Me and my dice...just wanted to share some new findings.
What happens when I sort the rolled dice in a different way in my game?
I roll 12d6. And remove all 5 and 6 for this one.
I wanted to know the difference in weight of my dice rolls, in terms of killing soldiers. Each soldier has 5 health.
My options:
-1; would be a complete random distribution of the damage. Which was done in the good old days.
0; is the damage added up and split if nesesary for killing soldiers. We have 2 flavours here, an injury counts partly as a kill or not.
1; the dice are sorted in the most optimal way in order to kill as much soldiers as possible. 1+4=5, 2+3=5, 1+1+3=5 etc.
This is the current mechanic but we want to get rid of it mostly due to analysis paralysis.
2; the dice are sorted from low to high. The last dice that don't kill are an injury on the next target.
3; the dice are sorted from high to low. The last dice that don't kill are an injury on the next target.
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I won't bother you with my math. Even I resorted to simulations now. Time for only the results.
My list now:
6.0 Kills, a maximum from all dice rolling high enough to have 2 dice killing a soldier.
4.0 Kills; option 0, a super average and super optimal roll.
??? Kills; option 1??? Not even sure if it will end up here.
3.6 Kills; option 0, removing injury from the equation.
??? Kills; option 1??? Not even sure if it will end up here.
3.3 Kills; option -1.
2.8 Kills; option 2 and 3.
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It turns out that option 2 and 3 have an exact same killcount. However, there is a choice in which one deals more damage as injury to the next soldier. The weight in this seems to be almost 2 damage difference, on average. This choice occurs 60% of the time!
When comparing however, the low to high seems to have a very small higher advantage in injury damage. And this matters most with the 3 damage difference as well.
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My goal so far is to find out where option 1 will end up.
I want it to be an Event Card. And/Or a weapon attribute (owww yes!). The weight in terms of kills would then be compared to option 2 and 3.
Another decision I need to make is if I allow option 2 and 3 to be a choice for the player? This choice is really, what the last damage will be as injury. Higher is better, dûhhh. But figuring this out for 12 dice with each roll seems a bit silly.
My decision should be "from low to high"
Having damage split up can also be introduced as an attribute. The weight would be 42% on top according to the kills. Since it is annoying to the enemy. I might turn this into 50% on top.
And the sorting would simply NOT be an attribute. Since it is annoying to the player.
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But this effect is 42% with 5 health. I tested the rest and this followed:
It is +150% with 1 health. (The highest effect)
It is +48% with 2 health.
It is +23% with 3 health.
It is +21% with 4 health.
It is +42% with 5 health. (Uhm...wut?!)
It is +30% with 6 health.
It is +29% with 7 health.
It is +29% with 8 health.
It is +42% with 9 health.
It is +39% with 10 health.
Going higher will yield weird results. Since 12d6 results in 20 damage on average. And comparing kills turns out in comparing a chance to kill just 1 target instead. Which follows a different patern.
In the past, I had a concussive attack. This was always 1 damage, in contrairy to the 0,0,1,2,3,4 that I am working with.
I need to review that one. And also determine a good weight for splitting the damage.
Cheers, X3M
A normal die deals 10/6 damage on average.
Relative durability on 5 health is 3.662.
Relative durability on 1 health is 1.500.
Concussive dice don't exist.
The always deal 1 damage.
A concussive attack deals 6/6 damage on average.
Durability on 5 health is 5.000.
Durability on 1 health is 1.000.
What are the factors of advantage?
Normal die versus concussive attack.
5.000/3.662 = 1.36 versus 1.
1.000/1.500 = 0.67 versus 1.
Thus concussive attack versus a normal die.
0.73 versus 1.
1.50 versus 1.
A normal die has a 36% advantage against 5 health targets.
A concussive attack has a 50% advantage against 1 health targets.
I have no clue as of why I also assigned a weight factor of 67% to a concussive attack. Probably the fact that 5 and 6 are removed? This would only make them more usefull against any target if 5 and 6 remain.