Event Card Farming Math


(bgyoshi) #1

I did some number crunching today for a reply in another thread and I figured I’d post the results here for anyone interested.

! That being said, I’m no statistician and I’m no math major either, but barring some misconceptions about the rate of earning Hexads and random equipment case drops, I think I’m pretty close. As far as I’m aware, equipment cases are dropped at a rate of 2% chance per minute in game, and it resets after every game. So if you have a Stopwatch game go for 19 minutes, you have a 38% chance to get an equipment case. The next game, it resets to 0 and goes up from there again. So I figure you’re guaranteed one random case for any given 50 minutes of in game play.
!
! For the record, I’ve ignored the apparent 10% chance to get an Arsenal Crate instead of an equipment case. I’ll do that later. EDIT: And have been informed that doesn’t happen anymore.
!
! The google doc is here for those interested. Let me know of any corrections I need to make.

TL;DR Buying the Hexad trinket and buying booster drop increases is the fastest way to farm cards. All time is in game play time, not logged in time.

Buying cases for stock market without trinket: AVG 33.75 hours per special card
Buying boosters without trinket: AVG 10.2 hours per special card
Buying boosters with trinket: AVG 9.6 hours per special card


(GabebutGood) #2

I Know the cards are suppose to be hard to get, but 1% per booster for 300 hex-things is kinda crazy and the fact that you don’t get to chose the merc is discouraging. I think the system for event cards like this should be revised. Maybe increase booster chance to 3-5%?
Although the current system does incentivize spending money, which is totally fine. However I would like see it a bit more manageable to earn the cards.


(Sorotia) #3

@GabebutGood said:
I Know the cards are suppose to be hard to get, but 1% per booster for 300 hex-things is kinda crazy and the fact that you don’t get to chose the merc is discouraging. I think the system for event cards like this should be revised. Maybe increase booster chance to 3-5%?
Although the current system does incentivize spending money, which is totally fine. However I would like see it a bit more manageable to earn the cards.

It’s like they didn’t learn a thing from the ReV event…this RNG on top of RNG…with a grind sprinkled on is so annoying.

Except it seems like this time they made the grind even longer…I’ve never gotten a decent loadout from any of these events…

At least with ReV you could focus on a merc, but this is completely random and even another merc to deal with.

I know this is going to be another event where if I get a loadout it will just sit in my inventory never to be used.


(bgyoshi) #4

@Sorotia said:

It’s like they didn’t learn a thing from the ReV event…this RNG on top of RNG…with a grind sprinkled on is so annoying.

Except it seems like this time they made the grind even longer…I’ve never gotten a decent loadout from any of these events…

Honestly the RNG gets lower and lower with each event, even though it might be hard to see at first.

Besides, they have to make it more worth it to pay money for the loadouts instead. $20 for a guaranteed skin or $34.99 for two.


(Noir) #5

Yeah, I did not do the calculation but it fells like trinket+ boosters is the fastest way to go. I play an average of 3 hours / day and feel like the grinding will be fast.
I won’t buy any Proxy case except for the locked one


(frostyvampire) #6

I’m pretty sure that your chance to get a case only resets if you get one. But I also have no idea how it works, I just know you get one about once every 3 obj games or 2 SW games.

There is also no 10% chance to get an arsenal crate instead. They did it some time ago but it’s over now. You are probably mistaken with a chance to get a ranked case


(bgyoshi) #7

@frostyvampire said:

I’m pretty sure that your chance to get a case only resets if you get one. But I also have no idea how it works, I just know you get one about once every 3 obj games or 2 SW games.

That makes sense, since you’ll have a roughly 30% chance by the end of an objective game, or about 50% at the end of a stopwatch end, depending on the match length.

@frostyvampire said:

There is also no 10% chance to get an arsenal crate instead. They did it some time ago but it’s over now. You are probably mistaken with a chance to get a ranked case

Ahh alright. Makes sense. I don’t think I mentioned getting a ranked case, you can only do that with ranked credits.


(M4st0d0n) #8

@bgyoshi said:
So I figure you’re guaranteed one random case for any given 50 minutes of in game play.

