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News UG Addition Maze Bosses

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No louder cry was heard regards UG's ultra-low supply, many have proposed to add UG into mazes to ensure availability of PK in each mazes.

The following poll asks what percent would be appropriate if all UG were added into four maze bosses.

Please choose wisely, and discuss your contemplation in this topic.
 
Actually, I chose not to mention that, I am aware of the fact. Just wanted to use a coin for reference but you are right :)

Edit: Just woke up, I didn't even notice the term "Klugscheißer" in your post. To be honest, I never heard of the term, you just expanded my vocabulary! Thanks mate, sucks that I can't like your post more than once lol
xD German vocabulary
@PanMilan the way is the same, you just expressed it differently
 
let me break it down for everyone

Think about it this way.. 0.5% chance means 200 kills for guaranteed UG. since 0.5x200= 100%
which means 1 of every 200 kills will give you a UG.
now how close can we reach those 200kills in one day?
8 time maze opens a day with a total of 4 bosses. = 32kills
now if you do 32/200 it gives you 0.16. multiply that by 100 for a percentage and you get 16% for 1 ug.
since we have a chance to get 5 ug's you must do the same math for them all and add them together.
16+16+16+16+16 = 80% :D

dak simply just did 0.5x5ug's = 2.5% x 32 bosses we get per day = 80% XD

This means the best possible case scenario to get a UG added to the server through dw/fc/ds is 80% without cb effect.
And it cant get better than that.

anyway the whole point of this fiasco is to say 0.5% is not a big drop rate, and is perfect.
1) Without cb?
2) Boss in FC spawn 1h, im think.
Now chans: 0.5% with cb its 1% 100kills.
8 time maze opens 4 bosses 2spawns => 64kill
64% drop\one day its very more.
 
Omg all the calculations. you guys are all math wizards >.< making my head hurtsss
 
Wonder who else comes up with a better formula xD
 
xD German vocabulary
@PanMilan the way is the same, you just expressed it differently

yeah i just wanted to explain it better since people still don't understand lol XD

1) Without cb?
2) Boss in FC spawn 1h, im think.
Now chans: 0.5% with cb its 1% 100kills.
8 time maze opens 4 bosses 2spawns => 64kill
64% drop\one day its very more.

everything you said is wrong XD
 
Here's the answer guyz:

Let:
x - percentage of getting UG over a day
a - percentage of not getting a UG
b - number of times/tries per day

Solution:
If a = UG drop rate is 1% with CB on = 1 - 0.01 = 0.99
If b = 4 bosses * 8 per day = 32

x = 1 - a^b
x = 1 - 0.99^32
x = 0.2750 x 100
x = 27.50%

Solution:
If a = UG drop rate is 0.2% with CB on = 1 - 0.002 = 0.998
If b = 4 bosses * 8 per day = 32

x = 1 - a^b
x = 1 - 0.998^32
x = 0.0621 x 100
x = 6.21%

I vote for 0.1% UG drop rate so it will be just like kal per day.

reference: http://math.stackexchange.com/questions/469916/dice-probability-over-multiple-rolls
 
Here's the answer guyz:

Let:
x - percentage of getting UG over a day
a - percentage of not getting a UG
b - number of times/tries per day

Solution:
If a = UG drop rate is 1% with CB on = 1 - 0.01 = 0.99
If b = 4 bosses * 8 per day = 32

x = 1 - a^b
x = 1 - 0.99^32
x = 0.2750 x 100
x = 27.50%

Solution:
If a = UG drop rate is 0.2% with CB on = 1 - 0.002 = 0.998
If b = 4 bosses * 8 per day = 32

x = 1 - a^b
x = 1 - 0.998^32
x = 0.0621 x 100
x = 6.21%

I vote for 0.1% UG drop rate so it will be just like kal per day.

reference: http://math.stackexchange.com/questions/469916/dice-probability-over-multiple-rolls
Correct me if im wrong, if so check this http://math.stackexchange.com/quest...many-times-must-i-roll-a-dice-until-i-get-a-6
Google is your friend.
 
