Ah, then shift all the negative effects down one deviation (towards the middle, making them WAY more common) and you'll be set. People might be a bit upset when most of their weapons disappear, but they'll be much happier when, after a week of trying, they get a Defender or something better! You'll have to take out the middle (blue) ones, I did that chart wrong. Shift them up. The blue just marks the mean.
I think I'll write a primer on statistics, maybe you'll find it useful (in taking up space on the server.)
Here are the relevant deviation/percent equivalents, taken from a textbook on the matter:
1. Between +/- 1 deviation lie approximately 68% of the population. About 32% will be located beyond these points, with 16% on the left and 16% on the right.
2. Between +/- 2 deviations from the mean occur approximately 95% of the population. About 5% will occur beyond these points evenly distributed on either side.
3. Between +/- 3 deviations from the mean are found nearly 99.7% of the population. Only 0.3% lie outside these points.
(So, roughly, 68% fall in D1, 22% in D2, 9.7% in D3, and 0.3% outside D3.)
Using the random number generator to create numbers between 1 and 9,999, then taking (4-fix(log(x))) of those numbers, you'll get a very nice distribution where most numbers are 1 [1000-9999], the rest pretty much are 2 [10-999], and maybe once in awhile 3 [1-99]. Then, you would flip a coin to decide whether it should be negative or positive (for effects). Using this system, nothing would ever fall outside the 3rd deviation.
That's not so bad, is it?
Here's a simple graph of deviance and number occurances, where the horizontal axis is the number, and vertical height is the number of times that number will appear:
Code: Select all
3 2 1 | 1 2 3
| | |===| | |
| | =.|.= | |
| | ==..|..== | |
| ===....|....=== |
====.......|.......====
___________|___________