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Edited by NotCreative123: 6/25/2023 10:08:37 PM
5

Should SBMM Be Added To Trials? A Look At The Math

SBMM seeks to set up a 50% chance of winning any given game. Players assume that this will make going Flawless much more difficult. I am attempting to explore the topic using math. [b][u]Flawless Chance On A Single Card[/u][/b] This section discusses the likelihood to go Flawless with no Mercies, one Mercy, and 2 Mercies. [spoiler][u]Question:[/u] If you assume that every game's outcome is independent and you have a likelihood of 50% of winning any individual game, what is the likelihood of winning 7 of 9 games?  [u]Solution: [/u] P(k of n) = H*(p^k)*((1-p)^(n-k))  Where… P = probability of winning "k" of "n" total games p = probability of winning each game  H = number of different ways it is possible to win "k" of "n" games  In this case… p = 0.5 (we are assuming the "ideal" SBMM is working, so every game is 50/50) k = 7 n = 9 H = 36 (found using Pascal's Triangle instead of using binomial coefficient formula) P(7 of 9) = 36*(0.5^7)*((1-0.5)^(9-7)) = 0.070 [b]Therefore, the likelihood of going Flawless with 2 Mercies is around 7%. [/b] After going Flawless, your next card becomes more difficult, as you can only lose 1 game.  P(7 of 8) = 8*(0.5^7)*((1-0.5)*(8-7)) = 0.031  [b]The likelihood of going Flawless with only 1 Mercy is around 3%.[/b] Maybe you want to see how difficult it would be to win 7 in a row without losing at all.  P(7 of 7) = 1*(0.5^7)*((1-0.5)*(7-7)) = 0.008 [b]The likelihood of going Flawless without ANY Mercy is around 0.8%.[/b][/spoiler] [b][u]The Effect Of Multiple Cards[/u][/b] Many players try multiple times to go Flawless. This section uses the numbers we found from the previous section and establishes that players can still achieve the same success if they play enough games. [spoiler][u]Question: [/u] If everyone plays 5 cards, what is the chance of players going Flawless at least once? [u]Solution: [/u] P(k of n) = H*(p^k)*((1-p)^(n-k))  Where… P = probability of going Flawless "k" times out of "n" total cards p = probability of going Flawless H = number of different ways it is possible to go Flawless "k" times out of "n" attempts p = 0.07 (from previous section, assumes 2 Mercies) k = 1 n = 5 H = 5 (found using Pascal's Triangle instead of using binomial coefficient formula) P(1 of 5) = 5*(0.07^1)*((1-0.07)^(5-1)) = 0.261 [b]If everyone plays 5 cards, then around 26% of players will go Flawless. [/b][/spoiler] [b][u]Conclusion[/u][/b] Currently, around 25% to 35% of players go Flawless on any given weekend. The average number of games played per player is around 4 (around 1 card). If SBMM is added to Trials, and everyone plays 1 card, then the percentage of players who go Flawless will drop to around 7%. To attain the same percentage of Flawless players per weekend with SBMM as CBMM, players will have to play at least 5 cards per weekend. [b]TLDR: Unless players are willing to play 500% longer each weekend, the introduction of SBMM will reduce the number of Flawless players by a significant margin. [/b]
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  • I'd rather give free adept loot to everyone at this point in trials and have one matchmaking pool for everyone without this flawless or practice pool bullshit

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  • Should we put sbmm on pve?

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    • What

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    • This was way too much math for my small brain are you wanting sbmm in trails or is this math advocating against sbmm within trials?

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      • Edited by Good_Jason: 6/25/2023 5:21:38 PM
        As I am typing this there are currently 60,229 players logged into game. Under your fancy math 7% should be the goal for flawless if I read your post correctly. So, if 60,229 players all team up into 3 man teams and play trials you will have 20,076 teams. So out of 20,076 teams 7% can go flawless that is 1,405 teams or, 4,215 players. Now that is assuming all players play trials. Which we know they won't so lets say 25% of active players play trials. That is 5,019 teams now 7% go flawless that is 351 teams or 1,054 players. So out of 60,229 players only 1,054 should get lighthouse access. So 2% of the player base. Yeah seems a bit extreme to me cause that number would dwindle by those who won't try again or don't bother to try again with a 93% loss ratio. There is zero motivation to realistically achieve the goal.

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