Ask the math experts â like yourself. I already said I donât know the answer. Or was all that Bayes Theorem talk of yours just hot air?
Youâre the one who said Urza is âAll Wrong.â Now youâre saying Iâm the one to blame? LOL.
A little self-awareness, please.
EDIT: I mistakenly did the original post with 6 rolls when you actually get 7 rolls. Iâll leave the original text but I calculate the chance to brick temper with 4 option in both slots at 49%. Its 7 rolls, 4 options is 16284 total permutations, with 8019 permutation being bricks. 8019/16284 = 0.4894
i.e. 51% chance to succeed.
â original text calculated with six rolls instead of seven â
With six rolls on two temper slots, each with 4 options I calculate the chance that BOTH slots will NOT get the desired option to be ~53%. i.e. 53% chance to brick.
Explanation:
The total number of possible permutation of 4 options in 6 rolls is 4096 (4 to the power of 6).
Each permutation is a sequence of six rolls; a sequence of failures and successes.
- a failure is a roll where the outcome is one of the three options you do NOT want
- a success is a roll where the outcome is the single option you do want
Lets represnt fails as a little âxâ and successes as a big âX.â Now we can represent a set of permutations (six rolls) as a string of âxâ and âXâ.
There will be 64 (2 to power of 6) such strings:
- xxxxxx (all fails)
- xxxxxX (last roll succeeded)
- xxxxXx
- âŠ
- XXXXXx
- XXXXXX (all success)
Every string that has only a single big âXâ or no big âXâ at all is a brick. Every string that has more than one big âXâ is not a brick.
There are only seven strings that are bricks.
- xxxxxx
- xxxxxX
- xxxxXx
- xxxXxx
- xxXxxx
- xXxxxx
- Xxxxxx
The trick to remember is that each big âXâ is a single option, while every little âxâ represents 3 possible options. Meaning the above strings do not represent a single permutation, but a set of permutations.
e.g. there are 729 (3 to the power of 6) permutations represented by the string âxxxxxxâ and 243 (3 to the power of 5) permutations presented by the strings with a single big X.
So the total âbrickâ permutations are
- xxxxxx = 729 permutations
- xxxxxX = 243 permutations
- xxxxXx = 243 permutations
- xxxXxx = 243 permutations
- xxXxxx = 243 permutations
- xXxxxx = 243 permutations
- Xxxxxx = 243 permutations
or 729 + (6 * 243) = 2187.
Meaning there are 2187 failstates (bricks) out of the total 4096 possibilities.
2187/4096 = 0.5339
Or a ~47% chance to get what you desired on both slots.
Thats what I get.
Obviously a player doesnât keep rolling once they get two success, but that is irrelevant when looking at the total possibility space to calculate the probability.
Check my work.
just gonna delete this for now, will come back with fresh eyes in the morning.
Well the problem arises in how is the thing being calculated, the odds of getting an affix should be equally distributed, but, the code has a pre-gemerated set of numbers aka seeds, that nobody knows hows being generated, therefore options can be excluded and our math cant fit, therefore I said before that your math is right but but must be ârestartedâ every try. Theres nothing that tells you that getting x increments or lowers thethe posibility of gettin y, known as conditional probability, i would not spend time in this as everything you try will fail for a single individual ans would only work for an infinite number of tries
Right, well my answer is that I want the expected outcome to be a mid roll of a mid affix for your build, but for there to be a chance of getting an even better affix in each slot, so that you occasionally get that awesome top-end outcome. I want the low-end outcome to still improve the base item in some way that is relevant to your build.
I also think maybe chance to cast twice, as much fun as it is, is too powerful / important to be part of the mechanic with limited chances. They should turn those powers into aspects and then focus more on stuff you have to invest in to see the big gains, like LHC, effect size, effect / cc duration, CDR.
I strive to push hard. i made it to 123 pre nerf. that was the limit for my gear. My bow was a single ga dex bow that I got on day 3. I must say its very feels bad farming for 3 weeks hard and never getting a upgrade because tempering bricks them all. 4 good bricked bows in stash bricked and dozens of other items all bricked.
I think your math checks out. Basically came to the same conclusion.
So I defined â1â as success and â0â as non success. Meaning getting the right Temper but if you want to allow rerolling one could just multiply the chance of hitting the temper with the chance of hitting the desired range.
