Icecold2099 wrote: » My point is that the 3% chance of BW evading is on a single item. So the sample size is 1 so it's either going to happen or not going to happen, but there is no way to predict how often it does happen or not happen because each sample size is only 1.
Kabam Miike wrote: » Hey OP, This looks normal to me, unless I'm missing something. 3% Chance to Evade per hit does not mean she will only evade 3 out of 100 attacks, or even a guarantee that she would evade 1 in 1000. This is not how probability works. With a 3% chance per attack, there's a slim chance that you could throw 100 attacks, and she could evade each and every one of them. It's best not to treat Black Widow like a Champion that can't evade. This is something I see come up a lot, but treat her the same way you treat Spider-Man, or Nightcrawler. Champions that can suppress Ability Accuracy, or negate Evasion (Ice-Man!) are great choices. I know that this isn't always possible in Dungeons, however, as you have your team of 3 and can't spy ahead.
Verzz wrote: » DNA3000 wrote: » Icecold2099 wrote: » My point is that the 3% chance of BW evading is on a single item. So the sample size is 1 so it's either going to happen or not going to happen, but there is no way to predict how often it does happen or not happen because each sample size is only 1. I'm afraid this is mathematical gibberish. The actual *definition* of "percent chance to occur" is value that is congruent to the average occurrence rate taken asymptotically over sufficiently large sets. In other words, you cannot simultaneously say that an event actually has a percent chance to occur and also say there's no calculable average rate of occurrence. That defies the definition of "chance," and "average." To state this in a more practical way, when a game developer makes an event have a "3%" trigger, they mean they are using a PRNG to generate a value such that three times out of a hundred that value meets a certain criteria. And the way PRNGs themselves are created and tested mathematically is by generating large amounts of output and testing to see if the distribution of values meets certain criteria. "No bias" is one of those criteria, meaning if you generate values intended to pass a certain criteria 3% of the time, over long enough runs the generator will always do so within statistically defined margins for error. Which means when a game developer says a single event has a 3% chance to occur in his or her game, they *mean* that if this situation is observed a large number of times the event will occur in 3% of those situations, plus or minus a statistical deviation that gets proportionately smaller as the number of observations increases. That is the definition of "statistical average." Thank you for explaining it better than I could ever. I felt like bashing my head against a piano at points here trying to explain it.
DNA3000 wrote: » Icecold2099 wrote: » My point is that the 3% chance of BW evading is on a single item. So the sample size is 1 so it's either going to happen or not going to happen, but there is no way to predict how often it does happen or not happen because each sample size is only 1. I'm afraid this is mathematical gibberish. The actual *definition* of "percent chance to occur" is value that is congruent to the average occurrence rate taken asymptotically over sufficiently large sets. In other words, you cannot simultaneously say that an event actually has a percent chance to occur and also say there's no calculable average rate of occurrence. That defies the definition of "chance," and "average." To state this in a more practical way, when a game developer makes an event have a "3%" trigger, they mean they are using a PRNG to generate a value such that three times out of a hundred that value meets a certain criteria. And the way PRNGs themselves are created and tested mathematically is by generating large amounts of output and testing to see if the distribution of values meets certain criteria. "No bias" is one of those criteria, meaning if you generate values intended to pass a certain criteria 3% of the time, over long enough runs the generator will always do so within statistically defined margins for error. Which means when a game developer says a single event has a 3% chance to occur in his or her game, they *mean* that if this situation is observed a large number of times the event will occur in 3% of those situations, plus or minus a statistical deviation that gets proportionately smaller as the number of observations increases. That is the definition of "statistical average."
