Speed secondaries not increasing when lvld?

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?

Replies

  • Kyno
    32087 posts Moderator
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    I have had a few upgrade speed.

    Just like mods pre update, speed is not always going to proc.

    10 mods is a small sample size.
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    I've gotten speeds to upgrade. I'm also doing decent on my slicing... Got my first +20 speed (sliced purple to gold). Got at least 3 sliced speed up, and probably sliced only 8 or so mods
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    It is all RNG. I've had better speed increases when a mod started with no speed and added speed after rolling it out to level 3 if purple or 6 if blue.
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    thats why i increase only mods with high speed and high offense on attackers, or high speed and protection flat on tanks. that way less chance to be disappointed. thats also why my thrawn didnt have any upgrade yet.
  • Ultra
    11506 posts Moderator
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    I haven't had good luck but some people in my guild got a procs on speed and acquired new 20 speed mods

    Its just RNG, bud
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    I've gotten 1 speed here - otherwise, that 75% chance for the other ones to proc is feeling more like 99%!
    #AcolyteShootsTwice
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    I've sliced a few. Not had any speed success.

    But they said they were going to reduce the supremacy of speed. So...
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    Definitely harder to get a secondary speed slice for me with the new update. Yes, still small sample size but I'm not in a hurry to burn resources when I think CG nerfed it.

    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.
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    Vegas has nerfed its drop rate too. Definitely harder for me to hit blackjack since Trump got elected.

    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?
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    Got blue mod up to violet and it got +6 to speed, resulting total in 20. So it would be at least 21, a think when it is 6*...
    so, no, speed levels sometimes...
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    lhxyei76ixva.png
    Four bumps to speed and still only 17. Talk about bad luck...
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    lhxyei76ixva.png
    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
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    It would be nice if someone from CG could confirm that there is no bias against speed. Or against secondaries that have already hit 3-4 times. I did see a game changers video where they tried to explain splicing and did a lot of splices on a test account. I re watched the video keeping track and they did 21 splices on mods with speed secondary, they hit speed only 2 times....

    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.
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    10 mods is a small sample size.

    @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.



  • Kyno
    32087 posts Moderator
    Options
    10 mods is a small sample size.

    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. :wink:

    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.
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    Kyno wrote: »
    I have had a few upgrade speed.

    Just like mods pre update, speed is not always going to proc.

    10 mods is a small sample size.

    It's actually a decent size sample to make some conclusions
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    No. 10 is not a decent sample size at all, get to to 500 or 1000 and you're getting statistically significant numbers. I can flip a coin 10 times and get 10 heads or 8 heads, but that doesn't mean I have a magic quarter...
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