Zero Sum DKP
The following four charts display how the loots landed using the zero sum DKP distribution model.
Each loot that dropped cost 10 DKP. Whichever player at the raid for whom this was considered an upgrade (i.e. 10% better
then what they had in that slot) who had the highest current DKP balance would win the item. No limit was placed on
the number of items that could be won at a single raid.
This graph shows the average number of raids it took each member to win a loot drop in the DKP system.

DKP 
This graph shows number of wins per raids attended in the DKP system.
This graph shows the uberness of the player (that is, how much his character has improved) vs. how many raids they attended.
DKP system.
The following graph shows how many raids players had to attend per win vs the number of raids attended. For the
DKP system, this graph shows that it does not matter how hardcore or causal you raid, it takes about the same effort to win
items.
Pure Random
The following four charts show how loot was handed out in the pure random distribution model. When
loot dropped, whoever rolled highest among those for whom this was an upgrade in that slot would win the item. No limit
was placed on the number of items a player could win at a single raid, and there was no "two week" rule in the simulation.
This chart show the average number of raids it took for each player to win an item in the random system.
The following chart shows for the random system the total number of loot drops vs. number of raids attended that each
player obtained.
For the random system the following chart shows how uber each character ended up given the number of raids they attended.
The following chart shows that, in the random model, the number of raids attended between wins did not depend
much how often you raided.
Two Week Rule (Random)
The following charts show the effect that limiting how frequently a player can roll. The constraint was added that
if a player has won in the past 14 raids then then they may not roll for new loot.
Not much changed over pure random other then the raids/win number seemed to go down and on average even out, which
is what this rule was designed to accomplish.
