As I told you before, it's not something about being lucky or not cause I wasted more than 100 gold temp gems with a few items and didn't get any good base status
Oh, that's a really good advice thank you!! *sarcasm*
The only difference ingame and site have is that site does not weigh the rolls. In-game does. In-game weighs the rolls to be really low, that's why using pet candy generally gives you almost exclusively mins.
So it comes down to rng, but that rng isn't tampered with like with in-game functions, because there's no "weighing force" that pretty much alters your number.
For example, say you need to roll 50 or under to roll 25% less than average, and 51 or higher to roll 25$ more than average. Naturally, that just means you need to roll a 100-sided die and see where it lands. If it hits 50 or below, you get a bad pull. If it hits 50 or more, you get a good pull. Simple as that.
Now "weight" in this situation refers to the true ratio of 'good vs bad'. In an unweighed situation, like with site functions, it's 50/50 so to speak. You're more than likely going to pull close to average.
Now with those same functions in-game, the weight is pulled towards the minimum, meaning you need that die you cast earlier to roll a higher number for it to consider it "average". Instead of 50 and below for low or 51 and above for high, you need, say, 60 or below for it to be a "bad pull". That leaves the "good pull" to 61-100. That's a big gap.
Weighted probability isn't a matter of fairness, it's generally intended as a way to keep those coming back to spend more. Like how if you're trying to get good stats on a pet, you generally need a very, very large amount of candies.
And as we all know, unless if you have no sense of logic what-so-ever or just generally think the world's out to get you, it's impossible to say for certain what number you will roll with a die unless you actually cast it.
For RNG on video games, it's a lot like casting the die under your sofa. You know it's rolling, you know when it stops, but you don't know what number it is until you pull it out. Think of it like Schrodinger's Cat theory - while you can't see the die, it's both minimum and maximum at the same time. So when you finally see that die, you then know what number you get.
But in this case, we don't exactly see that "die", we only see its results. Because the site is not weighed, it's far more likely to get average tempers versus bad or good tempers, because "average" is considered within a general 15-20% margin, which basically translate to the previous example earlier as 30 and below are "bad", 31-70 are "average", 71-100 are "good", with 1-10 and 91-100 being the extremes.
So if you get bad tempers, it's not weighed. It's called bad luck. You cast the die and lost, simple as that. Either that, or you're putting to much wish for it to be weighed towards good pulls.