Given the low rate of drops (mats and summons), if the actual game percentage changed today, how long would it take you to reach some standard of reasonable certainty that it had? Months? Years? (Less time, presumably, if you have a large data-collection community, all equally diligent, and of course, also somewhat less time depending on your raw rate of summons/drops, e.g. money spent on summoning and number of high-star titans killed, high rankings achieved in tourneys, events, etc.)
Supplemental: at what point is it illuminating to undertake a records-keeping project rivaling filing real-world taxes? —I suppose in part that could depend on what you are testing?
I’d guess that over enough players, SG would have to legally be able to show (if regulated or sued) that its posted odds hold to some level of statistical significance over the population of players. But if an even an individual who kept exacting records showed that they personally were on the south end of expected values, when does that actually argue “something is wrong with the odds” vs “well, someone has to be on the low end of the bell curve”?
That’s an issue to me, less that there is necessarily some “grand RNG-twisting conspiracy”, and more that it would seem really easy to dismiss any argument to the contrary even of any statistically significant result as “bell curves have outliers.”
(I’m not arguing that purely anecdotal personal experience is better — especially when it comes to low probabilities — but that there’s going to be confirmation bias in any kind of low-probability, potentially-high-payoff environment.)
If I had to guess, it’s possibly because LB2 may well act as a difference multiplier. If there is little difference between a defending team and your ability/resources/etc to attack that team, then LB2’s add-on effect might seem pretty incremental and not that significant.
On the other hand, an already-wider gap might be multiplied to a significantly wider one.
From my own experience, most of my attack strength generally comes from, frankly, snipers (and occasionally trying to set off a Ludwig Bomb by desperately gathering berjillions of purple tiles before Ludwig and/or whoever he’s meant to power up are mana-cut/buff-blocked/silenced/otherwise just eviscerated) who tend to need a lot of tactical shenanigans and a healthy dollop of luck to compete against “now you all just lose”-type heroes.
Er, needed that before LB2. Snipers can win by knocking out keystone enemies (or even ones just about to fire) in time. When snipers can’t knock out key heroes and disrupt their combos from rolling, a “edge of your seat, whittle away the enemy knock-down-dragout” fight can very quickly instead become “rocks fall, everyone dies.”
Put another way, if your potential margin for victory is wide enough, narrowing it a little might not be that noticeable. If your potential margin for victory was very narrow to begin with, though…