In .net and other programing languages you require to create a randomnumber seed, and most use a timer/current time to randomize to it, that way you don't get the same numbers each loop.
Then you would get a better gaussian looking distribution. It still requires quite a bit of sampling to get this however, as mentioned before.
In my D2 loot editor, (random loot) - quite a few people have asked me why specific items drop too often, and others hardly at all. I could not blame it on the loot order or the %drop either. Trev's argument seems likely, and may be an idiosyncrasy of this C++ compiler...
GeorgeS
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