I'm trying to crunch numbers on the likelihood of getting a specific piece of raid gear to drop over numerous clears.
In this example, I am still missing the Warlock gauntlets on Crown of Sorrow after 8 clears, most of which included challenges.
There are 5 drops per raid (including challenge) with a total loot table of 9 pieces including weapons.
That means you have a 1 out of 9 (or 11%) chance of getting the drop you want per encounter. I have roughly 35 different chests with an 11% chance on each one.
The formula I found online suggests that, in order to calculate the odds of LOSING, you multiply the losing chance with itself 35 times, so:
0.89^35 (89% to the power of 35).
If my math is right, that means that there was only a 1.7% chance that I would NOT have gotten the gauntlets after 8 clears. Those are very low odds, and yet here I am.
So this begs the question..... do we think that Bungie lowers the drop rate on missing pieces of gear to increase weekly player engagement? These types of situations, at least from my perspective, seem to be MUCH more common among players than what my math would suggest. And knowing Bungie and their addictive psychology schemes, I wouldn't be surprised if they were withholding drops to get players to clear more raids.
What do you think?
-
由RunicZephyr編輯: 7/2/2020 7:35:01 PMwhich raid was it because I have almost every drop from all the raids aside from garden and I haven't don't any of them more than 2-3 times aside from Last wish but my friends hate me for my luck so I don't know...
-
1. What you're trying to calculate is probability not chance. 2. What you actually calculated was the probability that you would get any specific item only once. As in you did eight raids and only ever got one helmet. The chance of getting any specific item is as you said 11% for each encounter. It will always be 11% no matter how many raids you do. Probably on the other hand will increase for every encounter you complete.
-
While your math (on the surface) seems fine, you also aren’t factoring in things (which may/may not alter percentages) such as but not limited to: the chest may not drop at each encounter, some items may be weighted higher/lower for drop chances, and the various rolls an item could have.