Jdsizzleslice wrote:I don't know how they are generated, but they need to be FIXED, my dice stats have been red EVERY SINGLE TIME I have checked them... And today, within the last 6 hours, I have lost a total of nearly 200 points, all because of the @#$%^&* dice. Losing things like 11v3, 7v1, 20v7, etc, games that I should have won, but didn't due to absolutely horrible dice.
Part of what uou say confimrs my point , the player who as most of us do starts an attack when the odds are in his favour, 11 v 3, 7 v 1 , 20 v 7 and contiunues until he takes the tert or loses all the attacking troops. The odds are in fact that there will be losing streaks and winning streaks.
On your dice stats:took a look at your stats and over the last 25 battles as of the time of this post, you have had +3% on assault, broke even on defence and in total got +2%. Care to provide an update on your dice stats now?
Recent dice rolls (25 battles)
Jdsizzleslice 4.7 all opponents
Luck Avg Roll 1's 2's 3's 4's 5's 6's Luck Avg Roll 1's 2's 3's 4's 5's 6's
Assault +3% 3.57 8 17 10 13 11 13 -9% 3.28 5 11 5 9 4 5
Defend 0% 3.50 10 14 6 12 12 10 -5% 3.38 18 27 19 21 12 21
Total +2% 3.54 18 31 16 25 23 23 -6% 3.36 23 38 24 30 16 26
To drill down to the details: the "problem":is that the odds do work out in the long run but there will be bursts of "bad luck" and short bursts of "good luck". Tou will not roll 3s every roll of the die, some times you get a 6, sometimes a 1.
A simple example: take a six sided die and roll it a thousand time, keeping track of the results in sequence and. count the total numbers that showed up . It is possible you could get 1,000 1s so the numbers add up to a thousand or you could get a thousand 6s and the numbers add up to 6,000 but the odds should give you
about 166 ones, 166 twos, 166 threes, a 166 fours, 166 fives, a 166 sixes and the thousand rolls generate a
bout 3,000. total, right?
Now look at the sequence broken down into 200 sets of 5 rolls each, It is possible that each and ever single one of these 200 sets could add up to 15, averaging exactly and precisely 3 for the 5 rolls. But that is unlikely. If is far more likely that some of those 200 sets of 5 rolls will be closer to 5 (9 or less, an avrage roll less than 2) than 15 and some of those rolls will be closer to 30 ( 23 or more, an average roll of more than 34) than 15.
To put this in Conquer club terms if you break you dice stats in seuences of 5 rolls, 5 attacks, no surprise that once in a while you will get asequenes of rolls that add up to less than 15., e,g, some times of that 5 rolls lots of 1s and 2s. For the advanced class

the fact you rolled 1 means you lost that part of the attack, lost a troop, , the fact you rolled a 2 does not mean you lost, though it is quite likely unless the defender rolled a `1. Similarly the times you rolled high 4, 5 or 6 does not mean you won , if the defender rolled the same or higher than you.
to close this part of the discussion , most CC players try to take at least one tert a turn often 2, 3 or more terts a turn, Most attmepts to take a tert will involves 2, 3 or more attacks- you cannot take a tert with 3 troops on it without at least two attacks and thats if you are "lucky:. If you are "unlucky" you may fail to take a tert with 100 attacks. Assume in a standard game with 6 players each player averages 5 to 10 attacks a turn, we have 30 to 60 attacks a round. It wouldn't be unusual for a game to go over 1000 attacks. with 30 to 60 attacks a round we are talking 16 t0 33 rounds) Regardless of the number of attack attempts, It woull be surprised if in a ta least on of the attempts to take a tert, a player had 5 or more bad rolls in sequence. ..
On your specific attempts 11 v 3 needs 4 bad rolls for the odds to be against you- lose 8 while the defender lost 0 - gives 3 v 3. a losing positio n to continue the attack, 3 bad rolls you lose 2 the defender 0, one roll your break even, one loss each gives 4 v 2 possible, but not a sure victory.
7 v 1 takes 3 bad rolls you lose 6 defender 0 leaving 1 v1 impossible to continue. Bad breaks but happens. 20 v 7? 5 bad rolls where you lose 2 the defender 0 gives you 10 v 7 not great odds for you, throw in a few times the odds broke even, you both lost one and you are at 7 v 4, 6 v 3, 5 v 2 possible each step of the way if the attacks contine but not a sure thing by any means.