SantanaTheSmall wrote:Again, I did not count games where a ret did not pull off their revive.
That is selection bias. Whether or not it’s justified is up to you, but know that when you choose to/not to measure certain games you are necessarily introducing selection bias.SantanaTheSmall wrote:It’s not selection bias. Rather, it’s what I chose to measure.
MysticMismagius wrote:That is selection bias. Whether or not it’s justified is up to you, but know that when you choose to/not to measure certain games you are necessarily introducing selection bias.SantanaTheSmall wrote:It’s not selection bias. Rather, it’s what I chose to measure.
MysticMismagius wrote:Oh, my apologies. I thought you merely threw out the games where Ret died N1.
OBeauPeep wrote:The most interesting statistic your report actually provides is that even without Ret, town still wins 6 in 10 games. Ideally, that would be 5 in 10 at most.
OBeauPeep wrote:Precisely why 9 town is too many to start with.
OBeauPeep wrote:You even admit that your sample size is small, and simply having a hypothesis is not the same as confirming that hypothesis.
The most interesting statistic your report actually provides is that even without Ret, town still wins 6 in 10 games. Ideally, that would be 5 in 10 at most.
Further, the matches you studied could have been decided by any number of things.
Correlation is not causation.
SantanaTheSmall wrote:This is silly anyway because, IIRC, there were only two or three games where rets didn’t pull off their revive in the entire 100 games I included, and that’s only because they died D1.
SantanaTheSmall wrote:If I want a more respectable number, I’ll simply need another 100.
OBeauPeep wrote:SantanaTheSmall wrote:If I want a more respectable number, I’ll simply need another 100.
No, you won't. Even 200 is not a large enough sample size.
Brilliand wrote:The frequency with with an ability activates is important. As an extreme case, consider the Hex Master's final attack - that ability has a 100% winrate for coven (in games where it's successfully activated). That extreme power is just fine, because getting it to activate is very hard.
Hence, I don't think "if a ret pulls off a revive, it’s pretty much game over" is necessarily a problem in a vacuum. It's the combination of that with "...and the ret almost always pulls off his revive" that's a problem.
Hence it was very important that you included this information:SantanaTheSmall wrote:This is silly anyway because, IIRC, there were only two or three games where rets didn’t pull off their revive in the entire 100 games I included, and that’s only because they died D1.
Properly speaking, that information should be included in your reported data (as part of making your argument that there's a problem here), because it actually matters that very few rets fail to revive someone.
Kirize12 wrote:Brilliand wrote:OBeauPeep wrote:The most interesting statistic your report actually provides is that even without Ret, town still wins 6 in 10 games. Ideally, that would be 5 in 10 at most.
There's an argument for the winrate of each faction being proportional to the size of that faction. So:
9/15=60% winrate for town
4/15=27% winrate for mafia (adjust to 32% if we consider the NE to be "pro-evil")
1/15=7% winrate for NK (adjust to 8% if we consider the NE to be "pro-evil")
The thing about this argument is, well, that it's hot garbage.
ICECLIMBERS wrote:lol imagine saying that mafia wasn’t designed for equal village/scum winrates and expecting for people to take you seriously
Kirize12 wrote:ICECLIMBERS wrote:lol imagine saying that mafia wasn’t designed for equal village/scum winrates and expecting for people to take you seriously
Users browsing this forum: No registered users and 27 guests