Then i listed all âpossibleâ events. (you wouldnât reroll a max Temper )
So the Bracket denote first and second temper.
the number behind is the percentage of this event to occure.
the zero Temper is just printed once but in fact must be calculated for every âpyramidâ and averaged.
if both Tempers have the same percentage you can skip the second iteration otherwise you have to calculate with switched first and second chance and average afterwards.
chances
first:0.25
second:0.25
[1][1] : 0.0625
[1][0, 1] : 0.046875
[1][0, 0, 1] : 0.03515625
[1][0, 0, 0, 1] : 0.0263671875
[1][0, 0, 0, 0, 1] : 0.019775390625
[1][0, 0, 0, 0, 0, 1] : 0.01483154296875
[1][0, 0, 0, 0, 0, 0] : 0.04449462890625
[0, 1][1] : 0.046875
[0, 1][0, 1] : 0.03515625
[0, 1][0, 0, 1] : 0.0263671875
[0, 1][0, 0, 0, 1] : 0.019775390625
[0, 1][0, 0, 0, 0, 1] : 0.01483154296875
[0, 1][0, 0, 0, 0, 0] : 0.04449462890625
[0, 0, 1][1] : 0.03515625
[0, 0, 1][0, 1] : 0.0263671875
[0, 0, 1][0, 0, 1] : 0.019775390625
[0, 0, 1][0, 0, 0, 1] : 0.01483154296875
[0, 0, 1][0, 0, 0, 0] : 0.04449462890625
[0, 0, 0, 1][1] : 0.0263671875
[0, 0, 0, 1][0, 1] : 0.019775390625
[0, 0, 0, 1][0, 0, 1] : 0.01483154296875
[0, 0, 0, 1][0, 0, 0] : 0.04449462890625
[0, 0, 0, 0, 1][1] : 0.019775390625
[0, 0, 0, 0, 1][0, 1] : 0.01483154296875
[0, 0, 0, 0, 1][0, 0] : 0.04449462890625
[0, 0, 0, 0, 0, 1][1] : 0.01483154296875
[0, 0, 0, 0, 0, 1][0] : 0.04449462890625
[0, 0, 0, 0, 0, 0][1] : 0.04449462890625
[0, 0, 0, 0, 0, 0, 0] : 0.13348388671875
---
chances
first:0.25
second:0.25
[1][1] : 0.0625
[1][0, 1] : 0.046875
[1][0, 0, 1] : 0.03515625
[1][0, 0, 0, 1] : 0.0263671875
[1][0, 0, 0, 0, 1] : 0.019775390625
[1][0, 0, 0, 0, 0, 1] : 0.01483154296875
[1][0, 0, 0, 0, 0, 0] : 0.04449462890625
[0, 1][1] : 0.046875
[0, 1][0, 1] : 0.03515625
[0, 1][0, 0, 1] : 0.0263671875
[0, 1][0, 0, 0, 1] : 0.019775390625
[0, 1][0, 0, 0, 0, 1] : 0.01483154296875
[0, 1][0, 0, 0, 0, 0] : 0.04449462890625
[0, 0, 1][1] : 0.03515625
[0, 0, 1][0, 1] : 0.0263671875
[0, 0, 1][0, 0, 1] : 0.019775390625
[0, 0, 1][0, 0, 0, 1] : 0.01483154296875
[0, 0, 1][0, 0, 0, 0] : 0.04449462890625
[0, 0, 0, 1][1] : 0.0263671875
[0, 0, 0, 1][0, 1] : 0.019775390625
[0, 0, 0, 1][0, 0, 1] : 0.01483154296875
[0, 0, 0, 1][0, 0, 0] : 0.04449462890625
[0, 0, 0, 0, 1][1] : 0.019775390625
[0, 0, 0, 0, 1][0, 1] : 0.01483154296875
[0, 0, 0, 0, 1][0, 0] : 0.04449462890625
[0, 0, 0, 0, 0, 1][1] : 0.01483154296875
[0, 0, 0, 0, 0, 1][0] : 0.04449462890625
[0, 0, 0, 0, 0, 0][1] : 0.04449462890625
[0, 0, 0, 0, 0, 0, 0] : 0.13348388671875
---
attempts:7
zero:0.13348388671875
one:0.31146240234375
two:0.5550537109375
useful:0.86651611328125
bricked:0.4449462890625
debug:1.0
The reason none who knows how to do it is doing it is because itâs exceptionally complicated and not worth the trouble. All the options listed here incpuding the op give a close enough approximation that it doesnât really matter as far as the point of the discussion.
