I’ve gone through about 10 mods so far. All 5* with 4 or 5 speed as the secondary. Now I know not every mod will increase speed. But since the update not a single mod has had a speed increase. Levelling from 1 to 12 and speed does not increase at all. At this point I’m not increasing mod levels. Wasted too many mods. Anyone else noticing this or is it just me?
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Just like mods pre update, speed is not always going to proc.
10 mods is a small sample size.
Its just RNG, bud
But they said they were going to reduce the supremacy of speed. So...
Anyone buy the store packs? I wonder if they pre-loaded the odds to be better with those?
If CG would be at least as transparent as casinos in Vegas, I might trust them more.
Yeah, I’ve only played a few hands but I’m not in a hurry to play more since I’m sure they nerfed it.
Does my tinfoil hat look ok?
so, no, speed levels sometimes...
Four bumps to speed and still only 17. Talk about bad luck...
Depends what the starting speed was. I wouldn't bother if it was less than say 4, though I'd prefer a start of 5
One thought I had that would explain these results is if the odds of a secondary hitting are weighted based on how often it has already hit. I.E. each secondary has a weight of 5 minus is previous upgrades. So if you have a purple mod with 4 speed upgrades and 1 upgrade in the other 3. The speed would have a weight of 5-3=1 and the others have a weight of 5-1=4. Total weights =13, so the odds of a speed hit would be 1 in 13. The plus of this system is it prevents a secondary stat being upgraded more then 5 times.
@Kyno, your quite right of course it is not a large sample size, but its about perception, an individual player does not see the global RNG or percentage for something to happen, they only see their personal RNG, and their own percentage of something happening and they then base their decisions on that.
We have all had many occasions where we have spent a load of energy on "something" only to have not one single thing that we was targeting drop, of course there must occasionally be someone out there that spends 100's of energy after refreshes on shards, mods, slicing or whatever and has all attempts produce something that they was after, but as individuals (which we all are) i don't ever recall that happening to me, and what i would consider a good result happens pretty rarely, however a bad result whilst definitely more memorable happens quite a lot.
instead of a global RNG where a player can have a very large run of bad luck it would be much better if things were changes so the percentage chance of getting what you want happens more often, maybe add criteria where in 5 sims of anything, a minimal drop happens, that simple act would certainly make people a lot happier at drop rates, compared to the current workings, its all about perception.
No doubt that it would take a lot of work, but players that get annoyed during a run of bad luck may leave the game, reducing the "bad luck chance" and "great luck chance", whilst amending them to drop much closer to the average more often would certainly reduce frustration for the player base, Note i am not asking for the rates to be increased, just play closer to the average more often.
But thats not how statistics work. There is not global vs personal drop rate. There is a global rate and how you perceive it. You cant predict how someone will perceive the drop rate, we are all different.
No it wouldn't be that much work to make people "see the rate", it's pretty simple. The fact if the matter is that the human brain is not built to understand statistics on any medium to large scale. A simple memory of your last 2 drops and a division of the number of attempts to always yield 1/3. But that's not the point, and is very specifically coded and requires a memory of each player. That's not how any game does things. Even ones not based on micro transactions. You write one code that keeps your drops in a statistical mean and be done with it, then you rely on the math. Math is good like that, it always does things by the numbers.
No matter how you do it there will always be a variance and people will feel it is one way or the other, unless you force an attempt number that fits your mean, like always multiples of 3 when you want 1/3.
Either way it doesnt matter, people record that data and show the drop rate to be whatever it is for the item. You can believe it or not, but the math doesnt lie. Misjudging the data base on incomplete sets is just something people will do and there is no way around that.
It's actually a decent size sample to make some conclusions