Talk:Fall 2015 Event/@comment-26294760-20151203052126/@comment-26486243-20151203085143

Both are cases of RNG where the effects are reduced by player decision-making.

In the first, you need RNG to give a good armor roll, bad to-hit rolls on enemy attacks and good to-hit rolls on your attacks, a good cut-in chance roll and good Support activation rolls. Equipment, composition and levels affect the chances you have of clearing the boss node, but a scrub with extreme luck can crit through with lvl 30 ships and bad gear. Jokesters equip red guns and then complain about not hitting imps.

In the second, you need RNG to give a good drop. Equipment, composition and levels affect the level of resources required to roll the S-rank lottery once, but a scrub with extreme luck can fail 39 times to S-rank and get the drop the first time on the first S-rank. Jokesters bring Yamato + Musashi on easy enemy compositions and then complain about running out of resources.

There's no functional difference between the two.