As for the discussion, Urza asked âhow is it good designâ, and itâs perfectly fine when people donât convince themselves that they are owed the item once itâs got 3 affixes. However hard it is to temper, itâs not in the same ballpark as rolling the final two affixes on a piece of gear was prior to s4.
The only âfixâ tempering needs is an attitude adjustment from players.
That said, Iâm neither here nor there if they end up changing it due to the ludicrous noise it has brought on. Either they leave it and silly people get annoyed, or they change it and gearing is even easier⊠win win.
I canât agree with this more.
The entire discussion that people like Urza keep repeating is based solely on the assumption that their first piece of gear needs to be a success.
No one can defeat the argument that itâs purely emotional. So they say stuff like âbut the math!â and ignore the math comparing the new system to the old system. The unequivocal truth is the new system is mathematically better in every way.
People are just crying because they canât fathom the temper system is replacing the 4th affix, they donât get that itâs not a tacked on system.
Iâve already posted the comparison math before but theyâre ignoring it on purpose.
You need to brick 38 items to be equal to a 4/4 item drop odds.
Theyâre crying about bricking 1 or 2.
Itâs the players not the system.
I think math does check out. From me and others calculated to about 4 difference from 45-49%.
I dont think attitude adjustment is needed from players. Its needed from devs. Separate manuals more so bricks dont happen. I showed in my temper 2.0 post. Absolutely 0 reason Im going for orb enchant and keep getting frost bolt. Should be orb manual and ice shard manual ect. Feel guds always beat feel bads. Players are going to only brick so many items before they give up. That is the reality. Maybe we are spoiled. Maybe we are impatient. Maybe we are even gearing easier. Doesnt matter. Reality is still reality and if temper bricks are making ppl quit (which they can figure out with metrics) then change will come. Doesnt matter what we think because quit players dont spend in shop.
Like Mark Rosewater said on card in mtg design it dint matter how a particular card in tourneys was worded correctly but played wrong. Players kept playing it wrong based on wording so the design fault was on wizards of the coast and him. Same here. The perception is bricking is too easy and its affecting players in a big negative way even if we arent bricking as much as we think.
Either change manuals so bricks dont happen or make resplendent sparks reset them.
We can solve this so everyone wins. Keep system in tact. Prevent bricks.
Why do you think everyone needs to hear what you say so frequently? Where did your ego come from?
Stop making new threads every time you shart out an idea; they just arenât that good.
When it has been explained at length that tempering is a massive upgrade to the previous system and that you are much more likely to successfully get items than ever in the past, and you continue to complain about how hard it is to get items, thatâs called wilful ignorance. Every single solution that involves increasing the likelihood to successfully temper involves a mandatory reduction in the likelihood of getting the base item in the first place.
https://steamcharts.com/app/2344520
For all the whining going on in the forums, the average D4 player is simply playing the game, having fun, tempering and all. The peak player count for the season happened in late week 3, and there are still as many players playing today as there were on the day the season released. For most people, this is simply not an issue that is stopping them from playing. Other ARPGs would kill to sustain that kind of population. Quit players donât spend money, you say? Isnât it lucky, then, that the season has the best retention of any ARPG season so far on steam?
Peak population on opening weekend on steam was 28835, Sunday May 19. Seasonal peak so far is ~38300, Sun-Mon Jun 9-10. June 19, today, peak concurrence 28837. Players are enjoying this season, and sustaining 100% (or more) of your opening seasonal population for a Month is insane. Tempering is the biggest change of the season, so pretending itâs having a wide effect on player engagement that isnât a positive one is also insane.
We gotten boys! Lets keep it up. Just kidding. After the past few days I understand the filter at crafting, rather than the filter at drop is a valid style of itemization, itâs just not one I prefer.
FWIW I havenât seen this yet, do you have a link to your post?
Yep, Once I saw what you were doing I get 44.5% (@25/75) & 57.7 (@20/80). Granted this is an average with a strict version of success. There are cases where people will trend high or low, others where a 2nd non-optimal choice is still workable etc.
