Monte Carlo versus "The Math"

Now the results seem more reasonable (the Dwarf is using Second Wind as Minor action now):

Level 1 Dwarf Greatweapon Fighter VS. Level 1 Soldier

[sblock=Combatants]
Code:
PCs
  Level 1 Dwarf Greatweapon Fighter
    Stats: HP 27; AC 17; Healing Surges 10
    ReapingStrike (standard; at-will) 7 vs AC; 2d5+8
    Attack (standard; encounter) 7 vs AC; 4d5+10
    Attack (standard; daily; reliable) 7 vs AC; 6d5+12
    BasicAttack (standard; at-will) 7 vs AC; 2d5+8
    SecondWind (minor; encounter)

Monsters
  Level 1 Soldier
    Stats: HP 29; AC 17; Healing Surges 1
    BasicAttack (standard; at-will) 8 vs AC; 1d10+3
[/sblock]

[sblock=Statistics]
Code:
Fights simulated: 1000

Avg dailies used per day: 0.7

Avg rounds per combat: 4.1
  2  (5.6%): ===========
  3 (39.0%): ===================================================================
  4 (64.1%): ==================================================
  5 (84.2%): ========================================
  6 (94.8%): =====================
  7 (99.0%): ========
  8 (99.7%): =
  9 (99.9%): 
 10(100.0%): 
 11(100.0%): 

Avg HP remaining after combat: 15.9 of: 27
-11  (0.2%): 
-10  (0.5%): ==
 -9  (0.8%): =
 -8  (1.2%): ==
 -7  (1.7%): ==
 -6  (2.2%): ===
 -5  (3.0%): ====
 -4  (3.9%): =====
 -3  (4.9%): ======
 -2  (6.1%): =======
 -1  (7.6%): ========
  0  (8.8%): =======
  1 (10.1%): =======
  2 (11.4%): =======
  3 (12.9%): =========
  4 (14.6%): ==========
  5 (16.2%): =========
  6 (17.6%): ========
  7 (19.9%): ==============
  8 (22.8%): =================
  9 (25.5%): ================
 10 (28.0%): ===============
 11 (30.2%): =============
 12 (33.1%): =================
 13 (36.1%): ==================
 14 (38.7%): ================
 15 (41.2%): ===============
 16 (44.4%): ===================
 17 (47.3%): =================
 18 (50.4%): ===================
 19 (53.7%): ===================
 20 (59.3%): ==================================
 21 (63.3%): ========================
 22 (68.6%): ================================
 23 (75.4%): =========================================
 24 (79.7%): ==========================
 25 (84.7%): ==============================
 26 (89.0%): ==========================
 27(100.0%): ===================================================================

Avg HP remaining at the end of the day: 11.0 of: 27
-11  (0.7%): ====
-10  (2.4%): =========
 -9  (3.5%): ======
 -8  (5.3%): ==========
 -7  (7.4%): ============
 -6  (9.6%): ============
 -5 (13.0%): ===================
 -4 (17.0%): =======================
 -3 (21.4%): =========================
 -2 (26.8%): ===============================
 -1 (33.0%): ====================================
  0 (38.6%): ================================
  1 (39.8%): ======
  2 (40.5%): ====
  3 (41.1%): ===
  4 (42.4%): =======
  5 (43.5%): ======
  6 (44.1%): ===
  7 (45.3%): ======
  8 (46.4%): ======
  9 (47.1%): ====
 10 (48.2%): ======
 11 (48.8%): ===
 12 (49.5%): ====
 13 (50.6%): ======
 14 (52.2%): =========
 15 (53.5%): =======
 16 (55.0%): ========
 17 (56.0%): =====
 18 (57.4%): ========
 19 (58.6%): ======
 20 (59.9%): =======
 21 (60.6%): ====
 22 (61.7%): ======
 23 (68.7%): ========================================
 24 (75.6%): ========================================
 25 (83.0%): ===========================================
 26 (88.5%): ================================
 27(100.0%): ===================================================================

