Had the team check, there is nothing out of the ordinary

If there is nothing out of the ordinary, how is this possible, 7 bonus shards in 5 battles. Happy for my guildmates. Because of this inequity, people were easily able to 7* Crex or Kneesaa which means additional opportunities at droid brains in cantina.

They never said the chances were tied to battles- it scales to the energy spent. For all we know, there was a higher % chance for energy spent than usual for this event, thus making it possible to get 7 shards in 5 battles

Actually, they did when they announced the galactic chase event that gives these bonus drops:

This new ship's blueprints have a drop rate of 4% per point of Ship Energy per attempt (8 = 32%, 10 = 40%, 16 = 64%, 20 = 80%). Please note that each attempt is an independent event.

They then expanded it to other units, and energy types. But the underlying mechanics are likely the same code.

Had the team check, there is nothing out of the ordinary

If there is nothing out of the ordinary, how is this possible, 7 bonus shards in 5 battles. Happy for my guildmates. Because of this inequity, people were easily able to 7* Crex or Kneesaa which means additional opportunities at droid brains in cantina.

They never said the chances were tied to battles- it scales to the energy spent. For all we know, there was a higher % chance for energy spent than usual for this event, thus making it possible to get 7 shards in 5 battles

Actually, they did when they announced the galactic chase event that gives these bonus drops:

This new ship's blueprints have a drop rate of 4% per point of Ship Energy per attempt (8 = 32%, 10 = 40%, 16 = 64%, 20 = 80%). Please note that each attempt is an independent event.

They then expanded it to other units, and energy types. But the underlying mechanics are likely the same code.

You do realise that what you’ve quoted proves his point, right?

In the background of the posted images you clearly see the possible bonus drop for Kneesaa being 1 per battle.
5 battles should never have yielded 7 shards, simples.

Had the team check, there is nothing out of the ordinary

If there is nothing out of the ordinary, how is this possible, 7 bonus shards in 5 battles. Happy for my guildmates. Because of this inequity, people were easily able to 7* Crex or Kneesaa which means additional opportunities at droid brains in cantina.

They never said the chances were tied to battles- it scales to the energy spent. For all we know, there was a higher % chance for energy spent than usual for this event, thus making it possible to get 7 shards in 5 battles

Actually, they did when they announced the galactic chase event that gives these bonus drops:

This new ship's blueprints have a drop rate of 4% per point of Ship Energy per attempt (8 = 32%, 10 = 40%, 16 = 64%, 20 = 80%). Please note that each attempt is an independent event.

They then expanded it to other units, and energy types. But the underlying mechanics are likely the same code.

You do realise that what you’ve quoted proves his point, right?

No, it doesn't. It says the exact opposite of what they said. Each battle attempt is an independent event. Not the total energy spent, the cost of the node on each attempt is an independent result. It's not the aggregate of the total energy spend in sims.

It’s the associative property of math: (A*B)*C = A*(B*C).

So if A is the drop rate, B is the energy per node, and C is the number of sims of the node, it doesn’t matter what order you multiply them in or how you group them, the result is the same.

Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for life.

Lesson learned, do not apply an ult, you get better bonus drops. For those of us that used shipments to get to 7 stars, it feels like a slap in the face when this is more or less a low cost 7 star new marquee.

If the max per attempt is 1 (as indicated by them being individual events), you can never get more than that.

For example,

2 attempts at 40% drop chance equals 36% chance of 0, 48% chance of 1, 16% chance of 2.
1 attempt at 80% drop chance equals 20% chance of 0, 80% chance of 1 and ZERO chance of 2.

(So, if you feel lucky, always go for low energy cost and many attempts, but overall the drop rates even out in the long run)

The described mechanic does not allow for the alleged results, with more shards than attempts, no matter what the individual drop rate is. The only conclusion is that the mechanics must be something else to get those results.

The same thing happened too me!
I told my guild mates I'm not going too hoard energy because I'm farming dark side GL Tickets for SEE.
The drop rate for Kneesa were much better on dark side battles then light side battles because GL Tickets were active.
My Rex is still 4 stars and Kneesa is @ 5 or 6 stars.
I thought I was hallucinating but now that I saw proof from other players it was not my imagination.
CG thanx for the extra Kneesa shards.
Great stuff!

Lesson learned, do not apply an ult, you get better bonus drops. For those of us that used shipments to get to 7 stars, it feels like a slap in the face when this is more or less a low cost 7 star new marquee.

