Facebook Dragon’s Call Hit and Dodge Explanation



Facebook Dragon’s Call Hit and Dodge Explanation by amber

Explanations on Hit and Dodge

As some players reported that high-dodge classes were worse than low-dodge classes in the number of dodges, the official extracted and analyzed a mass of data from players to prove that there was no algorithmic error and the problem may be resulted from few battles between two sides. Take a coin toss for example, there is a 50/50 chance to turn up a head or a tail. Nevertheless, the coin may come up a head for three consecutive times, that isn’t to say, the odds of head is higher than that of tail.

In the official sampling test based on a certain number of battles, high-dodge classes have more dodges than low-dodge classes in both theory and reality. Like tossing a coin for 1000 times, almost half heads and half tails will be achieved.

The sampling test record is below:

Take an assassin and a mage of the same level for testing. They have 20 battles and the results are shown in the picture.

Assassin: Hit 743, Dodge 219
Mage: Hit 515, Dodge 118

About Hit and Dodge: The actual dodge is related to one’s own dodge and the opponent’s hit. If one’s own dodge and hit are higher than the opponent, its actual dodge will be higher. Likewise, if one’s own dodge is higher than the opponent, but the hit is lower, its actual dodge may be worse.

Theoretically, the assassin’s hit rate is 84.1% and the mage’s is 57.5%.
The assassin’s average hit rate is 82.5% and the mage’s is 54.3% in 20 practical battles, which almost agree with theoretical values.

The mage has more dodges than the assassin in three battles. That is because the assassin’s attack speed is twice of the mage’s and thus the number of attacks is twice. Originally, the mage has few dodges, but along with the increasing times of being attacked, it has more opportunities to dodge and the number of its dodges has increased, consequently. If the number of attacks is counted in, the assassin’s dodge rate is still higher in two of the three battles.

In conclusion, few battles are the main cause of the hit and dodge problem put forward by players. Few battles have strong contingency and cannot reflect the true numerical values. In the meantime, high-dodge classes have high attack speed and can launch more attacks, so the opponent has more chances to dodge. Certainly, there is low randomness which can be commonly found in any game to add more fun.

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