Avg surges remaining at the end of the day: 2.4 of: 10
  0 (42.5%): ===================================================================
  1 (53.4%): =================
  2 (62.9%): ==============
  3 (71.0%): ============
  4 (78.5%): ===========
  5 (83.9%): ========
  6 (88.3%): ======
  7 (90.9%): ====
  8 (92.1%): =
  9(100.0%): ============

Avg combats made in a day: 4.4
  1  (5.9%): =====
  2 (11.9%): =====
  3 (18.6%): ======
  4 (26.7%): =======
  5(100.0%): ===================================================================
[/sblock]

The Dwarf's chance of death appears to be around 5.9% for the first fight.
(he has a higher chance in later fights, because of daily resources spent)

The average HP remaining after each combat gives a result of 8.8% for HPs of zero or lower.
Thus, the average chance of dying seems to be that number.

Now that I'm confident that the simulation is handling correctly when the PC dies I reproduced the previous experiment of infinite surges.

I gave the Fighter 100 healing surges, and ran 50 combats, the results are as Elric predicted:

[sblock]
Level 1 Dwarf Greatweapon Fighter VS. Level 1 Soldier

[sblock=Combatants]
Code:
PCs
  Level 1 Dwarf Greatweapon Fighter
    Stats: HP 27; AC 17; Healing Surges 100
    ReapingStrike (standard; at-will) 7 vs AC; 2d5+8
    Attack (standard; encounter) 7 vs AC; 4d5+10
    Attack (standard; daily; reliable) 7 vs AC; 6d5+12
    BasicAttack (standard; at-will) 7 vs AC; 2d5+8
    SecondWind (minor; encounter)

Monsters
  Level 1 Soldier
    Stats: HP 29; AC 17; Healing Surges 1
    BasicAttack (standard; at-will) 8 vs AC; 1d10+3
[/sblock]
Code:
Fights simulated: 1000

Avg dailies used per day: 0.8

Avg rounds per combat: 4.2
  2  (5.6%): ===========
  3 (37.7%): ===================================================================
  4 (62.3%): ===================================================
  5 (83.7%): ============================================
  6 (94.6%): ======================
  7 (99.1%): =========
  8 (99.9%): =
  9(100.0%): 
 10(100.0%): 
 11(100.0%): 

Avg HP remaining after combat: 16.1 of: 27
-12  (0.1%): =
-11  (0.3%): 
-10  (0.6%): ==
 -9  (0.9%): ==
 -8  (1.3%): ==
 -7  (1.8%): ===
 -6  (2.3%): ====
 -5  (3.1%): =====
 -4  (4.0%): ======
 -3  (5.2%): ========
 -2  (6.5%): =========
 -1  (7.8%): =========
  0  (9.2%): ==========
  1 (10.4%): ========
  2 (11.5%): =======
  3 (12.8%): =========
  4 (14.0%): =========
  5 (15.7%): ============
  6 (17.3%): ===========
  7 (19.2%): ==============
  8 (21.4%): ===============
  9 (23.9%): =================
 10 (26.2%): =================
 11 (28.8%): ==================
 12 (31.7%): =====================
 13 (34.3%): ===================
 14 (37.1%): ====================
 15 (39.7%): ==================
 16 (42.8%): ======================
 17 (45.5%): ====================
 18 (48.7%): =======================
 19 (52.1%): ========================
 20 (57.0%): ===================================
 21 (61.1%): =============================
 22 (66.8%): =========================================
 23 (74.2%): ======================================================
 24 (79.5%): ======================================
 25 (85.4%): ==========================================
 26 (90.8%): =======================================
 27(100.0%): ===================================================================

Avg HP remaining at the end of the day: -3.6 of: 27
-12  (1.6%): ======
-11  (3.0%): ======
-10  (6.2%): =============
 -9  (9.5%): ==============
 -8 (13.6%): =================
 -7 (18.9%): ======================
 -6 (25.1%): ==========================
 -5 (33.8%): =====================================
 -4 (42.8%): ======================================
 -3 (55.8%): =======================================================
 -2 (69.8%): ============================================================
 -1 (83.9%): ============================================================
  0 (99.5%): ===================================================================
  7 (99.6%): 
 10 (99.7%): 
 12 (99.8%): 
 15 (99.9%): 
 23(100.0%): 

