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Forum > Bugs > Trash Talk not working on SS
ThePh33P
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https://glb2.warriorgeneral.com/game/player/312336

has not triggerd in any game
 
atlbruce
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He's a Rookie. His Intimidation probably isn't high enough for it to fire regularly.
 
ThePh33P
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i'll open him up but he has 59 intimidation
 
ThePh33P
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I'm thinking it has something to do with the fact he is blitzing from the SS position
 
atlbruce
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One would think it would fire if he's blitzing, regardless of position. You may be onto something here.
 
ThePh33P
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bump
 
ThePh33P
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Any Word on this being fixed?
 
ThePh33P
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Would really love to know if i need to respec my SS lol
 
dredgar
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doesnt matter where he blitzes from, your issue is its only bronze so the chance is exteremely low to fire. I have had it gold on over 59intimidation and it fires a ton. but it takes getting to be gold before it fires very much. also defiantly not worth it on a SS being they do not blitz very often. A LB that is designed to blitz in a system that blitzes every play makes it super useful.
 
ThePh33P
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in at least 1000 witnessed plays it never fired. it may actually work from non tiger blitz plays but it surely does not function on the ones in my playbook
Edited by ThePh33P on Dec 11, 2019 13:57:05
 
ThePh33P
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Bronze TT with 40 Intimidation on a LB works about 10-15% of the time. And 0% of the time on a SS with 59 Intimidation. Seems like it's working as intended /s
 
vipermaw82
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Originally posted by ThePh33P
Bronze TT with 40 Intimidation on a LB works about 10-15% of the time. And 0% of the time on a SS with 59 Intimidation. Seems like it's working as intended /s


10 to 15 percent of the time can be near impossible. 10 sided die you have to roll a 9.5 to hit... not to mention whatever the true percentage the attribute really adds.
 
ThePh33P
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even 3 % of the time would trigger more than once in 1k plays
 
vipermaw82
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Originally posted by ThePh33P
even 3 % of the time would trigger more than once in 1k plays


Except what if 10 in a row hit... then it's a messed up again. Fun not thing about rng is, the roll NEVER has to pop up. It's a code, its random. Whereas I understand what you're saying, you're speaking in definite for something that is random. Idk how many dice rolling games you play or have played but you can roll and roll and sometimes you never hit that 6
 
Raid
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Originally posted by vipermaw82
Except what if 10 in a row hit... then it's a messed up again. Fun not thing about rng is, the roll NEVER has to pop up. It's a code, its random. Whereas I understand what you're saying, you're speaking in definite for something that is random. Idk how many dice rolling games you play or have played but you can roll and roll and sometimes you never hit that 6


If you have 1000 rolls, you're gonna hit that 6. Or at least it's statistically improbable not to hit it with that many attempts.


If it's literally 10%, you have a 90% chance of not hitting it on a single roll, yes, but it becomes a near statisical impossibility as you move further on in examples.

If you have even 100 plays, on a 10% rate about 10 of them should see it, or else the % isn't really around 10% then. Now you can have some shifting from sample size, but not even having one hit in 100 is a huge warning flag that a rate isn't near 10%.

The chances of going through even 100 plays without 1 hit at a 10% hit rate is .002% Out of 100,000 times of running 100 simulations, 2 of those 100,000 statistically should not hit once.


Now, consider this is more than that 100 examples, and it's near impossible to not have seen it activate if the % is really near 10%.



Meaning no, that 10-15% isn't 'near impossible' to hit given enough chances. The opposite of that is true.
Edited by Raid on Dec 13, 2019 19:26:53
 


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