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As I said, I chose those weapons because my script was written for 1e and isn't limited in the number of times it will use a surge ability. That means that if I had run the reanimate's attack, it would have come out exactly the same as the berserker's (since the only difference is that the reanimate can only spend a maximum of 1 surge).
There's not that much variability in the starting weapons. The stats I calculated for the necromancer's attack are also basically the same as the disciple's iron mace, and only missing the surge damage from the spiritspeaker's oak staff or the wildlander's yew shortbow. I think the two attacks I chose are reasonably representative of the range of options.
Maybe you saw the heroes get way luckier than this a few times - that doesn't make the numbers wrong, it just means that there's luck involved (there's also a long list of psychological reasons your impression may not be representative of even your own overall experience - in particular, people tend to remember the exceptional events and gloss over the ordinary ones). I only calculated the average, perfect rolls would of course be far better (and with perfect rolls for the overlord it would take infinity attacks!).
I'm not modeling the entire game, but I'm modeling a decent chunk of it precisely. I absolutely refuse to entertain counter-arguments based solely on anecdotes.
Though, seeing such a big difference between the ettins and the shadow dragons, I am suddenly wondering if our overlord could have used the act 2 card by mistake. Can anyone confirm those stats?
The Enduring Evil - Descent, Rebalanced
The ancetodal evidence is pretty reasonable given the math. The math says on average anywhere from 3.7 to 8.2 attacks to kill a master ettin depending on the strength of the attacks. A group of 4 heroes has at least 8 actions so assuming they are focusing on nothing but attacking the master ettin killing it in 1 round is hardly surprising. Throw in the use of skills to spike the ettin down and it would be more surprising if the ettin didn't die. The OL's job of course is to make sure he doesn't end up in the circumstance where all 4 heroes can spend all their actions beating on his master ettin. Might be trickier then it sounds with the use of fatigue moves but that's a different issue.
Side question for modeling the barbarian's attack. Did it include the Rage starting ability? I calculated a 12.3% chance for a barbarian to kill na ettin in 1 swing and 60.2% chance to kill it in two or less swings which seemed a little higher then what you were getting with Rage being the most likely difference.
Looking for descent players in md silver spring/rockville area
I agree that one-rounding an ettin looks completely plausible based on these numbers. I was more referring to the anecdote about one-rounding a lieutenant with 15 wounds and black+grey defense, and hooliganj's vague claim that "basically, your numbers don't match what I've seen in play".
As I think I mentioned, I did not include any hero skills. Partly because assuming that the berserker will use Rage on *every* attack seems rather disingenuous, and partly because I thought it would probably be more representative of hero attacks as a whole if I did not include it, since most classes do not have starting skills that add damage to their attacks.
The Enduring Evil - Descent, Rebalanced
Eh-hrm…seems I made a mistake entering the information for the gray defense dice. All of those monsters are actually harder to kill than I listed. Here's the updated stats, assuming there are no other mistakes:
Chipped Greataxe:
Reaper's Scythe:
And just for grins, here's the Berserker using Rage on every attack:
The Enduring Evil - Descent, Rebalanced
I'm having trouble following the math (or quite likely the game mechanics). How are you calculating the average time to death? Using purely averages I get 5.3 attacks for a chipped greataxe to kill a normal ettin with no skills.
Red Die for Great Axe: Average 2.33 dam
Blue Die for Great Axe: Average 2 damage + 1/6 of attack missing
Total average great axe damage (red die+blue die)*attack hitting = 4.3*5/6 or 3.61
Gray Defense Die: 1.33 damage reduction or 2.66 for 2 gray die
Average Damage per attack: 3.61-2.66=.94
5 health at .94 damage per attack = 5/.94 = 5.29 attacks to kill an ettin.
Tons of other ways to calculate time to death of course and the scythe doing an average of negative damage would suggest another method might be more useful then the one used here something which accounts for the variance better then means.