Avg surges remaining at the end of the day: 79.2 of: 100
  0  (0.8%): =======
  3  (0.9%): 
 10  (1.0%): 
 11  (1.1%): 
 13  (1.2%): 
 14  (1.3%): 
 16  (1.4%): 
 17  (1.5%): 
 21  (1.6%): 
 22  (1.7%): 
 23  (1.9%): =
 24  (2.0%): 
 25  (2.1%): 
 26  (2.2%): 
 27  (2.3%): 
 29  (2.6%): ==
 30  (2.8%): =
 31  (3.1%): ==
 32  (3.3%): =
 33  (3.7%): ===
 34  (4.0%): ==
 36  (4.2%): =
 37  (4.4%): =
 38  (4.6%): =
 39  (4.7%): 
 40  (4.9%): =
 41  (5.0%): 
 42  (5.4%): ===
 43  (5.7%): ==
 44  (5.9%): =
 45  (6.5%): =====
 46  (6.8%): ==
 47  (7.0%): =
 48  (7.4%): ===
 49  (7.8%): ===
 50  (8.2%): ===
 51  (8.5%): ==
 52  (9.1%): =====
 53  (9.9%): =======
 54 (10.5%): =====
 55 (11.0%): ====
 56 (11.6%): =====
 57 (12.0%): ===
 58 (12.8%): =======
 59 (13.2%): ===
 60 (13.7%): ====
 61 (14.1%): ===
 62 (14.8%): ======
 63 (16.2%): =============
 64 (17.5%): ============
 65 (18.6%): ==========
 66 (19.5%): ========
 67 (20.5%): =========
 68 (22.0%): ==============
 69 (23.3%): ============
 70 (24.3%): =========
 71 (25.3%): =========
 72 (26.7%): =============
 73 (28.4%): ================
 74 (30.3%): =================
 75 (32.4%): ===================
 76 (33.6%): ===========
 77 (35.0%): =============
 78 (37.3%): =====================
 79 (39.4%): ===================
 80 (41.8%): ======================
 81 (44.1%): =====================
 82 (46.7%): ========================
 83 (49.5%): ==========================
 84 (51.3%): ================
 85 (53.1%): ================
 86 (55.2%): ===================
 87 (57.5%): =====================
 88 (59.5%): ==================
 89 (62.8%): ===============================
 90 (64.9%): ===================
 91 (68.6%): ==================================
 92 (72.9%): ========================================
 93 (76.0%): =============================
 94 (79.6%): =================================
 95 (83.3%): ==================================
 96 (87.1%): ===================================
 97 (89.7%): ========================
 98 (92.9%): ==============================
 99(100.0%): ===================================================================

Avg combats made in a day: 10.8
  1  (5.4%): =====================================
  2 (12.0%): ==============================================
  3 (21.6%): ===================================================================
  4 (27.6%): =========================================
  5 (33.1%): ======================================
  6 (40.0%): ================================================
  7 (46.6%): ==============================================
  8 (50.2%): =========================
  9 (54.7%): ===============================
 10 (59.9%): ====================================
 11 (64.5%): ================================
 12 (69.0%): ===============================
 13 (72.0%): ====================
 14 (74.7%): ==================
 15 (77.0%): ================
 16 (79.5%): =================
 17 (82.2%): ==================
 18 (84.3%): ==============
 19 (86.3%): =============
 20 (87.4%): =======
 21 (88.1%): ====
 22 (89.7%): ===========
 23 (91.1%): =========
 24 (92.0%): ======
 25 (93.2%): ========
 26 (93.8%): ====
 27 (94.0%): =
 28 (94.5%): ===
 29 (94.7%): =
 30 (95.1%): ==
 31 (95.4%): ==
 32 (96.4%): ======
 33 (96.7%): ==
 34 (97.1%): ==
 35 (97.4%): ==
 36 (97.8%): ==
 37 (98.1%): ==
 38 (98.2%): 
 39 (98.3%): 
 40 (98.4%): 
 41 (98.6%): =
 42 (99.0%): ==
 43 (99.3%): ==
 44 (99.4%): 
 47 (99.5%): 
 50(100.0%): ===
[/sblock]

Basically, the Dwarf is fighting all day long until his luck runs out.
Note how most of the time he still has HS remaining when he dies.
 

