I can’t imagine Wowhead’s client is THAT bad that it can’t at least account for choosing loot spec in some way, is it? I was thinking more that it couldn’t react dynamically to scenarios where, say, someone chooses Arms spec for one boss, Fury the next etc., but surely after years or decades now someone came up with the idea of a dropdown in the client going “This is my current loot spec” so that all data could be filtered through that, and inaccuracy would only be through edge cases like that previous one I mentioned, or user error.
Disclaimer: I’ve never used their client, or looked into their code.
Like, that’s basic software design/data analysis.
I’m not a math guy, and I don’t profess to understand statistics and probability, so I apologize in advance for my ignorant take on things:
Presumably there’s a higher chance of something dropping if more people are eligible for it.
The result is that players end up getting them so quickly that they quickly become obsolete. Yet the drop rate doesn’t change, so they just keep dropping, taking up a potentially useful reward slot.
Order of operations comes into play.
Let’s say right now, you have 5 eligible items on the boss’ loot table, and it’s 20 people in a raid, 4 of which get loot. The total number of items on the loot table across all people is … 40.
On average, the chance you will get a specific item is first 4/20, then 1/5, so 0.04 or 4%.
That’s assuming a sequential order of “Pick 4 people to get loot, then roll among their possible options, all of which are equally weighted”. Which isn’t necessarily true, since some items are lower drop rate than others, but we’ll gloss over that for now. We’ll also gloss over when it’s one calculation to determine who gets loot or multiple, e.g. instead of 4/20, does it go 1/20, 1/19, 1/18, then 1/17 etc.
If you switched that order up to where you were going “Pick an item to drop, then find a person to award it to”, you’re going 1/40 then the ratio of people eligible to win it, so let’s say 1/7 for something generic like a Str trinket for all strength classes. That then becomes 0.00357, or 0.35% chance.
Chuck on weighted drop rates, re-determining to remove duplicate players, etc., things could run back and forth between what are fairly dramatic extremes in just those 2 scenarios. Then do (1-x)^Y for the chance of not getting an item over Y attempts, and thigns can get pretty bleak. Like, with a 4% to get an item on any boss attempt, the chance that you won’t see it after 12 is 61.3%. The chance you won’t see it after 30 attempts is 29.4%.