My Alt Rarely Crits (And So Do You!)
Posted: Mon Nov 27, 2017 9:43 pm
Hello,
While waiting last night for the reset that never came, I engaged in one of my favorite pasttimes, conducting experiments of the game's mechanics. This time around, I sought to explore critical hits, and perhaps gain insight into the effectiveness of the ability. The conclusions were... disappointing.
The experiment was simple: for three different crit abilities, I auto hit a training dummy many times, recording each regular hit as a 0, and each crit hit as a 1. This is known as a binomial distribution. From the data, we can determine confidence intervals (the range of values that the true average is likely within) to see how the rate differs between different levels of the ability.
The results follow:
Critical Strike Ability: 1172
# of Trials: 600, Crits: 50
95% Confidence Interval: [.061 to .106] (avg: .083)
Critical Strike Ability: 2265
# of Trials: 600, Crits: 49
95% Confidence Interval: [.060 to .104] (avg: .082)
Critical Strike Ability: 2968
# of Trials: 600, Crits: 48
95% Confidence Interval: [.058 to .102] (avg: .080)
Critical Skills Ability: 2230
# of Trials: 600, Crits: 50
95% Confidence Interval: [.061 to .106] (avg: .083)
[It seems Crit Skills and Crit Strike follow the same crit rates, as expected]
Now, to put these results into words, there is no discernable difference between a level 1172 crit strike ability and a level 2968 crit strike ability (p-value = .833, using 2-Prop Z-Test).
Why? Is this a mistake on OTM's end? Did an intern forget to look back at the "TODO: Replace .08 with the Crit Strike Formula"? Is it intentional that there is no statistical difference between my level 110 alt's ability to crit and an endgame player's?
It does seem rather odd that maxing such a valued ability, or using high-end fishing rings, results in non-existent gain. What do you think?
While waiting last night for the reset that never came, I engaged in one of my favorite pasttimes, conducting experiments of the game's mechanics. This time around, I sought to explore critical hits, and perhaps gain insight into the effectiveness of the ability. The conclusions were... disappointing.
The experiment was simple: for three different crit abilities, I auto hit a training dummy many times, recording each regular hit as a 0, and each crit hit as a 1. This is known as a binomial distribution. From the data, we can determine confidence intervals (the range of values that the true average is likely within) to see how the rate differs between different levels of the ability.
The results follow:
Critical Strike Ability: 1172
# of Trials: 600, Crits: 50
95% Confidence Interval: [.061 to .106] (avg: .083)
Critical Strike Ability: 2265
# of Trials: 600, Crits: 49
95% Confidence Interval: [.060 to .104] (avg: .082)
Critical Strike Ability: 2968
# of Trials: 600, Crits: 48
95% Confidence Interval: [.058 to .102] (avg: .080)
Critical Skills Ability: 2230
# of Trials: 600, Crits: 50
95% Confidence Interval: [.061 to .106] (avg: .083)
[It seems Crit Skills and Crit Strike follow the same crit rates, as expected]
Now, to put these results into words, there is no discernable difference between a level 1172 crit strike ability and a level 2968 crit strike ability (p-value = .833, using 2-Prop Z-Test).
Why? Is this a mistake on OTM's end? Did an intern forget to look back at the "TODO: Replace .08 with the Crit Strike Formula"? Is it intentional that there is no statistical difference between my level 110 alt's ability to crit and an endgame player's?
It does seem rather odd that maxing such a valued ability, or using high-end fishing rings, results in non-existent gain. What do you think?