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Foxchain

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    Gaming, biology, astronomy, writing.
  1. The fact that a run-stopping bug like this is still around with no word on being fixed anytime soon does not bode well for this game. It's an indicator of where the developers' priorities lie: On giving us content and changes they think we want or need, not on making sure what we already have actually works. That's not to say Bioware hasn't fixed a lot of bugs since launch. But priorities need to be made. Having a Mercenary DPS autofiring Rapid Shots at a dead mob is annoying, but it won't kill a player's evening. Interrogator bugging out (or Soa reaching into his magic bag of nonsense) will do just that. No one is going to care about vanity perks through Legacy months down the line if they still don't have launch content running properly. I hope the devs realize this soon.
  2. Permutations matter for both the numerator and denominator. That's the reason why the *4 has to be added, since there are four distinct permutations of chest order that will give the same result of 7/8 Smuggler drops. With each chest being treated as an independent event, the initial 1/16*1/16*1/16*6/16 only accounts for one of those permutations (one of the 6 S+Other outcomes being in the last chest). But all of those possible chest orders still fall within the total 65536 possible results, as that number represents the total number of possible outcomes of 8 patterns with 4 class possibilities for each pattern (all permutations of order included), aka 4^8. (ST/SS/SS/SS) (SS/ST/SS/SS) (SS/SS/ST/SS) (SS/SS/SS/ST) (TS/SS/SS/SS) (SS/TS/SS/SS) (SS/SS/TS/SS) (SS/SS/SS/TS) (SC/SS/SS/SS) (SS/SC/SS/SS) (SS/SS/SC/SS) (SS/SS/SS/SC) (CS/SS/SS/SS) (SS/CS/SS/SS) (SS/SS/CS/SS) (SS/SS/SS/CS) (SK/SS/SS/SS) (SS/SK/SS/SS) (SS/SS/SK/SS) (SS/SS/SS/SK) (KS/SS/SS/SS) (SS/KS/SS/SS) (SS/SS/KS/SS) (SS/SS/SS/KS) K = Jedi Knight C = Jedi Consular Those are your 24 possible results for 7/8 Smuggler drops.
  3. This is actually a questionable conclusion due to an assumption: You're assuming that the probability of the 10 combinations you listed are equal to one another (that each one has a 1/10 chance of being the contents of the chest). However, if the two specific patterns in each chest are rolled independently of one another (and not as some form of set pair system), then they do NOT have equal probabilities of being what you get. If each chest has 2 patterns of four possible classes, selected independently at random, then there are 4x4=16 possible results, each with a 1/16th chance of occuring. Upon opening the chest, a (1)Trooper + (2)JK combination will appear the same to us as a (1)JK + (2)Trooper combination. However, they are technically 2 different results out of the pool of 16. This means that the odds of getting a specific mixed combo of patterns (such as JK/Trooper) is actually 1/16+1/16 = 1/8, because there are two permutations of that combo...two results out of 16 that will give the same combo. A specific same-type combo (Smuggler/Smuggler) still only has a 1/16th chance, as only one result of two independent rolls will generate it. If that is the case, then each chest only has a 1/16 chance of double Smuggler and a 6/16 chance of Smuggler + Different class (S+JK, S+JC, S+T, JK+S, JC+S, T+S). Apply it to the original issue of the odds of 7/8 Smuggler drops and you get : (S+S) * (S+S) * (S+S) * (S+Other) -> 1/16*1/16*1/16*6/16 = 6/65536 Multiply by the 4 possible permutations of chest order (The S+Other chest could be the first, second, third or fourth one) -> 6/65536 * 4 = 24/65536 = .000366, or .0366%. At the end of the day, only Bioware actually knows how their loot tables are seeded, and if the rolls for patterns are random and independent or not. I personally think there is something slightly off, but I reserve judgment until I have enough hard data myself to make a real analysis.
  4. This is a bug I've encountered several times in HM BT, and once in HM FE. After testing a few things, I believe the issue stems from the elevators and corridor terminals throughout the FP. If the group uses an elevator or corridor panel while one or more members are affected by the Deionized debuff, there is a chance for this bug to occur. It's interesting to note, however, that the bug itself seems to be on the side of the healer (or whoever cast the Static Barrier), and NOT the person who can no longer be shielded. This can be tested by shielding another sorcerer just before using elevators until the bug kicks in, then asking the sorcerer to shield himself/herself. So far, the second sorcerer has always been able to shield up while I'm still getting the Deionized message. The simplest way I have found to circumvent this bug is to not shield anyone on the last trash pull before an elevator or corridor, so that no one has the Deionized debuff when they go through. Exiting and re-entering the FP also removes the bug.
  5. I'm not sure this thread is based on accurate information. Two nights ago, I decided to use up the Warzone commendations I had accumulated while leveling and ended up with an epic PvP body piece. Once I noticed that the two mods on it didn't carry the Expertise PvP stat and were superior to the mods I currently had in my orange PvE robe, I yanked them out and transferred them to my robe without any problems. Each one cost about 26k credits to pull out. I currently don't have any of the Tionese PvE set pieces, so I have no clue if those mods are locked. But the two mods in the Champion Force-Mystic's Robe are definitely NOT locked.
  6. Somewhat relieved that it's a known issue. All cutscenes finished normally for me, I've got the blank title in my list. While we wait for a fix, I suppose I'll use the blank title to stalk people or something.
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