So, to anyone reading this I want to make clear a few assumptions that were made in the video. Firstly, there is an assumption that RNG in the game is a PRNG (Pseudo random number generator). The way these work in the most simple case is just a formula: Given a previously calculated random number to get the next random number. So the next random number inheretely depends on the previously generated random number. And the first number in the sequence is called a seed. There one few thing that is curious about these: PRNGs always cycle. It's not a question of whether, it's a question of when. Given that PRNG uses a 64-bits of information to store the state, the cycle can not be bigger than 2^64. So it can be theorthetically be abused. Also knowing the seed and the specific algorithm can lead us to predict the next numbers that are going to be generated. I've seen one video where some guys cracked on minecraft's RNG and were able to predict the next enchantment in the enchantment table, given some small list of what enchantments it was showing previously. There are also CSPRNGs (cryptographically secure RNGs) that mean that as long as you don't know a seed, you have a really low chance of predicting the next random number generated. And for the final thing, we also have RNG that aren't "pseudo". Recent x86 processors have instructions that generate random numbers, but it's not a mathematical formula. These CPUs use noise from thermal readings to gather entropy, filter it out, do some operations and produce numbers. Of course it is a little bit slower than a PRNG, because entropy needs time to be gathered. Depending on which kind of algorithm the game uses to generate random numbers, it can be easier or harder to predict which numbers come out of it. Also it is not guaranteed that RNG state is separate for every player. Maybe the game uses just a single RNG to generate random numbers for all players, making things extra unpredictable. The second assumption that made in the video is that your looking at the echo stats affects the stats that you will see next. It is true that quantum mechanics predicts similar things: you can collapse uncertainty by measuring the state of an electron. But one thing to keep in mind is that quantum mechanics operates at subatomic scales, and in our big world the uncertainties collapse by themselves. We don't have to worry about the cat in the box, because the box knows whether the cat is dead or alive. When you kill a mob and get a new echo in your inventory the stats of that echo are already known. At least, that's what I truly believe to be the case. Because to play the game, you connect to the server, the server that deals with the logic and keeps track of everything you do: which chests you open, which teleports you activate, when your characters die, which characters come out of your gacha and which echoes you get. The next part is probably wrong, but the basic idea should be unchanged. I'd need to test this with high ping to know what happens when. When you kill the enemy, the server runs the first run of the RNG and determines whether an echo should be dropped. If it should be dropped, it sends a message to your game and your game displays the golden outline. When you pick it up, the server runs another RNG to know which stats the echo should have, adds it to your inventory in the game's database and sends the game another message, containing the basic information about the echo and displays that notification on the left, the one that you get when picking up new items. Note that at this point the database, the server all have observed the actual stats of the echo. It doesn't matter which ones you look at, because the game's server already looked at them for you. If it's a pseudo RNG there's not even a need to look. Also regarding "Elimination vs Gambling" part. The dude literally took 5 minutes to explain that you don't want to upgrade shitty echoes to level 25, because that's a waste of resources
I would personally level it to 10 and if there's 1 Crit stat, I would roll until 20 for the other Crit stat, if there no Crit on 10, I would scrap instantly.
You yapping my friend. At min 3.10, that's already so false. You looking the stat of an echo doesn't change it. The stat is determined already when you receive the echo so the stat is there regardless if you check it or not. Quantum physics is interesting and fun but it doesn't matter at the macro level we live in
If the system of waveplates refill is similar to genshin resin, then there's a limit on how much you can prolong the gamble, that is, how much of this resource named "time" you can buy. It cannot buy you an infinite amount though. Any other amount of time other than the infinite is useless for guaranteeing something or increasing the chances. If you try to whale your way to the perfect artifact, then still some whales will be lucky, some won't - everyone remembers "Staff of Homeless Incident" in Genshin pre- epitomized path weapon banner. Then what's the difference, if without whaling we have the same result - we have lucky and unlicky artifacts outcome. The only reason why whaling brings money from relatively sane people to the gacha games' owners is the pity system. Insane people would still gamble all their money even if there is no pity, sane people would eventually stop and leave. With pity on gacha, money buy you the important resource - time to pull a target char/gear. Pity system allows this amount of time to be finite. And as far as I know, gacha games without pity system are considered casinos and are banned. So, my conclusion: artifact/relic/echo rng without pity system is not for money making, because no money can increase the chances, money can only buy the finite amount of time, which is never enough. And some laws prohibit exploiting people with the casino mechanics of pity-less systems. The true purpose of gear stats' rng is to prevent players maxxing out their stats before the game service life ends.
@@r.d.6290 never played genshin so i wouldn't know all the jargon you threw at me but the grind for the optimal build is a game staple, did you ever play wow just as an example? Maybe i'm too used to that sort of grind but it's justified because this is the true end game a.i. trying to reach that sacred grale of the perfect build with the highest tier (presumably highest if they don't introduce another tier of echoes beyond tier 5 golden) anyways that's just my two cents about it, tldr it makes sense that it's hard to obtain the perfect echo
So, to anyone reading this I want to make clear a few assumptions that were made in the video. Firstly, there is an assumption that RNG in the game is a PRNG (Pseudo random number generator). The way these work in the most simple case is just a formula: Given a previously calculated random number to get the next random number. So the next random number inheretely depends on the previously generated random number. And the first number in the sequence is called a seed. There one few thing that is curious about these:
PRNGs always cycle. It's not a question of whether, it's a question of when. Given that PRNG uses a 64-bits of information to store the state, the cycle can not be bigger than 2^64. So it can be theorthetically be abused. Also knowing the seed and the specific algorithm can lead us to predict the next numbers that are going to be generated. I've seen one video where some guys cracked on minecraft's RNG and were able to predict the next enchantment in the enchantment table, given some small list of what enchantments it was showing previously.
