[quote=“ArsonistCow;195802”]Okay, this is simply a case of differing definitions then. I’m using “RNG” as a shorthand for “randomness” (I believe most people in the community do the same), while you use it to refer to “odds per roll”.
Neither of those fit the actual definition of RNG, for the record. So we could say that we’re both wrong/right, however you wanna look at it.
But you should also consider what information is useful to the people reading this. Do people care about individual odds or do they care about total chance of success? I’m willing to bet my left ear that the chance of success is the more useful information here.[/quote]
hahaha, we are already getting this confused again.
Sure, statistics are useful. But the ‘chance of success’ does NOT increase with more attempts. The ‘chance of success’ does not change. Just because you flip a coin twice doesn’t mean you are going to get heads and tails. Sure, when taking a pool of data you are bound to get a good mix of heads and tails, but the individual flip is always 50/50. The individual roll for crafting is always 11%(if you don’t care about the skin).
And yeah, the definition of RNG is Random Number Generator. Of course we are using it as slang for odds. All we know is that a random number that corresponds to a result will be pulled.
I personally find the individual chance to be the more important number because that is the constant. There is no such thing as ‘total chance of success’ because the ‘chance of success’ doesn’t ever change, even with more attempts. It will be 11% every single time, even if you try 1,000 times with either the old trade up/in system or the new crafting system.
So if you just say 11% chance to get the loadout you want, then try 1,000 times you will theoretically have 110 successes. That doesn’t mean they are guaranteed. You may get zero successes. You may get 300.
The only reason you get more noticeable success with the old system is because they FORCED you to roll more times. You didn’t have a choice. So yeah, if the new system required you to roll 100+ trade ups because even getting the rarity you want then you would probably have more of what you consider ‘success’.
But a success of a rarity you don’t want isn’t actually a ‘success’, otherwise you wouldn’t care about the rarity and just get a bronze.
For all practical purposes this thread is useless because the ‘chance of success’ has not changed in terms of normal crafting.