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@Riot: 10% Crit chance is actually 8%

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Zorasama

Senior Member

01-31-2013

epic thread

with epic math

so here, take my epic upvote


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Newrikey

Recruiter

01-31-2013

Great job. Sucks you couldn't go all 10K hits but it's interesting to see how it offers an initial bonus for start near the 12% but in the long run teeters of to 8%. As if trying to make itself average to the actual 10% in the end. (Although it looks like it basically averaged out to something more akin to 9-8.5% in the long run.


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FOODFOOD

Senior Member

01-31-2013

I noticed that in your earlier attempts, it was actually closer to 10%. If I recall, a couple years ago they modified how they do crit chance so that it's a little less random. For instance, getting 4 crits in a row with 10% or getting 0 crits at all at 10% was getting very cumbersome. They modified in some way, but I don't know exactly what it is.


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Riot Morgageddon

Player Support Tech Specialist

01-31-2013

My intent is to run 10% with Zeal until I have 10000 data points. That'll take 5 games.
Those 5 games should give me a hint as to if there's an early game or time change as well.
Then I can run with combined items, and I planned on 1, 2, 4 and possibly 50% tests as well.


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octavian1127

Senior Member

01-31-2013

scan, identify, repeat time of 1.8 sec.

AS of 1.2 = one attack every 0.83333 sec

data includes less than half of attacks made.

wonders why data is off expected values.....


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Zelkoba

Member

01-31-2013

Try running different crit% with the same number of data points.
I suggest running the following:
8% - Brawlers Gloves (This will also substitute as a test of the effectiveness of using crit marks at the same time)
25% test - Cloak of Agility + Avarice Blade/Zeal (Mid game crit effectiveness test)
45% test - Phantom Dancer + Cloak of Agility (end game crit effectiveness test)


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Yurixy

Senior Member

01-31-2013

I'm not good with these math related problems.. but
Is it really that way it works? I mean % can't be trusted even after millions tests. There will be always a margin of error. A quick example would be:
If a coin is flipped 1 million times, the side chosen could be 490.000 instead of the 500k expected.

I'm not sure how these error margin works. If anyone knows, please explain better to me, so I can learn


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Ozbirta

Recruiter

01-31-2013

Quote:
octavian1127:
scan, identify, repeat time of 1.8 sec.

AS of 1.2 = one attack every 0.83333 sec

data includes less than half of attacks made.

wonders why data is off expected values.....


Please re-read the entire OP in its entirety


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Quadrakill Amumu

Senior Member

01-31-2013

Given that engineers are notoriously bad offenders of the "I don't think it means what you think it means" mathematics, this wouldn't surprise me in the slightest if it were true.


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Riot Morgageddon

Player Support Tech Specialist

01-31-2013

Quote:
octavian1127:
scan, identify, repeat time of 1.8 sec.

AS of 1.2 = one attack every 0.83333 sec

data includes less than half of attacks made.

wonders why data is off expected values.....


Oct, if you read my code, it says that the code takes 1.8 seconds per loop.
I have an attack speed above 1.0, however, after registering a hit (by right clicking and waiting for projectile speed) I stop attacking by pressing a (stand and do nothing).
Then I wait until the data is stored in the text file (taking several tenths of a second) before I wait and continue.

I have my LoL replay video. You can watch it if you want. Sivir attacks once roughly every 2 seconds on purpose.

I also said I didn't optimize for speed. I could probably crank it up to making her attack speed match identically with the max speed my program can run, somewhere around 1.4 or 1.3 times a second. However, I didn't because the way I set it up was reliable.