How is 50% dodge not powerful? Remember that dodge comes into play after the usual ToHit calculation, plus it gives a +10 ToHit after a successful dodge - again, a big advantage. Of course, you wouldn't put every single point into dodge, but relying on it is - IMO - a viable way to develop your character (say, go for ~30-35% dodge).GSV3MiaC wrote:I just think the '1%' is too feeble (by miles) if that is really what it is. Through the whole game (minor spoiler?) you level up maybe 16 times, so if you put your whole life into dodge, you'd achieve a whole ~50% chance of dodging??
'Maxing out' and scaling in general
- BasiliskWrangler
- Site Admin
- Posts: 3825
- Joined: July 6th, 2006, 10:31 am
- Location: The Grid
- Contact:
I find that even 10 points in Dodge is an excellent advantage. One out of every 10 attacks on you is going to be automatically missed, and then you are set up for a ToHit bonus on your attack the next round.
Over the course of the game this can be a massive reduction in hits on you, as well as an increase in total damage you end up dishing out. When you look at the big pictures, it is massively beneficial. Even 5 points (5%) really helps out.
Over the course of the game this can be a massive reduction in hits on you, as well as an increase in total damage you end up dishing out. When you look at the big pictures, it is massively beneficial. Even 5 points (5%) really helps out.
- BasiliskWrangler
- Site Admin
- Posts: 3825
- Joined: July 6th, 2006, 10:31 am
- Location: The Grid
- Contact:
K, I guess 10% would be playable, since that only takes 12 skill points (4 level-ups worth still!).BasiliskWrangler wrote:I find that even 10 points in Dodge is an excellent advantage. One out of every 10 attacks on you is going to be automatically missed, and then you are set up for a ToHit bonus on your attack the next round.
Over the course of the game this can be a massive reduction in hits on you, as well as an increase in total damage you end up dishing out. When you look at the big pictures, it is massively beneficial. Even 5 points (5%) really helps out.
Since this thread isn't the first time the statistical correctness has been questioned, go ahead and settle it once and for all.BasiliskWrangler wrote:I could create a small program using this same code and generate 10,000 simulated hits at 50% and we can see how many hits and misses there are, if that would be of interest to you. However, in the THOUSANDS of hours I have played the game, I have never felt the percentage rolls where flawed.
- BasiliskWrangler
- Site Admin
- Posts: 3825
- Joined: July 6th, 2006, 10:31 am
- Location: The Grid
- Contact:
Re: 'Maxing out' and scaling in general
We are still debating this? Okay, here is a roll simulator. It uses the exact same random function and hit/miss comparisons as the actual game. I do see some short term variations ~2-3%, but nothing that would skew the game so dramatically.
(Sorry, this program is for Windows only)
Link: Roll Simulator
[edit #1 - fixed link]
[edit #2 - new version 1.1, generates rolls faster and has better fidelity for results]
(Sorry, this program is for Windows only)
Link: Roll Simulator
[edit #1 - fixed link]
[edit #2 - new version 1.1, generates rolls faster and has better fidelity for results]
- CrazyBernie
- Captain Magnate
- Posts: 1473
- Joined: November 29th, 2007, 1:11 pm
Re: 'Maxing out' and scaling in general
Sure, tease me with a broken link. Thanks, I really appreciate it.
- BasiliskWrangler
- Site Admin
- Posts: 3825
- Joined: July 6th, 2006, 10:31 am
- Location: The Grid
- Contact:
Re: 'Maxing out' and scaling in general
Damn, I swore I had tested that link before I posted! All fixed now.
- CrazyBernie
- Captain Magnate
- Posts: 1473
- Joined: November 29th, 2007, 1:11 pm
Re: 'Maxing out' and scaling in general
Well, the counter just passed 320k rolls and I'm sitting at 50.02%....
I dunno... seems like an unfair advantage....
I dunno... seems like an unfair advantage....
Re: 'Maxing out' and scaling in general
It's the power of the net. No debate is over as long as someone is capable and willing to resurrect a thread.BasiliskWrangler wrote:We are still debating this?
I guess it wasn't a problem with the rolls after all. More an issue of the basic skill mechanics.
I hope the seeds will help.