Is 2d6 really 2d6?

droid327

Well-known member
Or is it just a random number from 2-12? The difference of course is distribution.

Just a random question that sometimes pops in my head when playing

Given how they're shaving calculations for server performance, I can see where maybe they don't want to roll 28 d6s every time you hit to calculate your imbue damage
 

The Blonde

Catalogues Bugs
lolz, i mean, how would we get the data to be able to know.

and more philosophically speaking, how would having this knowledge affect your life?
It wouldn't be that hard to figure it out, 1000 rolls should reveal the truth.

As for the second point, it directly affects gameplay. If you don't see that, then I'm not sure you understand what OP is asking.

With that said, I'm fairly confident it is WAI, and it is actually 2d6. Reason being that dice rolling has been a core part of the game since it's inception, and back then the game's programmers would never consider 1d11+1 to be the same as 2d6; they used to take the game seriously back then.
 

DYWYPI

Well-known member
The random dice rolls themselves are hard-coded and all work the exact same way; it's just the upper or lower boundary range parameter that differs. That's how random dice are applied and part of reason it's comical when people wrongly assume the "Daily Dice" rolls are rigged. Because all the dice in the game would be rigged and exhibit the exact same pattern as the Daily Dice. You'd get people complaining when they rolled d20, they were hardly ever getting above 7, and other fantastical or wild accusations. The Daily Dice are independent instances.

The [d100] is using the exact formula and code as it does for let's say; d6, d12, d24 or d20 dice, that latter I have also tested in the past, e.g. [Post #40].
 
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paddymaxson

Deliberately obtuse
Or is it just a random number from 2-12? The difference of course is distribution.

Just a random question that sometimes pops in my head when playing

Given how they're shaving calculations for server performance, I can see where maybe they don't want to roll 28 d6s every time you hit to calculate your imbue damage
I'm under the impression DDO does 1d3+3 for a 1d6 to stop it being as random as it's really annoying when you get unlucky and get 10 on your 10d6. I don't recall where I saw this but I'm pretty sure I saw it in game on a spell tooltip.
 

TempestAlphaoMega

Active member
I'm under the impression DDO does 1d3+3 for a 1d6 to stop it being as random as it's really annoying when you get unlucky and get 10 on your 10d6. I don't recall where I saw this but I'm pretty sure I saw it in game on a spell tooltip.
I remember reading that DDO used loaded dice as well and it being a tool tip or one of the loading screens is a possibility. The voices in my head say it was for specific situations (spell damage maybe) and not for everything involving dice. That said this was from several years ago and I can't point to any current documentation that supports such.
 

_fully_carroted_

Well-known member
I'm under the impression DDO does 1d3+3 for a 1d6 to stop it being as random as it's really annoying when you get unlucky and get 10 on your 10d6. I don't recall where I saw this but I'm pretty sure I saw it in game on a spell tooltip.
Getting 10 on 10d6 happens an average of once in 6x6x6x6x6x6x6x6x6x6 times, or once in about sixty million attempts.

They don’t need to cheat to avoid that. If you get a 10, just laugh and deal with it.
 

Xaerxiessia

Lost in Translation
Just let you hit many times to -1 HP and count how many times the d100 rolls into the 91-100 range before stabilizing.
 

Xaerxiessia

Lost in Translation
That actually wouldnt help since a 1dX roll has the same distribution as a rand(1-x) function
Sorry , it was a comment on Cheeps' post.

About your original post , I would just hit repetitively a dummy in the cargo and take notes to build a chart.
Something should pop out quickly enough if you suspect it's abnormal.
 

waysider

Active member
The random dice rolls themselves are hard-coded and all work the exact same way; [snip]

The [d100] is using the exact formula and code as it does for let's say; d6, d12, d24 or d20 dice, that latter I have also tested in the past, e.g. [Post #40].

Your past testing certainly looked math-solid. How do we know the dice/RNG "all work the exact same way" part?
 

paddymaxson

Deliberately obtuse
Getting 10 on 10d6 happens an average of once in 6x6x6x6x6x6x6x6x6x6 times, or once in about sixty million attempts.

They don’t need to cheat to avoid that. If you get a 10, just laugh and deal with it.
Yes but without loading the dice it's as likely that you'll get a roll under 31 on 10d6 as it is you get a roll of 31 or above, so they stack the dice to keep your damage output fairly consistent because this is a video game not tabletop and there is some semblance of consistency.

I don't think it's the Mandella effect but I SWEAR I remember spell tooltips previously saying that the 1d6 was 1d3+3 before. I do think it was just for spells mind you, I think weapon damage wasn't weighted because the dice roll is a smaller portion of the total damage in that. 60 strength with a greataxe is 31-42 where 10d6 is 10-60, a lot more random.
 
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