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#1
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It is not about probability. It is about 16 spawns in a 30 day cycle being the MINIMUM number of boss mobs that spawn instead of 12. The current system has 16 boss mobs as the MEDIAN of 12 (lowest number) and 20 (highest number).Which is much more in line with classic than the current system. | |||
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#2
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#3
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#4
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#5
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When i reference 16 as the lowest it is by dropping the latter 48 hours. However this is all IRRELEVANT as Evorix pointed out it is a 7 day spawn with a +/- 24 hour (or 48 hour random spawn) window. | |||
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#6
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![]() Any idea that gets us closer to a classic raid environment, especially one as thought out as this, is worth a shot in my opinion. It's not such a dramatic change as to rock the server out of it's poopsocks, but it makes sense and the math is solid.
And to fastboy21 struggling to understand the concept. Don't visit the forums when you're drunk man. You'll save face and you might actually be able to comprehend logic. Supreme's pwn post reply to yours made me lawl. Since you're probably too stubborn to give up and not reply, try to think of something half as well thought out as the OP's before you go making an ass of yourself again... braw.
__________________
Ingrum Irontoe Retired Warlord of Brell "Yeah, I'm kind of a big deal..." | ||
Last edited by Ingrum; 07-23-2010 at 05:45 AM..
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#7
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![]() What you're essentially proposing is a 24 hour spawn variance rather than a 48 hour spawn variance, based around 6 days rather than 7 (a 1 day shorter cycle than currently exists). This is the only reason that your proposal seems more favorable than the current system, a shorter spawn variance, over time, does not mean more kills than a longer spawn variance. Choosing one probable outcome over another equally probable outcome to present a conclusion is called cherry picking and is not statistically sound research. Excel comes with a handy random number generator. I don't mind running the statistics for you. The 10 tests run over the span of a year (52 weeks, not 365 days). There are 8736 hours in 52 weeks.
[You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] So here you have it. No matter what the spawn variance is, you're going to have the exact same probability of mobs over time. If you don't like my numbers, I set the entire thing up to run dynamically. You can recreate the entire experiment on the fly by editing the value of any blank cell on any test sheet, which will cause the random numbers to repopulate. The entire Excel Book is nothing but parameters, random numbers, and charts. The only thing you would have to manually do is run the descriptive statistics tool again on the new numbers, and set the output ranges to E2 and G2 on the Data Analysis sheet for 24 and 48 hours, respectively. Here's the Spreadsheet If you want to draw a conclusion, you've got to have some dataz. | ||
Last edited by mmiles8; 07-23-2010 at 07:49 AM..
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#8
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I am suggesting that instead of 16 being the median or mean number of spawns in a month that 16 be the MINIMUM. This would parallel with live and classic Everquest. I am not disputing "probabilities" here. I know that the probabilities are the same no matter if it is 24 48 96 or 8736 hours. We should be seeing a mean number of 18-20 instead of 16. | |||
Last edited by Supreme; 07-23-2010 at 09:10 AM..
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#9
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__________________
Klaatu (RED)- Fastest Rez Click in Norrath
Klaatu (BLUE) - Eternal 51 Mage Klattu (GREEN) - Baby Cleric | |||
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#10
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![]() Thanks miles for whipping out the spreadsheet. I really didn't understand how the OP was trying to prove here, and his dismissal of fastboy's post as 'simple' really illustrated that he (the OP) is on shaky ground.
I think this has more to do with wanting to cut down the max camping time from 96 to 48 hours.
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Jorg Shaman
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