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2010

2010-08-26 12:01:37
rating 2.6
2010-05-20 00:24:17
rating 3.5
2010-05-17 14:41:32
rating 3.7
2010-03-24 23:12:15
rating 4.2
2010-03-04 22:38:03
rating 4.8
2010-03-02 22:50:10
rating 3.4
2010-03-01 23:42:11
rating 2.4
2010-02-28 16:51:29
rating 3.5
2010-03-01 23:42:11
33 votes, rating 2.4
Luck calculator
how the heck does that damn thing work!

when I get a darned double skull (wait, quad skull, i got it on the re-roll as well) my luck goes up. when I got a pow, it went down?

not that it does much, it's just annoying.

You know how it;s theorettically possible for someone too get all skulls, because of the ammount of games and stuff, I wonder if someone, on the tailend of the universe hating my guts and, is getting all pows and 6's...

kaes you wonder
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Posted by Greedy on 2010-03-01 23:47:40
http://fumbbl.com/help:Luck

Everything you need to know. And remember it's not a "luck" meter it's more accurately:
"The luck value is a semi-statistical figure that represents the outcome of your rolls compared to the statistically expected average. "
Posted by pubstar on 2010-03-02 00:22:20
The formula is certainly interesting. I kinda like keeping track of the numbers, just for fun. But you can't get hung up on it. It's an imperfect formula, and even if it calculated every roll exactly how you wanted it to, it still wouldn't 'weight' the roll. A gfi is a gfi, the luck meter doesn't realize your gfi into the end zone turn 16 was more important than the one you used to foul turn one ;)
Posted by PainState on 2010-03-02 00:31:08
The luck O meter is really just a blocking ratio calculator. Teams that throw a lot of blocks against blodgers have a low luck O meter. That team who throws 25 blocks against no skill linos have a very high luck.

Luck in blood bowl is totally diffrent than any other game. Every roll can possible end your turn and leave you in a very bad spot, thus the rants on luck.

I play world in flames also. In that game I might roll the dice 50-70 times in a full turn, like the invasion of Russia. In that game not every roll is life or death, sure you want to win every roll but we all know if you roll 50 d10 you are going to roll some 1's. But imagine the chaos in a WWII game if you rolled a 1 reroll 1. The entire operation Barbarossa is called off and the germans turn is over!

Luck is Luck but you can never trully weigh the importance of every roll.

Thus bitches about luck will allways happen no matter how logical you want to look at it.

BTW in my coaches BIO I have the in game stats for my Blood Sea Buccaneers...I occasionaly record all the rolls for my team just so I can blame nuffle and not my bad coaching choices. And it is interesting to see the long term % of my pixels actions.
Posted by JellyBelly on 2010-03-02 00:35:40
I think I'm right in saying that the luck meter doesn't take into account:

- armour rolls
- injury rolls/casualties
- KO rolls at the end of the drive
- kick-off results

Most of which can have a large effect on the game. Also, as Pubstar said, it doesn't take into account *when* the good/bad luck happened, which can also affect games massively.

So I think the 'luck' meter is generally pretty poor, tbh.
Posted by PainState on 2010-03-02 00:38:52
I will do a little experiement with my stat sheets and run a full blown "Luck" calculation. for a few of my Buccaneer games and get back to you on the results and how the stat sheet looks.
Posted by f_alk on 2010-03-02 00:55:58
- NOT breaking armor does not decrease your luck, breaking armor does increase your luck.
- on blocks the reroll ignores the result of the first set of dice (as you don't pick, it doesn't know which roll you would have taken and thus where to put it (pos/neutral/neg)).
- rerolls on single-die actions (like catch,dodge etc) are taken into account with both results.

These points have been experimentally tested.

- Kick off results are not taken into account - difficult to judge as there is no probability to define a useful weight. I think the formula also does not include these.

Haven't checked for KOs at the end of a drive, neither wether they are in the formula or (if so) if they are properly calculated.
Posted by pythrr on 2010-03-02 01:21:47
hehe

mysterious are the ways of the luck counter....
Posted by JellyBelly on 2010-03-02 09:18:54
@ Painstate: Cool, it would be interesting to know what it does measure and what it doesn't. My comments were just based on my interpretation of how the luck figures seem to change over the course of a game.

How about crowdsurfs? There's no armour roll associated with those ...

And fouls? I guess it probably doesn't take any account of niggle rolls before kick-off or handicap rolls either ... IGMEOY rolls?
Posted by f_alk on 2010-03-02 13:33:21
- When there is no roll for armor - like in a crowdpush- then luck won't change. Only the effect (stun,ko,cas) will affect your luck-reading.
- Fouls should be taken into account as breaking armor, as it is just a modified armor roll. Thus I assume that the not-breaking-armor-flaw is there too, but I have not tested that.
- It doesn't take into account things before the ball is in play - such as nigglings before the kick off. Handicaps are also not taken into account - as there is no means to define "luck" there: Which result is "better" for you depends on your team and your opponent's team.
Posted by f_alk on 2010-03-02 13:45:22
http://fumbbl.com/index.php?name=PNphpBB2&file=viewtopic&t=10581&p=293947#293947
Posted by Were_M_Eye on 2010-03-24 23:59:57
Ignore the luck calcularor. It is not accurate enough to care about. Just play on and have fun. In the end you get better and you will kick butt!!