Cracking Up - Open Duke's Safe Without Attacking - Page 2…

Cracking Up - Open Duke's Safe Without Attacking

    • chaoticsoldier [2752977]
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    Posted on 18:37:21 - 24/08/24 (7 months ago)
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    Darth_Ikari [3240351]

    Just got 32-84-35

    Oh no :(

    From the codes people submitted previously we always saw R = L+0 or L+1 or L+2

    If yours is not a typo then 32-84-35 means yours is the first where R = L+3
    If this can apply to all code ranges it might make way too many possible combinations to think about cracking manually.


    I'll keep an eye on this as we get more codes submitted.

    We don't know for sure exactly how they're generated so possibly this only happens when L is big enough.

     

    So far 8 of 12 codes submitted had a Left number lower than 30, and only 1 of 12 has had the Right greater than Left+2.

    We can see how it trends as more people provide their codes.

    if ($enemyHealth <= 0) {tauntEnemy();} elseif ($grenadeAmmo < 1) {findGrenades();} else {lobGrenades();}

    • Quackor [3097913]
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    Posted on 01:51:24 - 27/08/24 (6 months ago)
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    I got:

     

    32 - 83 - 34

     

    didnt find this one on the list

    • chaoticsoldier [2752977]
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    Posted on 03:56:10 - 27/08/24 (6 months ago)
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    Quackor [3097913]

    I got:

     

    32 - 83 - 34

     

    didnt find this one on the list

    Hello, yep it's there.

    It fits between 32-79-34 and 32-86-34 which is on the 4th last row


    The table shows the first and last combination in each group, but you need to try all the middle numbers in between also.

    if ($enemyHealth <= 0) {tauntEnemy();} elseif ($grenadeAmmo < 1) {findGrenades();} else {lobGrenades();}

    • chaoticsoldier [2752977]
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    Posted on 04:06:51 - 27/08/24 (6 months ago)
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    Interestingly, the last 3 codes people have submitted are:

    32 - 82 - 34
    32 - 84 - 35

    32 - 83 - 34

     

    I can't yet tell if this is coincidence or if something determines it...

    Last edited by chaoticsoldier on 04:09:06 - 27/08/24 (6 months ago)

    if ($enemyHealth <= 0) {tauntEnemy();} elseif ($grenadeAmmo < 1) {findGrenades();} else {lobGrenades();}

    • Quackor [3097913]
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    Posted on 05:50:20 - 27/08/24 (6 months ago)
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    Quackor [3097913]

    I got:

     

    32 - 83 - 34

     

    didnt find this one on the list

    chaoticsoldier [2752977]

    Hello, yep it's there.

    It fits between 32-79-34 and 32-86-34 which is on the 4th last row


    The table shows the first and last combination in each group, but you need to try all the middle numbers in between also.

    oh damn! didnt know that was how it worked, i just tried the ones that are written, not the ones in between

    • chaoticsoldier [2752977]
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    Posted on 23:22:02 - 28/08/24 (6 months ago)
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    Today I got the code 28 - 74 - 31 so indeed the right number can be L+3.

     

    This will add 147 extra combinations to the mix, bringing the total to 567 - an increase of exactly 35%

     

    I was able to cycle through all the current 420 combos in about 15 minutes at a quick pace, so I estimate 21 minutes to go through 567 if you go non-stop.

     

    That's not too bad I guess. It will still be possible to crack the code manually but for some players this might become less of a recreational activity.

     

    I will edit the main post later with the updated table.

    if ($enemyHealth <= 0) {tauntEnemy();} elseif ($grenadeAmmo < 1) {findGrenades();} else {lobGrenades();}

    • Oceane [3148330]
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    Posted on 09:42:11 - 17/09/24 (6 months ago)
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    35 - 92 - 38

     

     

    • chaoticsoldier [2752977]
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    Posted on 14:19:00 - 17/09/24 (6 months ago)
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    Oceane [3148330]

    35 - 92 - 38

     

     

    Thank you. Your code follows the same trend for middle and right numbers but the left number is higher than my table again.

    I was recently shown a code that started with 63 so I assume it's possible the left number can be anything now. I will edit my original post.

     

    It wouldn't be feasible to generate a table with so many extra possibilities. 

    Still, the existing table might be worth it for some people to try if their target is too strong for them or if they don't want to spend energy on possibly having to make multiple attacks.

     

    The lower values appear to be more common at this point based on the known codes everyone has submitted so far, but there's not enough data yet to be sure.

