I've also gone in & started tracking my other farms from LS/DS/Fleet for the last 2 days.
** Disclaimer - Not sure why I have 2 Jolee-Fleet farms on 9/6, it was on both papers from home & work that day.
Not sure if its supposed to be a different node or how I messed up that tracking.
Amazing isn't it? When people track the actual data, it ALWAYS falls well within the 30-33% expected range. And honestly, 400 attempts isn't even considered an "ideal" sample size. But it still makes the point. Thank you for doing the work.
In game name: Lucas Gregory FORMER PLAYER - - - -"Whale blah grump poooop." - Ouchie
In game guild: TNR Uprising I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
*This space left intentionally blank*
I've also gone in & started tracking my other farms from LS/DS/Fleet for the last 2 days.
** Disclaimer - Not sure why I have 2 Jolee-Fleet farms on 9/6, it was on both papers from home & work that day.
Not sure if its supposed to be a different node or how I messed up that tracking.
I've also gone in & started tracking my other farms from LS/DS/Fleet for the last 2 days.
** Disclaimer - Not sure why I have 2 Jolee-Fleet farms on 9/6, it was on both papers from home & work that day.
Not sure if its supposed to be a different node or how I messed up that tracking.
Large sample of drop rates have been collected over all periods of the game and the a consistent ~33%. To suggest anything off of your anecdotal experience that suggests otherwise is naive.
You really don't understand what I am saying at all.
This. And always this - and it has always been this. Every single time anyone (whether in attempt to prove or disprove "drop rate manipulation" theories) actually tracked the data over a significant sample size, the end result has been 30-33% minimum for the entirety of the almost 3 years of existence of the game. Period.
You can argue that your limited experience doesn't seem to match up, or based on how you "feel", or what could/might be. But the facts (and hard data) are the facts. Sorry if they don't match up with your opinion. Every one is entitled to their own opinion - just not their own set of facts.
The conversation isn't about the droprates. The conversation is about the droprates Changing when an event is started.
This. And always this - and it has always been this. Every single time anyone (whether in attempt to prove or disprove "drop rate manipulation" theories) actually tracked the data over a significant sample size, the end result has been 30-33% minimum for the entirety of the almost 3 years of existence of the game. Period.
You can argue that your limited experience doesn't seem to match up, or based on how you "feel", or what could/might be. But the facts (and hard data) are the facts. Sorry if they don't match up with your opinion. Every one is entitled to their own opinion - just not their own set of facts.
The conversation isn't about the droprates. The conversation is about the droprates Changing when an event is started.
I haven't noticed a change at all. If anything my droprates seemed to have increased the week before the event.
This. And always this - and it has always been this. Every single time anyone (whether in attempt to prove or disprove "drop rate manipulation" theories) actually tracked the data over a significant sample size, the end result has been 30-33% minimum for the entirety of the almost 3 years of existence of the game. Period.
You can argue that your limited experience doesn't seem to match up, or based on how you "feel", or what could/might be. But the facts (and hard data) are the facts. Sorry if they don't match up with your opinion. Every one is entitled to their own opinion - just not their own set of facts.
The conversation isn't about the droprates. The conversation is about the droprates Changing when an event is started.
Yes and we will give the exact same answer since CG said they dont even have the technology to do that.
This. And always this - and it has always been this. Every single time anyone (whether in attempt to prove or disprove "drop rate manipulation" theories) actually tracked the data over a significant sample size, the end result has been 30-33% minimum for the entirety of the almost 3 years of existence of the game. Period.
You can argue that your limited experience doesn't seem to match up, or based on how you "feel", or what could/might be. But the facts (and hard data) are the facts. Sorry if they don't match up with your opinion. Every one is entitled to their own opinion - just not their own set of facts.
The conversation isn't about the droprates. The conversation is about the droprates Changing when an event is started.
Yes and we will give the exact same answer since CG said they dont even have the technology to do that.
Maybe they don’t do it. But that’s a dumb answer. Pretty sure a dude on an iPad can change one line of code to make that happen.
It is NOT rng when the droprate is lowered as the event gets closer.
Luckily they don't do this.
Yes they do.
The devs have stated more than once that they don't do this. You should google "confirmation bias".
The shard drop calculation code needs some data initially to decide whether to drop the shard or not in every attempt. This initial data can be based on the current state of the shard requirement of the player or the result of the previous attempt and many more such things and this can be coded in the RNG code. So, the devlopers do not need to adjust the drop rate for each event.
This. And always this - and it has always been this. Every single time anyone (whether in attempt to prove or disprove "drop rate manipulation" theories) actually tracked the data over a significant sample size, the end result has been 30-33% minimum for the entirety of the almost 3 years of existence of the game. Period.
