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<blockquote data-quote="Natro" data-source="post: 4371650" data-attributes="member: 72930"><p></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">I put a bit more thought into this and still think your calculation for quarry damage is incorrect.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'">My proof:</span></p><p><span style="font-family: 'Times New Roman'">[code] [/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]Original Equation for Quarry Damage:[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman](1-(1-PCrit!RC)^Toons!RC3)*(Toons!RC34)+(1-PCrit!RC)^Toons!RC3*(1-(1-PHit!RC)^Toons!RC3)*((Toons!RC32+Toons!RC34)/2)[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman] [/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]http://en.wikipedia.org/wiki/Probability[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman] [/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]Probability of inflicting damage:[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]Mutually Exclusive Events P(A or B) = P(A)+P(B)[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman] [/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]Chance to inflict non-critical Quarry Damage(on any primary attack):[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]P(First Primary Attack) = PHit!RC[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]P(Second Primary Attack) = PHit!RC[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]P(First Primary Attack or Second Primary Attack) = (PHit!RC)+(PHit!RC)[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]Applying the mathematical distributive property…[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]P(Any Primary Attack) = (PHit!RC)*Toons!RC3[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman] [/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]Chance to inflict non-critical Quarry Damage(on any secondary attack):[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]P(Any Secondary Attack) = (PHit2!RC)*Toons!RC16[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman] [/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]Chance to inflict non-critical Quarry damage on ANY attack:[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]P(Any Primary Attack) + P(Any Secondary Attack) = [/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]((PHit!RC)*Toons!RC3)+((PHit2!RC)*Toons!RC16)[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman] [/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]Probable ‘scaled’ non-critical quarry damage:[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman](Probability of inflicting the damage)*(Damage inflicted) =[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman](((PHit!RC)*Toons!RC3)+((PHit2!RC)*Toons!RC16))*((Toons!RC32+Toons!RC34)/2)[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman] [/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]Apply the same principles as above to critical damage…[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]Probable ‘scaled’ critical quarry damage:[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman](((PCrit!RC)*Toons!RC3)+((PCrit2!RC)*Toons!RC16))*(Toons!RC34)[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman] [/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]Corrected Equation for Quarry Damage:[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman]Probable non-critical damage + probable critical damage =[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman](((PHit!RC)*Toons!RC3)+((PHit2!RC)*Toons!RC16))*((Toons!RC32+Toons!RC34)/2)[/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman][SIZE=2]+ (((PCrit!RC)*Toons!RC3)+((PCrit2!RC)*Toons!RC16))*(Toons!RC34)[/SIZE][/FONT]</span></p><p><span style="font-family: 'Times New Roman'">[FONT=Times New Roman][/code]</span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"></span></span></p><p> <span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><span style="color: white">Any ranged or casting class is almost guaranteed to draw an extra attack from a fighter. You can assume the fighers opponent is always marked. Assuming a smart duel, a ranged or casting class on their turn can either 1) move away thus drawing an attack of opportunity, 2) shift away thus drawing a basic melee attack from being marked (is not an attack of opportunity), or 3) attack/cast while adjacent to the fighter thus drawing an attack of opportunity. The only way to not have an extra attack would be to make a melee based attack against the fighter which is not likely a good option for these class types. For these reasons, I do not think it is unreasonable to assume that a fighter will make a secondary attack 50% of the time in this general analysis.</span></span></span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"></span></span></p><p> <span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px">I have been focused on the level 1 analysis. Since we are assuming a smart duel, I have got to believe an opponent would not stay in the square that has the "cloud of dagger" effect maintained in it. Additionally, I could not figure out what the fighter was gaining the automatic damage from. The damage on miss is handled in different columns.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-family: 'Times New Roman'"></span></span></p></blockquote><p></p>
