Gaussian RNG issue in PoE (both games)

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Would you care to elaborate on why you think I am not smart enough to say what you say is smart sounding but stupid please ;)

Gladly :)

1) First and most important, you didn't even say what is your point is. Distribution of which variables you are talking about and why you think Gaussian is bad choice for them?

2) It's obvious that most random variables in PoE are limited to some range, which excludes normal distribution just because it can generate potentially any number from negative to positive infinity.

3) You generated and posted some numbers, proving that you can use number generator. Why? :) Ofc you can generate any numbers you want there, it says absolutely nothing about PoE.

4) If you would want to protect players from very bad or very good luck, uniform is the worst distribution someone would use for such goal, because it has much fatter tales than normal distribution. Well, the actual worst would be distribution with low chances in the middle and most weight in the tales, but noone would use something like this, obviously.

So overall, you didn't say anything meaningful, while posted a lot of words and numbers, which is quite reliable indicator that you are trying to look smart while have no idea what you even trying to say.
Last edited by Suchka_777#4336 on Mar 5, 2025, 2:53:48 AM
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Would you care to elaborate on why you think I am not smart enough to say what you say is smart sounding but stupid please ;)

Gladly :)

1) First and most important, you didn't even say what is your point is. Distribution of which variables you are talking about and why you think Gaussian is bad choice for them?

2) It's obvious that most random variables in PoE are limited to some range, which excludes normal distribution just because it can generate potentially any number from negative to positive infinity.

3) You generated and posted some numbers, proving that you can use number generator. Why? :) Ofc you can generate any numbers you want there, it says absolutely nothing about PoE.

4) If you would want to protect players from very bad or very good luck, uniform is the worst distribution someone would use for such goal, because it has much fatter tales than normal distribution. Well, the actual worst would be distribution with low chances in the middle and most weight in the tales, but noone would use something like this, obviously.

So overall, you didn't say anything meaningful, while posted a lot of words and numbers, which is quite reliable indicator that you are trying to look smart while have no idea what you even trying to say.


Thank you for your reply and keeping it polite and intelligent.

1) the point is to remove extreme outliers. Gaussian is not a bad choice, it’s the one I’d use but with a rejection filter piece of code to remove outliers.

2) correct, refer to answer 1)

3) again correct and refer to answer 1)

4) the tails of a bell curve are exactly why Gaussian needs rejection of outliers to cut those tails off that would be outside of desired result.

As for my ‘sounding smart’ it’s not an intention, but as you brought it up I have high functioning Asperger’s and 2 advanced degrees in (2 separate disciplines of) engineering so am fairly good at maths and I started writing computer code in 1976 (when I was 10 years old) so have some basic understanding of coding.

Edit… I hope this answers your concerns of me being a ‘fool’ with a good ‘vocabulary’?
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Last edited by Timbo Zero#8289 on Mar 5, 2025, 3:18:07 AM
Ok, at least you clarified that your goal is to protect players from very bad or very good luck indeed. But most variables in PoE are limited to some range, so you should specify first which variables you are talking about so we could have some meaningful discussion about it.

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the tails of a bell curve are exactly why Gaussian needs rejection of outliers to cut those tails off that would be outside of desired result.

Uniform distribution from negative to positive infinite will give a bit more extreme results :) So it has nothing to do with Gaussian, but with range, and adjusted Gaussian would protect from extreme number within some range much better than uniform.
Last edited by Suchka_777#4336 on Mar 5, 2025, 3:22:45 AM
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Ok, at least you clarified that your goal is to protect players from very bad or very good luck indeed. But most variables in PoE are limited to some range, so you should specify first which variables you are talking about so we could have some meaningful discussion about it.


I used a mean of 50 to generate a block of numbers that could be reasonably changed to percentages of error for a reason.
As you have no Poe badges and a private account (neither of which are intended to be a criticism) stop me from being able to see how long you’ve played the games.
I’ve played since August 2017 so have a considerable amount of time in the poe1 game and limited amount of time in poe2 to know poe1 has this flaw (and is unlikely to be fixable) but poe2 also appears to have the same issue and would be very fixable.
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Last edited by Timbo Zero#8289 on Mar 5, 2025, 3:23:00 AM
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I used a mean of 50 to generate a block of numbers that could be reasonably changed to percentages of error for a reason.

This is not what I am asking about. Which PoE variables you are talking about? Like, items stats, damage numbers, or what?

I only play PoE 2, btw. But I think it doesn't matter much in terms if discussing statistics.
Last edited by Suchka_777#4336 on Mar 5, 2025, 3:26:05 AM
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Ok, at least you clarified that your goal is to protect players from very bad or very good luck indeed. But most variables in PoE are limited to some range, so you should specify first which variables you are talking about so we could have some meaningful discussion about it.

"
the tails of a bell curve are exactly why Gaussian needs rejection of outliers to cut those tails off that would be outside of desired result.

Uniform distribution from negative to positive infinite will give a bit more extreme results :) So it has nothing to do with Gaussian, but with range, and adjusted Gaussian would protect from extreme number within some range much better than uniform.


I agree with your edit and that is the point yes. Adjusted Gaussian would be perfect but appears not to be in poe2 and is 99% certain from my experience 100% not in poe1
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Last edited by Timbo Zero#8289 on Mar 5, 2025, 3:25:49 AM
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Adjusted Gaussian would be perfect but appears not to be in poe2 and is 99% certain from my experience 100% not in poe1

Again, which PoE random variables you are talking about?
Last edited by Suchka_777#4336 on Mar 5, 2025, 3:27:44 AM
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I used a mean of 50 to generate a block of numbers that could be reasonably changed to percentages of error for a reason.

This is not what I am asking about. Which PoE variables you are talking about? Like, items stats, damage numbers, or what?

I only play PoE 2, btw. But I think it doesn't matter much in terms if discussing statistics.


I agree your limited time (as a poe2 only player) doesn’t matter.
As for which variables, all that are generated with pseudo random numbers from any possible current RNG.

Edit… time I went to sleep, but please continue and I will answer as best I can when I awake.
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Last edited by Timbo Zero#8289 on Mar 5, 2025, 3:30:18 AM
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As for which variables, all that are generated with pseudo random numbers from any possible current RNG.

Like, tier of item, for example? Did you see tier 8 or -2? If no, then they are not using Gaussian directly to draw those tiers.
Last edited by Suchka_777#4336 on Mar 5, 2025, 3:31:44 AM
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As for which variables, all that are generated with pseudo random numbers from any possible current RNG.

Like, tier of item, for example? Did you see tier 8 or -2?


Ok one more before sleep…
A map (or in poe2 parlance waystone) can be tier 1-15, a RNG generator can ‘roll’ to determine the tier you get. Without outlier filtration someone will get very bad sustain and someone else will get very good sustain.
We should all get on average the same sustain, not (as has happen to me persistently in poe1) bad sustain every league to the point you have to buy them to keep playing.
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)

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