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The "dying" condition and death saving throws are now in the sim. They didn't really affect survivability, but with that final bit of code, I've finished off the basic one-on-one melee simulation.
Really?
Even when rolling a 20 makes you conscious?

Where next?
Personally, I'd like to make some "control experiments" to see if the simulator(s) are running ok.

Like Elric's infinite surges experiment.

After that, I think conditions is the first step before adding multiple combatants.
 

What I'd like to see once we have multiple combatants is a cleric and a fighter versus two monsters. Get the stats on what happens of the monsters:
Focus fire on the fighter first
Focus fire on the cleric first
Target randomly
Target the fighter when marked, the cleric otherwise.

Also, how the outcome changes if they choose to coup-de-grace or prioritize standing foes.
 

Really?
Even when rolling a 20 makes you conscious?

The "miraculous recovery" on a 20 is coded (it happens in the example of 2 fights survived), but the effect is minimal. The action cost is too high--the dwarf tends to be put right back down again after getting up. (I ran an experiment with cheater 20s and the dwarf went up and down like a yo-yo, but didn't survive the day.)

Personally, I'd like to make some "control experiments" to see if the simulator(s) are running ok.

Like Elric's infinite surges experiment.

My sim's not really set up to do that sort of experiment. The combat reports are supposed to provide the sanity check.
 

I'd say there are a few directions to go in from where you guys are at now.

One would be having enough smarts to handle a higher level PC. Some kind of weighted utilization of multiple available powers for example would be needed.

Another thing that would be interesting would be variations in opponents. This would let you explore overall daily resources a bit more. So some fights could be against a weak monster, other's against a stronger monster, etc.

Beyond that you'll probably have to take the dive into multi combatant battles. Even though its going to be impossible to simulate positioning and such you can still do a modest amount with an abstract implementation of combat tactics. Just starting with 2 sides with multiple one-on-one fights going on at a time would be interesting. Beyond that it shouldn't be TOO tough to have one PC do things like heal another, etc. That will get you a lot of the overall general numeric effects of a party slogging through a bunch of encounters.
 

What I'd like to see once we have multiple combatants is a cleric and a fighter versus two monsters. Get the stats on what happens of the monsters:
Focus fire on the fighter first
Focus fire on the cleric first
Target randomly
Target the fighter when marked, the cleric otherwise.
What would the party's tactic be?
(we must first add more conditions to make this work: the marked condition and to-hit bonuses or something like that from the Cleric, oh, and Healing Word)

Also, how the outcome changes if they choose to coup-de-grace or prioritize standing foes.
Isn't the default to not attack downed foes?
Why would we want to see that scenario?

The "miraculous recovery" on a 20 is coded (it happens in the example of 2 fights survived), but the effect is minimal. The action cost is too high--the dwarf tends to be put right back down again after getting up. (I ran an experiment with cheater 20s and the dwarf went up and down like a yo-yo, but didn't survive the day.)
Mmm, that makes sense.
Maybe in a group that may be different.

Perhaps we should stick to: downed creature is out of the combat. period.

My sim's not really set up to do that sort of experiment. The combat reports are supposed to provide the sanity check.
Oh, I didn't meant a test case, only a run experiment and posted here, something like that.

Some thing I got thinking today and what we should have next is a good idea/specification on:
- how the simulation is ran
- the steps taken in the combat

So we are sure we are doing the same, and avoid subtle bugs.

After that, define/know what are we measuring, when and how.

So we can be sure what the numbers mean.

