Ahhh, okay—gotcha!
Even the default pseudo-RNG options implemented in modern programming languages are very good at producing sequences that are statistically indistinguishable from true RNG (for example, see the wikipedia page for the Mersenne Twister algorithm for the list of tests it passes). The error caused by pseudo-RNG is negligible at the precision level we’re looking at here…
I saw many people here have these theories that loot depens on your raiding time in the week, etc. Yes pseudo-RNG can be initialized (seeded) from the value on the server clock… so say your seed is the number of seconds since 1900. Even almost identical seed values would generate wildly different sequences. That’s the nature of a good pseudo-RNG. Unless Blizzard have gone out of their way to implement a worse algorithm than the default settings of any modern programming language, nobody could “detect” non-randomness at the scale we experience the game.
World of Warcraft likely started development back in the late 90s. It’s… pretty ancient by modern computing standards.
Anyway, even using modern algorithms, simulated RNG tend to be more streaky than statistical models expect. This is literally one of the harder things for me to explain to people new to computer simulation, so generally what I have them do is carry out a simple exercise testing it with different sample sizes. Eventually they understand why its standard practice in computing models to use sample sizes far beyond what statistics tell us is needed.
The reason is pretty much because in computer science, your reality is huge sampling. If something only has a .1% chance of happening in the real world, we don’t expect it to happen. In the computer world where our actual number of test events is massive, that .1% pretty much ensures it IS going to happen. So to be sure we have to work with far smaller margins of error.
Definitely get that, and it’s more likely than the .1% unlucky event will lead to a forum post. There might also be mechanics that make the naive calculation above inaccurate (e.g. can it proc on two consecutive melee attacks or there’s a minimum delay?)
My last comment was more about people saying they were detecting evidence, in their played experience, of something being amiss with the in-game RNG.
Do note that all the items in game have the stats they had towards the end of Vanilla, not the beginning. So it could be that HoJ was OP when it was first seen in Vanilla and then got nerfed later to the version we currently see in Classic.
On the bug report forums there was a discussion about this quite a while ago, and WCL as well as other damage tracking do not track the HoJ procs accurately.
congratulations you played yaself
parses are based on boss kill times which falls on the entire guild not one individual. but you obviously don’t know how that works lol
I still do the most damage when im not told to watch my threat on every boss
That’s not entirely correct. Boss kill times will always play a part in how well you do, for example a 3:30 boss kill is better than a 3:00 boss kill when you consider deathwish usage. And 99 in classic, from my experience has such a huge range that you can hit them even with meh clear times.
That’s going to be the real killer for you, just don’t watch your threat and move into the tank position.
I joined this guild specifically because of the loot system, if I start tanking ill never get to roll on dps gear
I didn’t mean tank, I just meant rip off your tank until they get better. Or stop trying and just rightclick on stuff while walking away from computer
there isn’t a whole lot he can do, we don’t have a single tf
TF is not required there is definitely a lot a tank can do to hold aggro without having it.
There ques aren’t even 4 hours yet, some one forgot launch lol.
I’m all for making fun of brut, but damn dude chill. Keep it to playful teasing.
lol don’t care about pve, im good with slaughtering alliance and topping the board in bg’s. judging from how salty you sound, ive probably spanked you a time or two. don’t fret tho, your entire faction is 99% trash
dude youre playing a warrior with r14 weaps.
you aren’t good at the game, you just invested a lot of time to be slightly above average purely due to your gear/class lol. CHARGE, WHIRLWHIND, EXECUTE, so much difficulty in your class.
yeah? I earned those r14 weapons by myself, no premade ever carried me. I was destroying kids with unstoppable force and still topping the board way before I even got rank 10. if I’d wanted I could have chosen a sweaty guild and had 99’s in logs but I don’t wana deal with toxic, greedy people you often find in those types of guilds. if you’ve never played a warrior don’t even comment on the complexity of the class. I have like 10 macros I use actively, stance dance efficiently and am self aware enough to know what to do in most situations.
and I have the balls to show my real toon and not hide behind an alt to conceal my identity because im embarrassed of how trash I really am, lookin at you
3409 regular melee attacks, with 65 HoJ procs is 2%
It’s only proccing on normal attacks.
If you want all the math you can go to the fight club discord, but HoJ works differently because of a combination of batching and the fact that it’s not really giving you an extra attack. Having below a 2% proc rate is bad luck, but even at 2% it’s significantly nerfed from what players on private servers expected. This is because fundamentally what is happening is that hoj is resetting your swing timer and NOT giving you an extra attack as the tooltip states. The faster your auto attack speed, the worst HoJ gets because the “extra attack” can be delayed by up to 400ms which is the length of a batch. At the end of the batch the swing timer reset event is resolved and you do attack sooner than you would have otherwise. But on private servers it was literally a second attack, which is why it was so good.
I consider it OP since it can PROC of the PROC hit. Yea the % may seem low based on the sample but can’t discount its effectiveness. For warriors who take Sword Specialization, this gives a 7% chance to PROC since it can PROC on the extra swing from the talent and that extra swordswing is 5%+2% for trinket. Atleast for warrrios its OP (Rogues as well due to same talent option in combat imo)