Go for it!

I'd rather an ult than a few more shards that I'll get later anyway, and I certainly hope my GAC opponents don't apply their ults.

It’s the associative property of math: (A*B)*C = A*(B*C).

So if A is the drop rate, B is the energy per node, and C is the number of sims of the node, it doesn’t matter what order you multiply them in or how you group them, the result is the same.

If that is directed at me; you're not seeing the issue correctly, the quote from CG is that each instance is resolved independently, meaning the value of C is always 1.

It’s the associative property of math: (A*B)*C = A*(B*C).

So if A is the drop rate, B is the energy per node, and C is the number of sims of the node, it doesn’t matter what order you multiply them in or how you group them, the result is the same.

If that is directed at me; you're not seeing the issue correctly, the quote from CG is that each instance is resolved independently, meaning the value of C is always 1.

It was directed at you.

Resolved independently means the math (A*B) is calculated for each run of the node. So, using the example you cited earlier, 4% drop rate per energy on a 10 energy node means 40% drop rate (.04 * 10 = .4). If you sim the node five times, that means 40% drop rate multiplied by 5 produces a probable drop rate of 2 successes (.4 * 5 = 2) across 5 sims.

Now lets take a look at it from a “total energy” perspective, or (B * C). 10 energy per node run 5 times is 50 total energy spent (5 * 10 = 50). The same drop rate of 4% per energy spent on 50 energy produces a probable drop rate of 2 successes (.04 * 50 = 2) across 5 sims.

Neither the order nor the grouping matter as long as they are all being multiplied by each other. The result is the same. You have 4% drop rate per energy spent, but resolved independently means you can’t have a 100% drop rate per sim unless there was a 25 energy node. So even though the probable drop rate is 2 successes across 5 sims, you can still pull 0 successes, or even 5 successes, across 5 sims because they are resolved independently. But given a large enough sample set, your success rate should approach 4% per energy spent.

The issue of pulling 7 shards from 5 runs means that either you can pull more than one shard on a successful run, or that somehow the runs are giving people an extra roll, in essence two chances at 4% per energy spent instead of just one.

Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for life.

The issue of pulling 7 shards from 5 runs means that either you can pull more than one shard on a successful run, or that somehow the runs are giving people an extra roll, in essence two chances at 4% per energy spent instead of just one.

Exactly the issue. If you are farming appropriately aligned GL tickets, you are getting an extra chance, increasing the max drop per attempt from 1 to 2. My guess is on the back end the bonus drop is accidentally also tied to the ticket drop.

Resolved independently means the math (A*B) is calculated for each run of the node. So, using the example you cited earlier, 4% drop rate per energy on a 10 energy node means 40% drop rate (.04 * 10 = .4). If you sim the node five times, that means 40% drop rate multiplied by 5 produces a probable drop rate of 2 successes (.4 * 5 = 2) across 5 sims.

Now lets take a look at it from a “total energy” perspective, or (B * C). 10 energy per node run 5 times is 50 total energy spent (5 * 10 = 50). The same drop rate of 4% per energy spent on 50 energy produces a probable drop rate of 2 successes (.04 * 50 = 2) across 5 sims.

Neither the order nor the grouping matter as long as they are all being multiplied by each other. The result is the same. You have 4% drop rate per energy spent, but resolved independently means you can’t have a 100% drop rate per sim unless there was a 25 energy node. So even though the probable drop rate is 2 successes across 5 sims, you can still pull 0 successes, or even 5 successes, across 5 sims because they are resolved independently. But given a large enough sample set, your success rate should approach 4% per energy spent.

The issue of pulling 7 shards from 5 runs means that either you can pull more than one shard on a successful run, or that somehow the runs are giving people an extra roll, in essence two chances at 4% per energy spent instead of just one.[/quote]

They never said the chances were tied to battles- it scales to the energy spent. For all we know, there was a higher % chance for energy spent than usual for this event, thus making it possible to get 7 shards in 5 battles

The person I quoted said it's not tied to the attempts, just the total energy. It seems like the GL tickets create another possible award of a bonus, as that seems to be the only way to get a result greater than the number of attempts.

## Replies

Actually, they did when they announced the galactic chase event that gives these bonus drops:

They then expanded it to other units, and energy types. But the underlying mechanics are likely the same code.

