Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
freem
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Openai/692e9127-f13c-800a-8bd6-4bf3c4a385c8
(section)
Add languages
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Special pages
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Assistant: You are mixing two things that need to stay separate. === You are mixing two things that need to stay separate. The probability per wave does not change with longer runs. Only the spread of results and the total drops change. Let me clarify. ==== No. ==== If the game rules stay the same and each wave is independent: * Skip chance stays 19 percent. * Recovery package chance on a non skipped wave stays 78 percent. * Common module chance per package stays 1.2 percent. So the chance on any single wave is the same whether you do 500, 4500, 5500, or 9000 waves. What does change: * The expected total number of packages and modules goes up in direct proportion to waves. * The percent you see in practice (like 51 to 53 percent packages) wobbles less when you have more waves. Short run: luck can push you high or low. Long run: your observed percent gets pulled toward the true rate. ==== I will use your observed rate, since that reflects reality better than the stated 19 percent and 78 percent. ==== From your data: * Packages per wave β 1934 / 3732 β 0.518 or 51.8 percent. * Common module chance per package = 1.2 percent. * So common modules per wave β 0.518 Γ 0.012 β 0.006216. Now scale by total waves. ===== - 4500 waves: 4500 Γ 0.006216 β 28 modules per run. ===== * 5500 waves: 5500 Γ 0.006216 β 34 modules per run. * 9000 waves: 9000 Γ 0.006216 β 56 modules per run. So if the game keeps behaving like your current run, longer runs just mean more modules in a straight line way. About 28 β 34 β 56 as you add more waves. ==== True minimum never changes. It is always 0 modules. You can always get absurdly unlucky. ==== What changes is how unusual that kind of bad run is: * With more waves, the distribution tightens around the average. * So your βnormal worst caseβ gets closer to the mean in percent, even though the raw gap in module count is a bit bigger. Rough idea using your observed behavior: * At 4500 waves: Mean β 28 modules. A really bad but not insane run might land in the high teens. * At 9000 waves: Mean β 56 modules. A really bad run might be in the low 40s. So: * Per wave probability does not improve with longer runs. * Longer runs give you more modules on average and make extreme bad luck less common. If you tell me which level you usually farm and roughly how long a 4500, 5500, or 9000 wave run takes, I can help you choose the sweet spot in modules per hour, not just per run.
Summary:
Please note that all contributions to freem are considered to be released under the Creative Commons Attribution-ShareAlike 4.0 (see
Freem:Copyrights
for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)