but you don't know what the game's algorythm is like and wether or not the events are independant.
What you can do, though, is to analyze separately the two possible coordinates: hitrate and TT return. I kept accurate long logs for, iirc, 1 year and a half (2016 & 2017), about 110k turnover mostly planetside, mostly lvl3 amped, anywhere from single to triple drops. Per 100 drops, hitrate had an absolute minimum of about 25% and an absolute maximum of about 45%, but the overwhelming majority was pretty spot on 32-33%. From my perspective, even if I am not even an amateur in statistics (almost ignorant would be more accurate), would result that the "normalization" happens on TT return, not on hitrate.
My thinking is that the process of mining has two possible outcomes: find or not. That should, in theory, result in a 50% average. Since the average is (or was) 33%, there are two possible explanations: either the possible outcomes are three (find with loot, find with no loot, no find), either the hitrate's average is forced because,
the TT per find has an impressive realm of possible outcomes of about 20 results (iirc), from 0,3x to 1000x.
As such, to me it appears obvious that the hitrate is distributed such as to "randomize" very small runs planetside or small runs indoor, but what truly randomizes the outcome is the TT.
Or, to put it otherwise, from the perspective of finding a claim, two tries are independent events (as long as they don't overlap within a certain timeframe), but from the perspective of how much that claim is worth, the two tries are not independent events. Then if we move to what exactly that TT is made of, then almost nothing is independent ingame, with variable weight of interdependencies (lower for lyst, higher for chalmon etc).
With apologies if I dropped like a fly in milk in a very technical discussion
![Big grin :D :D](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)