My Holy Grail (now fix'd trigger) just survived 60 000 spins. How much would you pay for it?
Also tried to contact Steve, he has some reward-money for the HG? ;D
O0
"Just survived 60 000 spins"
......more like smashed it out of the park! :) Great work!
That looks great Ignatus 8)
Sell it for at least $2,000
Quote from: Proofreaders2000 on Nov 21, 01:49 AM 2018
That looks great Ignatus 8)
Sell it for at least $2,000
Thanks proof :)
Now, it survived a 100 000 spin trial, but as you see, a drop early in the chart (it require a large BR) ...now this is only the first test, I can make the trigger even stronger. O0
Great ignatus! Not possible to share it for free hehe?
If you would like, you could present your system in bits like Vaddi's-
not the exact system, but what you studied and clues that point to it. :D
Ignatus,i have systems that survive just as many spins. Its more a question of bankroll and table limits. What are these requirements for the system to beat 1m spins?
Anyone who says you don't need a system to beat 1m spins doesn't understand the basics discussed many times.
Quote from: Proofreaders2000 on Nov 21, 02:26 AM 2018
If you would like, you could present your system in bits like Vaddi's-
not the exact system, but what you studied and clues that point to it. :D
Well? what i can say? it's for Live-wheels only...(it has to do with wheel-sectors) and? It's played with a negative progression (Maximum bet 420u) so? I can't say more? Have i already said too much? :S
Now, i must code the new trigger (stronger trigger)...
cheers
Quote from: Steve on Nov 21, 02:40 AM 2018
Ignatus,i have systems that survive just as many spins. Its more a question of bankroll and table limits. What are these requirements for the system to beat 1m spins?
Anyone who says you don't need a system to beat 1m spins doesn't understand the basics discussed many times.
Yes? we can discuss this in private now you can mail me, (i've already sent a mail?)
Thx
I already have systems to beat live wheels. The offer is for beating all rng, ie the holy grail.
Quote from: Steve on Nov 21, 02:51 AM 2018
I already have systems to beat live wheels. The offer is for beating all rng, ie the holy grail.
Well, damn, now im thinking this could be done with RNG also, huh..so how much is the reward? 100 000$ ? 8)
Rng doesnt have wheel sectors. Its rng.
Quote from: Steve on Nov 21, 02:59 AM 2018
Rng doesnt have wheel sectors. Its rng.
Yes? i know? :S but how much is the reward? ;D
Us$100k
I'll tell you what Ignatus. You give me half of all your money, I'll kick you in the balls, and we'll call it quits.
Problems brah?
Perhaps not a Grail? idk yet? :P but first test survived 10 000 spins (RNG) O0
Do you bet every spin or you wait sometimes?
Quote from: Bigbroben on Nov 21, 07:15 AM 2018
Do you bet every spin or you wait sometimes?
With this RNG-test? no,.. (not the Live-spin system either)
Quote from: ignatus on Nov 21, 07:27 AM 2018
With this RNG-test? no,.. (not the Live-spin system either)
How does it do with American roulette?
How many numbers are you betting?
Quote from: Proofreaders2000 on Nov 21, 02:26 AM 2018
If you would like, you could present your system in bits like Vaddi's-
not the exact system, but what you studied and clues that point to it. :D
I vote against this motion and ask the floor to yield
Quote from: Taotie on Nov 21, 03:44 AM 2018
I'll tell you what Ignatus. You give me half of all your money, I'll kick you in the balls, and we'll call it quits.
“You don't know when to quit, do ya Griswold? Here's an idea: Why don't you give me half the money you were gonna bet? Then, we'll go out back, I'll kick you in the nuts, and we'll call it a day!â€
Progression from 1u to 420u? Wouldn't that be outside table limits?
Quote from: Winner on Nov 21, 08:55 AM 2018
How does it do with American roulette?
[/quote
The sectors on American roulette is way better then single o I wonder how it fare I’ll give you 3000$ for it
I'm very interested in it. IG
Quote from: thocxo2207 on Nov 21, 12:52 PM 2018
I'm very interested in it. IG
Well? The wheel-system works pretty good, as you've seen? Now im thinking of giving it free and then people can donate if the wish, if they like it?,... we'll see i haven't decided yet.
Great job Iggy, love when charts look like those!! :thumbsup: :thumbsup: :thumbsup: :love:
Quote from: Mako on Nov 21, 02:02 PM 2018
Great job Iggy, love when charts look like those!! :thumbsup: :thumbsup: :thumbsup: :love:
Thanks, Mako
yes? As i said it's played with a negative progression and highest bet IS 420u (for straightup) and? it requires a large BR? And also maybe hard to find tables with those limits idk? But then, as you've seen, it survived 100 000 spins....i know there are some casinos online with high table-limits...
Congrats to Mr. Ignatus :thumbsup: :smile:
Quote from: ignatus on Nov 21, 02:06 PM 2018
Thanks, Mako
yes? As i said it's played with a negative progression and highest bet IS 420u (for straightup) and? it requires a large BR? And also maybe hard to find tables with those limits idk? But then, as you've seen, it survived 100 000 spins....i know there are some casinos online with high table-limits...
Whenever I've had that problem I try to see how it does if I stoploss the progression at an earlier level, say with a more typical table spread.