Forgive me I made a mistake since I was reporting my findings from memory. Itâs 33 to 1, not 38.
But, getting a 4/4 ring with any value of desired affix is 0.00000037~ roughly. Since I canât enchant legacy items I canât verify total affix choices but I wrote down 42 for a necro ring when I was doing some S2 maths. Iâm assuming that was accurate at the time.
The S4 change is down to 19 affix results for a necro ring. That means to get a 3/3 youâre at 0.00017~ roughly.
If you were to use an offensive and resource temper, averaging 4 and 3.5 results respectively, that means youâre looking at a result of 3/3 and 2 desired tempers at 0.000012~ roughly.
The better odds of 0.000012 over 0.00000037 results in 33x better odds. So effectively that means you can blow 32 out of 33 tempers on rings only and be exactly where you were before.
Now, letâs assume my handwritten number is wrong, say itâs 32 instead of 42. Thatâs still 10.6 to 1. Now letâs say itâs something we know isnât actually true, letâs say they both have the same number of affixes, 19. That makes getting a 3/3+2 odds of 1.14 to a single 4/4 item. Thatâs right, itâs easier to get the desired 3 stats and 2 tempers than a single 4/4 drop if the number of affixes were equal (but we know theyâre not equal).
Before people chime in with âweighted affixes!â⊠theyâve always been weighted. Theyâre both equal in that regard so itâs a non-factor.
Different pieces of gear result in different odds, but all in all this should prove that people crying about blowing tempers are not aware of the actual odds.
When it comes to getting 4/4 max rolls the old way the odds are extraordinarily low. We donât have exact odds on GA drops but theyâre pretty common. Without having direct numbers, itâs safe to say itâs a fact that 3GA items are less rare than 4/4 max items. Anecdotally, Iâve gotten several 3GA Iâve traded and salvaged, never got a 4/4 anything though.
I think there are some affixes that are much rarer this season than any were in previous seasons. Like a 1 in 100. Thereâs also GAs, which are very rare. So compared to last season, itâs much rarer to find a near-perfect item (2 BiS GAs that arenât just max life or main stat + 2 useful tempers). Thatâs one of the reasons people are still playing: thereâs still something to chase.
Unlimited temper rerolls would ruin this dynamic, but having the weaker rolls still do something useful would be much more interesting than the current system of 3-4 complete blanks and 1 godly affix.
I agree and disagree with this.
I believe most of the whining and complaining comes from players having the wrong attitude and expectations.
However, that doesnât mean the system is without fault.
In general IMO a crafting system like this, in a game like this, should give a chance to win big and not to lose (just win smaller). This can be done through perception/presentation or actuality.
The MW and GA systems in loot reborn mostly do it this way, and you still see people complaining and throwing tantrums. Thatâs why I agree with you⊠itâs the players.
But I do think temper is tuned wrong if not the wrong system for this. At the least the manuals need to be adjusted to smooth out/eliminate the losing conditions.
You can absolutely get a completely useless affix for your build in tempering and that a loss with little way to be perceived as a win.
A slot machine at a casino tries its very best to make you feel like you have won even when you have definitely lost. Thatâs what is needed here.
Thing is previously you only have to save enough to buy a GG item.
Now it doesnât matter if you spend 20 trillion you can brick every single one of them.
Itâs so much easier beforeâŠ
Yeah, I miss the way yellows used to be. If you couldnât find what you needed, especially on amulets you could go see the vendor. Now yellows are just trash.
3GAâs are not as rare as 4/4 items.
Thatâs an expectation issue. As I just demonstrated with math, you have to brick 33 rings to miss out. No one has bricked 33 rings without getting their preferred tempers. So players have easier entry into that last item starting point (drop odds are so much better), better odds at success once you get there.
Because again⊠have you failed 33 items in every slot? No? Then youâre not worse off than finding a 4/4.
You still can though. You can still make a rare into a legendary. Or are you just saying that 1 affix less breaks the game?
Have you failed 33 items in every slot? No? Then youâre not worse off than finding a 4/4. Simple as that.
I donât know what they did but didnât rob just brick 2 items back to back trying to roll 1 stat even using the so called pity system? So I think itâs just random % every go and for some reason vuln and crit seem to roll a lot less then other stats, Iâve bricked sooo many