�okay.�No matter how many dice you have, if you get two of the same number, a double roll is triggered.�Yes?�
The manager nodded.
�yes.�you�re right.�
�Thus, as the number of dice increases, the probability of getting a double increases.�It only takes 2 out of 3 or 2 out of 4.�On the other hand, if the number of eyes on the dice increases, �The probability drops rather.�Because the number of variables that can determine a double increases.�
�That�s right.�It�s a trivial probability, but it�s a huge difference in Melkidu, where dice are everything.�A difference worth paying another 80 million points.�After all, it�s not a good thing to blindly widen your eyes.�Rather, what matters is the number of dice.�
Although that is the truth.
�We don�t care.�No, sirone doesn�t matter.�I can manipulate any number.�
Sirone was thinking the same thing.
�hmm.�I have to give 100 million anyway and get one more die fl.�Because 2 and 3 are different.�Then going 7, 7, 7 is 1 more profitable than the total.�
It�s just 1, but that 1 will someday become a thousand and ten thousand, which will determine victory or defeat.
Iruki asked.
�Is there a build you would like to recommend?�
�Every build has pros and cons.�Depending on the user�s inclination, it may be divided, and the strategy and tactics change depending on which item is mainly operated.�For example, the item called Bonanza is
The largest number minus the smallest number is cubed.�In that case, the dice with an asymmetric balance will get a higher number with probability.�
�Hmm, I guess I should know about the items.�But from what I�ve heard, it�s not as efficient as Wind God.�
Change all pluses to multiplications.
�Whoops, Wind God is a high-end item.�While there are users who play with a few high-end items, there are also users who compete with a lot of low-level items.�For the latter user, the Bonanza has a very good value for money.�
the manager continued.
�So the only hint I can give you is information based on statistics.�The largest 17 percent of Melki-Doo�s 3Dice users are using builds 8, 6, and 6.�This means that users have different tastes.�The characteristics of 8, 6, and 6 are that stable tactical operation is possible and compatibility with items is good.�However, 7, 6, and 6 are the limits here, so if you want to strengthen from 7 to 8, you have to go to sector 40 or higher.�
�Something like that.�
Iruki nodded.
�There are two entrances for pilgrims on the outer track.�122 and 321.�But if you go into number 122, you go backwards from inner track number 197.�In that case, you may not be able to buy the items you really need because you buy expensive items in the beginning.�You can also make mistakes in reinforcement.��Eden said.
�But it doesn�t matter if you�re a veteran who already has the item or the dice have been strengthened, even if you go backwards.�
�yes.�So, this is a structure to prevent beginner�s luck.�If you are lucky enough to get into the inner track early on and buy certain items, the snowball effect will continue to widen the gap.�
Nade grumbled.
�For a game that kills people, this is annoyingly reasonable.�Do you mean to kill me fairly?�
The manager listened as a compliment.
�thank you.�The fast-track strategy you just mentioned was also popular at one time.�You have to regurgitate 197 squares, but you can buy items anyway, and if you go around one turn, you get to 321, a high difficulty zone.�Of course, to use this strategy, the user�s skills must be excellent, but���
In Sirone�s opinion, it was a strategy worth trying on the second cycle.
Manager alerted. JrNovels.com