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[Patch 3.07: Nerf Everything Not Nami] General Discussion…

Forum Index > LoL General
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Looks like we're back to status quo. Hope more of you lurkers unburrow and talk with us. :3

If you have any issues or comments about the new design, feel free to PM Neo.
canikizu
Profile Joined September 2010
4860 Posts
June 05 2013 20:56 GMT
#5601
I refuse to call Trynd because in my language Trynd sound like a cute word of "penis"
thenexusp
Profile Joined May 2009
United States3721 Posts
June 05 2013 20:58 GMT
#5602
On June 06 2013 04:49 bmn wrote:
Show nested quote +
On June 06 2013 03:24 thenexusp wrote:
On June 06 2013 02:51 101toss wrote:
On June 06 2013 02:47 wei2coolman wrote:
Crits aren't really RNG; look up markov chains.

the crit algorithm is pretty counterintuitive

not sure why it isn't uniformly random (or pseudo-random if you want to get really technical) as opposed to the increased chance after not critting system

Most people don't like actual uniformly random variables; markov chains basically reduce the variance of the result without changing the expected value.

For example, which of the following sequences would you rather prefer happen in a game (say the 6's are critical hits)

[5, 3, 3, 4, 1, 6, 6, 6, 5, 3, 2, 4, 4, 3, 4, 1, 1, 2, 4, 1]
[2, 6, 1, 4, 2, 5, 6, 1, 2, 4, 1, 5, 3, 2, 4, 6, 3, 1, 4, 5]

Most people prefer the second sequence to the first, even though the first sequence is actually the one that's truly random. The first sequence was generated by rolling a 6 sided die 20 times (in python). The second sequence was generated by rolling a 6 sided die, but rerolling the ones that matched either the previous throw or the previous previous throw. In both cases the expected number of 6's is the same (20/6), but the first sequence is prone to having long runs with 6's and long runs without 6's, while the 6's in the second sequence are more evenly distributed throughout.



Both of your sequences are exactly equally likely to be the result of rolling a 6-sided die 20 times.
It doesn't make sense to provide a specific sequence of numbers and claim that either one is "truly random".

It absolutely does make sense to say one sequence is more random than another. There exist tests of randomness (http://en.wikipedia.org/wiki/Randomness_tests) and I'd wager that the second sequence would fail some of them (it definitely would if extended to many more samples)

"I flipped this coin 1000 times and it came up heads each time. What is the probability that it comes up heads on my next flip?"
"50%?"
"No, closer to 99.99%. It's almost certain that I'm using a trick double-headed coin"
JonGalt
Profile Joined February 2013
Pootie too good!4331 Posts
June 05 2013 21:00 GMT
#5603
On June 06 2013 05:48 AsmodeusXI wrote:
Show nested quote +
On June 06 2013 05:47 JonGalt wrote:
WTB "Naut", "Cassi", "Trynda", "Vladi", and "Ulti" vs "Nauti", "Cass", "Trynd", "Vlad", and "Ult" poll.

Stupid Blackberry won't let me.


Ask and ye shall receive.

Poll: Which is Better?

"Naut", "Cass", "Trynd", "Vlad", and "Ult" (36)
 
82%

"Nauti", "Cassi", "Trynda", "Vladi", and "Ulti" (8)
 
18%

44 total votes

Your vote: Which is Better?

(Vote): "Nauti", "Cassi", "Trynda", "Vladi", and "Ulti"
(Vote): "Naut", "Cass", "Trynd", "Vlad", and "Ult"



Always got my back Asmo. Respect.
LiquidLegends StaffWho is Jon Galt?
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
June 05 2013 21:01 GMT
#5604
I don't get this discussion. Why does there have to be any consistency.
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
June 05 2013 21:02 GMT
#5605
Trynd is unacceptable, it's either Tryn or Trynda, Trynd is a 5 letter syllable which is just hideous. Even Trynda is better than Trynd, but Tryn is preffered.
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
kainzero
Profile Blog Joined January 2009
United States5211 Posts
June 05 2013 21:02 GMT
#5606
i had a friend who would never use champion names. he would just refer to them through description.

what a cool guy
JonGalt
Profile Joined February 2013
Pootie too good!4331 Posts
June 05 2013 21:05 GMT
#5607
On June 06 2013 06:01 Numy wrote:
I don't get this discussion. Why does there have to be any consistency.


