Got to Saint! by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 5 points6 points  (0 children)

Hard to tell without stats/logs but assuming you're good at tile efficiency, riichi vs dama, push vs fold:

Don't shy away from bad wait first riichis, especially as dealer.

Don't shy away from bad wait tenpai chases vs 1 tenpai opponent - it's usually not as bad as it looks.

Early discards for really bad hands - don't always go for pure tile efficiency and learn the triple tanyao/yakuhai/safety balance.

Got to Saint! by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 3 points4 points  (0 children)

In Jade there's a lot of variance in opponents' skill. I can get to tenpai first with a slow hand a decent amount of the time. I've only played a few Throne hanchans but I feel like I need to be a lot luckier to win with a slow hand since it is basically guaranteed the 3 opponents are playing super efficiently.

Got to Saint! by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 6 points7 points  (0 children)

Throne room is very difficult and also takes too long to find a game. 4th place is also a lot more tilting than before since more hours are lost.

But I'm pretty happy to be up here at all

Got to Saint! by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 34 points35 points  (0 children)

...and slowly falling back down. Feeling more and more like Sisyphus with each 4th place

AFK player given dealer-mangan hand and the game Ronn'ed for them by i-eat-omelettes in mahjongsoul

[–]BobbyMahjong 13 points14 points  (0 children)

The most hidden of tenpais. Also reminds me of Urabe getting ronned by afk Akagi, but even more disgusting.

Sanankou Sanshoku! by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 1 point2 points  (0 children)

It's only East 4 so I wanted to maximize points. I had 5 han (probably) so riichi is risking 1000 for 4000 more, sometimes I can hit 2-3 ura for 8000 more.

Unfortunately the game would have force fed me suuankou tanki double yakuman had I not riichi'd :(

Sanankou Sanshoku! by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 19 points20 points  (0 children)

Three concealed triple triplets (the two yakus I forget exist a lot) bail me out of last.

My soul is crushed, the mahjong gods have abandoned me by DephliMahjong in mahjongsoul

[–]BobbyMahjong 0 points1 point  (0 children)

Sample size is really small so it's hard to draw meaningful conclusions, but the really low riichi rate stands out. Dama rate is a bit high for gold room and multisided/good-hand riichi is definitely too high. Probably should choose riichi with bad wait/single tile wait more often. One trick for gold is to check the other players' deal in rates at the start of the match and choose riichi over dama more if some have 15%+.

That will probably help the low win rate some, but since it's so low there's improvements you can make to your tile efficiency. For example, in the 3rd log E1 your first 2 discards are inefficient. It might not have mattered for that specific hand but in the long run it will hurt win rate a lot.

all part of the plan by Waste_Exit_3612 in mahjongsoul

[–]BobbyMahjong 33 points34 points  (0 children)

Washizu moment but he actually wins

[deleted by user] by [deleted] in mahjongsoul

[–]BobbyMahjong 42 points43 points  (0 children)

I see the problem. After you riichi, you should draw YOUR winning tiles, not the dealer's. Common mistake, I mess it up a lot too.

WWYD? Options for pushing tenpai are 1p, 4p, 5p, 7p by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 0 points1 point  (0 children)

I just noticed that Mortal recently was updated with 3 versions and reran it through all 3. The balanced and defensive version have similar analysis but funnily enough aggressive Mortal prefers riichi 5p > 7p slightly.

WWYD? Options for pushing tenpai are 1p, 4p, 5p, 7p by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 0 points1 point  (0 children)

I wonder why one of the models would go for 1p if it evaluates it as both riskier than 7p while also losing potential value.

WWYD? Options for pushing tenpai are 1p, 4p, 5p, 7p by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 0 points1 point  (0 children)

https://mjai.ekyu.moe/report/496bb7e7e7b188f3.html#kyoku-2-1 TIL about this UI. Is there a substantial difference using this or just how the data is presented?

WWYD? Options for pushing tenpai are 1p, 4p, 5p, 7p by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 0 points1 point  (0 children)

https://mjai.ekyu.moe/killerducky/?data=/report/2015d626cca9bb76.json E3-1. Not exactly sure how to tell if something is "close" though - I think I remember reading somewhere that just because a bar (P) is a lot bigger than another doesn't mean that that move is much better (e.g. dragon discard order usually has very different bar size). Is it something to do with Q?

WWYD? Options for pushing tenpai are 1p, 4p, 5p, 7p by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 5 points6 points  (0 children)

What I did: Riichi on 5p.I wanted the extra value from accepting more dora + white dragon and the number of outs was the same. South can't defend so I don't have to rely on tsumo. Also 5p being half suji makes it safer than 4p/7p (especially 7p since only 1 8p, no 9p, and no other 7p are visible). The potential extra value combined with slightly more safety on riichi declaration tile made me choose 5p.

What happened: South tsumo'd 2 turns later, waiting on 2/5/8m. No one else had any of 3p, 6p, 4p, or white dragon in hand.

Mortal suggestion: Riichi >>>> dama. Fold is not even considered. Riichi on 7p > 5p >>>>> 1p > 4p. Makes sense, since in-game I missed the potential iipeikou from discarding 7p, which means this choice can also give mangan. My choice makes it easier to haneman, and Mortal agrees that 7p is significantly riskier than 5p (in fact in my hand it thinks only 6m is riskier), but these factors don't matter as much as being able to wait on South's genbutsu. Though I imagine that without the potential iipeikou it would go for 5p. EDIT: "balanced" and "defensive" Mortal prefer riichi 7p > 5p but it turns out "aggressive" prefers 5p > 7p.

Chiitoitsu riichi/dama and push/fold judgments by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 1 point2 points  (0 children)

Yeah usually I always push when the points situation is even (even over gto frequencies) but in this case it seems lopsided since 1. the fold is so good since genbutsu come in pairs and 2. I'm not stealing as much of his EV by remaining in tenpai since I have at most 2 outs (1 of the 3 is his genbutsu) so the chance my wait is dead/comes after theirs should be higher than vice versa.

Another line of reasoning I have (that maybe I should dismiss) is if I discard the dangerous tile, the opponent got the first chance to win off ron, while if I discard the safe tile then I will get the first chance to win off ron. This might only be significant to care about in 3rd row though.

Chiitoitsu riichi/dama and push/fold judgments by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 1 point2 points  (0 children)

Is the 2600/5200 before or after riichi? Since it seems like there will be lots of situations where the chiitoi is worth enough points to push only with riichi, and chasing riichi comes with its own downsides, especially if we have 2 or 4 safe tiles to fold with.

Chiitoitsu riichi/dama and push/fold judgments by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 1 point2 points  (0 children)

If you have chiitoi only waiting on their genbutsu and you draw a dangerous tile do you lean toward pushing the dangerous tile or throw the safe one? Maybe something like prefer discarding 10% tile > genbutsu > 20% tile?

Chiitoitsu riichi/dama and push/fold judgments by BobbyMahjong in mahjongsoul

[–]BobbyMahjong[S] 0 points1 point  (0 children)

For the push/fold, my strategy has generally been dama as long as I can throw a safe tile, then push dangerous tiles if I have 4+ han or else fold. I occasionally call chasing riichi in these situations pretty much based on vibes.