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Thread: magic find

  1. #21
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    Too many numbers.
    GW2 is not item based. Who cares about items?!
    *hides in shadows giggling*

  2. #22
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    Quote Originally Posted by Beren Iluthiel View Post
    Too many numbers.
    GW2 is not item based. Who cares about items?!
    *hides in shadows giggling*
    Yeah, they should call it "skin find".
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  3. #23
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    Quote Originally Posted by Alaris View Post
    Yeah, they should call it "skin find".
    That is what Blizzard should have called it; next to ear collecting, skin finding sounds awesome.
    "Purged in death's shadows, Necromancy wails anew, Life that is breathless."

  4. #24
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    You search the corpse.

    You find internal organs.

    ...

    ...

    What did you expect?
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  5. #25
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    Quote Originally Posted by harniq View Post
    1/ That's how it works in virtually every other game, such as diablo2 and sacred
    2/ significance has nothing to do with this. I can prove that in 2 ways:
    2.a/ 3 MF runes give you a 6% increase in MF, over time giving 6% more items. So even if your position that statistic significance had any relevance, using MF would be significant.
    2.b/ statistical significance is used to prove an unknown correlation in empirical testing. If repeated empirical testing shows a 5% level of significance, correlation is proven. However in this case proving is not necessary as the conclusion follows directly from the formula. No empirical testing required.
    2.b.I/ empirical testing of the known formula would require significance, in which case a 1% MF would a total drop chance of 1.01 times the standard drop chance. In this case a consistent range of 1.0095 to 1.015 times more magic drops would be significant. By farming the same mob a million times this could very easily be proven, and the increased drops would not be due to random chance.

    So don't mix up percentages. In this case we're talking about drop chance, magic find and significance which are all percentages yet mean something different entirely.
    The magic find in Diablo is very complicated. The way their item tiers are set up, it's absolutely nothing like anything we can imagine the MF in GW would be. That's why you get people running up to 1000% MF in D2. You can't just say "that's the way it always is." If that's where you got your info on what MF in GW2 does, then it's not necessarily correct. There are any number of ways that you can make MF work in terms of game mechanics. Do you have a source, or was that your best guess?

    My point about the percentage not being statistically relevant is that it's so small you won't notice a difference, even over seven years of playing GW2. It's so small that it would be akin to random chance, and many people with no MF at all would be getting drastically better drops than someone with 5% MF.

    So, it was a joke, but because it's also true, I think the way you are guessing MF works in GW2 is probably inaccurate.

  6. #26
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    People are terrible at evaluating frequencies. Which is why statisticians exist. And science. And then we ignore their findings if it conflicts with our experience.

    Roflmao at people being able to tell the difference with and without magic find.
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    Quote Originally Posted by Alaris View Post
    Yeah, they should call it "skin find".


    I think I will have to use that term from now on. It is funny and slightly naughty, my favorite combination.

  8. #28
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    Quote Originally Posted by Alaris View Post
    People are terrible at evaluating frequencies. Which is why statisticians exist. And science. And then we ignore their findings if it conflicts with our experience.

    Roflmao at people being able to tell the difference with and without magic find.
    Yeah but... if people are saying they noticed a difference, I'm going to assume that it is an added percent and not a multiplied one (meaning that there will probably be a cap under 100% so that magic items don't ALWAYS drop). At least until I get the chance to test it myself, or see some numbers. It'll probably be a bit hard to test as magic items already have a percent to drop, and we don't know what those percents are. Also, some enemies may not drop any magic items, just as dye in pre-searing doesn't drop from level 0 enemies.
    Last edited by djacob; 10-05-2012 at 02:51.

  9. #29
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    Quote Originally Posted by Alaris View Post
    People are terrible at evaluating frequencies. Which is why statisticians exist. And science. And then we ignore their findings if it conflicts with our experience.

    Roflmao at people being able to tell the difference with and without magic find.
    Exactly, there is absolutely no way that even a computer could detect a 1% increase in the level of items that drop for you, because statistics are "math's best guess". 1%, even if you know that it's fact, is not going to amount to anything at all when you factor in that drops are random.

    1000 people with no MF can track their finds for 7 years of GW2 and find that their drops are 3% better than 1000 people consistently running 3% MF for 7 years. It's utterly useless.

    Edit: That's assuming that harniq's notion of how MF works in GW2 is correct, and I don't think it is.
    Last edited by Fluffball; 10-05-2012 at 02:54.

  10. #30
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    Quote Originally Posted by Fluffball View Post
    Exactly, there is absolutely no way that even a computer could detect a 1% increase in the level of items that drop for you, because statistics are "math's best guess". 1%, even if you know that it's fact, is not going to amount to anything at all when you factor in that drops are random.

    1000 people with no MF can track their finds for 7 years of GW2 and find that their drops are 3% better than 1000 people consistently running 3% MF for 7 years. It's utterly useless.

    Edit: That's assuming that harniq's notion of how MF works in GW2 is correct, and I don't think it is.
    No kidding? ;P

    Is it worth it to spend ~$2 to have a 1.5% chance to get a magic item instead of a 1% chance for 1 hour... or is it worth it to spend ~$2 on a 51% chance to get a magic item instead of a 1% chance for 1 hour? (Per kill obviously) I wouldn't spend money on such a slight increase as .5%, even though I think 50% is a bit OP I'm still thinking that's what it'll be.
    Last edited by djacob; 10-05-2012 at 03:01.

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