc's seed values are too large :toot:
Aaubert said:and coincidentally, never got a leather boots to drop