Spell Failure Rate Question

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  • Camcolit
    Scout
    • Apr 2011
    • 30

    Spell Failure Rate Question

    Hello everyone,

    Just a quick question - I'm actually playing the Zangband tk variant but afaik the spell failure system is the same, maybe someone can confirm. My spell failure rate shows as the 5% minimum but I seem to fail a lot more than that. I get two failures in a row pretty often which is extremely unlikely at 5%. I'm not stunned or even in combat. Just randomly walking around the dungeon and I cast detect monsters and fail twice in a row. Any ideas? Thanks a lot.
  • Zyphyr
    Adept
    • Jan 2008
    • 135

    #2
    The RNG hates you. Don't take it personally though, it hates most people.

    Comment

    • Camcolit
      Scout
      • Apr 2011
      • 30

      #3
      well it could be just bad luck, sure. It's natural to notice spells that fail a lot more than those that succeed. It's very hard to judge whether it's off or not, just seems that I've had a run of double-fails that's very improbable statistically if the rate is indeed 5%.

      Comment

      • jens
        Swordsman
        • Apr 2011
        • 348

        #4
        Well, after each time you have a failed spell, you have a 1 in 20 chance to fail again. You are probably casting lots of spells, so it would not be all that uncommon...

        Comment

        • Camcolit
          Scout
          • Apr 2011
          • 30

          #5
          Well I play a vampire warrior-mage that is more warrior than mage at the moment, so I don't cast that much. Just wanted to find out if there was any hidden factor that increased spell failure that everyone knew about (except me). Now that I know there isn't I'll just chalk it up to the RNG - thanks

          Comment

          • scud
            Swordsman
            • Jan 2011
            • 323

            #6
            A couple of days ago I had a monumental sequence of Identifails at 33%. I'm quite used to six or more screw-ups, but this time I reckon I started counting at around 10-11 fails, and counted a further seven. Eighteen consecutive fails is a one in 38.7m chance (I've probably miscalculated).

            I've also starved to death trying to satisfy hunger, having started spellcasting immediately I hit 'weak'.

            I guess we don't remember to good rolls...

            Comment

            • zaimoni
              Knight
              • Apr 2007
              • 590

              #7
              Originally posted by scud
              A couple of days ago I had a monumental sequence of Identifails at 33%. I'm quite used to six or more screw-ups, but this time I reckon I started counting at around 10-11 fails, and counted a further seven. Eighteen consecutive fails is a one in 38.7m chance (I've probably miscalculated).
              Yes... (0.67)^18 ~ 0.074% i.e 1 in 1,351 chance for a theoretical uniform distribution.
              Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
              Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
              Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

              Comment

              • Timo Pietilä
                Prophet
                • Apr 2007
                • 4096

                #8
                Originally posted by zaimoni
                Yes... (0.67)^18 ~ 0.074% i.e 1 in 1,351 chance for a theoretical uniform distribution.
                If I understood correctly that would be 18 consecutive successes, not failures. Failures would be 0.33^18 ~= 2.154*10^-9 which is about 1 in 464246974

                Comment

                • EpicMan
                  Swordsman
                  • Dec 2009
                  • 455

                  #9
                  Except that the older rng, which I believe is the one Zangband has, has some issues. One failure seems to make successive failures likely. That's why they changed the RNG in Vanilla.So your initial failure rate may be 5%, but a failure will make a second one much more likely.

                  Comment

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 9022

                    #10
                    I don't know about "much". The RNG used in Vanilla now is slightly better than the old one, but it's not like the old one was bad. It compared decently well to the Mersenne Twister (I remember someone did a randomness study on the two awhile back). Yes, it's a bit prone to sequences of similar numbers, but IIRC not to the extent that you can blame every double-failure on it.

                    Comment

                    • Tiburon Silverflame
                      Swordsman
                      • Feb 2010
                      • 405

                      #11
                      IIRC, the old RNG was a linear congruential...and it compares *horribly* to MT, in a proper statistical analysis. Sure, over 10,000 trials, they probably give similar results...but LC is known to give particular shorter-term patterns.

                      You certainly can't blame every double failure on the RNG...and with combat spellcasting, it's probably true that you can blame only a few, unless the "spell success" method has an isolated RNG all to itself. If it doesn't, then in combat situations you'll have attack and damage rolls, presumably using the same RNG, and therefore your next spellcasting attempt won't be "consecutive" from the standpoint of the generated numbers.

                      Comment

                      • zaimoni
                        Knight
                        • Apr 2007
                        • 590

                        #12
                        Originally posted by Tiburon Silverflame
                        IIRC, the old RNG was a linear congruential...and it compares *horribly* to MT, in a proper statistical analysis.
                        The old complex RNG was/is an addition-shift initialized by a linear-congruential.

                        Just about anything other than Mother-of-All compares horribly to Mersenne Twister for non-cryptographic purposes.
                        Originally posted by Tiburon Silverflame
                        If it doesn't, then in combat situations you'll have attack and damage rolls, presumably using the same RNG, and therefore your next spellcasting attempt won't be "consecutive" from the standpoint of the generated numbers.
                        Which is why the important measure is correlation across phase shifts (which is precisely where linear-congruential is awful -- the best known LCG as of 2004 has detectable strong correlation at sampling interval 8, but not intervals 2..7).

                        By contrast, the old RNG was not empirically testable [on my end] as problematic for events with probability greater than 1/27.
                        Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
                        Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
                        Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

                        Comment

                        • zaimoni
                          Knight
                          • Apr 2007
                          • 590

                          #13
                          Originally posted by Timo Pietilä
                          If I understood correctly that would be 18 consecutive successes, not failures. Failures would be 0.33^18 ~= 2.154*10^-9 which is about 1 in 464246974
                          Yes, agreed.
                          Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
                          Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
                          Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

                          Comment

                          • Mondkalb
                            Knight
                            • Apr 2007
                            • 982

                            #14
                            I have learned (through many many deaths of characters) that a failure rate of 5% means: Don't rely on it in critical situations. It will fail four or five times in a row, if necessary to kill your character. ^^
                            My Angband winners so far

                            My FAangband efforts so far

                            Comment

                            • Max Stats
                              Swordsman
                              • Jun 2010
                              • 324

                              #15
                              I'm glad I'm not the only one who thinks repeated failures are too common. I always wondered if the RNG was susceptible to occasional lack of independence between successive numbers. I assumed I was just noticing the failures and ignoring the successes, but maybe there is something to it.
                              If beauty is in the eye of the beholder, then why are beholders so freaking ugly?

                              Comment

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