Quote:
Originally Posted by Haynar
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The increasing chance by reflopping is coded. Not patched yet.
Applying statistics to the RNG here will drive you batty. Applying to eqlive will make you insane. As random as it is, its not perfect. But here its not near as streaky as eqlive.
Effective skill is capped at 100, and was like that until 2004.
Its actually coded to 95.2%, but streaky RNG will make it seem off.
H
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the chance shouldnt change. the chance is always 35%.
it's the accumatated chances that mean the likelyhood of a memblur event will occur that works out at 50% 80% etc
Their numbers are a little off though
The chance of at least 1 mem blur calc...
failed blur chance .65 so the formula is 1 - .65(to the power of n) where n is the number of flops
results (rounded to 2 decimal places)
1 = 0.35 (1-.65*.65)
2 = 0.58 (1-.65*.65*.65)
3 = 0.73 (1-.65*.65*.65*.65)
4 = 0.82 (1-.65*.65*.65*.65*.65)
5 = 0.88 (1-.65*.65*.65*.65*.65*.65)
6 = 0.92 (1-.65*.65*.65*.65*.65*.65*.65)
7 = 0.95 (1-.65*.65*.65*.65*.65*.65*.65*.65)
8 = 0.97 (1-.65*.65*.65*.65*.65*.65*.65*.65*.65)