So, Tempering and Masterworking are not RNG, but Time Cycle Based

shoutout and thanks to the mages of Xiansai realm. Sai-nese people are really insightful.

Masterworking
4 affix unique: the time cycle is 500ms. every 125ms, it switches to the next affix according to the order from top to bottom. margin error inconclusive.

5 affix ancestral legendary: the time cycle is 1250ms. every 250ms, it switches to the next affix according to the order from top to bottom. margin error is around 20ms.

Tempering: the time cycle also vary. for 4 affix recipe, 400ms often results in consecutive hits. suggest that it switches every 100ms, thus the time window are very short and with latency, overlaps happen making it even shorter.

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I believe this.

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the parameters have been refined to 116.6667ms and 233.3333ms, taking into account the game logical framerate of 60fps, ancestral legendary around 15fps, and unique at 7fps.

it is impressive how much effort went into achieving such precision.

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This is terrible design, who thought this was a good idea ? :person_shrugging:

Do you have source @OP ? :thinking:

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great detective work, DCI Sage.

now can we have the investigative report so our Lord Advocate can prosecute?

#justfinishedDeptQ

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If that’s true, that’s probably so bad. :joy:

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By the amount of times i got the same temper over and over again i totaly believe this could be the case.

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Technically still RNG if true but very poorly designed. So it probably checks out as it’s on brand for Blizzard system designers :joy:

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I am inclined to believe this. Sounds like something Blizz would do to implement such a feature espec with low experience developers on short time frame budget.

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LOL, you are not wrong. to achieve a precision hit,
lock the game frame to 60 in settings,
reduce the game resolution,
do it only at low and stable latency,
choose a quiet town with no other players running around,
and finally, within the 1-15ms window between pressing down and releasing the mouse button, adjust the parameters to triple-hit all the gears!
LOL. :laughing:

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Sampling clocks is an often used element of random number generation and it can work adequately, but you need to use the least significant digits of timers with a high resolution. Using them the way that’s implied here is just incompetent. If this is how if truly works here, that would be a textbook example of how not to do things.

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me too, most probably because of our own reflexes smashing that mouse button, same time gap, same result cycle.

knowing this, for eastern dudes, use their Qi and Zen to sense the airflow and heartbeat for the right timing.
as for western dudes, use the Force, trust your feelings.

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The reason I said that is because I do something timing based to switch up not getting the same (useless) temper.

Call it gambler superstition if you want…but it works. I just arbitrarily use the light in the circle to determine when I hit skip, I split it into thirds. Sometimes I let it hit the first ring…either way it almost always is more consistent in changing things up to get to the temper I want.

So if someone said it was timed…I believe it. :rofl:
I have no data other than my using the system.

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good eyeballs you have. next season, i will choose a quiet town and watch the blacksmith carefully.

Random.Next() goes brrrrrr
:joy:

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maybe the devs thought having a platform independent RNG is better as every platform surely has a system clock, so just do merry go round it.

source? tiktok.

I mean, the one thing that makes sense is they don’t have to generate seeding, it’s one clock instance for everyone

But that punishes people that operate on habit. Not one of those that viciously click on the skip button all the time but still :person_shrugging:

Other MS owned studios like Turn10 (Forza) and 343 Industries (Halo), among others, allegedly only hire on temp roles to avoid paying benefits. Considering D4 was made by “rookies” I think Blizzard is no exception. They just don’t have nearly enough if at all top talent in their team.

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Simplify for dummies like me who forgot their schooling?

Just the ms numbers not everything else.

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One second = 1000 miliseconds, or MS.
Google works for stuff like this, BTW.

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