5 battles should never have yielded 7 shards, simples.

No, it doesn't. It says the exact opposite of what they said. Each battle attempt is an independent event. Not the total energy spent, the cost of the node on each attempt is an independent result. It's not the aggregate of the total energy spend in sims.

So if A is the drop rate, B is the energy per node, and C is the number of sims of the node, it doesn’t matter what order you multiply them in or how you group them, the result is the same.

For example,

2 attempts at 40% drop chance equals 36% chance of 0, 48% chance of 1, 16% chance of 2.

1 attempt at 80% drop chance equals 20% chance of 0, 80% chance of 1 and ZERO chance of 2.

(So, if you feel lucky, always go for low energy cost and many attempts, but overall the drop rates even out in the long run)

The described mechanic does not allow for the alleged results, with more shards than attempts, no matter what the individual drop rate is. The only conclusion is that the mechanics must be something else to get those results.

I told my guild mates I'm not going too hoard energy because I'm farming dark side GL Tickets for SEE.

The drop rate for Kneesa were much better on dark side battles then light side battles because GL Tickets were active.

My Rex is still 4 stars and Kneesa is @ 5 or 6 stars.

I thought I was hallucinating but now that I saw proof from other players it was not my imagination.

CG thanx for the extra Kneesa shards.

Great stuff!

Go for it!

I'd rather an ult than a few more shards that I'll get later anyway, and I certainly hope my GAC opponents don't apply their ults.

It was directed at you.

Resolved independently means the math (A*B) is calculated for each run of the node. So, using the example you cited earlier, 4% drop rate per energy on a 10 energy node means 40% drop rate (.04 * 10 = .4). If you sim the node five times, that means 40% drop rate multiplied by 5 produces a probable drop rate of 2 successes (.4 * 5 = 2) across 5 sims.

Now lets take a look at it from a “total energy” perspective, or (B * C). 10 energy per node run 5 times is 50 total energy spent (5 * 10 = 50). The same drop rate of 4% per energy spent on 50 energy produces a probable drop rate of 2 successes (.04 * 50 = 2) across 5 sims.

Neither the order nor the grouping matter as long as they are all being multiplied by each other. The result is the same. You have 4% drop rate per energy spent, but resolved independently means you can’t have a 100% drop rate per sim unless there was a 25 energy node. So even though the probable drop rate is 2 successes across 5 sims, you can still pull 0 successes, or even 5 successes, across 5 sims because they are resolved independently. But given a large enough sample set, your success rate should approach 4% per energy spent.

The issue of pulling 7 shards from 5 runs means that either you can pull more than one shard on a successful run, or that somehow the runs are giving people an extra roll, in essence two chances at 4% per energy spent instead of just one.

Exactly the issue. If you are farming appropriately aligned GL tickets, you are getting an extra chance, increasing the max drop per attempt from 1 to 2. My guess is on the back end the bonus drop is accidentally also tied to the ticket drop.

It was directed at you.

Resolved independently means the math (A*B) is calculated for each run of the node. So, using the example you cited earlier, 4% drop rate per energy on a 10 energy node means 40% drop rate (.04 * 10 = .4). If you sim the node five times, that means 40% drop rate multiplied by 5 produces a probable drop rate of 2 successes (.4 * 5 = 2) across 5 sims.

Now lets take a look at it from a “total energy” perspective, or (B * C). 10 energy per node run 5 times is 50 total energy spent (5 * 10 = 50). The same drop rate of 4% per energy spent on 50 energy produces a probable drop rate of 2 successes (.04 * 50 = 2) across 5 sims.

Neither the order nor the grouping matter as long as they are all being multiplied by each other. The result is the same. You have 4% drop rate per energy spent, but resolved independently means you can’t have a 100% drop rate per sim unless there was a 25 energy node. So even though the probable drop rate is 2 successes across 5 sims, you can still pull 0 successes, or even 5 successes, across 5 sims because they are resolved independently. But given a large enough sample set, your success rate should approach 4% per energy spent.

The issue of pulling 7 shards from 5 runs means that either you can pull more than one shard on a successful run, or that somehow the runs are giving people an extra roll, in essence two chances at 4% per energy spent instead of just one.[/quote]

The person I quoted said it's not tied to the attempts, just the total energy. It seems like the GL tickets create another possible award of a bonus, as that seems to be the only way to get a result greater than the number of attempts.