I released a few scrolling guides before Scrolling Guide (SCRL 101) 30%, 70%, 60%, WS, CSS Chaosing Value and Pricing of ATT Capes and Shoes (Out of maintenance) Scrolling Cost and Market Price Fitting Spoiler I received good responses as well as hate comments. Also found people who well understand and actually implement the methods I shared (shout out to Star and Fuhuo!). There was one time I ran out of return scrolls and asked a stranger for some, and he/she gave me scrolls and said the guides are awesome. From time to time, people tell me they benefit from the methods. Thank you all and I appreciate the feedback. Apart from the Chaos Tool I am introducing here, I also recommend players to save half (or 1/3 to 2/3) of the profit from chaosing equipment, and reinvest the rest until you have decent CGS and weapons. My personal standard is perfect +7 weapons + 60 CGS. You may adjust accordingly! Basically, chaos is a random walk problem. If we use ws and allow the ATT to go negative it will look very much like this: Spoiler Obvious, this is not the case with chaos, because ATT stops at 0, and rational players would choose not to CS some equipment (for example, 3/3 cape), and not to use WS on certain equipment. Earlier on the Chaosing Value thread, I showed readers some simulation results. Spoiler VL boots with random att (godly included), certain abandon rules, and ws rules. You could code yourself or ask AI to code for you, and run on you computer. I would introduce a more accessible tool for most players: Excel/Numbers. Take shoes for example, we need 6/7 slots. Start with an input 1 on around line 46: Spoiler Sum up 11 entries: Spoiler And apply it up and down: Spoiler Obviously, there would be 0 chance to get +6 with 1 chaos scroll. Now you do it with the 2nd slot: Spoiler And extend to the 7th slot: Spoiler And it's a nice looking random walk distribution: Spoiler Now we add some realistic cutoffs: For a 8/6 boots, stop chaosing at 2/4, 3/3, 4/2, and 5/1. Also remove the 7th slot: Spoiler Now the distribution looks like this. Spoiler Now compare with the simulation figure. 1. The jump at ATT = 11 is the result of not using WS at around att+slot = 10. 2. The scattered dots at low ATT are the result of abandoning low att shoes (for example, 1/4). And the code treat 1/0 and 1/4 as the same output. Spoiler VL boots with random att (godly included), certain abandon rules, and ws rules. Note that here we are still working on ws+cs only. To touch the realistic cases where we don't use ws on low att shoes, we need to modify the formula at low ATT. Unfortunately I personally am not interested in low ATT, and I would prefer to run simulations. I haven't found the substitute formula yet. I may update this part in the future. How to use it: Example 1: 1 in how many 8/6 would be at certain ATT? Spoiler For example, 1 in 1,171,561 8/6 would be 38 ATT. Example 2: On average, how many 8/6 VL boots do you need to scroll to have at least one that's above the value of 8/6 boots + 6 successful attempts (about 22b in total, or say 15 ATT)? Spoiler Sum up the number of 15 ~ 38 shoes: One in 4.9 8/6 VL boots would be at least 15 ATT. Note: At low ATT, people don't use WS. Actually less than one in 4.9. But ~20% is what we are looking for! To be continued
looking forward to the addition of the superstition variable: - Dummy scrolling something else prior - My buddy is luckier than average so I'll let him scroll - If I close my eyes or look away and pretend I don't care it will have a better result - Using a more expensive scroll from freemarket means it's higher quality - Scrolling on a tuesday in a certain freemarket room and number after jumping three times and facing to the left increases my odds