I try to see if the winning streaks still surpass the stoplosses caps, as they are in limited testing so far with Robbert's corner bet we've been experimenting with this week.
Try running it in RX with stop points at every progression level Iggy and see if a range pops out as being optimal?
I just want to point out that i never said nuthin bad about Ignatus during the dark days when he was strugglin. :xd:
Awesome results Ignatus!
important is the low "Maxrisk"..but CONGRATS to you
Thanks IVO ;)
Well now, i WILL give it away, now..... :xd: I don't care about the money ? OR? idk? ;D as i said, if you like it now, donate ...that's all. O0
This would be baiting otherwise?
Out of Space
OK Here you go; The idea is quite simple...The way *i* played it now.. IS to wait for a sector-of-5 to be hit 3 times (This trigger *could* be otherwise, you could also wait for a sector-of-12 be hit for minimum 4-5 times before bet. Perhaps that would be a even stronger trigger? idk....so That's the trigger.
And the bet? Now it's a 25 numbers sector BET (12+12 numbers on each side of the number direct opposite of the number within the middle of the trigger-sector+ that number
So? That's pretty much it?...gameplay; you Wait for a Sector-of-5 to be hit 3 times in a row, THEN you bet the direct opposite side with a *25 numbers sector* AND you bet that particular sector with a negative progressionline,. The one that *I* used in my example, IS no "ordinary" 25 or 24 numbers progression, but it's not each new bet *3 but each new bet *2.5* (after 10u bet)
so, this my progressionline would look like
1,3,10,25,65,165,420 STOP
Well folks that's it. 8)
And i provide the RX-code also, my paypal, if you like to done at paypal.me/ignatus1 (link:://paypal.me/ignatus1)
cheers
RX-code
system "Out of Space"
// © ignatus 2018 ©
method "main"
begin
while starting a new session
begin
put 0 to Record "Highest Bankroll" Data
Set List[1,3,10,25,65,165,420]
to Record "progression" Data
Set List[1,2,3,4,5]
to Record "Spin counter" Data
end
while on each spin
begin
if Record "Sector25" layout list lost each
begin
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "Trigger4" False
set flag "Trigger5" False
set flag "Trigger6" False
set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET4" False
set flag "BET5" False
set flag "BET6" False
Add 1 to Record "progression" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
if any inside bet won each
begin
put 1 on Record "progression" Data Index
clear Record "Sector25" layout
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "Trigger4" False
set flag "Trigger5" False
set flag "Trigger6" False
set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET4" False
set flag "BET5" False
set flag "BET6" False
end
Track last Number for 1 spins to
Record "last1" layout
If Record "last1" layout is not found within Record "TriggerBET1" layout each
begin
set flag "Trigger1" False
end
If Record "last1" layout is not found within Record "TriggerBET2" layout each
begin
set flag "Trigger2" False
end
If Record "last1" layout is not found within Record "TriggerBET3" layout each
begin
set flag "Trigger3" False
end
If Record "last1" layout is not found within Record "TriggerBET4" layout each
begin
set flag "Trigger4" False
end
If Record "last1" layout is not found within Record "TriggerBET5" layout each
begin
set flag "Trigger5" False
end
If Record "last1" layout is not found within Record "TriggerBET6" layout each
begin
set flag "Trigger6" False
end
Set max Record "TriggerBET1" layout index
Set max Record "TriggerBET2" layout index
Set max Record "TriggerBET3" layout index
Set max Record "TriggerBET4" layout index
Set max Record "TriggerBET5" layout index
Set max Record "TriggerBET6" layout index
Put 2 on Neighbor Count
add 4 to Record "TriggerBET1" layout index
Copy Neighbors of number 4
to Record "TriggerBET1" Layout
add 1 to Record "TriggerBET1" layout index
copy number 4 to Record "TriggerBET1" layout
add 4 to Record "TriggerBET2" layout index
Copy Neighbors of number 34
to Record "TriggerBET2" Layout
add 1 to Record "TriggerBET2" layout index
copy number 34 to Record "TriggerBET2" layout
add 4 to Record "TriggerBET3" layout index
Copy Neighbors of number 11
to Record "TriggerBET3" Layout
add 1 to Record "TriggerBET3" layout index
copy number 11 to Record "TriggerBET3" layout
add 4 to Record "TriggerBET4" layout index
Copy Neighbors of number 1
to Record "TriggerBET4" Layout
add 1 to Record "TriggerBET4" layout index
copy number 1 to Record "TriggerBET4" layout
add 4 to Record "TriggerBET5" layout index
Copy Neighbors of number 22
to Record "TriggerBET5" Layout
add 1 to Record "TriggerBET5" layout index
copy number 22 to Record "TriggerBET5" layout
add 4 to Record "TriggerBET6" layout index
Copy Neighbors of number 12
to Record "TriggerBET6" Layout
add 1 to Record "TriggerBET6" layout index
copy number 12 to Record "TriggerBET6" layout
IF total inside bets count = 0 each
begin
// if Record "last1" layout is found within Record "TriggerBET1" layout each
// begin
if flag "Trigger1" True each
begin
if flag "BET1" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 1
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 1 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
// if Record "last1" layout is found within Record "TriggerBET2" layout each
// begin
if flag "Trigger2" True each
begin
if flag "BET2" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 22
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 22 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
// if Record "last1" layout is found within Record "TriggerBET3" layout each
// begin
if flag "Trigger3" True each
begin
