Tempering is garbage

It’s not my job to fix your failed testing. If you feel so strongly about it, troubleshoot your own data. The reason you keep having this argument is because your conclusions are so obviously and eyerollingly wrong to anyone actually playing the game.

New game director, same ol crap.

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I lost count on the number of times this very same thing has happened to me. The tempering system feels even worse than in season 4, and that’s really saying something.

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Sorcs usually need one of these to hit armor cap.

I really don’t understand why anyone thinks this is a reasonable solution.

They should

  1. Move the most essential tempers into aspects of the regular affix pool (for drops)
  2. Fold the weapon tempers into the Offensive category and rebalance them accordingly
  3. Give weapons the resource category too
  4. Create a type of manual that has a chance to increase the value of the current temper or a chance to turn a max rolled temper into a GA.
  5. Make it less common that some of the affixes in a manual are useless.

You seem to have an issue.

I’ve pointed out that there is NO evidence of weighting, and all you can come up with is “check your data”, like I and many others don’t already have 4 months of continued posts and conversations with tons of data showing that tempering is not weighted (at least not during S4).

I have nothing to check in my data, because I know what I’m doing. This is the kind of thing I’ve done for my work for decades.

You don’t even know what testing has been done, because rather than learn/understand anything, you’re just getting mad.

As I said before, if you have actual evidence of weighting, for instance you’ve rolled thousands of times the same temper on the same item slot whether or not it succeeded and kept a tally of how many times each one came up (because this is what was done), and if that data you produce shows that there’s weighting, then we’ll all be with you.

But until that happens, you have nothing more than feelings.

You seems to know how to test and i trust your word they are not weighted but I do wonder how often same temper comes out in a row versus rolling a dice in real life and how often you will see same eyes like 4-5 times in a row. So its fair to say that the randomness of tempering is less random than a dice. even the odds are the same. I know we cant really compare randomness but low sample of tempering seems far more bias than same amount of dice rolls. Repeated 10 times (8 cast pr set ) so i know that it wont really show anything but Ill take the dice any day than the blizz code :slight_smile:

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What ticks me off more than anything is the way SOME People make all kinds of Excuses for the way Buzzards :face_with_symbols_over_mouth: up this POS Game and Flag people for anything someone says that they don’t like and turn around and do the same thing themselves! And no matter how many people Flag them their comments, Trolling and or Name Calling gets ignored :unamused:

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Having 3 options (named 1 2 3) and supposing their probability is 1/3 each then having 5 times the same roll is having “1 1 1 1 1” or “2 2 2 2 2” or “3 3 3 3 3” out of the 3^5= 241 possibles combinations.
The probability is thus: 3 / 3^5 = 3 / 241 roughly 1.25%

I agree with orignial poster, I have seen it way more then 1.5%.

I’m pretty sure (and we can calculate this thanks to Bernouilli) that there is a 99% chance that they are not fair, ie some options have higher probability than others.

Tempering sucks and is weighted just as badly as the Occultist as well as drops rolled with good affixes being weighted against those. This isn’t true RNG. It is weighted to horrible drops RNG.

Loot Reborn Sucks.

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This is a guess, not evidence. If you had done 10 items and had this happen once it would be more than 1.5%, but it wouldn’t say much about whether it’s actually weighted.

Bernoulli doesn’t help you calculate that it isn’t fair unless you have data that shows it isn’t fair.

RNG or not, nothing should roll the same affix more than twice in a row. It is so garbage that you can get the same landslide roll 5 times in a row when you are not using it. Anyone acting like this does not happen more often than not, works for Blizzard.

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Here’s a different idea, keep the temper rerolls, but allow players to pick what temper to add, freely, temper rerolling just plays around with the number ranges for that temper.

This way you would at least get the temper you want, but engaging with the reroll aspect to try and get the perfect roll.

You get a usable item with the stats you want, just not perfect rolls guaranteed.

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I tested that too.

Because RNG is not true random, but randomlike, it’s never going to be like rolling a dice, but the overall result will still be the same.

So for instance you might roll a dice 100, and get each number the same amount of times, and at most get the same number 5 times in a row.

With computer RNG the overall result will be the same (but likely over a larger data set) but you may get the same number in a row more frequently.

With my testing (outside of game), i was able to roll the same number consecutively, more than 12 times, fairly consistently. But after a million rolls, i still get an equal amount of each number.

This is why people think it’s weighted so much, they can’t comprehend how something can be random and always give the same thing, but that’s exactly how random works in computers over small datasets, unfortunately.

Let’s be real, the amount of time you spend endlessly replying on the forums. You’ve never tested a damn thing in your entire life and you’re just chatting trash like LazyLoaf…

Shilling wont get you special treatment, stop seeking attention and get help.

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I’m still in the camp that if enchanting is unlimited with increasing costs, tempering should be too. At the very least, just like when we reroll enchanting, give us two option to pick from when tempering to make it more likely for favorable results.

I just mind the way the system works right now. The end user experience is very frustrating and un-fun, for me (also, as casual player you just don’t get as many potential replacement items).

Would agree that I’d like to see an option to keep a stat (and/or an option to pick any of the last x e.g. 5 or 10 outcomes in this tempering session).

Why?

I get items with +ranks to hydra or ice bolt or whatever even when I’m not using them.

The bad luck rolls are more salient than the good luck ones. The same thing happens in poker, where people swear that their all-in luck is horrible, because they remember the times that they lost when they were 80% to win as unlucky, but treat the times that they won when they were 60% as a neutral result.

If there’s a 1 in 4 chance to hit the affix you want, you don’t bat an eye at hitting it on the second or third roll, but you get angry when you miss it 6 times.

People keep presenting this idea, but it is the most boring possible version of the system. The codex is more fun than that - just put the important tempering affixes into the codex instead. Or better yet, put them into the regular affix pool and let tempering just be about choosing your damage and defense and resource flavors.

Enchanting should also be limited. It is good to give items an ending point.

They already let you narrow the field to 3 or 4 possible options.

I think adding an option to lock it to the last affix rolled, but allow the percentage to be overwritten would improve the system. Even better, give a manual type that just changes the roll of the current affix.

Tempering isn’t RNG that’s so obvious now you look like a fool to even claim otherwise. Where’s my 15 rolls in a row of the perfect exact thing that I’ve been looking for then? No RNG there

Out of X possible rolls tempered Y times, the chance to have any combination, same or not, is ALWAYS (1/X)^Y.

You are going to have runs.

Now I’m not convinced it’s not weighted, but even assuming it’s not, out of the millions of tempering rolls since 1.4 runs will happen frequently overall.

It is not the same, in poker it is an outcome, here it is a repetitive outcome. You would be more correct in saying, less people roll after getting an outcome they want. And this is true. But I do roll again if the outcome is good…but low. You know how many times the next one has been the same? 0 out of however many hundreds of times I have done it. You kow how frequently I see the repetitive non-desired outcome? A lot more than 0.

Either way the defenders also claimed it is RNG and now we know it is a weighted system. So believe what you want.

Why should it not roll the same affix more than twice? That is a simple you have 5 tries. And having a 0 outcome possibility is just not good design. I am NOT saying it has to roll favorable in one of those 5 tries, far from it. I am saying the repetitive weighted system needs another rule where it stops after it does it 2 times. If you think 3 is more realistic…great…that is just haggling on where it should stop.