90% crit chance

>90% crit chance
>doesn't crit

Attached: jump.jpg (960x1280, 364K)

Soul vs soulless

Why are crit builds so cool?

those are some dry ass lips bitch drink some water

>drop rate is 1/100
>doesn't drop after 100 tries

Attached: 1556069180881.jpg (1646x1242, 1.58M)

>playing WoW
>farming for mount
>drop rate is 1/100
>doesn't drop after 100 kills
>open a GM ticket and complain that the game is broken
>tell him that 1% * 100 = 100%
>he says it doesn't work like that
>call him an idiot
>get banned

Fucking Blizzard

>90% is guaranteed
Retard

crit or miss
i guess i never crit huh

Right in the feels...

if you think thats how it works youre retarded

1% * 100 = 100%

What's so hard to understand? Did you fail math at school?

Attached: A96F233E-AC93-4930-8990-467ED0335392.jpg (400x286, 23K)

We’ve got a winner here

Attached: 2633DE7F-5FFF-4AE9-9161-7203676E313C.jpg (240x240, 7K)

My bad user. I concede.

It makes perfect sense now

Attached: 1556066365584.jpg (164x152, 5K)

Where is that implied?

90% hit rate
4/5 miss
Fuck FFXIV gathering

Attached: C9yis6DXYAA3WZd.jpg (228x211, 11K)

>99.9 repeating % chance to hit
>miss
uhh.....

>use skill that attacks twice, one hit is a guaranteed crit, while the other has a 50% of critting
>"okay, I guess I'm doing double crits 50% of the time, nice"
>I'm actually only doing double crits ~30% of the time

Attached: 4bb.png (900x900, 487K)

A lot of devs talk about this, saw a presentation with Tim Cain a while back where he picked up on it.
If a guy doesn't get a 1/8 drop after killing 8 dudes he'll get angry about it, regardless of whether or not he's a retard that doesn't understand probability. At the same time having everything eighth kill be a guaranteed drop is just as underwhelming - it turns everything into a WoW kill X creatures quest.
What he suggested (and is likely already implemented in many games) is a ramping probability that increases for every unsuccessful kill, so that on average something will still drop 1/8 times but it would be almost impossible to kill 16 or more without a single drop at the cost of having the first few kills be closer to 1/10 chance of dropping.
Seems like a good solution to me.

she has a picture with hairy armpits. can't find her old website.

that prng style ramp up is boring though, because you'll never be surprised by an early drop
better to have the ramp-up only start after the nth kill (in a kill n quest)

its not .9 repeating if you miss

It should be like this desu. It's a game incels, it doesn't have to make mathematical sense.

>99,5% hit
>Miss...miss...miss
???

then it would be 100%

legit proud of you user, retards in my elementary number theory class couldnt prove .9 repeating = 1

Every time a gamedev makes this compromise, the mathlets become ever more vindicated and obstinate. It's a lost cause by now, fucking cowards.

I always chalk it up to the game's RNG machine being broke or something

"never" is a bit of a tall claim
you really don't have to reduce the early probabilities that much when ramping late ones because the late ones only come into play when you are unsuccessful.
It's not like it's going from one in a million up to 100% in 10 kills, it's more like going from 1/8 up to 1/2

That's the point he's trying to make: you aren't trying to increase the probability of a drop, you are trying to asymmetrically reduce the standard deviation in kill requirements

Mobs have their own evasion stat. Your 99.5% is getting reduced to a much lower number.

Tha't's because 90% is still less than 100% you fucking moron.

Ditto, brother.

Attached: 1555626897516.jpg (882x960, 150K)

>it's a computer program incels, it doesn't have to make mathematical sense

what a gross woman

So this is why hit cap in wow and similar games was that necessary?

I don't know why, but I'll bite.
3/3=1.000

1/3=0.333...
2/3=0.666...
3/3=0.999...

Crits usually have cool animations.