For now, it seems that posting the code is the best way to go for having this.

Having said that...

[sblock=Script that runs the simulation]
Code:
"Run a combat simulation"
| cr |
cr := SimulationRunner new.
cr simulatorBuilder: [CombatSimulator new].
cr addPCsBlock: [ :cs |
	(cs addPlayer: (Player with: (Fighter level: 1))); group: 'PCs'].
cr addMonstersBlock: [ :cs |
	(cs addPlayer: (Player with: (Soldier level: 1))); group: 'Monsters'].
cr numberOfRuns: 1000.

cr addMeasuring: TotalRuns new.
cr addMeasuring: (Average of: DailiesUsed).
cr addMeasuring: (Average of: CombatDurations).
cr addMeasuring: (Histogram of: CombatDurations).

cr addMeasuring: (AverageFromTotal 
	of: (HitPointsRemaining) 
	fromTotal: [:creature | creature maxHitpoints]).
cr addMeasuring: (Histogram of: (HitPointsRemaining)).

cr addMeasuring: (AverageFromTotal 
	of: (HitPointsRemainingAfterDay) 
	fromTotal: [:creature | creature maxHitpoints]).
cr addMeasuring: (Histogram of: (HitPointsRemainingAfterDay)).

cr addMeasuring: (AverageFromTotal 
	of: (HealingSurgesRemaining) 
	fromTotal: [:creature | creature maxHealingSurges]).
cr addMeasuring: (Histogram of: (HealingSurgesRemaining)).

cr addMeasuring: (Average	of: CombatsPerDay).
cr addMeasuring: (Histogram of: (CombatsPerDay)).

cr run.

(CombatReport on: cr) displayString.
[/sblock]

[sblock=Running a simulation and getting the data]
Code:
run
	self initializeMeasurings.
	self numberOfRuns timesRepeat: [| simulation currentCombat maxCombats arePCsAlive |
		simulation := self newSimulation.
		self addPCsTo: simulation.
		maxCombats := 50.
		currentCombat := 1.
		arePCsAlive := simulation arePCsAlive.
		[currentCombat <= maxCombats and: [arePCsAlive]] whileTrue: [
			simulation removeMonsters.
			self addMonstersTo: simulation.
			simulation context at: 'currentCombat' put: currentCombat.
			simulation run.
			self measureAfterCombat: simulation.
			arePCsAlive := simulation arePCsAlive.
			arePCsAlive ifTrue: [
				simulation runAfterCombat.
				self measureAfterShortRest: simulation].
			currentCombat := currentCombat + 1.
		].
		self measureAfterDay: simulation.
	].
[/sblock]

[sblock=Running the combat]
Code:
run

	self players do: [:each | each combat: self].
	self rollInitiative.
	self runCombat.

rollInitiative
	| initiativesAndPlayers |
	initiativesAndPlayers := self players 
				collect: [:player | Association key: player initiativeRoll value: player].
	initiativesAndPlayers := initiativesAndPlayers asSortedCollection.
	orderedCombatants := initiativesAndPlayers collect: [:each | each value]

runCombat
	| anyoneActed |
	anyoneActed := true.
	self currentRound: 0.
	[anyoneActed] whileTrue: 
			[anyoneActed := false.
			orderedCombatants do: 
					[:player | 
					(player wantsToAct) 
						ifTrue: 
							[anyoneActed := true.
							player act]].
			self currentRound: self currentRound + 1.
			(anyoneActed not and: [self currentRound = 1]) ifTrue: [self halt]].
[/sblock]

[sblock=How the player acts]
Code:
[b]When Second Wind is a minor, I put this code[/b]
act
	^self shouldHealInCombat ifTrue: [self doSecondWind. self doAttack] ifFalse: [self doAttack]

[b]When Second Wind is a standard, I put this code[/b]
act
	^self shouldHealInCombat ifTrue: [self doSecondWind] ifFalse: [self doAttack]

shouldHealInCombat
	^self areHitpointLowEnough and: [self isSecondWindAvailble]

areHitpointLowEnough
	^self character currentHitpoints + self character healingSurgeValue <= self character maxHitpoints

doSecondWind
	self getSecondWindAction actOn: self character.

