How can you use statistics on something that's random and inconsistent?
Because to start there are no truly random events. What we consider random is akin to how the term magic used to be used: to explain something we do not understand. We use the word random, when we consider something beyond our control to the point where we cannot adequately influence the outcome. With that being said, one of the major uses of statistics is in fact to compare data on things that seem "random" in the hopes of finding some kind of pattern.
For any of those that played Halo 3: that's like saying you can use statistical data as to where the random spread of the BR will go this time. It was programmed to be random. Even shooting at close range(which is the equivalent of increasing your luck in an rpg) never guaranteed that your shots would always go straight.
Now if it was something like cs1.6 where spread(the random factor) had a set pattern, then you would have the right to use statistical data for something that's random.
I do not know those games and cannot comment on them.
Though it obviously helped, it's still anecdotal because it doesn't have a set pattern, thus rendering it inconsistent. If something is inconsistent, then statistics won't really help because there's always that random percentage number that completely nullifies any statistical data.
That is not correct; the fact that I can prove that high luck greatly increases the chance of a drop is a consistent fact and pattern in itself. One that is easily proven using statistical data in a comparison in item farming between very low luck, and extremely high luck. Random numbers do not at all nullify statistical data; if that was the case than the majority of statistical data in existence would instantly become null and void. It CAN cause outliers on the data, or shift the curve of the graph, however with a big enough sample size, this would not be an issue, and would have a minor effect.
Now if that was NOT the case, and these "random occurrences" were in a great # than it would in fact prove that our findings are inconsistent, and thus most likely incorrect. Hence why I put little stock behind the idea of luck affecting chest drops.
If it was something like Nagumo stated: where each frame has an item and it depends on which frame you kill a monster, and luck increased those frames, then obviously it's a consistent system for the game, but not for the player to manipulate 100 % because of how it's impossible for any human to count every frame.
Manipulating ANYTHING such as this to be 100% success rate is highly unlikely. Nor did I ever say or infer (even in my SOTN example above) that it could be, so I do not see how this is relevant.
Point being is that, that would be a consistent system where you can use statistical data.
Inconsistent data, many times becomes consistent data when statistical analysis is applied to it, and that is as I have stated one of the most fundamental uses for it. That is obviously not always the case, but in a case like this where statistics cannot show a consistent or obvious pattern, even over 1000's of trials done by many people, then there probably is not one. Of course this assumes that luck is the only thing that we can use to affect chest drops. Not score, performance, time, etc.
The problem we have is that there are a LOT of variables to take into account, and I doubt anybody will want to run the 1000's of trials necessary, and perform various experiments with these factors to provide statistical data that will actually be accurate and conclusive. I know I sure as hell ain't doing it!