Thanks but your right that won't do anythingWell you could, ya know, do it 1 - 10000. And divide the result by 100. Might not change anything, because I don't know anything about randomization in computers, but still...
The skill works, the only problem is all my "Procs", if you will, are in bursts. I assume it's because their algorithm is based on something that doesn't vary enough quick enough.Why isn't it good ??? If it's because it uses the same value every time still, then go go to File -> Preferences -> Uncheck "Use Fixed Random Seed"
And also, random might not always work if you use the button "Test Map", try to test in online![]()
I love that quote ^^When random doesn't face your expectations, it is truly random ~ AceHart
It's probably just how it feels when watching it. which to my opinion is rather mundane xDWell it's not really just here, whatever I do on computer that is random seems to me like it is in bursts. But I don't know is it just an illusion or is it just a way a computer works...
Use several randoms then? Like 5 that go from 1-20? Dont know if this will have any effect.Randoms can be more random
There are a billion and one ways to create "Random Numbers", a computer can't actually generate a true random number.
What I need is a better way to generate a Random Number than what WC3 has. I don't see how it couldn't be possible.
The algorithm behind there Random is obviously gives off bursts and it is producing adverse effects for me![]()
A = Random(1,100)
B = Random(1,100)
C = Random(1,100)
D = Random(1,100)
E = Random(1,100)
X = (a+b+c+d+e)/5
Does that actually help? Can anyone explain this logically to me if it does in fact workYeah, like Raven said, just use random numbers to form some kind of a formula. The more times you have a random number within the formula independently determined, the more "random" your final value will become.
No, that's wrong. It will almost certainly make the outcome less random (formally: it will have less entropy).Yeah, like Raven said, just use random numbers to form some kind of a formula. The more times you have a random number within the formula independently determined, the more "random" your final value will become.
If you want to *avoid* bursts of critical hits (or whatever), you need to make the probability of getting a critical hit lower if the last hit (or last couple hits) were criticals. In the extreme case you could give a critical hit exactly every 5 swings. A viable solution might that each swing deducts 1 from a count, when the count hits 0 you get a critical, and then the count resets to a random number from 2 to 10 (or whatever).Otherwise I will try to make my own, I'm sure there is a usable algorithm out there some where![]()