doAttack
	| enemies |
	enemies := self activeEnemiesIn: self combat.
	enemies isEmpty ifTrue: [^nil].
	self combat resolve: self chooseAttack against: enemies first character

chooseAttack
	| minimumUsageAllowed |
	minimumUsageAllowed := EncounterUsage.
	self isSituationDesperate ifTrue: [minimumUsageAllowed := DailyUsage].
	^(self character powers select: 
			[:each | 
			(each isAttack and: [each isAvailable]) 
				and: [each usage isAsFrequentOrMoreThan: minimumUsageAllowed]]) 
		maxUsing: [:each | each averageDamage]

isSituationDesperate
	^self character isBloodied.
[/sblock]

[sblock=What happens after/between a combat(s)]
Code:
runAfterCombat
	^self players do: [:each | each takeShortRest].

Player>>takeShortRest
	[character healingSurges > 0 and: [self shouldHealInShortRest]] 
		whileTrue: [self spendHealingSurgeWhileInShortRest].
	self character powers do: [:each | each takeShortRest]

shouldHealInShortRest
	^self isDamageTakenMoreThan: (3/4) of: self character healingSurgeValue.

spendHealingSurgeWhileInShortRest
	^self character spendHealingSurge.

spendHealingSurge
	(self healingSurges > 0) ifTrue: [
		self healingSurges: self healingSurges - 1.
		self regainHitpoints: self healingSurgeValue.
	].

regainHitpoints: anInteger
	(self currentHitpoints <= 0) ifTrue: [self currentHitpoints: 0].
	self currentHitpoints: self currentHitpoints + anInteger.
	self currentHitpoints > self maxHitpoints ifTrue: [self currentHitpoints: self maxHitpoints]
[/sblock]

Oh, BTW, this is Smalltalk code. Run on Dolphin Smalltalk 6.
I can mail or upload the packages for all the code if someone wants.
 

What would the party's tactic be?
(we must first add more conditions to make this work: the marked condition and to-hit bonuses or something like that from the Cleric, oh, and Healing Word)
For the party, against two identical foes, focus-fire would almost always be optimal.

Isn't the default to not attack downed foes?
Why would we want to see that scenario?
So we can quantify just how much more lethal it makes combat for the party.


Perhaps we should stick to: downed creature is out of the combat. period.
That would make things far more deadly for the party. Healing is more effective (in terms of damage cancelled) below 0 hp, remember. (Indeed, another variable to study is at what threshold the cleric should be doing the healing.)
 

For the party, against two identical foes, focus-fire would almost always be optimal.
Ok

That would make things far more deadly for the party. Healing is more effective (in terms of damage cancelled) below 0 hp, remember. (Indeed, another variable to study is at what threshold the cleric should be doing the healing.)
Mmm, you're right.

I was assuming all healing opportunities would have been spent, but it's true that not only it's more effective (hp wise) to heal downed foes, there are builds that use this, and even parties that only heal downed allies.
 

So, probably the next logical step is to either:
A) Make a cleric - say an elf laser cleric, and get it working to the same extent as the dwarf fighter
B) Have the dwarf fight two soldiers

Both have their own interesting obstacles. The latter including flank determination* and deciding whether it's worth taking a combat challenge attack to secure it.

* Also, readied attacks, since if they're going to flank one would ready an attack for when the other attacked so they'd both get it.
 

Re: A Hard Day's Night

Well, I've managed to do a simulation of what Truename did in this post:

http://www.enworld.org/forum/d-d-4th-edition-rules/267391-monte-carlo-versus-math-2.html#post4983486

The enemies scale a little bit more harshly, so the Dwarf should survive less.

