Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
By the way saying that the 33% chance for two swings added up to 67% is even worse, because that is also around 50% ((1 - 4/9) x 100%), like 56%, for at least one hit.
Of course both percentages from that observation are rough and with a small sample size.
And hitting at least once out of two swings...?
Look guys, my initial math was sloppy and the percentages were wrong. My bad.
So you were not disputing that the chance of at least one hit out of two (if the percentage for one is 33%) is about 56%. All of my numbers were approximate, including saying 33% for 1 out of 3, but the range of 50-67% given 1 out of 4 and 1 out of 3 as the two limits of the range should have been (roughly) 44% to 56% (for at least one hit out of two swings).
Any inaccuracies and wrong data were entirely on me.
If the observations are not out of line (you guys tell me what you experience if the same or different) then I am thinking not bad for that sword and character that early in the game, in spite of the expert difficulty and berserk penalties. Make sense?
For the one out of three, the chance of hitting at least once is 100% x ( 1 - (2/3 x 2/3)) = 100% x ( 1 - 4/9) = 100% x 5/9 = 100% x 0.55555... = 55.555...% ~ 56%.
I think in your calculations you forgot the possibility that both swings were a hit. Hitting at least once includes that possibility.
the probability to hit of 33% for two rolls means .33 *.33 = .1089 aka 10.89% for two hits. So A%= 10.89%
For two misses in a row is .67 *.67= .4489 aka 44.89%. So B%= 44.89%
Now solve for C%. A%-A%+B%-B%+C%= 100%-A%-B%.
Simplified version: C%=100%-A%-B%
Plug in the numbers: C%= 100%-10.89%-44.89%
C%=44.22%
That’s how you can solve for the chances to hit with one out of two with a 33% chance to hit.
Sorry, Vysionier but your math is wrong. I quoted you calculation for B% because the chance of at least one hit, when the chance for a single swing hitting is 1 out of 3 is 100% minus the B%. There is no additional 10.89% to subtract.
Please think about it for a moment. If there are not two misses, what you have there is at least one hit. I think what you were computing was the chance of exactly one hit, but believe me, the player will not mind if both swings connect for damage. I was careful, after my original sloppy calculation, to be very precise and always make it clear that the numbers represent the probability of "at least" one hit from the two swings.
Also, when you come up with 44.89% when using 0.67 for the probability that a single swing does not hit, that is a rounding thing. If actually using 2/3, then the probability for two misses is 44.4444...%, i.e. an infinite series.
Hopefully stating this in words will help. Either the sword misses both times or it does not (at least one hit), there are no other possibilities. 100% - 44.4444...% is 55.5555...% or, rounded off 56%.
Your component numbers are very close to correct, and there is no worry about the rounding of those (i.e. 44.89% is close enough to 44.4444...%), it is just that you are subtracting an additional term that should not be subtracted. Two hits is a valid part of at least one hit and it should not be subtracted.
I want to share a follow up observation from today's gaming, but I believe we should clear up this minor mathematical point, first.
That included, from my rough observations, a level 9 slime and level 9 Rebel Spirit. Then along comes 7, Level 10, Higardi Bandits with about 150 Hit Points each and do they ever hit hard. I do not believe that the Bard with Bloodlust even performed at one out of four, but they have always been tough.
Magic Damage was used to defeat them, including two rounds of just taking damage and mostly missing with range and melee weapons before letting the AOE Magic Damage spells loose (to ensure that all 7 would be hit by every spell... no spell points to waste). They were coming out of the underground part of the temple with the party waiting for them in Antone's doorway to limit their access to the party, but battle locked when only two were out and three ran backwards, away from the fight as they "advanced" (because others of the 7 were blocking their way out) but then the next round, with others having left that hallway and reached the party already they ran towards the battle and the round after that they were finally in range. The party was just taking damage and healing (no magic damage and weapons mostly missing) while all of this was going on. When AOE magic damage spells began all seven were hit by each spell.
Soul and Element Shield, just obtained, were both successfully put up in the yellow at Power Level 2 initially, but they were not replenished when they ran out (spell points used up with AOE, magic damage spells), making the party more vulnerable.
Even though the party did nothing to scatter them (no fear or blind), one of them unfortunately did decide to run after the first round of magic damage. Also, I do not want to give the false impression it was easy. All four characters on the front line drank at least one Heavy Heal Potion (each had two in their inventory) in addition to other healing and curing of poison (via potions in their inventory). The other 6 Higardi Bandits did not run and eventually were reduced to nothing by chipping away at them with magic damage (the Mage, only, drank one Magic Elixer), but they went down fighting... hard. Attempts to use the Bard with Bloodlust (in only 2 or 3 rounds in favor of using the Piercing Pipes magic damage in the other rounds) did not hit at all, due, I presume, to being 2 levels higher than the party and being generally hard to hit.
The bottom line about being partially effective even when first obtained needs a caveat of "Against most enemies." I have always, with any party, not found Level 10 Higardi Bandits to be easy. IIRC, generally there are usually no more than 4 or 5 of them in a group, often with other, lesser groups of Higardi, but this time there were 7. If this was not an MDP that would have mattered a lot. Typically there are four or five in a group and when one of them sometimes runs away from battle, any melee/range party fighting them and focused on killing them one at a time, sends up a cheer. For the MDP the fact there were 7 rather than 5 was merely a curiosity, but fighting them was not easy.
In spite of that tough battle, I believe equipping Bloodlust right away when obtained is viable if prepared with attribute and skill allocations at creation and level-up prior to that. I am trying though this example, to help give a feel for the limits of that.
Edit: also the idea of assessing the benefits/negatives of bloodlust are very interesting to me, and I have my own MDP with a similar setup to yours I will test with. First, however, I will need a day before I can play again, as I have a session of starfinder tonight, and I can’t play games during the day :/
I don't remember if I pasted this spreadsheet before, but according to my calculations, these 5 weapons perform very similarly:
https://ibb.co/B3C5Brx
My spreadsheet doesn't take into account +/- to hit, +initiative, or specials such as Bloodlust's extra swing on the weapons.