if flag "BET3" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 12
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 12 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
// if Record "last1" layout is found within Record "TriggerBET4" layout each
// begin
if flag "Trigger4" True each
begin
if flag "BET4" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 4
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 4 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
// if Record "last1" layout is found within Record "TriggerBET5" layout each
// begin
if flag "Trigger5" True each
begin
if flag "BET5" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 34
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 34 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
// if Record "last1" layout is found within Record "TriggerBET6" layout each
// begin
if flag "Trigger6" True each
begin
if flag "BET6" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 11
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 11 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
end
if Record "last1" layout is found within Record "TriggerBET1" layout each
begin
IF flag "Trigger1" true
begin
set flag "BET1" true
end
set flag "Trigger1" True
end
if Record "last1" layout is found within Record "TriggerBET2" layout each
begin
IF flag "Trigger2" true each
begin
set flag "BET2" true
end
set flag "Trigger2" True
end
if Record "last1" layout is found within Record "TriggerBET3" layout each
begin
IF flag "Trigger3" true each
begin
set flag "BET3" true
end
set flag "Trigger3" True
end
if Record "last1" layout is found within Record "TriggerBET4" layout each
begin
IF flag "Trigger4" true each
begin
set flag "BET4" true
end
set flag "Trigger4" True
end
if Record "last1" layout is found within Record "TriggerBET5" layout each
begin
IF flag "Trigger5" true each
begin
set flag "BET5" true
end
set flag "Trigger5" True
end
if Record "last1" layout is found within Record "TriggerBET6" layout each
begin
IF flag "Trigger6" true each
begin
set flag "BET6" true
end
set flag "Trigger6" True
end
Set max Record "Sector5" layout index
Put 2 on Neighbor Count
add 4 to Record "Sector5" layout index
Copy Neighbors of Record "last1" Layout
to Record "Sector5" Layout
add 1 to Record "Sector5" layout index
copy Last Number to to Record "Sector5" Layout
add 1 to Record "Spin counter" Data index
{if total bankroll >= 2000 each time
begin
stop session
end
}
{if total bankroll <= -2000 each time
begin
stop session
end
}
If Record "progression" Data Index >
Record "progression" Data Count
Begin
clear Record "Sector25" layout
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "Trigger4" False
set flag "Trigger5" False
set flag "Trigger6" False
set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET4" False
set flag "BET5" False
set flag "BET6" False
Put 1 on Record "progression" Data Index
End
end
END
I noticed an error in the code now, :/ sometimes it bets a trigger only hit two times...
i will look into it later tonite or tomorrow, (too tired now)..sry
The Trigger-bug has been fix'd. IT will be alot LESS triggers (but now only *3* hits within a sector-of-5), so, perhaps stronger triggers, ...
i will also now code a version with a 12-sectors Trigger-bet,
cheers 8)
RX-code Out-of-space fixsystem "Out of Space fix"
// © ignatus 2018 ©
method "main"
begin
while starting a new session
begin
put 0 to Record "Highest Bankroll" Data
Set List[1,3,10,25,65,165,420]
to Record "progression" Data
Set List[1,2,3,4,5]
to Record "Spin counter" Data
end
while on each spin
begin
if Record "Sector25" layout list lost each
begin
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "Trigger4" False
set flag "Trigger5" False
set flag "Trigger6" False
set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET4" False
set flag "BET5" False
set flag "BET6" False
Add 1 to Record "progression" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
if any inside bet won each
begin
put 1 on Record "progression" Data Index
clear Record "Sector25" layout
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "Trigger4" False
set flag "Trigger5" False
set flag "Trigger6" False
set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET4" False
set flag "BET5" False
set flag "BET6" False
end
Track last Number for 1 spins to
Record "last1" layout
If Record "last1" layout is not found within Record "TriggerBET1" layout each
begin
set flag "Trigger1" False
set flag "BET1" False
end
If Record "last1" layout is not found within Record "TriggerBET2" layout each
begin
set flag "Trigger2" False
set flag "BET2" False
end
If Record "last1" layout is not found within Record "TriggerBET3" layout each
begin
set flag "Trigger3" False
set flag "BET3" False
end
If Record "last1" layout is not found within Record "TriggerBET4" layout each
begin
set flag "Trigger4" False
set flag "BET4" False
end
If Record "last1" layout is not found within Record "TriggerBET5" layout each
begin
set flag "Trigger5" False
set flag "BET5" False
end
If Record "last1" layout is not found within Record "TriggerBET6" layout each
begin
set flag "Trigger6" False
set flag "BET6" False
end
Set max Record "TriggerBET1" layout index
Set max Record "TriggerBET2" layout index
Set max Record "TriggerBET3" layout index
Set max Record "TriggerBET4" layout index
Set max Record "TriggerBET5" layout index
Set max Record "TriggerBET6" layout index
Put 2 on Neighbor Count
add 4 to Record "TriggerBET1" layout index
Copy Neighbors of number 4
to Record "TriggerBET1" Layout
add 1 to Record "TriggerBET1" layout index
copy number 4 to Record "TriggerBET1" layout
add 4 to Record "TriggerBET2" layout index
Copy Neighbors of number 34
to Record "TriggerBET2" Layout