     

    Last edited by chaoticsoldier on 14:19:26 - 17/09/24 (6 months ago)

    if ($enemyHealth <= 0) {tauntEnemy();} elseif ($grenadeAmmo < 1) {findGrenades();} else {lobGrenades();}

    • Nightrise [1570597]
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    Posted on 12:47:30 - 05/10/24 (5 months ago)
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    Cracked with 

    18 - 49 - 20

    9dc70a3c-8a6e-4ea5-bc45-bc60c5919f59-1570597.png

    • WhackedMaki [2587660]
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    Posted on 19:26:46 - 16/10/24 (5 months ago)
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    32-83-35. Took a lot of trying but it did get there

    6b05efd8-064a-ac55-2587660.gif?v=1040063

    • MeadowEU [2101134]
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    Posted on 22:34:29 - 16/10/24 (5 months ago)
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    aaa16b14-b040-468c-bc3b-0a8b03458fdf-2101134.jpg

    Hosp him get 💲cash💲 https://tinyurl.com/Hitgrameswann 🔫🏆 get prizes
    🏆Low BS:300k💪 Unofficial bounty

    • AlexeaNikkole [888237]
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    Posted on 16:10:54 - 17/10/24 (5 months ago)
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    spits out the numbers 11 - 28 - 12

    80dcb228-b751-4513-a440-10724695d29a-888237.png
    be290236acd278c5059a35203ff14bec.gif

    • pestilence101 [445588]
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    Posted on 23:08:18 - 19/10/24 (5 months ago)
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    I tried this guide (ended up going through the combos twice through, to account for human error as I cannot pay attention, thanks for that continuous personal roast of me, DUKE'S SAFE) and sadly cannot recommend, as my safe numbers turned out to be 55 14 60. The first and last number almost follow the formula but adds an extra number, which expands the combination possibilities out a whole lot more.

     

    I appreciate the write up and research that went into this guide nevertheless... it's interesting that there even does seem to be a pattern with the numbers since I would have assumed each number had its own individual RNG otherwise.

    • chaoticsoldier [2752977]
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    Posted on 01:04:43 - 20/10/24 (5 months ago)
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    pestilence101 [445588]

    I tried this guide (ended up going through the combos twice through, to account for human error as I cannot pay attention, thanks for that continuous personal roast of me, DUKE'S SAFE) and sadly cannot recommend, as my safe numbers turned out to be 55 14 60. The first and last number almost follow the formula but adds an extra number, which expands the combination possibilities out a whole lot more.

     

    I appreciate the write up and research that went into this guide nevertheless... it's interesting that there even does seem to be a pattern with the numbers since I would have assumed each number had its own individual RNG otherwise.

    Thanks for this!

    I updated the original post previously when someone sent me a code that started with 63.

    Unfortunately it seems the code can probably start with any number, but so far 85% (17/20) of the codes submitted to date are in the table.

    So it may still be useful to go through the table if the target is too hard to defeat or you don't want to waste energy attacking.

     

    Interestingly, you and the other player who submitted the codes with huge numbers are the oldest by far - both over 6000 days. It's unlikely age factors into it but you just never know. I'm still trying to figure out more about this, so as we get more codes we can make more inferences.

     

    Here is the list of all the codes I have so far, if anyone is interested:
    (The blue user ID is me. Yellow are starting numbers too big for the table. Red are numbers that break the established rules of the table.)

     

    User ID Code Date Received
    2752977 31 - 80 - 33 2023.11.14
    2752977 15 - 40 - 16 2024.05.10
    1701621 10 - 26 - 10 2024.05.13
    2852279 17 - 43 - 18 2024.05.13
    3210644 19 - 49 - 20 2024.05.14
    2796461 16 - 43 - 18 2024.05.16
    3266561 24 - 62 - 26 2024.06.17
    2752977 20 - 52 - 22 2024.06.23
    2441182 19 - 50 - 21 2024.07.05
    3266561 31 - 80 - 33 2024.08.10
    3157225 32 - 82 - 34 2024.08.23
    3240351 32 - 84 - 35 2024.08.24
    3097913 32 - 83 - 34 2024.08.27
    2752977 28 - 74 - 31 2024.08.28
    626189 63 - 16 - 68 2024.09.08
    3148330 35 - 92 - 38 2024.09.17
    1570597 18 - 49 - 20 2024.10.05
    2587660 32 - 83 - 35 2024.10.16
    888237 11 - 28 - 12 2024.10.17
    445588 55 - 14 - 60 2024.10.19

     

    - When the left number gets too big, the right number is seen to be further away than L+3. Generally the smaller the left number, the smaller the gap between it and the right number.

    - When the left and right numbers are too big I guess the middle digit loops around or something and becomes small again.

    Last edited by chaoticsoldier on 07:58:32 - 20/10/24 (5 months ago)

    if ($enemyHealth <= 0) {tauntEnemy();} elseif ($grenadeAmmo < 1) {findGrenades();} else {lobGrenades();}

    • pestilence101 [445588]
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    Posted on 06:23:01 - 20/10/24 (5 months ago)
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    I’ve had this mission once before this but unfortunately don’t remember that code. Although now that you mention account age… it wouldn’t surprise me if ID number (which would correlate with age and be a fixed reference point) has something to do with code numbers, as we DO know account IDs come into play with the collectible item merit. I’d be very curious to see if anything could be worked out, but it’d be hard with such limited data.