You can argue that your limited experience doesn't seem to match up, or based on how you "feel", or what could/might be. But the facts (and hard data) are the facts. Sorry if they don't match up with your opinion. Every one is entitled to their own opinion - just not their own set of facts.
The conversation isn't about the droprates. The conversation is about the droprates Changing when an event is started.
It is NOT rng when the droprate is lowered as the event gets closer.
Luckily they don't do this.
Yes they do.
The devs have stated more than once that they don't do this. You should google "confirmation bias".
The shard drop calculation code needs some data initially to decide whether to drop the shard or not in every attempt. This initial data can be based on the current state of the shard requirement of the player or the result of the previous attempt and many more such things and this can be coded in the RNG code. So, the devlopers do not need to adjust the drop rate for each event.
They’ve also stated clearly that they don’t use those sorts of mechanics either.
This. And always this - and it has always been this. Every single time anyone (whether in attempt to prove or disprove "drop rate manipulation" theories) actually tracked the data over a significant sample size, the end result has been 30-33% minimum for the entirety of the almost 3 years of existence of the game. Period.
You can argue that your limited experience doesn't seem to match up, or based on how you "feel", or what could/might be. But the facts (and hard data) are the facts. Sorry if they don't match up with your opinion. Every one is entitled to their own opinion - just not their own set of facts.
The conversation isn't about the droprates. The conversation is about the droprates Changing when an event is started.
I haven't noticed a change at all. If anything my droprates seemed to have increased the week before the event.
This. And always this - and it has always been this. Every single time anyone (whether in attempt to prove or disprove "drop rate manipulation" theories) actually tracked the data over a significant sample size, the end result has been 30-33% minimum for the entirety of the almost 3 years of existence of the game. Period.
You can argue that your limited experience doesn't seem to match up, or based on how you "feel", or what could/might be. But the facts (and hard data) are the facts. Sorry if they don't match up with your opinion. Every one is entitled to their own opinion - just not their own set of facts.
The conversation isn't about the droprates. The conversation is about the droprates Changing when an event is started.
There was a reason "always" was italicized and bolded. Because I meant....well, always. All the time. During an event. Leading up to an event. After an event. Whether you do 3 sims or 20. Always.
In game name: Lucas Gregory FORMER PLAYER - - - -"Whale blah grump poooop." - Ouchie
In game guild: TNR Uprising I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
*This space left intentionally blank*
I've noticed this with Jehani and Brood Alpha and a couple other key heros in cantina. Their drop rate is so low it's actually worse than farming them on a hard more. Basically average 1 share per 8 attempts. Which means sometimes I get 4-5 and other times zero. It's maddening for a cantina node. And it's only on super vital heros. Regular heros drop 3-4 on average.
Replies
thanks!
just hittin like wasnt enough.
had to say thank you
** Disclaimer - Not sure why I have 2 Jolee-Fleet farms on 9/6, it was on both papers from home & work that day.
Not sure if its supposed to be a different node or how I messed up that tracking.
Look on swgoh.gg. plus how can you not see her gear if she's 6 stars?
Amazing isn't it? When people track the actual data, it ALWAYS falls well within the 30-33% expected range. And honestly, 400 attempts isn't even considered an "ideal" sample size. But it still makes the point. Thank you for doing the work.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
*This space left intentionally blank*
thanks for proving juhani is rigged
https://www.youtube.com/watch?v=TuQC5hhhqkY
How dare you.
Juhani is such an amazing character. I mean, a TANK that stealths when it gets hurt? Amazing.
Juhani > Malak
59/180 so far. (32.8%)
What are you doing one sim a month?
You really don't understand what I am saying at all.
The conversation isn't about the droprates. The conversation is about the droprates Changing when an event is started.
I haven't noticed a change at all. If anything my droprates seemed to have increased the week before the event.
Yes and we will give the exact same answer since CG said they dont even have the technology to do that.
Maybe they don’t do it. But that’s a dumb answer. Pretty sure a dude on an iPad can change one line of code to make that happen.
The shard drop calculation code needs some data initially to decide whether to drop the shard or not in every attempt. This initial data can be based on the current state of the shard requirement of the player or the result of the previous attempt and many more such things and this can be coded in the RNG code. So, the devlopers do not need to adjust the drop rate for each event.
... which doesn't happen.
They’ve also stated clearly that they don’t use those sorts of mechanics either.
@nabokovfan now what?
I'm not sure my 10 sims proves anything.
Is Wicket also rigged?
Also, here is 2 more days of Juhani data added in.
If they were rigging DR toons because he was coming up, wouldn't that have also destroyed my Ordo farms?
Or Fallen Bastila
Or Carth
Most of which I've had solid returns on lately.
There was a reason "always" was italicized and bolded. Because I meant....well, always. All the time. During an event. Leading up to an event. After an event. Whether you do 3 sims or 20. Always.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
*This space left intentionally blank*