Here are the results:

Level 1 Dwarf Greatweapon Fighter VS. Level 1 Soldier

[sblock=Combatants]
Code:
PCs
  Level 1 Dwarf Greatweapon Fighter
    Stats: HP 27; AC 17; Healing Surges 100
    ReapingStrike (standard; at-will) 7 vs AC; 2d5+8
    Attack (standard; encounter) 7 vs AC; 4d5+10
    Attack (standard; daily; reliable) 7 vs AC; 6d5+12
    BasicAttack (standard; at-will) 7 vs AC; 2d5+8
    SecondWind (minor; encounter)

Monsters
  Level 1 Soldier
    Stats: HP 29; AC 17; Healing Surges 1
    BasicAttack (standard; at-will) 8 vs AC; 1d10+3
[/sblock]
[sblock=Statistics]
Code:
Fights simulated: 1000

Avg rounds (per combat): 4.2
  2  (5.0%): ==========
  3 (36.2%): ===================================================================
  4 (62.1%): =======================================================
  5 (83.4%): =============================================
  6 (94.2%): =======================
  7 (99.0%): ==========
  8 (99.9%): =
  9 (99.9%): 
 10(100.0%): 

Avg combats survived in a day (fights survived): 8.6
  0  (6.3%): ================================
  1 (14.7%): ===========================================
  2 (21.3%): ==================================
  3 (28.3%): ====================================
  4 (35.0%): ===================================
  5 (41.0%): ===============================
  6 (47.0%): ===============================
  7 (51.8%): =========================
  8 (55.8%): ====================
  9 (60.8%): ==========================
 10 (65.1%): ======================
 11 (69.2%): =====================
 12 (71.9%): ==============
 13 (75.4%): ==================
 14 (77.1%): ========
 15 (79.7%): =============
 16 (81.7%): ==========
 17 (83.7%): ==========
 18 (85.5%): =========
 19 (87.2%): ========
 20(100.0%): ===================================================================

Avg percentage of dailies used per day: 79.3
[/sblock]Level 1 Dwarf Greatweapon Fighter VS. Level 2 Soldier

[sblock=Combatants]
Code:
PCs
  Level 1 Dwarf Greatweapon Fighter
    Stats: HP 27; AC 17; Healing Surges 100
    ReapingStrike (standard; at-will) 7 vs AC; 2d5+8
    Attack (standard; encounter) 7 vs AC; 4d5+10
    Attack (standard; daily; reliable) 7 vs AC; 6d5+12
    BasicAttack (standard; at-will) 7 vs AC; 2d5+8
    SecondWind (minor; encounter)

Monsters
  Level 2 Soldier
    Stats: HP 37; AC 18; Healing Surges 1
    BasicAttack (standard; at-will) 9 vs AC; 1d10+4
[/sblock]
[sblock=Statistics]
Code:
Fights simulated: 1000

Avg rounds (per combat): 4.9
  3 (14.8%): ===================================
  4 (42.7%): ===================================================================
  5 (70.3%): ==================================================================
  6 (88.9%): ============================================
  7 (96.6%): ==================
  8 (99.1%): ======
  9 (99.9%): =
 10(100.0%): 
 12(100.0%): 

Avg combats survived in a day (fights survived): 2.6
  0 (21.1%): ===================================================================
  1 (41.4%): ================================================================
  2 (58.5%): ======================================================
  3 (72.1%): ===========================================
  4 (82.0%): ===============================
  5 (87.7%): ==================
  6 (92.3%): ==============
  7 (94.6%): =======
  8 (96.1%): ====
  9 (97.6%): ====
 10 (98.9%): ====
 11 (99.1%): 
 12 (99.5%): =
 13 (99.8%): 
 15 (99.9%): 
 16(100.0%): 

Avg percentage of dailies used per day: 64.0
[/sblock]Level 1 Dwarf Greatweapon Fighter VS. Level 3 Soldier

[sblock=Combatants]
Code:
PCs
  Level 1 Dwarf Greatweapon Fighter
    Stats: HP 27; AC 17; Healing Surges 100
    ReapingStrike (standard; at-will) 7 vs AC; 2d5+8
    Attack (standard; encounter) 7 vs AC; 4d5+10
    Attack (standard; daily; reliable) 7 vs AC; 6d5+12
    BasicAttack (standard; at-will) 7 vs AC; 2d5+8
    SecondWind (minor; encounter)

