Ultimatum Statistics
Also that many people abandoning ultimatum only means something isn't right.
IMO later rewards should be increasingly better. Some people would just abandon ultimatum if they find a good item on wave 4, but increasingly better rewards would attract more players to keep going. And of course, Trialmaster absurd rare spawn with small window for learning mechanics because of his ridiculous spawn rate, stacking mechanics from ultimatum and death meaning end of fight. | |
Yes, but how many rituals were simply ignored because the mechanic is just a great big PITA?
Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive. Patch Notes 3.19: Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment. | |
I don't know if anyone else did the math already, but with the data given here this means the chance of generating a Mirror as a reward is about:
0.0000008940884063246263% I don't know how this compares to the actual drop rate of a Mirror, but I assume this is higher. Still, a less than one in a million chance is...pretty low. My Dervish guide: https://www.pathofexile.com/forum/view-thread/3127187
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Some of these statistics are completely useless.
Lets take the first one as an example. With the mechanic of this, it means that each wave eliminates some people. So, lets look at just the 78+ 50,930,619 started Wave 1: Completion Rate: 96.77% Players Left: 49,285,560 Wave 2: Completion Rate: 98.20% Players Left: 48,398,420 Wave 3: Completion Rate: 97.95% Players Left: 47,406,252 Wave 4: Completion Rate: 97.38% Players Left: 46,164,208 Wave 5: Completion Rate: 97.17% Players Left: 44,857,761 Wave 6: Completion Rate: 96.60% Players Left: 43,332,597 Wave 7: Completion Rate: 95.90% Players Left: 41,555,961 Wave 8: Completion Rate: 95.25% Players Left: 39,581,053 Wave 9: Completion Rate: 94.32% Players Left: 37,332,849 Now, they have a % of Trialmaster encounters not started due to either rewards taken or died, that being 64.39%. This means that the most amount of players who could be in Wave 10 would be 24,038,621. After that, we have the statistic of how many people completed Wave 10, that being 60.35%. This means that the maximum number of players who completed Trialmaster would be 14,507,308. That still seems like a lot. And it is, because it's the maximum. Depending on where people drop out for whatever reason drastically changes the number. It could be as low as 1 mil or 100K. For example, if 20% leave after wave 1, then 10% wave 2, then 6% after wave 3, etc, there's no telling what the final number is. So... What the fuck is the point of all these statistic when it really isn't telling us one of the important things: How many people actually encountered the Trialmaster and how many killed him? |
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Now, let's take a look at the percentage of Trialmaster encounters that were generated but were never started. Buckle up, this one is shockingly high.
YEP no wonder most on my friend list after 36 challanges quit the league. Should spawn in 50 map's my a*s thats such a lie. went 150+ maps with out skipping even stone circles that take 4-6min to finish. | |
I fall into the 64.39% who never start ultimatums. It's annoying when you get zergling rushed with 20 thumpy guys as well as those seemingly "never miss" archers that all hit you at the same time, not giving you a chance to hit your flasks, recover, use a guard skill, dodge, etc.
Ultimatums are extremely frustrating, and I have had many alt + f4 ragequit moments during this league. |
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Since the last patch I've seen around 8 trial masters from 98-99 from about 14 total with 3 failed I do them in tier 14+ and in my experience just win every round if you want to see the boss simple as that.
Most of the time I get crappy loot rewards when its wave 10 mostly stuff like winged scarab, 1 exalt or shards, the helm, the mace no high end div cards / Gloves feels lack luster tbh. The boss fight itself only lasts a minute or so on a good build results could be different for others still pretty fun league Any chance you could increase the drop rate on Inscribed Ultimatums even have them drop from running the Ultimatums see 1 in 20-30 maps which feels really low Dernière édition par GrimExcuse, le 27 mai 2021 01:42:42
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" I feel you bro :) 24.1.2018 [quote="Dro28"]wheres my fragment tab?[/quote]
(I thought that was a joke) 25.1.2018: GGG- Introducing the Fragment Stash Tab! |
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So, out of all millions of ultimatums only 200 mirrors and 400 hh's were generated? Verrry nice, I hope you enjoy playing your casino without chances to win ggg... Really, what the hell you expected with such statistics? I've quit the league already, but it still pisses me off...
Also, ultimatum is just bad and boring league, focus on work with 3.15, ultimatum is done, forget about it... And finally - WE DONT LIKE GAMBLING, NOT AT ALL 3.13 Was the best league ever! 3.18 Rest in peace my beloved recombinators, I'm gonna miss you... Dernière édition par Anngrat, le 27 mai 2021 01:45:58
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" There's a few issues with using such a low chance spawn like I mentioned in an earlier post. Based on their chance roughly 5% of players were getting 1 in 150 maps and 1% were getting 1 in 250 maps at 100% completion. My pool isn't large enough to really depend on but I feel the issues here are that 2% was only the upper maps and there's deviation within the mean. Somewhere players could have gotten 1 in 25 maps and others 1 in 150 maps. I personally understood how it worked. I just didn't feel like doing a Ritual league again, better IMO but little difference. The map grind is becoming increasingly tedious and this didn't spice it up much. So I killed the boss and I'm kinda done. If they wanted this to go better they should have introduced some type of shard-like currency they've done plenty of other times to lower deviation. I thought we were done with pure chance league content around Abyss / Bestiary. "Never trust floating women." -Officer Kirac
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