DNA3000 wrote: » Verzz wrote: » DNA3000 wrote: » Icecold2099 wrote: » My point is that the 3% chance of BW evading is on a single item. So the sample size is 1 so it's either going to happen or not going to happen, but there is no way to predict how often it does happen or not happen because each sample size is only 1. I'm afraid this is mathematical gibberish. The actual *definition* of "percent chance to occur" is value that is congruent to the average occurrence rate taken asymptotically over sufficiently large sets. In other words, you cannot simultaneously say that an event actually has a percent chance to occur and also say there's no calculable average rate of occurrence. That defies the definition of "chance," and "average." To state this in a more practical way, when a game developer makes an event have a "3%" trigger, they mean they are using a PRNG to generate a value such that three times out of a hundred that value meets a certain criteria. And the way PRNGs themselves are created and tested mathematically is by generating large amounts of output and testing to see if the distribution of values meets certain criteria. "No bias" is one of those criteria, meaning if you generate values intended to pass a certain criteria 3% of the time, over long enough runs the generator will always do so within statistically defined margins for error. Which means when a game developer says a single event has a 3% chance to occur in his or her game, they *mean* that if this situation is observed a large number of times the event will occur in 3% of those situations, plus or minus a statistical deviation that gets proportionately smaller as the number of observations increases. That is the definition of "statistical average." Thank you for explaining it better than I could ever. I felt like bashing my head against a piano at points here trying to explain it. It helps if you realize that when Kabam says that BW has a 3% chance to evade, that literally means that somewhere there's an Excel spreadsheet that someone put a "3" in a particular cell (or more likely a 0.03). And why they put that three there is because they wanted a three out of a hundred *average* rate, and 3% *chance* gives that 3% *average rate* with statistical random variation. So while it isn't strictly speaking mathematically true that the two statements are identical in meaning, as far as game content development is concerned they are essentially synonymous. It can be frustrating, but even the game developers get this wrong. Crystal odds in the game are described as "drop rates" but those are actually "drop odds." Those two phrases mean subtly but fundamentally different things, and the phrase the game uses is the wrong one. If the game said "statistical average drop rates" that would be correct, but also very long. Drop odds is the correct term.
Verzz wrote: » Obviously if your sample size is one, it is either going to happen once or zero times if that is what you are asking
Helicopter_dugdugdug wrote: » DNA3000 wrote: » Verzz wrote: » DNA3000 wrote: » Icecold2099 wrote: » My point is that the 3% chance of BW evading is on a single item. So the sample size is 1 so it's either going to happen or not going to happen, but there is no way to predict how often it does happen or not happen because each sample size is only 1. I'm afraid this is mathematical gibberish. The actual *definition* of "percent chance to occur" is value that is congruent to the average occurrence rate taken asymptotically over sufficiently large sets. In other words, you cannot simultaneously say that an event actually has a percent chance to occur and also say there's no calculable average rate of occurrence. That defies the definition of "chance," and "average." To state this in a more practical way, when a game developer makes an event have a "3%" trigger, they mean they are using a PRNG to generate a value such that three times out of a hundred that value meets a certain criteria. And the way PRNGs themselves are created and tested mathematically is by generating large amounts of output and testing to see if the distribution of values meets certain criteria. "No bias" is one of those criteria, meaning if you generate values intended to pass a certain criteria 3% of the time, over long enough runs the generator will always do so within statistically defined margins for error. Which means when a game developer says a single event has a 3% chance to occur in his or her game, they *mean* that if this situation is observed a large number of times the event will occur in 3% of those situations, plus or minus a statistical deviation that gets proportionately smaller as the number of observations increases. That is the definition of "statistical average." Thank you for explaining it better than I could ever. I felt like bashing my head against a piano at points here trying to explain it. It helps if you realize that when Kabam says that BW has a 3% chance to evade, that literally means that somewhere there's an Excel spreadsheet that someone put a "3" in a particular cell (or more likely a 0.03). And why they put that three there is because they wanted a three out of a hundred *average* rate, and 3% *chance* gives that 3% *average rate* with statistical random variation. So while it isn't strictly speaking mathematically true that the two statements are identical in meaning, as far as game content development is concerned they are essentially synonymous. It can be frustrating, but even the game developers get this wrong. Crystal odds in the game are described as "drop rates" but those are actually "drop odds." Those two phrases mean subtly but fundamentally different things, and the phrase the game uses is the wrong one. If the game said "statistical average drop rates" that would be correct, but also very long. Drop odds is the correct term. But any normal person can understand what they mean by drop rate ...
Icecold2099 wrote: » The OPs point, to my understanding, is how BW 3% chance to evade triggers at a seemingly higher percentage. Then another poster stated that a 3% chance she should evade about once every 33 attacks.
winterthur wrote: » I am 'found' and I am lost. Let's change the evade % to 97 instead of 3. How should the fight work out?