add 1 to Record "TriggerBET2" layout index
copy number 34 to Record "TriggerBET2" layout
add 4 to Record "TriggerBET3" layout index
Copy Neighbors of number 11
to Record "TriggerBET3" Layout
add 1 to Record "TriggerBET3" layout index
copy number 11 to Record "TriggerBET3" layout
add 4 to Record "TriggerBET4" layout index
Copy Neighbors of number 1
to Record "TriggerBET4" Layout
add 1 to Record "TriggerBET4" layout index
copy number 1 to Record "TriggerBET4" layout
add 4 to Record "TriggerBET5" layout index
Copy Neighbors of number 22
to Record "TriggerBET5" Layout
add 1 to Record "TriggerBET5" layout index
copy number 22 to Record "TriggerBET5" layout
add 4 to Record "TriggerBET6" layout index
Copy Neighbors of number 12
to Record "TriggerBET6" Layout
add 1 to Record "TriggerBET6" layout index
copy number 12 to Record "TriggerBET6" layout
IF total inside bets count = 0 each
begin
// if Record "last1" layout is found within Record "TriggerBET1" layout each
// begin
if flag "Trigger1" True each
begin
if flag "BET1" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 1
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 1 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
// if Record "last1" layout is found within Record "TriggerBET2" layout each
// begin
if flag "Trigger2" True each
begin
if flag "BET2" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 22
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 22 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
// if Record "last1" layout is found within Record "TriggerBET3" layout each
// begin
if flag "Trigger3" True each
begin
if flag "BET3" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 12
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 12 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
// if Record "last1" layout is found within Record "TriggerBET4" layout each
// begin
if flag "Trigger4" True each
begin
if flag "BET4" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 4
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 4 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
// if Record "last1" layout is found within Record "TriggerBET5" layout each
// begin
if flag "Trigger5" True each
begin
if flag "BET5" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 34
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 34 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
// if Record "last1" layout is found within Record "TriggerBET6" layout each
// begin
if flag "Trigger6" True each
begin
if flag "BET6" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 11
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 11 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
end
if Record "last1" layout is found within Record "TriggerBET1" layout each
begin
IF flag "Trigger1" true
begin
set flag "BET1" true
end
set flag "Trigger1" True
end
if Record "last1" layout is found within Record "TriggerBET2" layout each
begin
IF flag "Trigger2" true each
begin
set flag "BET2" true
end
set flag "Trigger2" True
end
if Record "last1" layout is found within Record "TriggerBET3" layout each
begin
IF flag "Trigger3" true each
begin
set flag "BET3" true
end
set flag "Trigger3" True
end
if Record "last1" layout is found within Record "TriggerBET4" layout each
begin
IF flag "Trigger4" true each
begin
set flag "BET4" true
end
set flag "Trigger4" True
end
if Record "last1" layout is found within Record "TriggerBET5" layout each
begin
IF flag "Trigger5" true each
begin
set flag "BET5" true
end
set flag "Trigger5" True
end
if Record "last1" layout is found within Record "TriggerBET6" layout each
begin
IF flag "Trigger6" true each
begin
set flag "BET6" true
end
set flag "Trigger6" True
end
Set max Record "Sector5" layout index
Put 2 on Neighbor Count
add 4 to Record "Sector5" layout index
Copy Neighbors of Record "last1" Layout
to Record "Sector5" Layout
add 1 to Record "Sector5" layout index
copy Last Number to to Record "Sector5" Layout
add 1 to Record "Spin counter" Data index
{if total bankroll >= 2000 each time
begin
stop session
end
}
{if total bankroll <= -2000 each time
begin
stop session
end
}
If Record "progression" Data Index >
Record "progression" Data Count
Begin
clear Record "Sector25" layout
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "Trigger4" False
set flag "Trigger5" False
set flag "Trigger6" False
set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET4" False
set flag "BET5" False
set flag "BET6" False
Put 1 on Record "progression" Data Index
End
end
END
What is the waiting time for the trigger?
Ever lost the prog? BR?
Quote from: Robbert on Nov 22, 02:25 AM 2018
What is the waiting time for the trigger?
Ever lost the prog? BR?
No i never lost with that one, but it requires a crazy BR, now im just finished the the code for the 11 numbers sector-trigger bet (5+5 neighbours +1 number) Also i added to this code "A virtual win" before starting progression.... ALSO i've made this version played with a much Less agressive/shorter progression, this progressionline now is only 5 steps;
1,3,10,30,90 STOP
This may not be the "HG" , but adapted for short sessions with a "low" BR... (compared with the other one) IF you don't like this progressionline you can change it.
This version haven't been tested enough (just finished now) only ran a short test 10 000 spins, im sure, one total loss of the progressionline would be still be disaster, (i haven't calculated on how much that loss would be) Also i don't know if this could be profitable, playing this way (short hit'n run sessions) and what BR would be required, and how frequently a loss would happen etc..
I *think* this code should be correct now..