Nope.
You have p=0.02 chance of having a card per minute.
You have p=0.98 chance of not having a card per minute.
You have p=0.98^50=0.36 chance to not have a card for 50 minutes spent.
You have p=1-0.36 chance of having at least one card for 50 mins. 64%. Not guaranteed.


(AlbinMatt) #9

This whole entire thread is like an Asian’s wet dream.


(bgyoshi) #10

@M4st0d0n said:

Nope.
You have p=0.02 chance of having a card per minute.
You have p=0.98 chance of not having a card per minute.
You have p=0.98^50=0.36 chance to not have a card for 50 minutes spent.
You have p=1-0.36 chance of having at least one card for 50 mins. 64%. Not guaranteed.

As I said, I’m no statistician so this doesn’t explain anything to me

Weird as it sounds, you have to explain the formulas and why they’re chosen or I won’t comprehend the significance of the explanation.

EX: You can’t just tell me the slope of a line is 3 because 7 = 15/5 (1) + 4 without explaining that y =mx + b where m is the slope.

The representation also seems misconstrued. The chances increase per minute, it isn’t a flat chance every minute. If every minute you had a 2% chance to get a card then yes, that would make sense that you have a 64% chance to get a card after 50 minutes. Getting a 2% chance 25 times over 25 minutes is not the same as getting a 50% chance once after 25 minutes.


(ClemClem7) #11

@M4st0d0n said:

@bgyoshi said:
So I figure you’re guaranteed one random case for any given 50 minutes of in game play.

Nope.
You have p=0.02 chance of having a card per minute.
You have p=0.98 chance of not having a card per minute.
You have p=0.98^50=0.36 chance to not have a card for 50 minutes spent.
You have p=1-0.36 chance of having at least one card for 50 mins. 64%. Not guaranteed.

If he takes big numbers (10 hours) it takes on average 50 minutes to drop a case. You’re right on the probability to drop a case after 50 minutes which is 64% and not 100%.
All is matter of big numbers (stats) or pure probability.

Also, I did some stats myself and I found pretty similar stats (a little less than 10 hours to drop a card through boosters)


(M4st0d0n) #12

@bgyoshi said:

@M4st0d0n said:

Nope.
You have p=0.02 chance of having a card per minute.
You have p=0.98 chance of not having a card per minute.
You have p=0.98^50=0.36 chance to not have a card for 50 minutes spent.
You have p=1-0.36 chance of having at least one card for 50 mins. 64%. Not guaranteed.

As I said, I’m no statistician so this doesn’t explain anything to me

Weird as it sounds, you have to explain the formulas and why they’re chosen or I won’t comprehend the significance of the explanation.

You cant just multiply the chance by the number of trial/minutes. Having 19 mins of Stopwatch wont give you 38% chance. Having 50 mins wont give you 100%. You will never have 100%.

How to explain… First you have to play more pen and paper Dungeon and Dragon. Then level your dwarf to 20, but loose the caracter with a critical fail. Then take your dice, it helps with probabilities, and stare deeply at all the faces. And then be obsessed with Poisson law and see RNGesus.

@ClemClem7 said:

@M4st0d0n said:

@bgyoshi said:
So I figure you’re guaranteed one random case for any given 50 minutes of in game play.

Nope.
You have p=0.02 chance of having a card per minute.
You have p=0.98 chance of not having a card per minute.
You have p=0.98^50=0.36 chance to not have a card for 50 minutes spent.
You have p=1-0.36 chance of having at least one card for 50 mins. 64%. Not guaranteed.

If he takes big numbers (10 hours) it takes on average 50 minutes to drop a case. You’re right on the probability to drop a case after 50 minutes which is 64% and not 100%.
All is matter of big numbers (stats) or pure probability.

Also, I did some stats myself and I found pretty similar stats (a little less than 10 hours to drop a card through boosters)

Yeah I’m nerding. But hey, you didn’t get quite the same results as he amirite? :smiley:


(Sorotia) #13

@bgyoshi said:

@Sorotia said:

It’s like they didn’t learn a thing from the ReV event…this RNG on top of RNG…with a grind sprinkled on is so annoying.

