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I think this concept deserves it's own thread lol
If we can find out how it works, there are so many things we can do.
I for one am going to stalk people while they're cubing and use my cubes when theirs goes unique.
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Blades4hire Wrote:I think this concept deserves it's own thread lol
If we can find out how it works, there are so many things we can do.
I for one am going to stalk people while they're cubing and use my cubes when theirs goes unique.
This is definitely what I'm doing.
Wonder if it's same on all servers, or independent?
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While this is a pretty ballzy theory, you're gonna need a TON more data to actually prove this can actually happen. I mean people can easily just say it's total RNG or just a coincidence especially when you have to consider that hundreds / thousands of players cube daily.
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Dark Link Wrote:While this is a pretty ballzy theory, you're gonna need a TON more data to actually prove this can actually happen. I mean people can easily just say it's total RNG or just a coincidence especially when you have to consider that hundreds / thousands of players cube daily.
It'd be basically impossible to prove it, short of going to the nexon servers and putting a data-monitoring device on cubing and gaching over periods of time.
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Raul Wrote:It'd be basically impossible to prove it, short of going to the nexon servers and putting a data-monitoring device on cubing and gaching over periods of time.
Well I know that, but I mean like having multiple people cube at the same time to try and provide something. At least further help the theory.
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Fenne Wrote:It means that if you know how it works, you can manipulate it heavily in your favor. People on my buddy list always laugh when they see me scream CUBE NOW CUBE NOW. And then stop laughing when their pomegranate turns unique on the first try f3 Pretty sure you're full of pomegranate. Most RNG algorithms ARE based on time, but use milliseconds as the seed.
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Okiesmokie Wrote:Pretty sure you're full of pomegranate. Most RNG algorithms ARE based on time, but use milliseconds as the seed.
>Most
>Nexon.
I see plenty of room to wiggle in your line of thinking sir.
Gross assumptions aside.
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Okiesmokie Wrote:Pretty sure you're full of pomegranate. Most RNG algorithms ARE based on time, but use milliseconds as the seed.
mfw two criticals are always the same damage.
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Locked Wrote:mfw two criticals are always the same damage.
Paladin Blast too good as well.
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Knowing Nexon, they'd probably do something lazy like rely on your computer's internal clock to seed the RNG.
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Fenne Wrote:It means that if you know how it works, you can manipulate it heavily in your favor. People on my buddy list always laugh when they see me scream CUBE NOW CUBE NOW. And then stop laughing when their pomegranate turns unique on the first try f3
I call BS. How can you predict a random number generator unless you have a supercomputer with advanced informatics on it, and even then.
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Veneni Wrote:I call BS. How can you predict a random number generator unless you have a supercomputer with advanced informatics on it, and even then.
There's a difference between predicting and manipulating.
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RNG... reminds me of pokémon... Though it would be a pain to gather all the data for it...
Still I wish I!! was a lucky guy...
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If you take pictures whenever your item goes epic/unique, you can always check when exactly you took that picture. Just sayin'.
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Locked Wrote:mfw two criticals are always the same damage. Two criticals of what?
All that means is they are calculated at the same time using the same seed, probably in the same block of code.
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Okiesmokie Wrote:Two criticals of what?
All that means is they are calculated at the same time using the same seed, probably in the same block of code.
use any 4 hit technique, get a crit on the first hit, it matches the 4th hit around 50% of the time.
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ShinkuDragon Wrote:use any 4 hit technique, get a crit on the first hit, it matches the 4th hit around 50% of the time. Yeah exactly, all that means is that nexon doesn't re-seed the critical hit damage when it does calculations.
If they used seconds as the seed, all hits would be the same damage.
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Maple damage uses 6 random numbers per attack (it puts them in an array, passes them along to the code for damage display). Each time it needs a random number, it advances once in the array, then loops back to the start once it's at the end.
If 2 crits happen to choose the same of those 6, they'll do the same damage.
Those numbers are used for everything to do with the attack - which make some more likely than others to exhibit the behavior. If the skill applies status effects, or has a chance to 1hko, then you end up with 4-5 different random inputs for each hit. In the case of Blast, the result is that it uses the same 6 random inputs for each hit: and they all do the same damage.
- base damage
- chance to crit
-- if it crits, the percent of the crit bonus
- etc.
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Oh man this is intriguing...Science!
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Fenne Wrote:Yep, i've suspected for a while that the ms RNG uses a positive/negative seed based on time. This is why you see several people gach rare items at once, and can cube 100 times and get crap later on. So that's why when you hunt and get an equip, in the next few seconds you will get another equip too and so on, until the variable changes...
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