Monsters
  Level 3 Soldier
    Stats: HP 45; AC 19; Healing Surges 1
    BasicAttack (standard; at-will) 10 vs AC; 1d10+5
[/sblock]
[sblock=Statistics]
Code:
Fights simulated: 1000

Avg rounds (per combat): 5.1
  3  (4.2%): ========
  4 (35.2%): ================================================================
  5 (67.6%): ===================================================================
  6 (85.8%): =====================================
  7 (95.8%): ====================
  8 (99.1%): ======
  9 (99.8%): =
 10 (99.9%): 
 11(100.0%): 

Avg combats survived in a day (fights survived): 1.0
  0 (44.7%): ===================================================================
  1 (75.4%): ==============================================
  2 (89.8%): =====================
  3 (96.1%): =========
  4 (98.4%): ===
  5 (99.3%): =
  6 (99.7%): 
  7 (99.8%): 
  8(100.0%): 

Avg percentage of dailies used per day: 59.0
[/sblock]Level 1 Dwarf Greatweapon Fighter VS. Level 4 Soldier

[sblock=Combatants]
Code:
PCs
  Level 1 Dwarf Greatweapon Fighter
    Stats: HP 27; AC 17; Healing Surges 100
    ReapingStrike (standard; at-will) 7 vs AC; 2d5+8
    Attack (standard; encounter) 7 vs AC; 4d5+10
    Attack (standard; daily; reliable) 7 vs AC; 6d5+12
    BasicAttack (standard; at-will) 7 vs AC; 2d5+8
    SecondWind (minor; encounter)

Monsters
  Level 4 Soldier
    Stats: HP 53; AC 20; Healing Surges 1
    BasicAttack (standard; at-will) 11 vs AC; 1d10+6
[/sblock]
[sblock=Statistics]
Code:
Fights simulated: 1000

Avg rounds (per combat): 5.2
  3  (3.2%): ======
  4 (34.1%): ===============================================================
  5 (66.8%): ===================================================================
  6 (86.6%): ========================================
  7 (95.3%): =================
  8 (98.8%): =======
  9 (99.6%): =
 10(100.0%): 

Avg combats survived in a day (fights survived): 0.4
  0 (66.6%): ===================================================================
  1 (94.6%): ============================
  2 (99.5%): ====
  3 (99.9%): 
  4(100.0%): 

Avg percentage of dailies used per day: 46.9
[/sblock]Level 1 Dwarf Greatweapon Fighter VS. Level 5 Soldier

[sblock=Combatants]
Code:
PCs
  Level 1 Dwarf Greatweapon Fighter
    Stats: HP 27; AC 17; Healing Surges 100
    ReapingStrike (standard; at-will) 7 vs AC; 2d5+8
    Attack (standard; encounter) 7 vs AC; 4d5+10
    Attack (standard; daily; reliable) 7 vs AC; 6d5+12
    BasicAttack (standard; at-will) 7 vs AC; 2d5+8
    SecondWind (minor; encounter)

Monsters
  Level 5 Soldier
    Stats: HP 61; AC 21; Healing Surges 1
    BasicAttack (standard; at-will) 12 vs AC; 1d10+7
[/sblock]
[sblock=Statistics]
Code:
Fights simulated: 1000

Avg rounds (per combat): 4.8
  3  (4.1%): ======
  4 (48.3%): ===================================================================
  5 (78.2%): =============================================
  6 (92.8%): ======================
  7 (98.0%): =======
  8 (99.6%): ==
  9 (99.9%): 
 11(100.0%): 

Avg combats survived in a day (fights survived): 0.1
  0 (88.3%): ===================================================================
  1 (99.5%): ========
  2(100.0%): 

Avg percentage of dailies used per day: 34.2
[/sblock]

Next, I'll add a combat report as Truename's.
 

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