So how "random" is the game

Get2·12/22/2019, 2:43:00 PM·3 votes·1,287 views

This season of TFT feels totally like you win or lose based on whatever the game decided at some point, probably the lobby. I can run a comp 10 games in a row and it loses 50% of the time or wins hard the other 50% it seems. It's not like there are so many comps that any given comp has that many counters or should flop so hard one way or the other.

But even taking that out, one situation I just noted was plopping a one-star Brand on the map to complete a mage buff. Said brand goes on to live the entire battle. He gets his ult off. Has no items on, so it took him like 5 hits to get the AP up for the ult. Then he cast his ult. And lived a bit longer to do more damage.

55 attack damage 245 dmg per hit on ult, hits 5 times

Total damage done by Brand after about 7 autos and one ult. . . 225 damage.

Please help me understand what I am missing here.

9 Comments

AlienPrimate12/22/2019, 2:53:34 PM1 votes

What you are missing is the fact that you think it isn't random when going the same thing over and over. The problem is you are forcing something. That thing is only going to work if your opponents aren't also trying to use it. If you are the only one going for it then it will work out great. If there are 2 other people trying to get the same champions as you, you are all going to lose miserably while all sitting on one star units until it is too late. IT IS 100% RANDOM so you have to look for what your best odds are. If you see 3 people started with a 2 star Vlad, don't start buying ocean units because you won't get them. The opposite is also true though. If you see someone is doing well with glacial and you are sitting pretty well yourself with resources to spare, pick up every Olaf you see. The same can be said of any comp that depends on certain units to carry. If you see first place is sitting on 3 blademasters, buy up every Yi that you come across.

It is just simple math and it straight up tells you the odds now. If you have a 15% chance to get one of the 5 cost units, that is a 15% chance that one of them shows up, not that any specific one shows up. If someone else already has 5 Nami's, you have a higher chance of getting a Taric because Nami is less likely to show up.

Let's say there are 9 of each 5 cost unit in the shared pool. (Amumu, Zed, Yi, Singed, Taric, Nami)

2 people have 3 Amumus, and one person have 3 of Zed, Yi, Singed, and Taric. This is under the assumption that most people only go for a 2 star 5 cost due to the difficulty of getting a 3 star.

If you have a 15% chance to role a 5 cost, that means you have a 15% chance to role 3 Amumus, 6 of Zed, Yi, Singed, and Taric, and 9 of Nami.

Break that down further and you have a 2.8% chance to get Amumu, 5.6% chance to get one of the 4, and 8.4% chance to get Nami. Point being that while it is up to chance if you get something, there is no point trying to get one thing when you have a higher chance to get something else.

Sirfetchd2112/22/2019, 9:33:22 PM1 votes

Damage to shields isn't included in stats. Once had a game with early mountain bonus which went on my tank and the enemy teams stats showed no damage dealt. Also don't quote me on this one, but armour and magic resistance lower your damage against the respective attacks and I'm pretty sure that isn't calculated in the stats.

So if your brand auto attacked the enemies tank who presumably had some armour the aa's wouldn't do much damage. If the ult then hit enemies with shields or magic resistance (aswell as through mystic bonus and items) then yes it would appear that your brand did very little damage.

ThunderCraft12/23/2019, 7:20:57 AM1 votes

set 2 the rise of the elements its rigged

Ztoka12/23/2019, 7:49:06 PM1 votes

Units have to be close enough together for the ult to bounce also. Too many games had brand/siv only hit one unit because they weren't close enough together for the bounce to work. That's why positioning is also key in this game. Unless stuff is clumped up, siv/brand aren't nearly as effective.