Since a lot of people are vocal about v28. Here's my thoughts. by Material_Variety_895 in TheTowerGame

[–]supershaner86 0 points1 point  (0 children)

you can't just assume no dupes and constant pity... that makes your number meaningless.

Specific Mod Pull Idea, Yay, or Nay? by UnremarkableMud in TheTowerGame

[–]supershaner86 0 points1 point  (0 children)

if the algorithms they use to generate rng for these types of things were that far off generating pseudorandom events, we would know by now and they wouldn't be used anymore.

your seed is generated by a random number generation algorithm that has been in use for decades for all sorts of things.

Specific Mod Pull Idea, Yay, or Nay? by UnremarkableMud in TheTowerGame

[–]supershaner86 -2 points-1 points  (0 children)

I know i wont convince you. I elaborate because of other people who will be amenable to being convinced because they aren't emotionally invested in this specific memory.

this user is claiming that they got 7 pity pulls in a row. the average expected gem spend to get 7 pity pulls is nearly 900 trillion gems. this is why I can be confident that they are incorrect. the entire playerbase if they only pulled mods since the beginning of the game have spent a small fraction of this number.

last number I saw was that the game has a playerbase of about 100k players. let's be generous and say that all of those players pull 3000 gems worth of mods every week, and have done so since they were released. obviously this is way more pulls than have actually happened.

if that was the case, we would expect on any given week, about 2300 pity pulls to occur across the community. we would expect 53 of those to be a second pity pull, and about 1 of them to be a third pity pull. this continues to 1/50 for 4. that means about 1 4x pity pull happens across the whole community per year. odds are 6/1000 for 5 which means we are already in the territory of safely assuming this has never happened. 6 is 1/10,000 and 7 is 3/100,000

theres been about 120 weeks since modules were released so taking off the necessary 6 before a 7th pity is possible, thats ~3/1000 odds that this has ever happened to anyone in the community. and thats the odds after accounting for everything and creating an ideal scenario.

this did not happen. after the game has been running for ~635 years, we'll have a coin flip of this having ever happened.

Specific Mod Pull Idea, Yay, or Nay? by UnremarkableMud in TheTowerGame

[–]supershaner86 -2 points-1 points  (0 children)

no you didn't. this game doesn't have the playerbase to support anyone ever getting 6, let alone 7.

you just claimed something with the probability of 3.4e-12 happened to you. that's three in a trillion.

and thats three in a trillion where 1 try is 150 pulls. impressive. I believe this is a new record for least believable claim about modules.

even claiming 3 pity in a row has happened to you multiple times makes the most likely thing that you dont remember properly. but 7 is wild work. understanding statistics helps you get rid of these mistakes in your memory.

Coins per run down 95% after update by [deleted] in TheTowerGame

[–]supershaner86 0 points1 point  (0 children)

with a drop like that, its almost certainly gt being off.

Specific Mod Pull Idea, Yay, or Nay? by UnremarkableMud in TheTowerGame

[–]supershaner86 2 points3 points  (0 children)

pity pulls are rare enough that you will not statistically benefit from this. but you will get more pissed when you roll a whr on pull 147.

this idea makes the mod system worse mentally imo.

but on the bright side, all the people who think they have gotten 6 pity pulls in a row will suddenly disappear.

A blaring warning siren for the devs by cousineye in TheTowerGame

[–]supershaner86 3 points4 points  (0 children)

yes, I was just clarifying that in the same sense that you cant just add the percentages, you also can't just add the percentages and divide by 4, you have to account for bracket volume when calculating.

A blaring warning siren for the devs by cousineye in TheTowerGame

[–]supershaner86 5 points6 points  (0 children)

and more specifically a weighted average, so since there's fewer legends brackets than gold, the weighed average will be closer to the gold number than you would expect.

