KNOW ALL THE RNG's - SPLINTERLANDS NEWBIE QUESTIONS [PT-BR/ENG]

in #hive-1402172 years ago

Click here to English Version.

Lendo o chat Português do Discord Oficial do Splinterlands eu observei a dúvida de um jogador sobre os fatores RNG existentes e me lembrei que essa é uma dúvida realmente muito pertinente de se responder, portanto aqui está mais um post da série Splinterlands Newbie Questions para mencionar todos os RNG's existentes e como eles se aplicam.

Apenas para esclarecer, RNG significa Random Number Generator e é um termo utilizado para generalizar mecânicas que utilizam do fator aleatoriedade/sorte/randomicidade.

Fonte.

Para facilitar a explicação irei dividir os fatores que envolvem RNG em categorias, agrupando as mais semelhantes mecanicamente. Vamos começar!


ESQUIVA

Velocidade : A cada 1 ponto de velocidade acima da carta atacante a carta possuirá +10% de chance de esquiva.
Flying : garante +25% de chance de esquiva para a carta, exceto contra outras cartas que também possuam essa habilidade.
Dodge : garante +25% de chance de esquiva para a carta.
Blind : Garante +15% de chance de esquiva para todas as cartas do time.

Todos esses fatores podem se somar, então se por exemplo uma carta possuir as três habilidades mencionadas ele possuirá +65% de chance de esquiva, além da possível diferença de velocidade entre o defensor e o atacante que poderá aumentar ainda mais essa chance.

Algumas habilidades que interferem nesse RNG e que valem a pena mencionar:

Backfire : Sempre que sua carta se esquivar, o atacante receberá 2 de dano.
Snare : Quando uma carta com essa habilidade ataca um inimigo com Flying ele terá 100% de chance de acerto e removerá esse buff da carta inimiga.
Phase : Faz com que as cartas com Dano Mágico também estejam sujeitas ao sistema de esquiva.
True Strike : Uma carta com essa habilidade nunca dará Miss. A regra de combate Aim True faz com que todas as cartas da partida não deem Miss.


ATIVAÇÃO

Todas as habilidades dessa categoria possuem 50% de chance de ativar quando seu gatilho for ativado. Os dois gatilhos existentes são: atacar ou receber um ataque

Affliction : Se aplicado impedirá o oponente de se curar.
Poison : Se aplicado causará 2 de dano real ao oponente no final da rodada.
Stun : Se aplicado impedirá o oponente de atacar na próxima rodada.
Retaliate : Se aplicado fará sua carta realizar um ataque contra seu atacante.


TOTALMENTE ALEATÓRIO

Apesar de haver apenas uma habilidade que se encaixe nesse contexto, os principais fatores de uma partida são definidos dessa maneira e vocês já sabem do que eu estou falando.

Scattershot : As cartas de dano à distância atacarão alvos aleatórios.

Regras : Todas as regras de uma partida são definidos aleatoriamente, tanto as Regras de Combate, o Mana Cap e os Elementos ativos.

As menores ligas sofrem menos com essa aleatoriedade pois há uma Regra de Combate fixa (Standard ) e os outros 2 fatores variam pouco. Esse inclusive é um ponto que eu acredito ser muito negativo pois facilita muito para os bots e dificulta para os jogadores novatos. Caso queira ler mais sobre isso basta acessar essa postagem.

Pode parecer difícil mas na verdade é bem simples. Algumas habilidades aumentam a chance de esquiva e outras possuem 50% de chance de ativar quando seu gatilho for acionado. As habilidades podem interagir umas com as outras para amplificar, mitigar ou anular um efeito, mas tudo isso você aprenderá conforme joga.

O RNG é uma mecânica que muitos não gostam mas que se faz presente em todos os jogos de carta. Alguns gostam e outros odeiam, eu me enquadro mais nessa segunda categoria, mas devemos conhecer e aprender a lidar com isso caso queiramos melhorar nossa Win Rate. Vença o RNG usando sua inteligência! (ou não)

Muito obrigado a todos que leram até aqui, espero que tenham gostado. Se vocês curtirem meus conteúdos, peço que deixem o seu voto na postagem e sigam o meu perfil para poderem acompanhar as futuras postagens.

Se o Rei não se mover, seus súditos não irão segui-lo.

Reading the Portuguese chat from Official Discord from Splinterlands I noticed a player's question about existing RNG factors and remembered that this is a really pertinent question to answer, so here's another post from the Splinterlands Newbie Questions series to mention all the Existing RNG's and how they apply.