Except it seems like this time they made the grind even longer…I’ve never gotten a decent loadout from any of these events…

Honestly the RNG gets lower and lower with each event, even though it might be hard to see at first.

Besides, they have to make it more worth it to pay money for the loadouts instead. $20 for a guaranteed skin or $34.99 for two.

Umm…it gets lower? We went from supposedly buying 10 of those what ever they were called for a better chance to get a event case (They were broken though)

Now we need to buy a 100…well even if you don’t need a 100…still need to buy 30-50 at least if you have luck like me.


(MisterBadmin) #14

@M4st0d0n said:

@bgyoshi said:
So I figure you’re guaranteed one random case for any given 50 minutes of in game play.

Nope.
You have p=0.02 chance of having a card per minute.
You have p=0.98 chance of not having a card per minute.
You have p=0.98^50=0.36 chance to not have a card for 50 minutes spent.
You have p=1-0.36 chance of having at least one card for 50 mins. 64%. Not guaranteed.

There’s an important assumption to note about this. You assume its true random with a roll every minute, not pseudo random.
I don’t bring this up to be a jerk and call you out on the internet, please don’t think I have any malicious intentions. I want some answers, and really like writing explanatory math things.

To those unfamiliar: Pseudo random chances reduce the perceived win/loss streaks. They are common in competitive games, such as Dota 2. (Click that to get a more in depth explanation than what I’m giving here.) Pseudo random starts with some value, and increases on every check that results in a fail.
For example: Our event is rolling a d6, a success is rolling a value of 6. (If we stopped here, it would be true random.) Every time we fail, we change one of the faces to 6. Every time we succeed, we reset the dice to one side with 6. On the first roll, we have a 1/6 chance to succeed. If we fail the first roll, we have a 2 faces with 6, so a 1/3 chance to succeed. If we manage to fail 5 rolls in a row, we have 6 faces with 6, so a 100% chance to succeed. The next roll, we are back to 1/6.

Pseudo random can yield a guaranteed outcome if the streak of failures gets high enough. This means the original assumed model could be valid as a pseudo random distribution with starting chance 0 that increases by 0.02 (2%) every minute, meaning that at 50 minutes, a case would be guaranteed.

I do not think this is the model DB uses.

I would hazard a guess (let me reiterate, a GUESS) that it is pseudo random, but using a model where the roll is made at the end of the game, with a chance of success added based on the game length, as well as a chance for each game (or maybe total game time) since the last case drop.
Let me explain with numbers, but know that they are for the ease of my math, not what I think they might be.
Shooter McRifleman starts his first ever day of Dirty Bomb with a 10% base chance to get a case drop. His first match lasts 15 minutes, adding 2% per minute to get a case, bringing his total to 40%. He isn’t lucky enough to a case. His next game also goes 15 minutes, bringing him to 40%, but his previous game not giving him a case increases this by another 20, to 60%.

I would love to know how case drop mechanics actually function. @stayfreshshoe can you see if you can get anything about that to be public?


(GatoCommodore) #15

i kept seeing level 6 using cobalt and that makes me mad


(M4st0d0n) #16

@MisterBadmin said:

@M4st0d0n said:

@bgyoshi said:
So I figure you’re guaranteed one random case for any given 50 minutes of in game play.

Nope.
You have p=0.02 chance of having a card per minute.
You have p=0.98 chance of not having a card per minute.
You have p=0.98^50=0.36 chance to not have a card for 50 minutes spent.
You have p=1-0.36 chance of having at least one card for 50 mins. 64%. Not guaranteed.

There’s an important assumption to note about this. You assume its true random with a roll every minute, not pseudo random.
I don’t bring this up to be a jerk and call you out on the internet, please don’t think I have any malicious intentions. I want some answers, and really like writing explanatory math things.

