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AndyBurns
Last seen 16 years ago
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2008

2008-03-15 19:49:23
rating 4.9

2007

2007-12-10 01:50:16
rating 4.8
2007-12-09 14:03:59
rating 5.1
2007-11-12 14:14:04
rating 5.1
2007-08-15 13:11:59
rating 5.2
2007-08-13 14:58:24
rating 4.8
2007-08-10 17:16:10
rating 4.6
2007-08-05 01:22:37
rating 5
2007-08-03 14:36:17
rating 5.2
2007-08-02 18:37:24
rating 4.7
2007-08-05 01:22:37
53 votes, rating 5
Probability of getting a mutation...
The other day, in a blog post I mentioned how mutations aren't all that likely. Well, I suppose that the odds are about 16% per skill roll. So, I found myself wondering - how many skill rolls would a team need before they'd be 'guaranteed' (heh!) a double? And after X skill rolls, how many doubles should I expect? Warning: unvalidated stats follow...



This graph shows the probability distribution for getting a number of doubles, given a number of skill rolls (Oh, and excluding +ST. You'd always take +ST, right?) Each of the lines is a probability distribution for a number of rolls. Therefore, if you get another 24 skills (Orange Line), you've got about a 20% chance of getting 2 doubles, and a 24% chance of getting 3 doubles. Or, if you get another 12 skill rolls (Green Line), there's a 16% chance of not getting any doubles at all...

Note that that is skills beyond where you are - each roll is independent, so even if you've had 99 normal skill rolls, these probabilities remain true.

I've gotta admit, I was quite surprised - I kind of thought doubles were much more common, even if I knew the percentages. Still, it matches what I'm seeing in my own teams - after 99 I've got 14 doubles, which is pretty much in the middle of the '99 Skill' curve.
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