You don't have to "get" the discussion. It's TL LoL.

#VoteOrDie
LiquidLegends StaffWho is Jon Galt?
RouaF
Profile Joined October 2010
France4120 Posts
June 05 2013 21:05 GMT
#5608
dog, cow, fish, wolf, robot... way cooler
Mensol
Profile Joined September 2012
14536 Posts
June 05 2013 21:09 GMT
#5609
i think i have RP addiction. i want to purchase more and more.

i have to something about it cuz im running out of money -_-
If you don't know what the fuck you are doing, how are your enemies supposed to know what the fuck you are doing. - imaqtpie on NA teams at Worlds.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
June 05 2013 21:11 GMT
#5610
On June 06 2013 06:05 RouaF wrote:
dog, cow, fish, wolf, robot... way cooler


Someone give this guy a PhD in linguistics nao
https://twitter.com/SufficientStats
Zooper31
Profile Joined May 2009
United States5711 Posts
June 05 2013 21:14 GMT
#5611
On June 06 2013 06:05 RouaF wrote:
dog, cow, fish, wolf, robot... way cooler


Where dah snake?
Asato ma sad gamaya, tamaso ma jyotir gamaya, mrtyor mamrtam gamaya
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
June 05 2013 21:14 GMT
#5612
On June 06 2013 06:01 Numy wrote:
I don't get this discussion. Why does there have to be any consistency.


Good point.

Poll: Which is REALLY Better?

"Jolteon", "Vaporeon", "Flareon", "Espeon", and "Umbreon" (22)
 
50%

"Plumber", "Snake Lady", "Cloud Strife", "Edward Cullen", and "R" (9)
 
20%

Your naming skills are inferior. (6)
 
14%

"Leonardo", "Donatello", "Raphael", "Michelangelo", and "Splinter" (3)
 
7%

"Earth", "Fire", "Wind", "Water", and "Heart" (2)
 
5%

"Nauti", "Cassi", "Trynda", "Vladi", and "Ulti" (1)
 
2%

"Naut", "Cass", "Trynd", "Vlad", and "Ult" (1)
 
2%

44 total votes

Your vote: Which is REALLY Better?

(Vote): "Nauti", "Cassi", "Trynda", "Vladi", and "Ulti"
(Vote): "Naut", "Cass", "Trynd", "Vlad", and "Ult"
(Vote): "Plumber", "Snake Lady", "Cloud Strife", "Edward Cullen", and "R"
(Vote): "Jolteon", "Vaporeon", "Flareon", "Espeon", and "Umbreon"
(Vote): "Earth", "Fire", "Wind", "Water", and "Heart"
(Vote): "Leonardo", "Donatello", "Raphael", "Michelangelo", and "Splinter"
(Vote): Your naming skills are inferior.



Much more reasonable.
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
thenexusp
Profile Joined May 2009
United States3721 Posts
June 05 2013 21:16 GMT
#5613
Pokemon naming or GTFO.
Nos-
Profile Blog Joined February 2011
Canada12016 Posts
June 05 2013 21:17 GMT
#5614
Do you make Captain Planet if you all move to the same spot or something
Bronze player stuck in platinum
canikizu
Profile Joined September 2010
4860 Posts
Last Edited: 2013-06-05 21:20:27
June 05 2013 21:20 GMT
#5615
My friend calls TF the gangnam dude and Syndra the hoot girl.
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
June 05 2013 21:20 GMT
#5616
WTB ninja turtle skin theme pack
BW pros training sc2 is like kiss making a dub step album.
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2013-06-05 21:45:01
June 05 2013 21:43 GMT
#5617
On June 06 2013 06:01 Numy wrote:
I don't get this discussion. Why does there have to be any consistency.