Anyway, TEST, and see what you think
RX-code Out of Space v.2system "Out of Space v.2 11-sector Trigger"
// © ignatus 2018 ©
method "main"
begin
while starting a new session
begin
put 0 to Record "Highest Bankroll" Data
// Set List[1,3,10,25,65,165,420]
Set List[1,3,10,30,90]
to Record "progression" Data
Set List[1,2,5]
to Record "Spin counter" Data
end
while on each spin
begin
if any inside bet won each
begin
put 1 on Record "progression" Data Index
clear Record "Sector25" layout
set flag "Betstart" false
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET_1" False
set flag "BET_2" False
set flag "BET_3" False
end
Track last Number for 1 spins to
Record "last1" layout
IF Record "last1" Layout is not found within Record "TriggerBET1" Layout
begin
if flag "BET_1" true
begin
set flag "Betstart" true
end
end
IF Record "last1" Layout is not found within Record "TriggerBET2" Layout
begin
if flag "BET_2" true
begin
set flag "Betstart" true
end
end
IF Record "last1" Layout is not found within Record "TriggerBET3" Layout
begin
if flag "BET_3" true
begin
set flag "Betstart" true
end
end
if flag "Betstart" true each
begin
Put 100% of Record "progression" Data to Record "Sector25" layout list
Add 1 to Record "progression" Data index
end
if Record "Sector25" layout list lost each
begin
// put 1 on Record "progression" Data Index
// clear Record "Sector25" layout
// set flag "Betstart" false
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET_1" False
set flag "BET_2" False
set flag "BET_3" False
// if flag "Betstart" true each
// Add 1 to Record "progression" Data index
// Put 1 to Record "Sector25" layout list
// begin
end
If Record "last1" layout is not found within Record "TriggerBET1" layout each
begin
set flag "Trigger1" False
set flag "BET1" False
set flag "BET_1" False
end
If Record "last1" layout is not found within Record "TriggerBET2" layout each
begin
set flag "Trigger2" False
set flag "BET2" False
set flag "BET_2" False
end
If Record "last1" layout is not found within Record "TriggerBET3" layout each
begin
set flag "Trigger3" False
set flag "BET3" False
set flag "BET_3" False
end
{
If Record "last1" layout is not found within Record "TriggerBET4" layout each
begin
set flag "Trigger4" False
set flag "BET4" False
end
If Record "last1" layout is not found within Record "TriggerBET5" layout each
begin
set flag "Trigger5" False
set flag "BET5" False
end
If Record "last1" layout is not found within Record "TriggerBET6" layout each
begin
set flag "Trigger6" False
set flag "BET6" False
end
}
Set max Record "TriggerBET1" layout index
Set max Record "TriggerBET2" layout index
Set max Record "TriggerBET3" layout index
Set max Record "TriggerBET4" layout index
Set max Record "TriggerBET5" layout index
Set max Record "TriggerBET6" layout index
Put 5 on Neighbor Count
add 10 to Record "TriggerBET1" layout index
Copy Neighbors of number 4
to Record "TriggerBET1" Layout
add 1 to Record "TriggerBET1" layout index
copy number 4 to Record "TriggerBET1" layout
{ add 4 to Record "TriggerBET2" layout index
Copy Neighbors of number 34
to Record "TriggerBET2" Layout
add 1 to Record "TriggerBET2" layout index
copy number 34 to Record "TriggerBET2" layout }
add 10 to Record "TriggerBET2" layout index
Copy Neighbors of number 23
to Record "TriggerBET2" Layout
add 1 to Record "TriggerBET2" layout index
copy number 23 to Record "TriggerBET2" layout
{ add 4 to Record "TriggerBET4" layout index
Copy Neighbors of number 1
to Record "TriggerBET4" Layout
add 1 to Record "TriggerBET4" layout index
copy number 1 to Record "TriggerBET4" layout }
add 10 to Record "TriggerBET3" layout index
Copy Neighbors of number 22
to Record "TriggerBET3" Layout
add 1 to Record "TriggerBET3" layout index
copy number 22 to Record "TriggerBET3" layout
{ add 4 to Record "TriggerBET6" layout index
Copy Neighbors of number 12
to Record "TriggerBET6" Layout
add 1 to Record "TriggerBET6" layout index
copy number 12 to Record "TriggerBET6" layout }
IF total inside bets count = 0 each
begin
// if Record "last1" layout is found within Record "TriggerBET1" layout each
// begin
if flag "Trigger1" True each
begin
if flag "BET1" True each
begin
if flag "BET_1" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 1
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 1 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
// Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
end
// if Record "last1" layout is found within Record "TriggerBET2" layout each
// begin
if flag "Trigger2" True each
begin
if flag "BET2" True each
begin
if flag "BET_2" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 26
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 26 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
// Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
end
// if Record "last1" layout is found within Record "TriggerBET3" layout each
// begin
{ if flag "Trigger3" True each
begin
if flag "BET3" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 12
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 12 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end }
// if Record "last1" layout is found within Record "TriggerBET4" layout each
// begin
{ if flag "Trigger4" True each
begin
if flag "BET4" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 4
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 4 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end }
// if Record "last1" layout is found within Record "TriggerBET5" layout each
// begin
if flag "Trigger3" True each
begin
if flag "BET3" True each
begin
if flag "BET_3" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 34
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 34 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
// Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
end
// if Record "last1" layout is found within Record "TriggerBET6" layout each
// begin
{ if flag "Trigger6" True each
begin
if flag "BET6" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 11
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 11 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end }
end
if Record "last1" layout is found within Record "TriggerBET1" layout each
begin
IF flag "BET1" true
begin
set flag "BET_1" true
end
IF flag "Trigger1" true
begin
set flag "BET1" true
end
set flag "Trigger1" True
end
if Record "last1" layout is found within Record "TriggerBET2" layout each
begin
IF flag "BET2" true
begin
set flag "BET_2" true
end
IF flag "Trigger2" true each
begin
set flag "BET2" true
end
set flag "Trigger2" True
end
if Record "last1" layout is found within Record "TriggerBET3" layout each
begin
IF flag "BET3" true
begin
set flag "BET_3" true
end
IF flag "Trigger3" true each
begin
set flag "BET3" true
end
set flag "Trigger3" True
end
{ if Record "last1" layout is found within Record "TriggerBET4" layout each
begin
IF flag "Trigger4" true each
begin
set flag "BET4" true
end
set flag "Trigger4" True
end
if Record "last1" layout is found within Record "TriggerBET5" layout each
begin
IF flag "Trigger5" true each
begin
set flag "BET5" true
end
set flag "Trigger5" True
end
if Record "last1" layout is found within Record "TriggerBET6" layout each
begin
IF flag "Trigger6" true each
begin
set flag "BET6" true
end
set flag "Trigger6" True
end
}
Set max Record "Sector5" layout index
Put 2 on Neighbor Count
add 4 to Record "Sector5" layout index
Copy Neighbors of Record "last1" Layout
to Record "Sector5" Layout
add 1 to Record "Sector5" layout index
copy Last Number to to Record "Sector5" Layout
add 1 to Record "Spin counter" Data index
{if total bankroll >= 2000 each time
begin
stop session
end
}
{if total bankroll <= -2000 each time
begin
stop session
end
}
If Record "progression" Data Index >
Record "progression" Data Count
Begin
clear Record "Sector25" layout
set flag "Betstart" false
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET_1" False
set flag "BET_2" False
set flag "BET_3" False
Put 1 on Record "progression" Data Index
End
end
END
Well now, tested the old 5-step progression And, longterm it's *no good* shorterm it MAY work (idk?),...It looks pretty much like "any other system" perhaps a little better (but with a downtrend, longterm) but you have to figure if that's how you want to play?, but perhaps 200 spins then Quit ..I have no idea about that.
ALSO tested a 6-step progression (That was even worse) greater drawdowns, when loss etc.
SO, my final statement about THIS bet now --The progressionline *MUST* be 7 steps* (for longer term play)
Now, i compromised the 7-step progressionline even more (from step 2, oldbet* 2,5 =new bet) so the new progressionline would be now;
1,3,7,18,45,125,300 STOP
(MAXBET 300u, i think that's a good compromise).
What i *haven't tested* IF this version (11-numbers sector trigger +Virtual win) is better than the old one? that i don't know,..but now, tested with the new progressionline, it looks good (but more testings needed)
RX-code Out of Space v3 (New progressionline)system "Out of Space v.3 11-sector Trigger"
// © ignatus 2018 ©
method "main"
begin
while starting a new session
begin
put 0 to Record "Highest Bankroll" Data
// Set List[1,3,10,25,65,165,420]
Set List[1,3,7,18,45,125,300]
to Record "progression" Data
Set List[1,2,5]
to Record "Spin counter" Data
end
while on each spin
begin
if any inside bet won each
begin
put 1 on Record "progression" Data Index
clear Record "Sector25" layout
set flag "Betstart" false
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET_1" False
set flag "BET_2" False
set flag "BET_3" False
end
Track last Number for 1 spins to
Record "last1" layout
IF Record "last1" Layout is not found within Record "TriggerBET1" Layout
begin
if flag "BET_1" true
begin
set flag "Betstart" true
end
end
IF Record "last1" Layout is not found within Record "TriggerBET2" Layout
begin
if flag "BET_2" true
begin
set flag "Betstart" true
end
end
IF Record "last1" Layout is not found within Record "TriggerBET3" Layout
begin
if flag "BET_3" true
begin
set flag "Betstart" true
end
end
if flag "Betstart" true each
begin
Put 100% of Record "progression" Data to Record "Sector25" layout list
Add 1 to Record "progression" Data index
end
if Record "Sector25" layout list lost each
begin
// put 1 on Record "progression" Data Index
// clear Record "Sector25" layout
// set flag "Betstart" false
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET_1" False
set flag "BET_2" False
set flag "BET_3" False
// if flag "Betstart" true each
// Add 1 to Record "progression" Data index
// Put 1 to Record "Sector25" layout list
// begin
end
If Record "last1" layout is not found within Record "TriggerBET1" layout each
begin
set flag "Trigger1" False
set flag "BET1" False
set flag "BET_1" False
end
If Record "last1" layout is not found within Record "TriggerBET2" layout each
begin
set flag "Trigger2" False
set flag "BET2" False
set flag "BET_2" False
end
If Record "last1" layout is not found within Record "TriggerBET3" layout each
begin
set flag "Trigger3" False
set flag "BET3" False
set flag "BET_3" False
end
{
If Record "last1" layout is not found within Record "TriggerBET4" layout each
begin
set flag "Trigger4" False
set flag "BET4" False
end
If Record "last1" layout is not found within Record "TriggerBET5" layout each
begin
set flag "Trigger5" False
set flag "BET5" False
end
If Record "last1" layout is not found within Record "TriggerBET6" layout each
begin
set flag "Trigger6" False
set flag "BET6" False
end
}
Set max Record "TriggerBET1" layout index
