If I roll 1 6 sided die the end result is totally random.
when I roll 6 6 sided dies the result is already a lot more predictable,
when I roll 50 6 sided dies the result is very predictable.
Rolling (50) 6sided dice =/= rolling (1) 6sided dice 50 times.
Statistically it should be the same , but in practice, not necessarilly.
Even small imperfections in manufacturing will effect the rolls.
Also I've never been told where the RNG is applied, this also makes
a huge difference to the outcome of multiple tries in a row.
A computer and a dice are far different, but a significant factor is
where/when/how the RNG is applied.
Is the prize fix'd in each, when 3 new chests are displayed ?
or, is the prize determined when the chest is opened ?
You could ask the same question about the mystical object in MA,
or the chests as each level is generated in Spire. The only sticking
point is when/how the RNG is used.
Lets say hypothetical is 3 prizes, 50%, 30%, 20% respectfully...
If you just picked that chest 5 times in a row, you'd expect
longterm, for every 5 opened... you'd hit (1) of the 20%'ers.
But in the game its impossible to get even 5 picks, let alone
more than 5, in a row.... even if you're lucky enough for 1 of
the 3 offered to be the exact chest that gives the above chances.
The reason its impossible is because in the meantime, if its random
which 3 chests you get, then (3) more randoms are picked....
in between opening each chest. ( ie- picking the next 3 chests )
We also need to address where its being picked.... client-side or
server-side. Not too different as your fav poker site. Are the cards
randomized , then the deck sent to the table, or is the deck
randomized in the browser at the table.....
I say this because even if the chest you open, is randomly selected
"as" you open them, but done server-side, there may have been 100
other chests opened before you you opened your next chest. Thus
an xtra 100 times the RND function was used between it being used
to determine your chest prize. If this is done client-side, then still
the nember generated will be every 4th number, cause after that....
3 more chests need to be randomly picked before you open 1 again.
If we go back to the dice example, but say we're look'n at every 4th attempt.
We also can say we're only looking for a 1. Now lets say the following are
the next 24 rolls .....
2 1 3 6
5 4 6 3
1 2 5 4
2 4 3 6
1 5 2 6
5 3 1 4
We can see that a perfect distribution occured. Every 6 rolls, 1 each of the 6
sides occured, but because we weren't opening a chest on all 24 randoms,
instead of the basic 1 in 6 odds, we got 2 in 6 instead. Perfect distributions
don't happen, but what can happen is you don't get a 1, on the every 4th
try, longterm, 1 of 6 tries. Its actually more often than not, (in this case, the
hypothetical ) for you to get either more or less 1s than you normally should.
This is whats reported in Elvenar..... more often you get screwed or you get
really lucky, than you ever do just getting the std odds.
( and ) all of this assumes the RNG is on the up&up ..... lololol