THIS
IS
TL GD~

Also a friend calls champs by nicknames too. Been wanting to buy "Lady Oscar" for awhile now but he doesn't play often enough to get the IP.
Cant take LMS hipsters serious.
bmn
Profile Joined August 2010
886 Posts
June 05 2013 21:45 GMT
#5618
On June 06 2013 05:58 thenexusp wrote:
Show nested quote +
On June 06 2013 04:49 bmn wrote:
On June 06 2013 03:24 thenexusp wrote:
On June 06 2013 02:51 101toss wrote:
On June 06 2013 02:47 wei2coolman wrote:
Crits aren't really RNG; look up markov chains.

the crit algorithm is pretty counterintuitive

not sure why it isn't uniformly random (or pseudo-random if you want to get really technical) as opposed to the increased chance after not critting system

Most people don't like actual uniformly random variables; markov chains basically reduce the variance of the result without changing the expected value.

For example, which of the following sequences would you rather prefer happen in a game (say the 6's are critical hits)

[5, 3, 3, 4, 1, 6, 6, 6, 5, 3, 2, 4, 4, 3, 4, 1, 1, 2, 4, 1]
[2, 6, 1, 4, 2, 5, 6, 1, 2, 4, 1, 5, 3, 2, 4, 6, 3, 1, 4, 5]

Most people prefer the second sequence to the first, even though the first sequence is actually the one that's truly random. The first sequence was generated by rolling a 6 sided die 20 times (in python). The second sequence was generated by rolling a 6 sided die, but rerolling the ones that matched either the previous throw or the previous previous throw. In both cases the expected number of 6's is the same (20/6), but the first sequence is prone to having long runs with 6's and long runs without 6's, while the 6's in the second sequence are more evenly distributed throughout.



Both of your sequences are exactly equally likely to be the result of rolling a 6-sided die 20 times.
It doesn't make sense to provide a specific sequence of numbers and claim that either one is "truly random".

It absolutely does make sense to say one sequence is more random than another. There exist tests of randomness (http://en.wikipedia.org/wiki/Randomness_tests) and I'd wager that the second sequence would fail some of them (it definitely would if extended to many more samples)

"I flipped this coin 1000 times and it came up heads each time. What is the probability that it comes up heads on my next flip?"
"50%?"
"No, closer to 99.99%. It's almost certain that I'm using a trick double-headed coin"


I'm confused what you mean by "truly random".

A coin flip that has a 99% chance of yielding head and 1% chance of yielding tail is still "truly random". Uniform distributions maximize entropy, but that doesn't make non-uniform distributions "not random".

If you have a 1% chance of critical strike on every hit that's just as much a "truly random" event as when you have 50% or 99% critical strike chance. 0% and 100% are degenerate cases, sure.


If we use your algorithm and assume that a 6 means 'critical strike' I can now easily exploit the behavior to achieve far more critical strikes (as a fraction of attacks) than I previously could: always 'waste' the two hits after a critical strike on a minion, and all other attacks have a 1/4 chance of being a critical strike.
It'll just encourage people to time attacks the way they do with caitlyn to maximize harass; some champs are a lot more amenable to that as others. (It's easier if you're ranged and can disengage at will, it's harder if you have to go for a hard engage and exchange attacks in bursts.)
But as Seuss pointed out that's a property of your algorithm, and the sequence itself is far too short to yield useful analysis like that.
Alaric
Profile Joined November 2009
France45622 Posts
June 05 2013 21:46 GMT
#5619
On June 06 2013 06:45 bmn wrote:
Show nested quote +
On June 06 2013 05:58 thenexusp wrote:
On June 06 2013 04:49 bmn wrote:
On June 06 2013 03:24 thenexusp wrote:
On June 06 2013 02:51 101toss wrote:
On June 06 2013 02:47 wei2coolman wrote:
Crits aren't really RNG; look up markov chains.

the crit algorithm is pretty counterintuitive

not sure why it isn't uniformly random (or pseudo-random if you want to get really technical) as opposed to the increased chance after not critting system

Most people don't like actual uniformly random variables; markov chains basically reduce the variance of the result without changing the expected value.