Set max Record "TriggerBET2" layout index
Set max Record "TriggerBET3" layout index
Set max Record "TriggerBET4" layout index
Set max Record "TriggerBET5" layout index
Set max Record "TriggerBET6" layout index
Put 5 on Neighbor Count
add 10 to Record "TriggerBET1" layout index
Copy Neighbors of number 4
to Record "TriggerBET1" Layout
add 1 to Record "TriggerBET1" layout index
copy number 4 to Record "TriggerBET1" layout
{ add 4 to Record "TriggerBET2" layout index
Copy Neighbors of number 34
to Record "TriggerBET2" Layout
add 1 to Record "TriggerBET2" layout index
copy number 34 to Record "TriggerBET2" layout }
add 10 to Record "TriggerBET2" layout index
Copy Neighbors of number 23
to Record "TriggerBET2" Layout
add 1 to Record "TriggerBET2" layout index
copy number 23 to Record "TriggerBET2" layout
{ add 4 to Record "TriggerBET4" layout index
Copy Neighbors of number 1
to Record "TriggerBET4" Layout
add 1 to Record "TriggerBET4" layout index
copy number 1 to Record "TriggerBET4" layout }
add 10 to Record "TriggerBET3" layout index
Copy Neighbors of number 22
to Record "TriggerBET3" Layout
add 1 to Record "TriggerBET3" layout index
copy number 22 to Record "TriggerBET3" layout
{ add 4 to Record "TriggerBET6" layout index
Copy Neighbors of number 12
to Record "TriggerBET6" Layout
add 1 to Record "TriggerBET6" layout index
copy number 12 to Record "TriggerBET6" layout }
IF total inside bets count = 0 each
begin
// if Record "last1" layout is found within Record "TriggerBET1" layout each
// begin
if flag "Trigger1" True each
begin
if flag "BET1" True each
begin
if flag "BET_1" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 1
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 1 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
// Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
end
// if Record "last1" layout is found within Record "TriggerBET2" layout each
// begin
if flag "Trigger2" True each
begin
if flag "BET2" True each
begin
if flag "BET_2" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 26
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 26 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
// Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
end
// if Record "last1" layout is found within Record "TriggerBET3" layout each
// begin
{ if flag "Trigger3" True each
begin
if flag "BET3" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 12
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 12 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end }
// if Record "last1" layout is found within Record "TriggerBET4" layout each
// begin
{ if flag "Trigger4" True each
begin
if flag "BET4" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 4
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 4 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end }
// if Record "last1" layout is found within Record "TriggerBET5" layout each
// begin
if flag "Trigger3" True each
begin
if flag "BET3" True each
begin
if flag "BET_3" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 34
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 34 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
// Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end
end
// if Record "last1" layout is found within Record "TriggerBET6" layout each
// begin
{ if flag "Trigger6" True each
begin
if flag "BET6" True each
begin
Put 1 on Record "progression" Data Index
Set max Record "Sector25" layout index
Put 12 on Neighbor Count
add 24 to Record "Sector25" layout index
Copy Neighbors of number 11
to Record "Sector25" Layout
add 1 to Record "Sector25" layout
copy number 11 to to Record "Sector25" Layout
// add 1 to Record "Spin counter" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
end }
end
if Record "last1" layout is found within Record "TriggerBET1" layout each
begin
IF flag "BET1" true
begin
set flag "BET_1" true
end
IF flag "Trigger1" true
begin
set flag "BET1" true
end
set flag "Trigger1" True
end
if Record "last1" layout is found within Record "TriggerBET2" layout each
begin
IF flag "BET2" true
begin
set flag "BET_2" true
end
IF flag "Trigger2" true each
begin
set flag "BET2" true
end
set flag "Trigger2" True
end
if Record "last1" layout is found within Record "TriggerBET3" layout each
begin
IF flag "BET3" true
begin
set flag "BET_3" true
end
IF flag "Trigger3" true each
begin
set flag "BET3" true
end
set flag "Trigger3" True
end
{ if Record "last1" layout is found within Record "TriggerBET4" layout each
begin
IF flag "Trigger4" true each
begin
set flag "BET4" true
end
set flag "Trigger4" True
end
if Record "last1" layout is found within Record "TriggerBET5" layout each
begin
IF flag "Trigger5" true each
begin
set flag "BET5" true
end
set flag "Trigger5" True
end
if Record "last1" layout is found within Record "TriggerBET6" layout each
begin
IF flag "Trigger6" true each
begin
set flag "BET6" true
end
set flag "Trigger6" True
end
}
Set max Record "Sector5" layout index
Put 2 on Neighbor Count
add 4 to Record "Sector5" layout index
Copy Neighbors of Record "last1" Layout
to Record "Sector5" Layout
add 1 to Record "Sector5" layout index
copy Last Number to to Record "Sector5" Layout
add 1 to Record "Spin counter" Data index
{if total bankroll >= 2000 each time
begin
stop session
end
}
{if total bankroll <= -2000 each time
begin
stop session
end
}
If Record "progression" Data Index >
Record "progression" Data Count
Begin
clear Record "Sector25" layout
set flag "Betstart" false
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET_1" False
set flag "BET_2" False
set flag "BET_3" False
Put 1 on Record "progression" Data Index
End
end
END
(link:://:.pichost.org/image/TonsD)
I'm giving you the excellent contribution.
