If a dice-influencer has the ability to sway and affect the outcome of the dice in a de-randomized way; then the easiest bets over which to make a profit, are the ones with the lowest house-edge.
The concept of Working On The Come-Out (WOTCO) is a simple one.
~Instead of using a separate dice-set for the Come-Out cycle, the skilled shooter uses the same dice-set for both the point-cycle as well as the come-out.
~He wagers his top two or three box-numbers as Place-bets during the Come-Out cycle with the intent on hitting one of them and collecting a pre-Point-Cycle profit while concurrently establishing one of his top-performing box-numbers as the PL-Point.
The reasoning is quite simple.
The house-edge on Place-bets is much lower than the house edge on the Prop-bets that are favored during the come-out cycle; and therefore, the Place-bet house-edge is not only easier to overcome, but it is more likely that the dice-influencer will be able to bag a few additional hits on his Place-bet action than he would if prop-betting the high-vig Horn, World, C&E, and Any Red wagers.
In effect, the difference in the house-edge that has to be overcome for each set of bets, means that the skilled shooter is able to put more PROFIT into his pocket more OFTEN when using Place-bets instead of Prop-bets.
If that weren’t the case; then you’d see skilled shooters focusing almost exclusively on Prop-bets only, and foresaking Place-bets entirely.
Taking that one step further, we see that if you use the same dice-set for the come-out cycle as you do for the Point-cycle; then you can make your usual Place-bets during the come-out cycle and “work” them…and have a high-percentage chance of actually collecting from them as you set the Passline-Point.
The benefit here is that you not only start out the Point-cycle with more of a chance of a pre-Point profit than you would with a Prop-bet; but you also establish a PL-Point that is obviously more amenable to your throw-characteristic tossing-style and that of your chosen point-cycle dice-set.
In other words, you are not only more likely to collect from one of your top two or three point-cycle set Signature Numbers in establishing it as the PL-Point; but in doing so, you are more likely to be able to throw a PL-Point repeating winner because it is one of your top two or three set-specific Signature-Numbers.
To understand this concept a little better, we have to determine…
How Does WOTCO Affect Hand-Duration?
| Sevens | SRR | SRR | SRR | SRR | SRR | SRR |
| Expected | 6.00 | 5.54 | 5.14 | 4.80 | 4.50 | 4.00 |
| Percentage | 16.67% | 15.38% | 14.27% | 13.33% | 12.50% | 11.11% |
| Average | 3.8 | 4.0 | 4.2 | 4.6 | 5.0 | 5.8 |
| Average | 8.3 | 9.0 | 9.6 | 10.2 | 10.8 | 12.0 |
So even though it may take a little longer to resolve a PL-Point (because the 7 is significantly less dominant); that win:lose resolution is much more likely to be decided in your favor than it would be for a random-roller.
In that same vein, it is also more likely that you will throw more PL-Point repeaters during your de-randomized hand than a random-roller will during his randomly-thrown hand.
How
The short answer is...it depends.
The long answer is a tad more difficult because, to be accurate, it would be based on each particular shooters Signature Numbers and whether or not he was changing his point-cycle dice-set in order to snipe out a specific PL-Point.
To understand that better however, we can use some generalities to give us a good idea of how SRR-rates affect not only what the average number of rolls it takes to resolve a PL-Point, but also what the average length of a roll would be if the shooter used the SAME dice-set for both the come-out cycle as well as the point-cycle (such as a WOTCO---WorkingOnTheComeOut--- bettor might do).
As always, to get a better understanding of this question, we first have to take a look at how WOTCO will behave in the hands of a random-roller, and determine how that affects his wagers:
If a random-roller is tossing the dice:
~There is a 16.67% (1-in-6) chance that the first roll after the PL-Point has been established will be a 7-Out.
~If the PL-Point is a 4 or 10; there is an 8.33% (1-in-12) chance that he'll throw a Point-repeater on the very next toss.
~If the PL-Point is a 5 or 9; there is an 11.11% (1-in-9) chance that he'll throw a Point-repeater on the very next toss.
~If the PL-Point is a 6 or 8; there is a 13.88% (1-in-7.2) chance that he'll throw a Point-repeater on the very next toss.
~A randomly-thrown 7-out will show up twice as often (2:1) than a PL-Point of 4 or 10.
~A randomly-thrown 7-out will show up one and one-half times as often (3:2) than a PL-Point of 5 or 9.
~A randomly-thrown 7-out will show up one point two times as often (6:5) than a PL-Point of 6 or 8.
As our dice-influencing skills improve, it is inevitable that we eventually ask ourselves how much more frequently we are likely to throw multiple PL-Point repeaters during the same hand than a random-roller will.
I have the answer.
answer
| Likelihood | SSR | SSR | SRR | SRR | SRR | SRR |
| 1 | 40.60% | 43.20% | 45.04% | 46.98% | 47.71% | 52.11% |
| 2 | 16.48% | 18.66% | 20.29% | 22.07% | 22.76% | 27.15% |
| 3 | 6.69% | 8.06% | 9.14% | 10.37% | 10.86% | 14.15% |
| 4 | 2.72% | 3.48% | 4.12% | 4.87% | 5.18% | 7.37% |
| 5 | 1.10% | 1.50% | 1.85% | 2.29% | 2.47% | 3.84% |
| 6 | 0.45% | 0.65% | 0.83% | 1.08% | 1.18% | 2.00% |
If you want to see how likely you are to throw multiple PL-Point repeaters out of a certain number of tries; I also have the answer to that:
that
| Ratio of | SSR | SSR | SRR | SRR | SRR | SRR |
| 1 | 1/1.5 | 1/1.3 | 1/1.2 | 1/1.13 | 1/1.10 | 1/0.92 |
| 2 | 1/5 | 1/4.3 | 1/3.9 | 1/3.5 | 1/3.4 | 1/2.7 |
| 3 | 1/14 | 1/11.4 | 1/9.9 | 1/8.6 | 1/8.2 | 1/6.1 |
| 4 | 1/36 | 1/28 | 1/23.3 | 1/19.5 | 1/18.3 | 1/12.6 |
| 5 | 1/90 | 1/66 | 1/53 | 1/43 | 1/39 | 1/25 |
| 6 | 1/221 | 1/153 | 1/119 | 1/92 | 1/84 | 1/49 |
WOTCO Summary
As I said at the top, Working on The Come-Out is not a new and novel concept. Instead it is one of those ideas that don’t work that well on random-rollers (and remains a neg-ex play if you do); but can work really well as a pos-ex play on your own skilled shooting.
WOTCO often gives the dice-influencer a kick-start profit before the PL-Point is even established, while subsequently likely establishing one of that same shooter's top two or three dice-specific Signature-Numbers as the point.
Viewed in that light, Working on The Come-Out not only makes a lot of sense, but it can make a lot of profit too.
As Always,
Good Luck and Good Skill at the Tables…and in Life.
The Mad Professor
Copyright © 2007-2008