if you're using dice as reference then you're wrong.
we're not calculating how many times you get a 6... here there is an equal chance to get 5 ug's which is set at 0.5%
wind,rage.colo,soul,strike.
doesn't matter if we get same or different. just calculating percentage to get a ug to drop per day.
sorry but you just wasted time XD

in dice its 16.6% chance to roll a number. 1/6
and if you try again its 1/6 again.
but if you want for example to get the number 6 always. it will exponentially increase. so the chance to a 6 two times in a row will chance from 1/6 into 1/36 because you have to take into account the other possibilities.
which in your calculations you just ignored the other 4 UG XD

also in your calculation it shows that if drop rate increases of ug. the percentage to get ug in a day decreases. which is bonkers :p
so your formula is also wrong because it doesn't fit in this scenario XD

to explain in simple term
in dice to get a number is 16.6% chance. so if you add all the chances to get a number together you will reach 100%
but in the case of UG dropping. the chance to get a ug is 0.5% and if you add them all together its 2.5% since there's a total of 5 ug's.
i hope you understand where you went wrong :P

and back to topic 0.5% is the best rate. It's not some OP rate that is abuse-able. And compared to kals that have 5 chests at 1% and b2 at 7% drop chance. per dw. wont be inflated into the economy.
 
aw sh1t forgot about the other UG XD, well I don't know how many UG exactly so I just assumed it's one.
 
also in your calculation it shows that if drop rate increases of ug. the percentage to get ug in a day decreases. which is bonkers :p
so your formula is also wrong because it doesn't fit in this scenario XD
what do you mean by this? your statement is not clear.
 
aw sh1t forgot about the other UG XD, well I don't know how many UG exactly so I just assumed it's one.

but even then your formula is wrong XD
 
but even then your formula is wrong XD
why is that? Even the scenario is different the math principle always remains the same and applies to numerous applications.
 
also in your calculation it shows that if drop rate increases of ug. the percentage to get ug in a day decreases. which is bonkers :p
so your formula is also wrong because it doesn't fit in this scenario XD
What you mean by this is that when I increase the drop rate of UG the result per day will decrease?
If so then you're wrong, I just tested it now to increase by 5% or any higher and it does increase. XD
 
why is that? Even the scenario is different the math principle always remains the same and applies to numerous applications.

math is not my strong point XD but you are comparing to dice, which is not right here. i think :P
 
but i guess if we use your calculation at 0.5% with cb effect. we get 27.5% for 1 ug.
multiply that by 5 and you reach near 140%

meaning one boss really has a chance to drop one ug per day. It can be from fc ds or dw.

so i don't see the point in making it 0.1% when 0.5% hardly gives any return anyway XD
 
but i guess if we use your calculation at 0.5% with cb effect. we get 27.5% for 1 ug.
multiply that by 5 and you reach near 140%

meaning one boss really has a chance to drop one ug per day. It can be from fc ds or dw.

so i don't see the point in making it 0.1% when 0.5% hardly gives any return anyway XD
you don't multiply the result but this:

If a = UG drop rate is 0.005 * 5 = 0.025 * 2 CB on = 0.05 = 1 - 0.05 = 0.95
If b = 4 bosses * 8 per day = 32

x = 1 - a^b
x = 1 - 0.95^32
x = 0.8062 x 100
x = 80.62%
 
Dice or not the principle is the same lol.

The principle might be right but the reason to use 0.1% still not clear.
we are trying to revive pk and the server essentially.
if drop rate is at 0.1% then you're trying to say that only 1 boss will drop one ug after 3days of bossing every boss.
which will just lead us to where we are now and that bosses are not even touched anymore. because they have no value
 
you don't multiply the result but this:

If a = UG drop rate is 0.005 * 5 = 0.025 * 2 CB on = 0.05 = 1 - 0.05 = 0.95
If b = 4 bosses * 8 per day = 32

x = 1 - a^b
x = 1 - 0.95^32
x = 0.8062 x 100
x = 80.62%

even here you're saying that on 0.5% drop rate and cb effect used on every boss the chance to get one ug to drop will take 2 days.
i mean 2 days of bossing to get one ug and then share with people who attend.
we should really keep it at 0.5% since any lower will just mean people wont care to go anymore.

to be honest if your math is right the drop rate should really be increased since 0.5% seems very little now :(
 
The principle might be right but the reason to use 0.1% still not clear.
we are trying to revive pk and the server essentially.
if drop rate is at 0.1% then you're trying to say that only 1 boss will drop one ug after 3days of bossing every boss.
which will just lead us to where we are now and that bosses are not even touched anymore. because they have no value
yeah you have a point but then try to put yourself to other people shoes(correct my idiom XD)(weak guilds, inactive guild, non-maller, medium maller)
and tell me what you think.
 
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