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4 out of 40 is a 10% chance. Divide it by 4, and it's obvious. 1 out of 10.
This is the average. Come back in 10,000 Outpost runs, and if it's drastically different than the on-screen drop rate, then maybe you'll have an argument.
Oh I get it for my case is 10% which it is between 5%-25% that say in Acquisition chance
feel right it reasonable
If you want to get technical, if it's two 20% chances exclusive from one another the chance you don't get it in 5 runs is <50%.
If you don't get in 20 runs, that's less than 10% iirc.
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However, that's luck. The chance it doesn't happen can always occur, so it's hard to actually compile data on it.
For example, if you were to find out if a 25% chance drop was accurate, you'd need to do 250,000 runs. (if it's two different 25% drops in one run, you could do ~100,000.)
Any less, and it's hard to find out the true accuracy. IIRC, to find the true accuracy of 99% you'd need close to a million, it gets harder to find edge percents like this with few samples. So 1.5%/3%/9%, it's the same.
What actually matters is how often you do it. Do it 100 times, you'll gain a lot comparatively, and your chance of getting a bunch of them is much higher than someone who only did it 5 times.
+X% compounds easily af. Do a 1% chance drop twice, and it's now a 1.01% chance. Twice, and it's 1.021%, again ~2%, and so on and so on, but each time, you still have that 1% chance rolled, your just a little more likely when doing it in sets.
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The one thing I learned in Pokemon, anything under 80% accuracy; expect it to not hit. You're trolling yourself if you rely on it.
UE is not that great of an engine, when u commit to making a game in it u are making a lot of sacrifices.
if anyone has UE, just look at the random implement library, you will see
edit1: it seems they used a real seed for the random, if anyone into mathematics you will know what i mean, which makes sense they have access to real seeds with samsung and all
that's assuming they are using UE for their gameserver and that you can see their source code. the rolls are server-side.
what point are you trying to make?
But the game is really random number generator (RNG)
Meaning you roll a dice Everytime for the lewts.
So out of a 100 roll. U need to roll numbers between 7-20 to get the 20% drop "chance"
The numbers vary depending on what type of drops is in the loot table.
No one knows exactly what is in the loot table encompasses or if you just need to roll a number between 1-20