Forum Discussion
Corran80
4 years agoNew Spectator
In this example I will use a sample of 600 players for simple math.
12 guilds, 600 players
Let’s put the players in 3 groups. All even amounts of players (200 in each)
No chance of beating it but can attempt
50% chance of beating it
100% chance of beating it
Overall before the bug let’s say 300 couldn’t beat it for easy maths sake. 50% win ratio out of all players.
After the bug, let’s say 300 still beat it, but some of the no chance group moved up (due to improvements)to 50% chance, and some moved up to 100% chance. Making the no chance group at 100 players, 200 in the 50% chance, and 300 in the 100% chance.
So 100 still can’t beat it, 50% of the 200 could before but the chances lowered due to the bug, and the 100% chancers as well had less of a chance.
If the data truly didn’t change, then 300 people still beat it. This means that the middle and upper group had a harder time. Before they had a combined success rate of 75%(ish). 300 beat it out of 400 possible.
Now they had a success rate of 60%(ish). 300 beat it out of 500 possible.
So the overall success numbers stayed the same, but the completion percentage dropped roughly 15%.
This is all very rough math, based on a small sample and some assumptions of improvement, but at the end of the day, if you have a group of people who completed x amount of times before the bug, and x-y(the unknown amount of failures) amount of times after the bug, but the overall amount of successes remained the same, then the only thing that could possibly have changed is the amount of people increasing their roster or getting better RNG.
This bug only hurts the people who have actively been beating it or improving.
So again for simple math, let’s say the average guild gets 35 KAM shards.
The difference of 15% win ratio would mean that a 5-6 KAM shard “make good” per bugged TB would be mathematically acceptable.
12 guilds, 600 players
Let’s put the players in 3 groups. All even amounts of players (200 in each)
No chance of beating it but can attempt
50% chance of beating it
100% chance of beating it
Overall before the bug let’s say 300 couldn’t beat it for easy maths sake. 50% win ratio out of all players.
After the bug, let’s say 300 still beat it, but some of the no chance group moved up (due to improvements)to 50% chance, and some moved up to 100% chance. Making the no chance group at 100 players, 200 in the 50% chance, and 300 in the 100% chance.
So 100 still can’t beat it, 50% of the 200 could before but the chances lowered due to the bug, and the 100% chancers as well had less of a chance.
If the data truly didn’t change, then 300 people still beat it. This means that the middle and upper group had a harder time. Before they had a combined success rate of 75%(ish). 300 beat it out of 400 possible.
Now they had a success rate of 60%(ish). 300 beat it out of 500 possible.
So the overall success numbers stayed the same, but the completion percentage dropped roughly 15%.
This is all very rough math, based on a small sample and some assumptions of improvement, but at the end of the day, if you have a group of people who completed x amount of times before the bug, and x-y(the unknown amount of failures) amount of times after the bug, but the overall amount of successes remained the same, then the only thing that could possibly have changed is the amount of people increasing their roster or getting better RNG.
This bug only hurts the people who have actively been beating it or improving.
So again for simple math, let’s say the average guild gets 35 KAM shards.
The difference of 15% win ratio would mean that a 5-6 KAM shard “make good” per bugged TB would be mathematically acceptable.
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