following the link you posted, and the subsequent links in there.. some things are clarified
before mid 2010, this is how it worked:
The intensity levels are based on high quality random numbers from Random.org. The numbers are read from a large file containing columns of numbers from 1 to 6, in the format A1 A2 A3 D1 D2. When the intensity levels are generated, the game engine reads a line from the file and discards it. The appropriate numbers are used and the others are ignored. The file contains 500,000 lines of intensity levels and is re-loaded when all the lines are used up.
it was then modified "thanks to some prodding and advice from Dako, sherkaner and jakewilliams" to work like this:
We have a series of 50,000 high quality random numbers from random.org
Each time the game engine generates a random intensity cube, the next number is read in sequence from the series (e.g. in a 3v1 attack 4 numbers are read sequentially)
When the last number in the series is read, we "rewind" and continue with the first number in the series
we know that it was working the same around the beginning of 2014, and we have no reason to believe it changed. Then only thing in my mind left is that little change that i read somewhere was made that accounts for the 1's issue.
IMO, for randomness 500,000 sets of 5 is better than 50,000 individual numbers , but this is solely based on the idea of an offset at some point that leaves the pointer at a starting point different than one that's multiple of 5 and the rest of it moves in 3vs2 attacks.. i just simply can't come up with a way to calculate probability of the amount of different combinations, given that some attacks will use only 2 numbers, others 3 and others 4 (the vast majority will still be of 5 numbers though)
considering a lucky offset quickly, and subsequent 5 number attacks, we would be thinking of 10,000x5, which is a tenth as much possibilities than the previous 500,000 lines of 5 numbers (2.5million numbers)
it would be interesting to hear what was the "advice from Dako, sherkaner and jakewilliams".
perhaps it has to do that it isn't as predictable? some times you won't get a certain combination for a lot of passes on the batch. but 10,000 possible combinations are too low if we consider current escalating spoils numbers, even though the amount of games played isn't as much as in the past. I think a the batch is used up some 10 times a day at least.
considering that, it's understandable they don't get numbers from random.org every 2 hours or so, they have a quota limit, but it isn't undersatndable how they can use a large batch as a seed as degaston mentioned. i think i'd prefer the previous 500,000 lines from before, and every week or so this is used as a seed to get more numbers.. or pull more numbers from random.org steadily and change the batch when it's possible.
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as a former programmer, it also boggles my mind why some things aren't fixed.. but then remember sometimes.. you just don't know what the issue is.. but meanwhile, since they don't say shit, we will just assume they're being lazy.