For example, which of the following sequences would you rather prefer happen in a game (say the 6's are critical hits)

[5, 3, 3, 4, 1, 6, 6, 6, 5, 3, 2, 4, 4, 3, 4, 1, 1, 2, 4, 1]
[2, 6, 1, 4, 2, 5, 6, 1, 2, 4, 1, 5, 3, 2, 4, 6, 3, 1, 4, 5]

Most people prefer the second sequence to the first, even though the first sequence is actually the one that's truly random. The first sequence was generated by rolling a 6 sided die 20 times (in python). The second sequence was generated by rolling a 6 sided die, but rerolling the ones that matched either the previous throw or the previous previous throw. In both cases the expected number of 6's is the same (20/6), but the first sequence is prone to having long runs with 6's and long runs without 6's, while the 6's in the second sequence are more evenly distributed throughout.



Both of your sequences are exactly equally likely to be the result of rolling a 6-sided die 20 times.
It doesn't make sense to provide a specific sequence of numbers and claim that either one is "truly random".

It absolutely does make sense to say one sequence is more random than another. There exist tests of randomness (http://en.wikipedia.org/wiki/Randomness_tests) and I'd wager that the second sequence would fail some of them (it definitely would if extended to many more samples)

"I flipped this coin 1000 times and it came up heads each time. What is the probability that it comes up heads on my next flip?"
"50%?"
"No, closer to 99.99%. It's almost certain that I'm using a trick double-headed coin"


I'm confused what you mean by "truly random".

I don't know about nexusp, but for most of us it means the daily lot here in TL LoL GD.
Cant take LMS hipsters serious.
Gahlo
Profile Joined February 2010
United States35165 Posts
June 05 2013 21:57 GMT
#5620
On June 06 2013 06:46 Alaric wrote:
Show nested quote +
On June 06 2013 06:45 bmn wrote:
On June 06 2013 05:58 thenexusp wrote:
On June 06 2013 04:49 bmn wrote:
On June 06 2013 03:24 thenexusp wrote:
On June 06 2013 02:51 101toss wrote:
On June 06 2013 02:47 wei2coolman wrote:
Crits aren't really RNG; look up markov chains.

the crit algorithm is pretty counterintuitive

not sure why it isn't uniformly random (or pseudo-random if you want to get really technical) as opposed to the increased chance after not critting system

Most people don't like actual uniformly random variables; markov chains basically reduce the variance of the result without changing the expected value.

For example, which of the following sequences would you rather prefer happen in a game (say the 6's are critical hits)

[5, 3, 3, 4, 1, 6, 6, 6, 5, 3, 2, 4, 4, 3, 4, 1, 1, 2, 4, 1]
[2, 6, 1, 4, 2, 5, 6, 1, 2, 4, 1, 5, 3, 2, 4, 6, 3, 1, 4, 5]

Most people prefer the second sequence to the first, even though the first sequence is actually the one that's truly random. The first sequence was generated by rolling a 6 sided die 20 times (in python). The second sequence was generated by rolling a 6 sided die, but rerolling the ones that matched either the previous throw or the previous previous throw. In both cases the expected number of 6's is the same (20/6), but the first sequence is prone to having long runs with 6's and long runs without 6's, while the 6's in the second sequence are more evenly distributed throughout.



Both of your sequences are exactly equally likely to be the result of rolling a 6-sided die 20 times.
It doesn't make sense to provide a specific sequence of numbers and claim that either one is "truly random".

It absolutely does make sense to say one sequence is more random than another. There exist tests of randomness (http://en.wikipedia.org/wiki/Randomness_tests) and I'd wager that the second sequence would fail some of them (it definitely would if extended to many more samples)

"I flipped this coin 1000 times and it came up heads each time. What is the probability that it comes up heads on my next flip?"
"50%?"
"No, closer to 99.99%. It's almost certain that I'm using a trick double-headed coin"


I'm confused what you mean by "truly random".

I don't know about nexusp, but for most of us it means the daily lot here in TL LoL GD.

I don't know, Neo is kinda Markov chainy. Makes us break our valued discussions on a true and proper game. Patches come out every other year or so, often time with 100+ champi- excuse me, I mean characters.
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