Just to clarify, RNG stands for Random Number Generator and is a term used to generalize mechanics that use the randomness/luck/randomness factor.

Source.

To facilitate the explanation, I will divide the factors that involve RNG into categories, grouping the most similar mechanically. Let's start!


DODGE

Speed : Every 1 speed point above the attacking card the card will have +10% dodge chance.
Flying : grants +25% dodge chance for the card, except against other cards that also have this ability.
Dodge : Grants +25% dodge chance for the card.
Blind : Grants +15% dodge chance for all team cards.

All these factors can add up, so if, for example, a card has the three abilities mentioned, it will have a +65% chance of dodging, in addition to the possible difference in speed between the defender and the attacker that can further increase this chance.

Some abilities that interfere with this RNG and that are worth mentioning:

Backfire : Whenever your card dodges, the attacker will take 2 damage.
Snare : When a card with this ability attacks an enemy with Flying it will have a 100% chance to hit and will remove this buff from the enemy card.
Phase : Causes cards with Magic Damage are also subject to the dodge system.
True Strike : A card with this ability will never Miss. The Aim True combat rule makes all cards in the game not give Miss.


ACTIVATION

All abilities in this category have a 50% chance to activate when their trigger is activated. The two existing triggers are: attack or receive an attack

Affliction : If applied will prevent the opponent from healing.
Poison : If applied, it will deal 2 true damage to the opponent at the end of the round.
Stun : If applied will prevent the opponent from attacking in the next round.
Retaliate : If applied it will make your card perform an attack against your attacker.


FULLY RANDOM

While there's only one ability that fits in this context, the main factors of a match are defined this way and you already know what I'm talking about.

Scattershot : Ranged damage cards will attack random targets.

Rules : All the rules of a match are randomly defined, both the Combat Rules, the Mana Cap and the Active elements.

Lower leagues suffer less from this randomness as there is a fixed Combat Rule (Standard ) and the other 2 factors vary little. This is even a point that I believe is very negative because it makes it much easier for bots and difficult for novice players. If you want to read more about it, just access this post.

It may seem difficult but it's actually quite simple. Some abilities increase the chance to dodge and others have a 50% chance to activate when their trigger is triggered. Abilities can interact with each other to amplify, mitigate, or nullify an effect, but all of this you'll learn as you play.

The RNG is a mechanic that many don't like but that is present in all card games. Some like it and others hate it, I fit more into this second category, but we must know and learn to deal with it if we want to improve our Win Rate. Beat the RNG using your wits! (or not)

Thank you so much to everyone who read this far, I hope you enjoyed it. If you like my content, I ask you to send your vote on the post and follow my profile so you can read future posts.

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I found it very difficult to justify the chance of RNG at the current state, because I understand the math and calculations behind it, but it doesn't really work like that. Many times I miss my opponent monster in a row even if I have only 10% chance to miss or my opponent poison monster poison my creature in the first round and mine is doing nothing.

I would love if the Splinterlands team would change this totally randomness, because that is why I left Hearthstone (I am not saying I will leave just I don't like too much RNG in a game). The RNG controlled the game too much and excluded the tactics and strategies as everything depended about RNG.

I think the best (or some kind of) way as a solution would be if a monster with poison triggers his ability the second time he attacks would be a 100% miss and in the next round he could start to roll again.

Or if a monster has 20% miss rate against a faster creature and he misses the second time should be a 100% hit to eliminate the total randomness, so a miss row only with 20% miss rate wouldn't be possible.

I hope you understand my idea and I just wanted to share my thoughts. Thanks for the article about math, but this topic should be addressed more deeply by the team.

!LUV 😉

I've also been in plenty of virtually unlikely situations where a 10% miss chance card misses three attacks in a row (and things like this happen often). Maybe it's a problem with the code, after all, randomness is a difficult factor to achieve properly when we talk about blockchain. Integrating a service like Chainlink VRF could help in this regard to show that everything is fine and that we are just very unlucky lol

I am not familiar with the Chainlink you mentioned, but would be good to see some kind of solution, because it is definitely there is a problem here.

Similar happened in Diablo 2 and 3 where when you find an item sometimes it will replicate another one of the same kind, so two will drop at the same time and when someone asked the Blizzard team they denied everything. 😅

Anywhy thank you for your insight and hope the team will recognize this as something that needs to be fixed.

Have a nice day! 😉

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