Talk:London 1/2 AP Campaign & High Difficulty Quest/@comment-25599611-20160316074347/@comment-27105226-20160316105653

RNG algorithms aren't simply something you can check in most situations... Even though the code is there, you'll generally get something that looks like this:
 * x_n = (a_1 x_{n-1} + a_2 x_{n-2} + a_3 x_{n-3} ...) mod m_1
 * y_n = (b_1 y_{n-1} + b_2 y_{n-2} + b_3 y_{n-3} ...) mod m_2
 * z_n = (b_1 z_{x_n ~ y_n-1} + b_2 z_{x_n ~ y_n-2} + b_3 z_{x_n ~ y_n-3} ...) mod m_1^2

From there you calculate the entries based on coefficients and moduli which WILL change in every situation conceivable. On top of that if the factor is time, then the timestamp itself is run through a defining(absolute number) algorithm. The only way to even start looking for something that the average person can understand is to run sextillions of tests on said algorithm (And God forbid that part of the algorithm is returned from a server).

In the long run, from a casual user prespective, it's easier to run a few million tests on said RNG algorithm and give a min/max value where applicable (for instance the "casual" RNG of the damage formula being around 0.9 ~ 1.1)