PolarisCV wrote: » Also worth mentioning that 12 of those 33 hits came while she was stunned. So evaded 3 times out of 21 hits (including multi hit specials). Roughly 14%
Icecold2099 wrote: » Verzz wrote: » Obviously if your sample size is one, it is either going to happen once or zero times if that is what you are asking . If this is your prediction of something with a 3% chance happening then i guess you're correct, you can predict it. It's going to happen once or zero times. I think you're under the impression that i don't understand what 3% is and how it correlates into the chance for something. That's not correct, i understand that just fine. You're also taking the 3% probability and using that as a determination that it equals about 1/33. This is a correct conversion of decimal to fraction, but has no barring on the discussion. The OPs point, to my understanding, is how BW 3% chance to evade triggers at a seemingly higher percentage. Then another poster stated that a 3% chance she should evade about once every 33 attacks. I think the issue is that you don't understand that, regarding BW chance to evade, the sample size is 1. So you can't predict if she is going to evade that one attack or not. Let's say she does evade that attack though, that does not give you any information or indication if she is going to evade the next attack or not. Hence, you cannot predict it. You can, however, take an educated risk that because there is a 97% chance she is not going to evade she probably won't, but you absolutely cannot say with certainty that she will or will not evade any given attack. It does not translate into her evading about once every 33 attacks. If you still don't understand that, having played the game, watched the OPs video of the game, read others accounts of the game, then you're just not going to understand it.
Icecold2099 wrote: » Based on @DNA3000 clarification of what they meant, I can see how what they were saying makes sense if they were basing it on what the mentioned regarding excel spreadaheets. I also am not a game designer and was under the impression that to program a 3% chance of something happening when something else occurs it was just something like "if this, then this at 3%" or whatever. So that everytime BW is attacked, while not stunned, there is basically an electonic roll of the dice deciding if the evade is going to happen or not. And thats not something that is predictable.
Verzz wrote: » Ok this is coherent. Let’s agree on this. I agree that nobody can tell with 100% certainty on any sample size of one that has any random chance for more than one outcome.
winterthur wrote: » Verzz wrote: » Ok this is coherent. Let’s agree on this. I agree that nobody can tell with 100% certainty on any sample size of one that has any random chance for more than one outcome. Sinking into quicksand. What is the difference then if the evade is 97%? If confined to per hit, it should be yes or no only, 50%, no?
DNA3000 wrote: » winterthur wrote: » Verzz wrote: » Ok this is coherent. Let’s agree on this. I agree that nobody can tell with 100% certainty on any sample size of one that has any random chance for more than one outcome. Sinking into quicksand. What is the difference then if the evade is 97%? If confined to per hit, it should be yes or no only, 50%, no? Just because there are only two possibilities, doesn't mean they are equally likely. There are only two possibilities, Sun comes up tomorrow, Sun doesn't come up tomorrow. But that's not 50%. ... But to summarize, "odds" or "probability" is a way to express the fact that we don't know exactly what will happen, but we do know *something* about what will happen. We don't know if Black Widow will evade the next attack or not, but are aren't completely ignorant about the situation. We know it is far more likely that the attack won't be evaded than it will. The odds are just the numbers-way of expressing that knowledge with precision.
winterthur wrote: » DNA3000 wrote: » winterthur wrote: » Verzz wrote: » Ok this is coherent. Let’s agree on this. I agree that nobody can tell with 100% certainty on any sample size of one that has any random chance for more than one outcome. Sinking into quicksand. What is the difference then if the evade is 97%? If confined to per hit, it should be yes or no only, 50%, no? Just because there are only two possibilities, doesn't mean they are equally likely. There are only two possibilities, Sun comes up tomorrow, Sun doesn't come up tomorrow. But that's not 50%. ... But to summarize, "odds" or "probability" is a way to express the fact that we don't know exactly what will happen, but we do know *something* about what will happen. We don't know if Black Widow will evade the next attack or not, but are aren't completely ignorant about the situation. We know it is far more likely that the attack won't be evaded than it will. The odds are just the numbers-way of expressing that knowledge with precision. Thanks for replying. Just amused that you use the sun as an example. I was thinking if the sun rises ... wait the Sun is in a 'fixed' position?
Anyway, my view (or understanding) is that over large data, the 'averages' is x%. So, if there is 'inconsistent' occurrences, then something else is in the game mechanic (a bug?)? Is this correct?
Welderofortune wrote: » So what Kabamike is saying is that a champ with 97% chance to cause bleed on every hit could go 100 hits without causing a bleed once as the odds do not matter according to his post so what is the point of posting them if they are not verifiable. If someone could post a summoner with a black widow as profile I'll run thru five duels and keep track of evades and hits, if a couple of us would do that we should get a pretty large sample size, and possibly put the matter to rest.