[QUOTE="Natro, post: 4371650, member: 72930"] [FONT=Times New Roman][/FONT][FONT=Times New Roman][/FONT] [FONT=Times New Roman][/FONT] [FONT=Times New Roman][COLOR=white]I put a bit more thought into this and still think your calculation for quarry damage is incorrect.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white] [/COLOR][/FONT] [FONT=Times New Roman]My proof:[/FONT] [FONT=Times New Roman][code] [/FONT] [FONT=Times New Roman]Original Equation for Quarry Damage:[/FONT] [FONT=Times New Roman](1-(1-PCrit!RC)^Toons!RC3)*(Toons!RC34)+(1-PCrit!RC)^Toons!RC3*(1-(1-PHit!RC)^Toons!RC3)*((Toons!RC32+Toons!RC34)/2)[/FONT] [FONT=Times New Roman] [/FONT] [FONT=Times New Roman]http://en.wikipedia.org/wiki/Probability[/FONT] [FONT=Times New Roman] [/FONT] [FONT=Times New Roman]Probability of inflicting damage:[/FONT] [FONT=Times New Roman]Mutually Exclusive Events P(A or B) = P(A)+P(B)[/FONT] [FONT=Times New Roman] [/FONT] [FONT=Times New Roman]Chance to inflict non-critical Quarry Damage(on any primary attack):[/FONT] [FONT=Times New Roman]P(First Primary Attack) = PHit!RC[/FONT] [FONT=Times New Roman]P(Second Primary Attack) = PHit!RC[/FONT] [FONT=Times New Roman]P(First Primary Attack or Second Primary Attack) = (PHit!RC)+(PHit!RC)[/FONT] [FONT=Times New Roman]Applying the mathematical distributive property…[/FONT] [FONT=Times New Roman]P(Any Primary Attack) = (PHit!RC)*Toons!RC3[/FONT] [FONT=Times New Roman] [/FONT] [FONT=Times New Roman]Chance to inflict non-critical Quarry Damage(on any secondary attack):[/FONT] [FONT=Times New Roman]P(Any Secondary Attack) = (PHit2!RC)*Toons!RC16[/FONT] [FONT=Times New Roman] [/FONT] [FONT=Times New Roman]Chance to inflict non-critical Quarry damage on ANY attack:[/FONT] [FONT=Times New Roman]P(Any Primary Attack) + P(Any Secondary Attack) = [/FONT] [FONT=Times New Roman]((PHit!RC)*Toons!RC3)+((PHit2!RC)*Toons!RC16)[/FONT] [FONT=Times New Roman] [/FONT] [FONT=Times New Roman]Probable ‘scaled’ non-critical quarry damage:[/FONT] [FONT=Times New Roman](Probability of inflicting the damage)*(Damage inflicted) =[/FONT] [FONT=Times New Roman](((PHit!RC)*Toons!RC3)+((PHit2!RC)*Toons!RC16))*((Toons!RC32+Toons!RC34)/2)[/FONT] [FONT=Times New Roman] [/FONT] [FONT=Times New Roman]Apply the same principles as above to critical damage…[/FONT] [FONT=Times New Roman]Probable ‘scaled’ critical quarry damage:[/FONT] [FONT=Times New Roman](((PCrit!RC)*Toons!RC3)+((PCrit2!RC)*Toons!RC16))*(Toons!RC34)[/FONT] [FONT=Times New Roman] [/FONT] [FONT=Times New Roman]Corrected Equation for Quarry Damage:[/FONT] [FONT=Times New Roman]Probable non-critical damage + probable critical damage =[/FONT] [FONT=Times New Roman](((PHit!RC)*Toons!RC3)+((PHit2!RC)*Toons!RC16))*((Toons!RC32+Toons!RC34)/2)[/FONT] [FONT=Times New Roman][SIZE=2]+ (((PCrit!RC)*Toons!RC3)+((PCrit2!RC)*Toons!RC16))*(Toons!RC34)[/SIZE][/FONT] [FONT=Times New Roman][/code][/FONT] [FONT=Times New Roman][FONT=Times New Roman][FONT=Times New Roman][/FONT][/FONT][/FONT] [FONT=Times New Roman][FONT=Times New Roman][SIZE=2][/SIZE][SIZE=2][/SIZE] [SIZE=2][/SIZE] [FONT=Times New Roman][SIZE=2][COLOR=white]Any ranged or casting class is almost guaranteed to draw an extra attack from a fighter. You can assume the fighers opponent is always marked. Assuming a smart duel, a ranged or casting class on their turn can either 1) move away thus drawing an attack of opportunity, 2) shift away thus drawing a basic melee attack from being marked (is not an attack of opportunity), or 3) attack/cast while adjacent to the fighter thus drawing an attack of opportunity. The only way to not have an extra attack would be to make a melee based attack against the fighter which is not likely a good option for these class types. For these reasons, I do not think it is unreasonable to assume that a fighter will make a secondary attack 50% of the time in this general analysis.[/COLOR][/SIZE][/FONT] [SIZE=2][/SIZE][SIZE=2][/SIZE] [SIZE=2][/SIZE] [SIZE=2]I have been focused on the level 1 analysis. Since we are assuming a smart duel, I have got to believe an opponent would not stay in the square that has the "cloud of dagger" effect maintained in it. Additionally, I could not figure out what the fighter was gaining the automatic damage from. The damage on miss is handled in different columns.[/SIZE] [/FONT][/FONT] [/QUOTE]
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