Quote:
Originally Posted by schachteana
can i just ask one thing
what was wrong with regnums RNG? It used to produce real random numbers, right? and now, it was changed so the chance for resist/evade/whatever-chains is smaller? so, ngd basically manipulated the probability?
as far as i know, people weren't really having a problem with how probability works but rather with the amount of resists in general, which used to be (and still is on liveserver) about 30% for non-damaging stun spells. Lowering the resist rate in general would have been enough, I'd say, but definitely necessary nevertheless.
since this is probably solved now, I shouldn't complain anyway. there is so much to do for ngd, I hope they'll get around to everything one day.
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As far as i understood, the previous RNG was working well in the long-term, but not in the short-term. So i guess they changed their algorithms to reach the expected probability in less hits, i.e. in short-term (check
this).
Not really sure if they manipulate the probability, using any soft of conditional probabilities, but the new RNG systems seems to be more robust in the short-term than the previous one.
Quote:
Originally Posted by Ivramartono
Can any1 give me an explanation how the RNG/resistrate works...? I cant find one anywhere. i dislike to estimate things, i need accurate results
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I don't think NGD will ever present the exact formulas, so as to avoid any game exploit by the user-base.
As Adrian said in a previous post, there is much work to be done yet. I doubt that this patch will come soon on live servers.