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Working stats into critical chance.

Started by J Arcane, July 30, 2010, 11:57:05 PM

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ggroy

#15
Is it correct to assume for the stats and modifiers:

1-2 -> -3
3-4 -> -2
4-5 -> -1
6-7 -> 0
8-9 -> +1
10-11 -> +2
12-13 -> +3
14-15 -> +4
16-17 -> +5
18-19 -> +6
20-21 -> +7
22-23 -> +8

etc ... ?

So for a minmaxed rogue, it would have agility 20 and all the four other stats are dump stats of 5 each (in a point buy system of 40 points)?

EDIT:  I assume you're not allowing any stat modifiers to be lower than -1 ?

J Arcane

Yup, that's the table.  The easy formula is (Value - 6)/2, rounded down.  

And yeah, 20 wouldn't be out of reach at all, though he'd be doing himself a disservice by shorting Strength, as melee damage bonus is still from Strength, though if he's using a light weapon like a Dagger, high attack rolls will add SOME damage, but only what overcomes the target's Armor value.
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ggroy

How does armor work for melee attacks?

ggroy

The easiest way to do this is to just write out the crit probabilities for particular player stat mods, and see how they match up to the probabilities on a 2d10.

An online dice calculator is very helpful, especially for calculating cumulative probabilities.

http://anydice.com/

J Arcane

Quote from: ggroy;396751How does armor work for melee attacks?

Melee attacks are resolved as a Strength roll against Armor as a DC.  Armor is the Armor Value of your gear, plus Agility, plus any buff abilities.  If the roll exceeds the Armor of the target, the attack hits, and any amount in excess of the Armor Value is added to the damage roll (Str + weapon damage dice).  

I've considered however, making Daggers and possibly other one handed weapons optionally strike with Agility, however.
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ggroy

For example with a tricked out rogue with agility 20, the stat mod is +7.

If one wants a tricked out rogue to have a crit probability of around 50%, then the critical range on a 2d10 could be 11 -> 20 which is a crit probability of 55%.

A "boring" character with 8's in all five stats, would have a stat mod of +1.

For a "commoner" (ie. all stats mods are +0), one could make the crit range to be 18 to 20 which has a crit probability of 6%.  For a "boring" player character, the +1 stat mod makes the crit range to be 17 to 20 which has a crit probability of 10%.  For the tricked out rogue, the +7 stat mod makes the crit range to be 11 to 20 which has a crit probability of 55%.  (ie. 18-7 = 11).

ggroy

#21
Quote from: J Arcane;396753Melee attacks are resolved as a Strength roll against Armor as a DC.  Armor is the Armor Value of your gear, plus Agility, plus any buff abilities.  If the roll exceeds the Armor of the target, the attack hits, and any amount in excess of the Armor Value is added to the damage roll (Str + weapon damage dice).  

I've considered however, making Daggers and possibly other one handed weapons optionally strike with Agility, however.

What are the DC values for particular types of armor?

What would the DC be for no armor?  Plate armor + shield?

What are the to-hit probabilities for no armor?  Plate armor + shield?

J Arcane

Quote from: ggroy;396755What are the DC values for particular types of armor?

What would the AC be for no armor?  Plate armor + shield?

I haven't decided on the base values for the armor types yet, so I can't quite answer your question fully there.  I would reckon base values would range, roughly, from 4 or so for Cloth, up to at least 10 for Plate, and another 4 or 5 for a shield.  Armor values on better magical gear will be higher though.  Those are all guesses though, and probably a bit low, since there's no baseline like in D&D.  

AC without armor would be solely based on one's Agility mod and any buffs active that add armor, like a Druid's Bear Form or a Mage's Frost Armor.
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ggroy

Quote from: J Arcane;396756I haven't decided on the base values for the armor types yet, so I can't quite answer your question fully there.  I would reckon base values would range, roughly, from 4 or so for Cloth, up to at least 10 for Plate, and another 4 or 5 for a shield.  Armor values on better magical gear will be higher though.  Those are all guesses though, and probably a bit low, since there's no baseline like in D&D.  

AC without armor would be solely based on one's Agility mod and any buffs active that add armor, like a Druid's Bear Form or a Mage's Frost Armor.

How about just the to-hit probabilities against no armor and agility mod +0 and no buffs?

J Arcane

Quote from: ggroy;396758How about just the to-hit probabilities against no armor and agility mod +0 and no buffs?

To Hit chance would be almost guaranteed.  There is an automatic fail on 2, but that's it.  

Hmm.  It occurs to me this may be undesirable, though it is unlikely to come up often except against commoners and the like.  

Maybe a higher automatic miss threshold, say 3 or 4?
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ggroy

Quote from: J Arcane;396759To Hit chance would be almost guaranteed.  There is an automatic fail on 2, but that's it.  

Hmm.  It occurs to me this may be undesirable, though it is unlikely to come up often except against commoners and the like.  

Maybe a higher automatic miss threshold, say 3 or 4?

With a hit on a 4 or higher on a 2d10 with no mods, the to-hit probability is 97%.

ggroy

Are the to-hit probabilities known for WoW characters?

J Arcane

Quote from: ggroy;396760With a hit on a 4 or higher on a 2d10 with no mods, the to-hit probability is 97%.

Hmm.  I'd want that to be at least that then I guess.  

Makes me think I should reconsider implementing Dodge/Parry/Block rolls, but then that seems to complicate combat a bit and means Armor will need some reconsidering.  

Maybe reintroducing a baseline to Armor isn't a bad idea after all?
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ggroy

Quote from: J Arcane;396764Hmm.  I'd want that to be at least that then I guess.  

Makes me think I should reconsider implementing Dodge/Parry/Block rolls, but then that seems to complicate combat a bit and means Armor will need some reconsidering.

What would be the probability to successfully dodge/parry/block an attack?

For example, with a 97% probability to-hit an opponent with a 60% probability to dodge/parry/blocking the attack, the probability of doing damage to the opponent is 39%.  (ie. 0.97 * 0.40 = 0.388).

ggroy

In practice, dodging/parrying/blocking can be somewhat cumbersome if both sides have tons of hit points each.