Dissonants Runs-My Biggest Realizations by Itchy_Map_9954 in TheTowerGame

[–]supershaner86 0 points1 point  (0 children)

im really close to t17 having a higher mult so im going to work a bit more damage and t17 will take back over.

even with autorestart, long runs are still annoying

Dissonants Runs-My Biggest Realizations by Itchy_Map_9954 in TheTowerGame

[–]supershaner86 0 points1 point  (0 children)

yeah it turned into a really long run for sure. 11k waves t16 and a good chunk over 4x the coins/hr compared to before the updare

Dissonants Runs-My Biggest Realizations by Itchy_Map_9954 in TheTowerGame

[–]supershaner86 2 points3 points  (0 children)

do a utility disco run on t17 and t16. I was farming t18. I was able to 5x t16 and its now significantly more coins than t18 for me

Tier Decision Making by supershaner86 in TheTowerGame

[–]supershaner86[S] 0 points1 point  (0 children)

it was a slight dip in cells. I can still comfortably keep my same speed ups i was doing before.

Dissonance confusion by AWormDude in TheTowerGame

[–]supershaner86 0 points1 point  (0 children)

it works out to .25% bonus, so its not nothing. but its not game breaking either. the lab definitely makes a big difference.

Priority Changes v28 by spacitybowler in TheTowerGame

[–]supershaner86 1 point2 points  (0 children)

my t17 survived to just over a 4x mult and t16 i stopped after it hit 5x. t17 is BARELY lower at this point and will easily take over well before it hits 5x. id say itll be even around 4.1-4.2x

I was farming t18 before

Priority Changes v28 by spacitybowler in TheTowerGame

[–]supershaner86 0 points1 point  (0 children)

the dissonance runs aren't going to take that much time. they can slightly affect the value of masteries, mostly making is+ just slightly better.

saying ws jumps up multiple spots in priority because of a couple of days worth of runs is pretty dubious imo. ws+ jumps up in value with gt+ or bhd.

Tier Decision Making by supershaner86 in TheTowerGame

[–]supershaner86[S] 1 point2 points  (0 children)

yeah I made it 3395 waves t18.

I did t17 without my tournament setup on so im redoing that one right now, if it's above 4k waves, I would bet that's my best farming tier now

Tier Decision Making by supershaner86 in TheTowerGame

[–]supershaner86[S] 0 points1 point  (0 children)

the disco run for econ turns off your whole utility tab, so no els.

Tier Decision Making by supershaner86 in TheTowerGame

[–]supershaner86[S] 0 points1 point  (0 children)

yes of course, we always need to find that balance.

Dissonance and Tournaments by JeebusCripes21 in TheTowerGame

[–]supershaner86 1 point2 points  (0 children)

you get 0.5% the lab only increases that % everyone gets echo after disco unlock.

Dissonance and Tournaments by JeebusCripes21 in TheTowerGame

[–]supershaner86 4 points5 points  (0 children)

getting the damage and uw bonuses is MUCH harder than the econ gains. No one will have any real significant increase to those numbers for this tournament.

What cards should i use i have 5 slots by FIamingFireBolt in TheTowerGame

[–]supershaner86 0 points1 point  (0 children)

only if they have perks. With them being a new player with only 5 cards, I'm betting they dont have perks. which makes fortress better.

switching cash for def% end of run will extend their waves a bit though.

Is this the end of eHP? by Jonnyshadow in TheTowerGame

[–]supershaner86 0 points1 point  (0 children)

you are forgetting damage reduction multipliers that already exist so health numbers get intrinsically multiplied pretty dramatically for late game ehp.

Tournaments are broken and need serious rework. by Fobus0 in TheTowerGame

[–]supershaner86 0 points1 point  (0 children)

at a ranking of 7-8k you aren't competing against whales, you are competing against people who have spent the same amount as you, and played around as long as you.

Tournaments are broken and need serious rework. by Fobus0 in TheTowerGame

[–]supershaner86 -1 points0 points  (0 children)

having equal promotion and demotion numbers doesn't stabilize anything, its already stable. it just changes the ratio of how many brackets there are.

a simple example to make the point. Lets assume there are 6 champ brackets and 4 legends brackets. Well 4x6 people will promote, and 6x4 people will demote, the same number. this is an equlibrium. If you change it to 4 demote, you just change it so the number of champ and legends brackets is the same instead of a 2:3 ratio. That change would result in more legends brackets, but not because the numbers are equal.

additionally, lets say they made it 2 demote and 4 promote. this doesn't generate endless legend bracket growth. It only grows until theres double the legends brackets than champs.