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Chance of potential for crafting belts.
#1
Hello everyone,

I've been crafting stuff since professions came out and I've always wondered about rates for potential and stuff like that. Then last weekend I decided to finally do a little experiment. Below is the link for 1000 sharp green leather belts. Since statistics is not my best subject I'll leave you guys to do the hardcore stuff.

https://docs.google.com/spreadsheet/ccc?...19DV09TZXc

Edit: I forgot to include details XD. This was done on mules with level 1 crafting. I don't know if that's relevant to chance for potential or not. Also I noticed that every time I got a "Cool" when crafting the belt came out with potential. Whenever I got "Good" it was without potential. "So so" was the one that confused me because I've had it come with and without potential.
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#2
Goes along with what I thought the rates were. When I craft, I get items with potential approx. 25% of the time.
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#3
Well is not that difficult to calculate... if after crafting 1000 there are 226 belts whit potential...

1000=100%
226=22.6%

if i am correct, the chances are 22.6%?

CrazyForDex Wrote:Goes along with what I thought the rates were. When I craft, I get items with potential approx. 25% of the time.

pretty close to 25%
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#4
DarkForgeJ Wrote:Well is not that difficult to calculate... if after crafting 1000 there are 226 belts whit potential...

1000=100%
226=22.6%

if i am correct, the chances are 22.6%?

Should be.

Check out binomial for a probability though.

.25, 1000, 226 go into the boxes -> about a 3.5% chance of this occurring if that's the true underlying probability. (you want cumulative P(X<226) to be as close to 50% as possible, really)



Another way of looking at it:
In 1000 trials, 203 were rare. (just about 20%)
23 were epic (near 2%)

I'd say it's plausible you have a 20% chance of rare, 2% chance of epic, 0.2% chance of unique...
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#5
Kinda sad, You'd expect at least one or two uniques after 1,000 belts.. lol
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#6
Stereo Wrote:Should be.

Check out binomial for a probability though.

.25, 1000, 226 go into the boxes -> about a 3.5% chance of this occurring if that's the true underlying probability. (you want cumulative P(X<226) to be as close to 50% as possible, really)



Another way of looking at it:
In 1000 trials, 203 were rare. (just about 20%)
23 were epic (near 2%)

I'd say it's plausible you have a 20% chance of rare, 2% chance of epic, 0.2% chance of unique...

I am 15 years old and i was like this for 1 minute

[Image: tumblrlyzi8tqppt1qf2qhh.jpg]

The good thing is that google traduced that for me...
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#7
Yeah I was also hoping for 1 or 2 uniques but the numbers don't lie. I'm going to be making another 1000 so hopefully we can get an idea of the chance of unique.
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#8
I'll be mass producing belts myself soon, so I can do something similar to contribute.
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#9
Darkstars Wrote:Yeah I was also hoping for 1 or 2 uniques but the numbers don't lie. I'm going to be making another 1000 so hopefully we can get an idea of the chance of unique.

Reforging almost doubles the odds - every rare belt you make after the first can be fused to get another chance at unique potential.

Plus, you can fuse the non-potential belts for a ~1 in 5 chance at hidden pot the second time around.

In the end, I believe you have about a 1 in 500 chance of getting a unique item.

You need a second character with item fusing to do that, though, since you can't craft and fuse on the same char.
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#10
I'm actually working on fusing all the belts now but there are a lot of them XD. I'll be doing another run next week once my midterms are done. Hopefully I can get an idea of unique rates then.
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#11
If it's lvl 40 belts, craft and fuse them on a cannoneer. There is no need to lvl any profession so that shouldn't be too much of a hassle.
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#12
in hindsight, i kind of regret not tracking this info cuz ive probably made like 8k belts.

will remember this thread next time i go on a belt spree.
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