To those unfamiliar: Pseudo random chances reduce the perceived win/loss streaks. They are common in competitive games, such as Dota 2. (Click that to get a more in depth explanation than what I’m giving here.) Pseudo random starts with some value, and increases on every check that results in a fail.
For example: Our event is rolling a d6, a success is rolling a value of 6. (If we stopped here, it would be true random.) Every time we fail, we change one of the faces to 6. Every time we succeed, we reset the dice to one side with 6. On the first roll, we have a 1/6 chance to succeed. If we fail the first roll, we have a 2 faces with 6, so a 1/3 chance to succeed. If we manage to fail 5 rolls in a row, we have 6 faces with 6, so a 100% chance to succeed. The next roll, we are back to 1/6.

Pseudo random can yield a guaranteed outcome if the streak of failures gets high enough. This means the original assumed model could be valid as a pseudo random distribution with starting chance 0 that increases by 0.02 (2%) every minute, meaning that at 50 minutes, a case would be guaranteed.

I do not think this is the model DB uses.

I would hazard a guess (let me reiterate, a GUESS) that it is pseudo random, but using a model where the roll is made at the end of the game, with a chance of success added based on the game length, as well as a chance for each game (or maybe total game time) since the last case drop.
Let me explain with numbers, but know that they are for the ease of my math, not what I think they might be.
Shooter McRifleman starts his first ever day of Dirty Bomb with a 10% base chance to get a case drop. His first match lasts 15 minutes, adding 2% per minute to get a case, bringing his total to 40%. He isn’t lucky enough to a case. His next game also goes 15 minutes, bringing him to 40%, but his previous game not giving him a case increases this by another 20, to 60%.

I would love to know how case drop mechanics actually function. @stayfreshshoe can you see if you can get anything about that to be public?

Yes you are right! I also assume the RNG try to emulate a normal distribution.

What devious skinner boxes they may run here… Naughty naughty Splash Damage.


(Melinder) #17

oops


(bgyoshi) #18

@M4st0d0n said:

You cant just multiply the chance by the number of trial/minutes. Having 19 mins of Stopwatch wont give you 38% chance. Having 50 mins wont give you 100%. You will never have 100%.

No, that’s what I’m telling you. As far as I’m aware, your chance to get a case at the end of a round is based on the round time * 2%. When the match ends, you get a single roll to determine if you get a case or not.

A 19 minute game of Stopwatch rolls a 38% chance to get a case when the match ends. Whether you succeed or fail, it resets to 0. So if a game was 50 minutes long for some reason, you would have a 100% chance to get a case. But that can’t happen, the maximum game time is 30 minutes, meaning the maximum chance roll is 60% after a game.

@Sorotia said:

Now we need to buy a 100…well even if you don’t need a 100…still need to buy 30-50 at least if you have luck like me.

Based on the numbers I ran through, you should be getting lucky after about 7 or 8 boosters.

@MisterBadmin said:

For example: Our event is rolling a d6, a success is rolling a value of 6. (If we stopped here, it would be true random.) Every time we fail, we change one of the faces to 6. Every time we succeed, we reset the dice to one side with 6. On the first roll, we have a 1/6 chance to succeed. If we fail the first roll, we have a 2 faces with 6, so a 1/3 chance to succeed. If we manage to fail 5 rolls in a row, we have 6 faces with 6, so a 100% chance to succeed. The next roll, we are back to 1/6.

What you’re talking about are dependent and independent events in probability. To illustrate:

A dependent event depends on the outcome of a previous outcome. For example, you have a 1/52 chance of getting an 8 of clubs in a standard deck of cards. If you flip over a card that is not the 8 of clubs, you now have a 1/51 chance. If you keep doing this and never find the 8 of clubs, then the last card will have a 1/1 chance, or 100%.

Independent events do not depend on a previous outcome. If you take the same deck of cards and randomly reinsert the flipped card back into the deck, your chances will always be 1/52.

In this case, getting a special card or equipment case is independent. Succeeding or failing each event does not change the odds of the next one.


(M4st0d0n) #19

AFAIK having a chance per minute is not the same as having a chance cumulatively increasing per minute.

Dawg your maths are just wrong.


(BazBling) #20

You guys need to remember to differentiate between three things.

  1. Statistics
  2. Probability
  3. RNG

1 + 2 does not = 3 only 3 = 3³