110566-amp-upgrade-and-ability-tier-unlock-revisions-page-2

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Wait, so grinding dailies for 30 days for reputation or earning a gold medal in group content devalues additional AMP/Ability points? Seriously? I'm pretty sure if there was any "devaluing of points" as "something to be proud of" (lol,) it was when they made the amp/ability point drops tradeable for in game gold...which can be bought for real $$$. Are you someone who spent 500 real dollars for amp/ability points and are now mad?


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{| style="width: 100%;" Nazyrn, you didn't answer my question. You say you did, so I think there was a misunderstanding. Here is the question again:

For these questions, I'm not asking about the actual drop rate of an Ability or AMP point, I'm asking for you to examine the drop rate of this hypothetical item. All the information you need to answer this question accurately is provided by the question. Your test and sample size calculations ignore that we're working with multiple independent groups. Jabbithole only gives you the information from a small biased sample of groups that have dropped one of the items and completely ignores all the groups that have not (yet). Dinwitt figured the issue out, I'm pretty sure you will figure it out if you just answer the two questions above. Edit: Here's a quick illustration of your sampling problem. You claim that jabbithole has a sample size of over 188,000 with an average drop rate of 0.02%. If this were an unbiased sample, that'd be great! But it's not because the jabbithole drop rate ignores all the other kills of mobs that could have dropped one but didn't. Here's the drop table for Rune Fragments: http://www.jabbithole.com/items/rune-fragment-29609-3t1ynr Every single one of these mobs should be able to drop an Ability or Amp point (unless we were lied to about its world drop status). But the vast majority of them didn't. This is all data that's missing from jabbithole's (and your) calculations of the Ability/Amp point drop rate. You say Jabbithole has a sample size of over 188k. I see that it has 25 recorded drops of ability/amp points. That doesn't mean the drop rate is approximately 25 / 188,000 because we need to include all the other kills of all these other mobs in the denominator to get an unbiased drop rate. I can't be bothered to go add up everything from the Rune Fragment table (which isn't even complete!). But hopefully you can see the issue now.


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2/200,000 .... = 1/100,000 = 0.00001 = 0.001% drop rate 200 mobs x 1000 kills each = 200,000 kills. 2 drops out of those kills = 1/100,000 = 0.001% it is equivalent to the true drop at well below 1 sigma 25/200,000 =  0.000125 = 0.013% drop rate = over 3 sigma from the mean (if the actual droprate is 1/100000). The chance of this occuring is around 0.1% I totally get that the argument you think you are making is that jabbithole would show only two mobs with 1/1000 drops for the item. But that isn't the situation we have with the items in question. We have many mobs that show 3 or more drops from individual mobs; again, virtual statistical impossibilities if the drop rates are as you suggest they are. For example, 3/20000 (thundercall shaman drops) = 0.00015 = 0.02% when rounded, within 1 sigma of a real drop rate at 0.02% (2/10000) The chances of that occuring if the drop rate was ACTUALLY 0.002% (2/100000 instead of 2/10000)  are again, ~3 sigma, or less than 0.1% chance of occuring if the real drop rate is 2/100000


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"Every class is brain dead easy, except mine." You're hilarious.


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Dinwitt is 100% accurate here. These leveling points give you more than enough to work with. Additionally you basically automatically get the path ability and amp. It's about using what you have. The second you reach the elder game cap of ability and amp points you will still want more.


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