cares Posted September 12, 2014 Share Posted September 12, 2014 tl;dr below (in a spoiler). Australium drop chance is a mystery, Gaben hasn't written it anywhere public and it's unlikely he ever will. Let alone pans, although those are easy to calculate relative to australiums. So how do we get an estimate? Well, it's hard. But we have stats.tf, so let's use that. Robot parts and hats drops are very unpredictable, it's enough of a feat to figure that out, not to mention a tour has 4 stages, so it's completely unreliable. So for the purpose of simplicity, we use Fabricators (http://stats.tf/item/20002/Fabricator + http://stats.tf/item/20003/Fabricator) and Killstreak Kits (http://backpack.tf/stats/Unique/Kit/Tradable/Craftable - only use the "MvM Badge completion reward" slice), assuming a drop rate of 2 per tour. From what I've seen you still get 2-ish kits/fabricators ("KF") alongside a possible australium. I think most people would agree with me that 2 kits/fabricators is the most common drop. stats.tf never "forgets" items. That means, if an itemid is no longer in any of the indexed backpacks, it is not removed from the database as it might have been traded away to an unindexed backpack, and who knows, what if it's in a backpack which needs to be rescanned (stats.tf currently does not crawl backpacks periodically, only on demand). There's really no way of knowing. If a fabricator was crafted/kit was used before a backpack was indexed, stats.tf will never know about it. A bit unfortunate, but that's the harsh truth. Fortunately, most australiums were, when they dropped, in commonly updated backpacks, making it unlikely the kits/fabricators obtained from tours have never been indexed. And the person who got it was most likely more busy trying to sell it or admire it than using their KFs. That's good. backpack.tf is nice enough to combine the two types of fabricators in its statistics, Spec and Prof KS fabricators. So we use that for a bit of convenience: http://backpack.tf/stats/Unique/Fabricator/Tradable/Craftable And for kits we strictly use the MvM Badge completion reward slice (really nice Valve added this): http://backpack.tf/stats/Unique/Kit/Tradable/Craftable Currently that is 213147 (116488 + 96659) stats.tf has ever known about. That's KFT = 106574 (rounded up) ToD tickets which had to bite the dust, or so. Now, onto australiums. We'll add up the australium counts and deduct that count * 2 from KFT, creating a new variable KFP. We do this because we assume we always get 2 KF along with an australium. Stats (as of right now): http://backpack.tf/stats/Strange/Golden%20Frying%20Pan/Tradable/Craftable (40) http://backpack.tf/stats/Strange/Australium%20Rocket%20Launcher/Tradable/Craftable (139) http://backpack.tf/stats/Strange/Australium%20Sniper%20Rifle/Tradable/Craftable (134) http://backpack.tf/stats/Strange/Australium%20Eyelander/Tradable/Craftable (35) http://backpack.tf/stats/Strange/Australium%20Scattergun/Tradable/Craftable (148) http://backpack.tf/stats/Strange/Australium%20Minigun/Tradable/Craftable (141) http://backpack.tf/stats/Strange/Australium%20Medi%20Gun/Tradable/Craftable (113) http://backpack.tf/stats/Strange/Australium%20Stickybomb%20Launcher/Tradable/Craftable (129) http://backpack.tf/stats/Strange/Australium%20Knife/Tradable/Craftable (149) http://backpack.tf/stats/Strange/Australium%20Grenade%20Launcher/Tradable/Craftable (130) http://backpack.tf/stats/Strange/Australium%20Wrench/Tradable/Craftable (129) http://backpack.tf/stats/Strange/Australium%20Flame%20Thrower/Tradable/Craftable (168) http://backpack.tf/stats/Strange/Australium%20Black%20Box/Tradable/Craftable (190) http://backpack.tf/stats/Strange/Australium%20Ambassador/Tradable/Craftable (149) http://backpack.tf/stats/Strange/Australium%20Force-A-Nature/Tradable/Craftable (170) http://backpack.tf/stats/Strange/Australium%20Frontier%20Justice/Tradable/Craftable (167) http://backpack.tf/stats/Strange/Australium%20Axtinguisher/Tradable/Craftable (156) http://backpack.tf/stats/Strange/Australium%20Tomislav/Tradable/Craftable (178) http://backpack.tf/stats/Strange/Australium%20SMG/Tradable/Craftable (151) http://backpack.tf/stats/Strange/Australium%20SMG/Tradable/Craftable (181) AusT = 40 + 139 + 134 + 35 + 148 + 141 + 113 + 129 + 149 + 130 + 129 + 168 + 190 + 149 + 170 + 167 + 156 + 178 + 151 + 181 = 2797 KFP = KFT - AusT * 2 = 100980 Now, the final part, calculating the estimated chance to get an australium: AusC = AusT / KFP ~= 0.027698554169142405 (2.7%) Not bad. Screw unboxing 3rd gens, this is the way forward, plus it's fun. For the actual chance though, I suspect one of these three potential values: 2, 2.5, 3 2.5 seems the most likely, that's a pretty human number, right? So have we solved the mystery? Maybe. Hopefully. Bonus So, about the Frying Pans... Pretty simple calculation as well. We keep the pan's -80 KF in the KFP, so don't get confused about that. PanT = 40 PanC = PanT / KFT ~= 0.0003961180431768667 (0.03%) I think 0.05% is the most likely actual drop value. Or 0.01%, who knows. Either way, the chance is really small but it's there Happy MvMing! tl;dr AusC ~= 0.027698554169142405 (2.7%) 2.5% or 3% probably PanC ~= 0.0003961180431768667 (0.03%) 0.05% or 0.01% probably Link to comment Share on other sites More sharing options...
praise Posted September 12, 2014 Share Posted September 12, 2014 Damn nice work buddy. Link to comment Share on other sites More sharing options...