Looking for descent players in md silver spring/rockville area
Antistone's math isn't using Skills, but does include any bonus damage potentially gained from surge abilities on the weapon. The Chipped Greataxe can turn up to 2 surges into +1 damage each, which gets you the lower numbers. If you use your math on the Reaper's Scyth, which has no bonus damage, you'll probably get the same results as Antistone.
De Chelonian Mobile
Ratcur said:
The ancetodal evidence is pretty reasonable given the math. The math says on average anywhere from 3.7 to 8.2 attacks to kill a master ettin depending on the strength of the attacks. A group of 4 heroes has at least 8 actions so assuming they are focusing on nothing but attacking the master ettin killing it in 1 round is hardly surprising. Throw in the use of skills to spike the ettin down and it would be more surprising if the ettin didn't die. The OL's job of course is to make sure he doesn't end up in the circumstance where all 4 heroes can spend all their actions beating on his master ettin. Might be trickier then it sounds with the use of fatigue moves but that's a different issue.
Or, in the case of Encounter 2 of the quest Castle Daerion, the Master Ettin respawns at the (either beginning or end of the OL's turn, I forget which), and a turn later (or less with Dash) is back wailing on the NPC whose death is the OL's victory condition, easily dealing between 5 and 7 damage a hit (or more with Frenzy), making that possible full turn that Heroes spent wailing on it for nothing. And that's not to mention the open group, the zombies (number based on how well the OL did in Encounter 1), and the Lieutenant who are also causing trouble.
Manning the Wall in Regina, Saskatchewan since 2002.
The average damage takes into account surges.
Without surges the chipped great axe averages 2.16 for the red die and 1.6+1/6 of the attack missing for the blue die.
Looking for descent players in md silver spring/rockville area
Dividing max health by average net damage doesn't give you an accurate answer, because it doesn't penalize for damage wasted on overkill (a 90% miss chance and a 10% chance to hit for 10 times the monster's max life does not mean that you kill it in an average of 1 attack).
And subtracting average defense from average damage rolled doesn't even give you the true average net damage dealt, for the same reason (sometimes defense exceeds rolled damage, in which case the extra defense is wasted).
Here's the algorithm I'm using (note: numbers are rounded for purposes of examples):
As you can probably tell, that's a LOT of math, which is why I have a computer program do it. But the number you get is not an estimate or an extrapolation, it's the actual exact average number of attacks (within the limits of floating point precision, and assuming there are no mistakes in my input data…)
The Enduring Evil - Descent, Rebalanced
Ratcur, I think you're not taking the effect of misses into account on the defense side - basically you are counting the defense as reducing damage even when the hero misses, and that brings down the average.
If you chart out the possible combinations of the dice involved (1 blue, 1 red, 2 grey, including surges as damage), the average result is 1.52 damage dealt.
My experience tells me that berserker heroes will often deal much more damage than that - but I will readily admit that my experience may not represent an average sample. Then again, I'm not the one who claimed a figure has broken stats based on a game or two. If nothing else, working out this math has taught me how good the Rage skill card really is - you can take 1 fatigue to raise the average damage to 2.26, a vast improvment.
edit: This was a simulpost. Antistone's math looks correct, as far as I can tell with a glance.
De Chelonian Mobile
Antistone said:
Dividing max health by average net damage doesn't give you an accurate answer, because it doesn't penalize for damage wasted on overkill (a 90% miss chance and a 10% chance to hit for 10 times the monster's max life does not mean that you kill it in an average of 1 attack).
And subtracting average defense from average damage rolled doesn't even give you the true average net damage dealt, for the same reason (sometimes defense exceeds rolled damage, in which case the extra defense is wasted).
Here's the algorithm I'm using (note: numbers are rounded for purposes of examples):
As you can probably tell, that's a LOT of math, which is why I have a computer program do it. But the number you get is not an estimate or an extrapolation, it's the actual exact average number of attacks (within the limits of floating point precision, and assuming there are no mistakes in my input data…)
Thank you. I've been going through this thread waiting for someone to actually address probability instead of averages.
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