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Post by NetherFreek on Apr 22, 2016 16:46:39 GMT
Some testing results:
*You dont lose units when you throw 25 dices higher so *the enemy doesnt lose units when you throw 25 dices lower *equal bp means 35, which is logical since the amount of dices * the avarage number of dices = 10*3,5 = 35 *When your BP is high enough you win no matter what so *When your BP is low enough you cant win a battle
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Post by Napoleon Bonaparte on Apr 22, 2016 16:53:38 GMT
This leaves to me the following question. After trowing a 26 (and losing) the enemy should lose 46% of their army. But does this still aply on npc's? one problem for me, how can you throw a 26? The max we can get is a 12? So in battles with dices 13+ couldn't be lowered unless you use tech. And tech too can't lower it 13 numbers? My question is; how to deal with numbers as big as ~30 (like this one) ?
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Post by NetherFreek on Apr 22, 2016 16:59:26 GMT
Napoleon Bonaparte, the formula is mend for throwing 10 dices. So the max that can be thrown is 60.
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Post by Desophaeus on Apr 22, 2016 19:21:36 GMT
Some testing results: *You dont lose units when you throw 25 dices higher so *the enemy doesnt lose units when you throw 25 dices lower *equal bp means 35, which is logical since the amount of dices * the avarage number of dices = 10*3,5 = 35 *When your BP is high enough you win no matter what so *When your BP is low enough you cant win a battle Point 3, 4, 5 is very true indeed. The first two, do you mean like if a roll require a 20, but you rolled a 26 above the base number (rolled a 46) so you don't suffer any casualties, right? If thats what you mean in that post... That's true.
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Post by Jean-Luc Picard on Apr 22, 2016 19:42:52 GMT
The formula can always be fine-tuned, to allow for what changes a GM wants
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Post by Desophaeus on Apr 22, 2016 21:26:29 GMT
The formula can always be fine-tuned, to allow for what changes a GM wants Hmm a thought, if a GM wants a formula for using only 2 dice, it can be scaled down to this: Correct me if it's off, but I think it's similar to the original in terms of Defense vs Attack ratio.
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Post by Jean-Luc Picard on Apr 22, 2016 21:34:38 GMT
The formula can always be fine-tuned, to allow for what changes a GM wants Hmm a thought, if a GM wants a formula for using only 2 dice, it can be scaled down to this:Correct me if it's off, but I think it's similar to the original in terms of Defense vs Attack ratio. The 30 should have been a 25 in the original. Thus the 6 should be a 5
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Post by Desophaeus on Apr 22, 2016 21:36:44 GMT
Did you adjust the formula for STW1 for compensating the defender's side?
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Post by Jean-Luc Picard on Apr 22, 2016 22:14:19 GMT
Did you adjust the formula for STW1 for compensating the defender's side? The STW1 formula tool still has the 30, but the war can't progress with Junior's fever
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Post by Desophaeus on Apr 22, 2016 22:19:31 GMT
Did you adjust the formula for STW1 for compensating the defender's side? The STW1 formula tool still has the 30, but the war can't progress with Junior's fever I mean what was the reason for bumping up or down 30 to 25 (or 25 to 30)? For the defender to have a better chance?
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Post by Jean-Luc Picard on Apr 22, 2016 22:42:35 GMT
The STW1 formula tool still has the 30, but the war can't progress with Junior's fever I mean what was the reason for bumping up or down 30 to 25 (or 25 to 30)? For the defender to have a better chance? No. 25 is the positive difference between 35 and the minimum possible roll (10) and maximum (60), so that only a nonexistent defending army can be beat with a 10 and only a nonexistent attacking army (which would be against the rules) needs a 60
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Post by Desophaeus on Apr 23, 2016 0:19:48 GMT
Oh I understand what you mean now as why it should be 25 in the formula instead of the 30.
Edited the 2dice formula to 5 now.
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Post by NetherFreek on Apr 23, 2016 5:37:50 GMT
Note that if we change it to 2 dices the lpst calculations must be:
F1: 50-(Dicethrown-diceneeded)×10 for your lose percentage and
F2: 100-AnsF1 for your enemies lose percentage
Example
Needed 7 Thrown 6
50-(6-7)×10= 50+1×10= 50+10=60% (your losses)
100-60=40% (enemy losses)
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