Depression is ass Posted September 12, 2014 Share Posted September 12, 2014 Nice work m8 why are you here? You should be curing cancer or something or solve Goldbach Conjecture. I r8 g8 m8 8/8 Link to comment Share on other sites More sharing options...
KERPKEK Posted September 12, 2014 Share Posted September 12, 2014 Nice. Link to comment Share on other sites More sharing options...
Rainford Posted September 12, 2014 Share Posted September 12, 2014 3math5me Link to comment Share on other sites More sharing options...
«R3db34r» Posted September 12, 2014 Share Posted September 12, 2014 your chance of getting an australium is 100% providing you have 20 keys .... (roughly) Link to comment Share on other sites More sharing options...
cares Posted September 12, 2014 Author Share Posted September 12, 2014 your chance of getting an australium is 100% providing you have 20 keys .... (roughly) No. There is always you don't get an australium ever, up to infinity. That's the nature of random chance. Very very likely is not 100%. Link to comment Share on other sites More sharing options...
GenoPsydE Posted September 12, 2014 Share Posted September 12, 2014 I think he means you can just go buy a lower tier Australium for 20 keys. But nice work OP! Link to comment Share on other sites More sharing options...
knavesmith Posted September 13, 2014 Share Posted September 13, 2014 your chance of getting an australium is 100% providing you have 20 keys .... (roughly) Percentages are not accumulative, they are multiplicative. The chance of getting heads from a coin flip is 50%. The chance of getting 2 heads from 2 coin flips is 25%, not 100%. Link to comment Share on other sites More sharing options...
anime dipshit Posted September 13, 2014 Share Posted September 13, 2014 Wow, I didn't realize there's more Pans than Eyelanders. Link to comment Share on other sites More sharing options...
FireStarter101 Posted September 13, 2014 Share Posted September 13, 2014 Just want to let you know that I did the math on the australium drop rate a while back. I recently updated it, and it is in the tf2 economy section. TF2 Economy page http://forums.backpack.tf/index.php?/topic/7939-the-real-australium-drop-rate-047/page-3 Australium Weapon Drop Rate 2.0 https://docs.google.com/spreadsheets/d/1dJWmNnptCy3BZClNi4JQHDPloRZPt4nXhGj-wJu6CBg/pubhtml Link to comment Share on other sites More sharing options...
cares Posted September 13, 2014 Author Share Posted September 13, 2014 -snip- Interesting how you used the badge level, mind explaining why fabricators would be flawed? Link to comment Share on other sites More sharing options...
FireStarter101 Posted September 13, 2014 Share Posted September 13, 2014 I felt that badge level was the most accurate way to account for tours done. the only way to skew the information would be to delete your badge. understand that there have been some that has deleted their badge. but I believe they are the minority. as for the fabricators and killstreak kits there are too many variables to account for. first the quantities on stats.tf fluctuate up and down. if you check the quantity of australiums day to day keep an eye on how many per level you will notice the quantities change up and down. ( i use australiums as an example because of their rarity. there are more fabricators earn each day then are made into kits to notice a drop in quantity.) you also have to take into consideration the extra kits given in the left hand column. in my past 25 tours I have received 12 extra kits. if it wasn't for valve releasing crate 83 and 84 you could determine how many tours were done by adding all killstreak kits and every killstreak weapon in the game. that would almost be impossible to do. Link to comment Share on other sites More sharing options...
cares Posted September 13, 2014 Author Share Posted September 13, 2014 -snip- As mentioned, stats.tf does not forget items. There is no definitive way of knowing if a kit or fabricator has been used, or traded away. Killstreak weapons do not have a tag linking to the used kit or fabricator's original id. According to your calculations stats.tf is missing 1.2 million fabricators/kits in the index at the very least. Either that's a bug with stats.tf or you're wrong. And although yes you can get fabricators in the left hand, the large data sample makes it less significant and rounding solves the issue. Link to comment Share on other sites More sharing options...
FireStarter101 Posted September 13, 2014 Share Posted September 13, 2014 last night there was 181 Blutsaugers in backpacks when i did my spreadsheet now there are 178. stats.tf can only count what it can see. http://backpack.tf/stats/Strange/Australium%20Blutsauger/Tradable/Craftable was Now Force-A-Nature 170 169 Frontier Justice 167 157 Grenade Launcher 130 120 Medi Gun 113 107 Scattergun 148 141 SMG 151 144 Stickybomb 129 122 Tomislav 178 167 Wrench 129 126 Eyelander 37 34 Keep an eye on it for a few days you will see it go up and down Link to comment Share on other sites More sharing options...
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