There are also CSPRNGs (cryptographically secure RNGs) that mean that as long as you don't know a seed, you have a really low chance of predicting the next random number generated.
And for the final thing, we also have RNG that aren't "pseudo". Recent x86 processors have instructions that generate random numbers, but it's not a mathematical formula. These CPUs use noise from thermal readings to gather entropy, filter it out, do some operations and produce numbers. Of course it is a little bit slower than a PRNG, because entropy needs time to be gathered.
Depending on which kind of algorithm the game uses to generate random numbers, it can be easier or harder to predict which numbers come out of it. Also it is not guaranteed that RNG state is separate for every player. Maybe the game uses just a single RNG to generate random numbers for all players, making things extra unpredictable.
The second assumption that made in the video is that your looking at the echo stats affects the stats that you will see next. It is true that quantum mechanics predicts similar things: you can collapse uncertainty by measuring the state of an electron. But one thing to keep in mind is that quantum mechanics operates at subatomic scales, and in our big world the uncertainties collapse by themselves. We don't have to worry about the cat in the box, because the box knows whether the cat is dead or alive.
When you kill a mob and get a new echo in your inventory the stats of that echo are already known. At least, that's what I truly believe to be the case. Because to play the game, you connect to the server, the server that deals with the logic and keeps track of everything you do: which chests you open, which teleports you activate, when your characters die, which characters come out of your gacha and which echoes you get. The next part is probably wrong, but the basic idea should be unchanged. I'd need to test this with high ping to know what happens when.
When you kill the enemy, the server runs the first run of the RNG and determines whether an echo should be dropped. If it should be dropped, it sends a message to your game and your game displays the golden outline. When you pick it up, the server runs another RNG to know which stats the echo should have, adds it to your inventory in the game's database and sends the game another message, containing the basic information about the echo and displays that notification on the left, the one that you get when picking up new items. Note that at this point the database, the server all have observed the actual stats of the echo. It doesn't matter which ones you look at, because the game's server already looked at them for you. If it's a pseudo RNG there's not even a need to look.
Also regarding "Elimination vs Gambling" part. The dude literally took 5 minutes to explain that you don't want to upgrade shitty echoes to level 25, because that's a waste of resources
Bro just summarized probability and statistics, love it.
This is criminally underrated
i would like an npc that could atleast alter 2 sub stats. making it a bit more bearable
5040 echoes is crazy
i feel lucky to have 2 god rolls now
i think that cost you a lifetime luck lmao
What an amazing video, holy shit, please do more!
Also, upping the echo just enough to reveal 1 or 2 stat is only to lose less echo exp at recycle, when starting this gamble over.
i havent got 5 star rejuvenating glow with healing bonus Bell-Borne Geochelone in like 50 tries
Same man 😂 I feel you
Well although I've already gone by this logic. This works great as a notice I'm doing it right. xD
soooo is the best way is to lvl up to 10 and tune 2 times, and scrap the echo if you roll bad stats?
I would personally level it to 10 and if there's 1 Crit stat, I would roll until 20 for the other Crit stat, if there no Crit on 10, I would scrap instantly.
Nice video. Is it really RNG? Can vi manipulate it?
no, he just explain the math behind it
i ran out of echo exps
Rng?
Aaahh!!!! Brain hurt!
i seez
You yapping my friend. At min 3.10, that's already so false. You looking the stat of an echo doesn't change it. The stat is determined already when you receive the echo so the stat is there regardless if you check it or not. Quantum physics is interesting and fun but it doesn't matter at the macro level we live in
It's a gacha game that wants to make money hence this video is like pissing in the wind
If the system of waveplates refill is similar to genshin resin, then there's a limit on how much you can prolong the gamble, that is, how much of this resource named "time" you can buy. It cannot buy you an infinite amount though. Any other amount of time other than the infinite is useless for guaranteeing something or increasing the chances. If you try to whale your way to the perfect artifact, then still some whales will be lucky, some won't - everyone remembers "Staff of Homeless Incident" in Genshin pre- epitomized path weapon banner. Then what's the difference, if without whaling we have the same result - we have lucky and unlicky artifacts outcome.
The only reason why whaling brings money from relatively sane people to the gacha games' owners is the pity system. Insane people would still gamble all their money even if there is no pity, sane people would eventually stop and leave. With pity on gacha, money buy you the important resource - time to pull a target char/gear. Pity system allows this amount of time to be finite. And as far as I know, gacha games without pity system are considered casinos and are banned.
So, my conclusion: artifact/relic/echo rng without pity system is not for money making, because no money can increase the chances, money can only buy the finite amount of time, which is never enough. And some laws prohibit exploiting people with the casino mechanics of pity-less systems.
The true purpose of gear stats' rng is to prevent players maxxing out their stats before the game service life ends.
@@r.d.6290 never played genshin so i wouldn't know all the jargon you threw at me but the grind for the optimal build is a game staple, did you ever play wow just as an example? Maybe i'm too used to that sort of grind but it's justified because this is the true end game a.i. trying to reach that sacred grale of the perfect build with the highest tier (presumably highest if they don't introduce another tier of echoes beyond tier 5 golden) anyways that's just my two cents about it, tldr it makes sense that it's hard to obtain the perfect echo