    • chaoticsoldier [2752977]
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    Posted on 07:45:14 - 20/10/24 (5 months ago)
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    pestilence101 [445588]

    I’ve had this mission once before this but unfortunately don’t remember that code. Although now that you mention account age… it wouldn’t surprise me if ID number (which would correlate with age and be a fixed reference point) has something to do with code numbers, as we DO know account IDs come into play with the collectible item merit. I’d be very curious to see if anything could be worked out, but it’d be hard with such limited data.

    I just added a better table with more data to my previous post.

     

    I'm the only one to supply more than one code so far. I've gotten four codes varying from low to medium size but none with big numbers yet.

    AlexeaNikkole who is nearly 6000 days old submitted the second-smallest code 11-28-12, so maybe it was only a coincidence that the codes with biggest numbers came from the oldest players.

    More codes might help us to figure it out so for now I'll just keep collecting them if people submit more.

    if ($enemyHealth <= 0) {tauntEnemy();} elseif ($grenadeAmmo < 1) {findGrenades();} else {lobGrenades();}

    • begaydocrimes [2668560]
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    Posted on 13:09:28 - 24/10/24 (5 months ago)
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    Just got 34 - 88 - 36.

    Begay's Trading - quick and safe, with competitive pricing

     

    FAQ is at the top, then it's pages and pages of reviews from satisfied trading partners!

     

    Price List (updates once an hour)

    Set Trade (any time, though quickest responses during U.S. daytime)

    • chaoticsoldier [2752977]
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    Posted on 23:01:23 - 24/10/24 (5 months ago)
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    begaydocrimes [2668560]

    Just got 34 - 88 - 36.

    Thank you. It conforms with all the rules but the starting number is just outside the table.

    However, I might be able to add both the 34-series and 35-series to the table as well while actually reducing the total number of combos.
    Generally the smaller the left number, the smaller the gap between it and the right number.


    - I could probably remove the rows for L+3 anywhere where the left number is say 25 or less since we so far have only seen the right number equal L+3 after the left number hits 28. (This would remove 85 combos)

    - Also, I could possibly remove the rows where the right number equals L+0 for any codes where L is greater than 20 (this would remove 95 combos - or double that if I repeat this for L+1 as well)

    I'd like to get some more data before optimizing the table though, just in case, but I'm not sure how long that might take.

     

    L R-L
    10 0
    11 1
    15 1
    16 2
    17 1
    18 2
    19 1
    19 2
    20 2
    24 2
    28 3
    31 2
    31 2
    32 2
    32 2
    32 3
    32 3
    34 2
    35 3
    55 5
    63 5

     

    Last edited by chaoticsoldier on 23:20:50 - 24/10/24 (5 months ago)

    if ($enemyHealth <= 0) {tauntEnemy();} elseif ($grenadeAmmo < 1) {findGrenades();} else {lobGrenades();}

    • Tenren [3373820]
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    Posted on 05:22:48 - 09/11/24 (4 months ago)
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    Just got 45 - 11 - 48.

    • chaoticsoldier [2752977]
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    Posted on 03:31:37 - 10/11/24 (4 months ago)
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    Tenren [3373820]

    Just got 45 - 11 - 48.

    Thanks! Someone else gave me a code like yours a few days go and with these I've figured something else out.


    From previous codes I see that M/(L+R) is so far always between 1.217 and 1.300
    Mode: 1.250
    Median: 1.254
    Mean: 1.255

     

    When the left and right numbers get too big, the middle number breaks this rule and becomes small again.
    But it appears that it doesn't really break the rule at all!

     

    Since mode/median/mean are roughly the same, I just took the mode 1.25 and applied it to the 4 codes we have where the middle number loops around to become small:

     

    Code 63-16-68
    63+68 = 131. 131*1.25 = 163.75

     

    Code 55-14-60
    55+60 = 115. 115*1.25 = 143.75

     

    Code 43-11-46
    43+46 = 89. 89*1.25 = 111.25

     

    Code 45-11-48
    45+48 = 93. 93*1.25 = 116.25

     

    It seems the same trend applies, but the middle cell only displays the first two digits of the value.

     

    This looping of the middle number should start happening when the left number is 38 or 39.
    I still don't have enough data to generate a reliable table past that point as I am not sure of a few things (see my previous post above for more info)
    - at what point R-L stops being as low as 2
    - at what point R-L starts being as high as 4

    - at what point R-L may start being higher than 5

     

    I'll probably optimize the original table to cover possible combinations where the left number goes up to 35 or maybe 36. That would still cover more than 80% of all codes I've seen so far without increasing the number of combinations in the table.

    if ($enemyHealth <= 0) {tauntEnemy();} elseif ($grenadeAmmo < 1) {findGrenades();} else {lobGrenades();}

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