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Those are not that great, because of advantage. If you have advantage and draw a rolling modifier and x0 your attack failed. Without rolling modifiers (and without curses) you can not fail an attack with advantage.
Having advantage will negate that only so long as you have advantage. There is only one instance I can think of where you will have continuous advantage. So I dont like rolling cards but I do use certain ones, such as rolling +1 and 2 self heals since those will remove poison/wounds from time to time.
I'm not quite sure that's correct. If you don't have advantage, isn't the chance of drawing any individual card the same whether or not you added a rolling modifier? For the sake of argument, let's say a character's modifier deck has 4 cards: Null, -1, +1, and x2. They have a 25% chance of drawing each card. Now let's add a rolling +1. There's now a 20% chance of drawing a null as your first card, as well as a 5% chance of drawing a rolling +1, then a null. Altogether, your chance of drawing a null is still 25%, right?
So you had 5 cards and a therefore a 20% (1 in 5) chance of drawing the null. You draw a rolling +1 and have to draw another card. Now you have a 25% (1 in 4) chance of drawing the null. I would prefer to only have 1 chance at a null instead of multiple chances in a turn. I dont feel the +1 damage is worth the additional risk of no damage at all. I have no problem with people going for it, I just like to hedge my bets.
I don't think you're understanding me. There is no extra risk. You are exactly as likely to draw a null whether you have the +1 rolling or not. If you didn't have the rolling +1, your chance to draw a null would have been 25% anyway.
The extra risk only comes when you have advantage.
2 draws means you have two chances at drawing the null. More chances at a negative draw is more risk.
Rolling mods do also have a reduced but still present benefit when rolling with advantage. You could pull a rolling mod on your second roll and that's pure gravy. However they do introduce a chance to null out your attack when there wasn't one before, which is the core of a lot of "rolling mods ruin advantage" topics. I do recommend removing negatives first and adding high impact terminal mods second. (With ignoring negative item effects/scenario effects at the player's discretion.) After that, though, there are many sexy rolling mods that are absolutely worth taking.
Also, rolling mods do still take effect even if they do cause a null. This matters less for +1s (that still get nulled out by the x0) and low impact ones like pushes or pulls. A rolling stun or disarm will still take effect, and the impact it has even on a null makes them worth adding to your deck.
You don't have more chances at a negative draw though. Let's say you have a x0 and a x2, you draw 1 card and it's either a x0 or a x2. Now add 10 rolling +1, even if you draw all 10 +1 cards, you still have to land on the x0 or the x2, so you can draw 11 cards and it's still a 1 in 2 chance of hitting the x0.
Technically true, but the end result is the same as if the rolling mods were never there in the first place. If you have a deck with twelve nonrolling cards in it, you have the same chance of a null whether you have two or zero or ten rolling cards in it. (Assuming no advantage/disadvantage.)
Furthermore, it's very possible to protect yourself against both the natural null and any curses that get thrown into your deck by pumping in extra terminal cards into it. Heavy armors without the armor perk add extra -1s to your deck, but those -1s are not x0s and doing one point less damage is better than completely whiffing. The fact that this is not a recommended strategy shows that sometimes total nullphobia is not the best thing to build for.
By that logic the chance of drawing the x2 increases by the exact same amount so there is not MORE chance of drawing the x0, it's always the exact same chance.