Why is 16% the most common luck number for strategic templates?
What makes the number 16 so special? Why not make it 10% of 20% or something else?
I know it's not as big anymore as no luck is much more common but 16% has always had a large presence in ladder templates and whatnot. Anyone got a good explanation about this or is it just by convention that it's used?
I vaguely remember the idea that analysis attack graph for WR is only accurate within 1% so it could be more like 99.5 or whatever. Dunno if that is true or I am confusing it with something else could easily be the latter.
Rikku is correct. The analyze graphs are an estimate and not 100% accurate.
Fun fact: When I first calculated the highest value that 4v2 would always succeed, I made a mistake and came up with 18%. For a while, this was the value used in strategic games, You can still see this if you dig back into old 1v1 ladder games.
4v2s would succeed almost every time at 18%. But maybe one in 100 games, one attack would have a 4v2 failure somewhere, and that player would rage.