Perandus Challenge League Statistics

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vio wrote:
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kreca73 wrote:
there's some bullshit somewhere because if you look at the graph, there are more people with 36 achieves than people with 24 achieves (if Y is people in %, then each horizontal line is ~10% which means: ~10%of people have 24 achieves and ~12%of people have 36 achieves).

stuff doesn't add up.


it doesn't need to add up, the bars state the amount of players for the individual amount of completed challenges.

so the bar for players having 36 challenges done doesn't include the players having only 24.
that made less sense than the graph; why would i include people with 24 challenges in the 36 group?.
people with 24 have not done 36 but people with 36 have done 24 ...
(i did not mean add up as in, the mathematical operation of adding up numbers but as, things(the graph vs the percentages given) don't fit).
Last edited by kreca73 on Apr 19, 2016, 12:13:04 PM
I would've had more challenges completed if the damn game wouldn't kick me so much lately from the server so much (paris/frankfurt and amsterdam).

Tried doing lab yesterday and i had to restart it 3 times, then got kicked and the 4th time i was to pissed to continue.
It ruins my gameplay >:(

Gonna reinstall... omg the long work :/
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Last edited by Starball on Apr 19, 2016, 12:38:06 PM
The graph shows the percentage of players that completed the exact number of challenges.
I don't understand why people get so confused anymore.
Players on 36 have completed exactly 36 challenges.
Players on 24 have completed exactly 24 challenges.
It's really simple.
For those people confused about the graph not matching the percentages given:

The percentages show the percentage people that have completed the 12, 24, 36 marks.
The graph shows the percentage of people at #/40.

So somebody at 36/40 will only count for one bar in the graph but will be accounted for in all percentages of the 12,24,36 marks.

To relate the bar graph and the percentages you need to add all the bars ON and AFTER the mark.
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vio wrote:
perandus league puts casual players like me into a serious conflict:

on one hand replayability is high because there is a massive amount of build enabling items available for cheap.
on the other hand, getting all the challenges requires characters which are able to clear double boss t15 maps.

there are players managing both with massive time investment but one can't have it all i guess.


without dmg mods (basically blue map with just double boss) Abyss is the easiest way to go. "Kaom" is lame ass boss and if you have at least 4k pool and decent single target dmg with leech, You can basically roll over those 2 heavy duty melee hitters. Personnally, i just leeched through them without loosing a portal.
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
I managed to complete 36 challenges in about a month, both sharing and leeching parts of them in global 820, or buying in trade 820 the hardest ones.
Two weeks later I am still at 36 and I'm starting to ask myself: why do I keep playing this league? I really like the complete totem, but it's something I will never get, because the 'lost treasures' are so much rare and expensive. I think I'll play some more time to help some friends complete at least 12 or 24 challenges, but that's all, won't waste my time and currency (if I ever found any) in silly challenges. I think I won't even get Zana to level 8 because I like the 34/40 totem more than the 37/40 one.

The difficulty seems fair to me. You can complete half challenges yourself simply by playing the game, then for some you ask for help, for some you offer help. Some are fairly hard to complete and you have to pay someone (for their skills or for the cost of high level maps). I think I didn't spend more than 2 exalted worth of chaos to bribe people for helping me (haven't found a single exalted yet so it is possible for many people to achieve at least 24 challenges).
I think that if less than 10% of players (with challenges =>1) get the Perandus portal effect at the end of the league, the overall difficulty for next season's challenges should not be increased.

Thank you GGG for these awesome effects!
It is a nice league.
Still 4 to go :)
"
I enchanted 90+ helmets, still no trap enchant.. Makes me wanna quit the game


Sadly we will see same bad rng system with enhancement as now in new leagues. Sadly.
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Hope the league gets extended with a couple of months. I just dont have the time these days.

One can dream though ...
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to all that think that graph is false:
i thought so too at first but after thinking about it it seems to be alright.

the problem is how it is shown.

the bars are the percentage of the number of players with that exact challenge count relative to ALL players (which are NOT shown as 0 challenges are not displayed but counted for the 'relativeness').

also the percentages given by bex relate to "at least 1 challenge".
which would be same graph but scaled by a factor (as both show percentages).

you can try to add up the relevant percentages in the graph. when you say/assume #1 challenge is 10% (as there are 10 lines for easy counting) you need to multiplicate it with around 1.4 and you get the numbers bex is talking about.

i have to say this is the MOST confusing way to present a graph. at the university we learned to present them in an easy and understandable way (and i did a lot of those). what GGG does here is just to confuse ppl DELIBERATELY and obfuscate the player numbers. (which chris totally undermided today by posting the number on reddit which leaves me with a bitter taste as to why they don't just put the numbers where they belong.)

edit:
he said roughly 250k ppl completed at least 1 challenge which would mean a bit less than 350k ppl started a character in perandus(/hc).
Last edited by Ruefl2x on Apr 19, 2016, 2:33:06 PM

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