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midnight

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Everything posted by midnight

  1. By playing a better game, or adjusting your bet to the volatility.
  2. midnight

    Wagering

    Note that, mechanically, limbo = dice under. So if you are playing dice roll under, you're playing limbo, without interpolated multipliers and no multis over 10k (not necessary for wagering anyway) Every roll that misses on dice under will miss on limbo, so they are functionally the same thing. If you are going to play dice, play dice over, so that you at least are playing opposite limbo's results. Otherwise, the distinction is meaningless. On dice you're rolling 98% for a 1.0102x return. On limbo you're rolling 98.01980198% for a 1.01x return. (1% house edge in either case) Technically, if you are doing more rolls, you should play limbo for variance. If less, dice is better
  3. incorrect, it can hit on the first bet. just very unlikely
  4. Chance to get quads or better is about 0.025%~ there's 812 players online right now let's say that many roughly play all day, like 800. maybe a hand every minute or two. let's say two minutes so 800/7 (some 6 table some 8), about ~114, rounds of poker every two minutes = 3420 hands an hour = 82080 a day = 492,480 per promo period (wow!) lets cut that in half assuming there's a low activity hour so 250k rounds played per promo, at 0.025% = 6250 quads per promo on avg (really, 10k+) on average each user would get around 15c optimistically. even if you increased that to $5000 pool it's a dollar for a 1/4000 cool idea though i like actually achievable poker promos
  5. max wins are not common. we experience survivorship bias when we see people getting max wins. They're the only ones who celebrate, and people who are trying or never have are not following them around to show the difference. a 1000x really depends on the game, and the volatility of it. you can probably get a 1000x quick on dragon tower. on plinko, it's a lot harder, since it's not a 1/1000ish, it's a 1/32000. So using that to compare to other 1000xs is not a good idea, as of course you'll get it 32x less than everyone else. People who get a lot of plinko 1000xs don't last that way for long, and they also play alot. I see by your winrate you play exclusively high volatility games. that's fine, but you gotta keep in mind: when ya hit big ya hit big but the dry streaks are proportionately long relative to the volatility/hit size.
  6. lol
  7. Dice has a finite number of possibilities, and the % chance doesn't always perfectly divide by 10000. So sometimes it's a little bit off, but it's effectively the same. You cannot have a certain % if there is no matching 'roll over/under x', so sometimes it will skip especially for higher multis if that is not the issue, then I'm not sure what you're talking about, mine never change without that reason
  8. 1. Frost 2. Rude-olph 3. Mrs. Claus (Cookies) 4. A gingerbread man 5. Christmas lights stake.com: rubytuesday
  9. That is a pretty weak overview of it. ChatGPT cannot answer this question well, since it's sort of specific and niche. To be specific, RTP is a metric of the expected over-time return relative to probability. When RTP is listed as less than 100%, you will on average, lose over time. And as you play more, your expected loss increases. It is a linear relationship. It can be calculated: In this example, the monthly RTP with bonuses included = (-931/17740)+1 or 0.9475- 94.75%. If I am only playing originals, that would be a pretty bad RTP since the expected amounts are higher. I made this little graphing tool that makes a chart where you can adjust the RTP, and see the upper/lower bounds of expected profit/loss over time. If you noticed, it only goes downwards when you set RTP lower than 100%, and only upwards if you set it higher. https://www.feli.fyi/original-strategies-and-testing/rtp-charter RTP is not a synonym for luck, or winning. It has nothing to do with your balance, and your balance is not related whatsoever.
  10. 16,777,216x is the max multiplier you can see in limbo 4,294,967,296x is the max in crash, and slide
  11. Sorry empty replied, I'll edit this in reply in a sec The client seed is just one part of the hmac algorithm that generates the hash the float/roll is based off of. It's the first part of the message, think the lock. The shape of the keyhole... it's kind of irrelevant, as long as the lock works. But that's even kind of a bad analogy by itself. When you take all the components, hmac(serverSeed, clientSeed:nonce:round) = outputhash it is the outputhash that matters, specifically the first few bytes of it (for some games, more for others), and there is no way to predict how that outputhash is going to generate off of only a single part of the hmac build. That's why it's kind of fruitless.. it's the only thing we can control, but really, you don't control the actually important part, which is the encryption itself. Luckily, that does mean that they also do not get to control the entire hmac construction, we get to pick one element of it before it's committed... that's the point. It's not about what the client seed is or isn't capable of, it's not capable of anything on its own, and only considering it as an overly important element is wasteful. Unless the server seed is the same, which it won't be, the games will always end up different, even using the same client seed. You need all parts of it to be the same to resolve the same bet.
  12. Go reply to some original game threads, just give your opinion on a few threads. Goes by easy
  13. midnight

    Dice Strategi

    try 9x with 125% on win, and have it reset on a streak of 3 losses. or 5x with 60% on win it's hard to get those in a row, but if you give yourself extra chances per hit, you have a much higher probability of getting a chain of nice hits that will take you to a stop target
  14. Stopping midway up in master dragon tower when it was a full vertical pattern
  15. do not follow this link
  16. rubytuesday color: there isn't one anymore
  17. stake: rubytuesday
  18. stake: rubytuesday
  19. It says recent play, but keep in mind, that doesn't mean time wise, it is a measure of lossback starting since your last rankup. If your average rtp (calculated loss since last rank up + other bonuses / rank total wager) is close to 97-99~% or higher then you will get closer to the minimum, the $80 you see in that screenshot. For plat 3, 99% RTP is about 10k total loss after bonuses, 95% rtp is around 50k overall loss. If you have lost a significant amount relative to the types of games you play (they expect you to lose more for slots than dice, so you would get a higher chance of a larger extra bonus if your 50k loss is on slots compared to on dice, where you should have more play than you do, so it blames you). and you may see a larger recent play bonus. Since we're only looking at the last rank however, the actual numbers are about half those, since plat 2-3 is 500k
  20. stake.com rubytuesday
  21. rubytuesday
  22. rubytuesday ❤️
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