Reason.
Since you've been RX-tastic, you have been working on a method longer' I'd say. By staying on the method you can see the pitfall and make adjustments.
Which show like in the above graph.
So you can see why i've spent 99% of my time on NON-HIT's and this morning something has shown from the green tester. Now just got to spend days going over old data.
Hope you don't show a graph of this method going south. Goodwork :thumbsup:
Quote from: nottophammer on Nov 22, 05:49 AM 2018I'm giving you the excellent contribution.
Thanks notto! :thumbsup:
OK couple questions for Ignatus...
About what percent of total spins are skipped waiting for the triggers?
How deep into the progression did you end up going during the last test of 65k?
So with a 25 number bet a 100x bet would be $2500?
I wonder if it would work to capitulate at, say, level 4, and start a positive progression instead?
Quote from: Still on Nov 22, 05:48 PM 2018
OK couple questions for Ignatus...
About what percent of total spins are skipped waiting for the triggers?
How deep into the progression did you end up going during the last test of 65k?
So with a 25 number bet a 100x bet would be $2500?
I wonder if it would work to capitulate at, say, level 4, and start a positive progression instead?
I can't answer any of these questions, except that i've tried a positive progression with the new version (That bet only after a virtual win) But, strange how it seems, that was a negative trend in the long run,.. To be logical, A sector-of-11 hit 4 times *should not* hit again another 4 times? But idk? maybe i did something wrong? :S.. IF you find a working positive progression/method, let me know, i've tried, and failed?
Quote from: Still on Nov 22, 05:48 PM 2018I wonder if it would work to capitulate at, say, level 4, and start a positive progression instead?
btw, that a very good idea? Sector-trigger hit (4) times Then +4 times with the negative progression, yes? logic say again it *should not* be a great chance for it to hit much more, (after hit 8 times) ? :S
Quote from: ignatus on Nov 22, 06:24 PM 2018
btw, that a very good idea? Sector-trigger hit (4) times Then +4 times with the negative progression, yes? logic say again it *should not* be a great chance for it to hit much more, (after hit 8 times) ? :S
Yes. Seems like a good time to press on the positive gas pedal. I mention it because of the unique look of the chart you posted. It does not look like the usual negative progression chart.
Quote from: Still on Nov 22, 07:13 PM 2018
Yes. Seems like a good time to press on the positive gas pedal. I mention it because of the unique look of the chart you posted. It does not look like the usual negative progression chart.
OK, to answer one of my own questions, it appears, in the last 65k spin chart, it did not lose beyond step three, the steps being 1,3,7,18...ect
(You can tell from the graph there were no losses beyond $250, which is 1+3+7=10×25.)
However, it also appears the system does capitulate after those three steps, starting back at one unit. There are no 18x, or 450 unit wins. Just a lot of grinding.
So the grinding part, after a loss on step three, could maybe include a positive progression up to a new high.
Quote from: Still on Nov 22, 07:13 PM 2018
Yes. Seems like a good time to press on the positive gas pedal. I mention it because of the unique look of the chart you posted. It does not look like the usual negative progression chart.
Hi Still, im sorry, ....*
i have tried positive progression with this bet before AND it FAILED*, now i tried again, and it FAILED again? im sorry......i don't know if i should post the charts and the code (i rather not?)... I even coded now your idea, (to start a positive progression after the negative progression step X....THAT also FAILED. im sorry, but? But this was probably the worst waste of time in my life... :question:
THIS BET will *only* work with a 7 step Negative progressionThat's the End of the story. :/
Quote from: ignatus on Nov 23, 09:33 AM 2018
Hi Still, im sorry, ....*i have tried positive progression with this bet before AND it FAILED*, now i tried again, and it FAILED again? im sorry......i don't know if i should post the charts and the code (i rather not?)... I even coded now your idea, (to start a positive progression after the negative progression step X....THAT also FAILED. im sorry, but? But this was probably the worst waste of time in my life... :question:
THIS BET will *only* work with a 7 step Negative progression
That's the End of the story. :/
HI Ignatus,
I'm looking at the last chart posted for 65k with the 1,3,7,18...ect progression.
It appears to progress up to the third step (7), and then capitulates...starting the grind all over, up to new highs.
So please check your code. I did a quick glance and thought I saw why this was happening, but I don't know for sure.
If it survives another 65k as is, maybe that's all that's needed. Hopefully this is a bug that turns out to be a feature. Maybe no need for positive progression.
Hey Ignatus :)
I do hope you continue creating systems.
Hi Ignatus!
You're a genius! ;D
Quote from: Face on Nov 24, 09:27 AM 2018
Hi Ignatus!
You're a genius! ;D
haha ;) No, not really...but ok, if you got 8 000$ to spend ect (i haven't calculated on the total BR needed but i guess is something like that), also if you find a Live-table with 300u MAX-bet (for inside bet) Then you got a sure income? (also i think this is very hard played for real because of the waiting time for the trigger?) idk? I think an RX-bot is needed for this one. O0
Calculating now (with the new progressionline)
Each bet is 25 numbers, so that would be
1+3+7+18+45+125+300= 499*25 = 12 475 (?)
so, a BR of 12 475$ is needed to cover the whole progressionline. :twisted: