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General Tabletop Discussion
*Dungeons & Dragons
DPR Calculations Wut?
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<blockquote data-quote="Kinematics" data-source="post: 9890899" data-attributes="member: 6932123"><p>On the issue of average hit rate/target AC:</p><p></p><p>I've built several iterations of spreadsheets to analyze DPR. It started with comparing 2014 rules with the playtest rules, and then transitioned to 2024 rules.</p><p></p><p>I started with a flat target hit rate (eg: 65%), but found it was easier to use target AC vs player attributes. By default it just uses a gradually increasing target AC (approximating typical ACs at various CRs), but I can also just plug in a specific target AC to see what it looks like. That's easier than asking, "What is the hit rate for this character with this Str score vs this enemy with this AC?" The entire point of using the spreadsheet was to let the spreadsheet do all the tedious calculations, after all.</p><p></p><p>It also helped examine the impact of trying to get 18+ in a stat by level 4 (or even level 1), vs the 'expected' rate of hitting 18 by level 8.</p><p></p><p>If you're just working out the numbers by hand, either way could work, but if you're doing more elaborate comparisons then you want to pick a mode that minimizes the extra work you have to do.</p><p></p><p>/</p><p></p><p>Anyway, on the broader issue of what DPR sets look like, any given graph for a given job will look very similar to any other graph for the same job, just shifted up or down some. There are a few major changes for each job (eg: Extra Attack at level 5 for most melee jobs), but most features are subtle shifts.</p><p></p><p>That means that when I turn on the flag to give the character advantage, the entire DPR line shifts up some, but otherwise looks basically the same. If I swap from a glaive with Graze to a halberd with Cleave, there's just small shifts here and there, mostly dependent on how often Cleave can proc. Etc, etc.</p><p></p><p>Likewise, different jobs have differently shaped curves, but generally aren't <em>that</em> different. There are times where you can see that a job does indeed suck (eg: ranger after level ~12), but in general you're just looking at the larger shapes.</p><p></p><p>Essentially, once you have the main features of a job in place, everything else is just, "How much different is this build from that build?" There's a margin within which differences don't really matter in practice. An extra 1 or 2 DPR is almost never going to reduce the number of attacks you need to make to kill an enemy. </p><p></p><p>And that's the real comparison that needs to be made. DPR is just the basic info you need to even begin making such a model, but modeling things at that level is enormously complicated, so people stop at the DPR level and hope that it provides enough of a guesstimate to be workable.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 9890899, member: 6932123"] On the issue of average hit rate/target AC: I've built several iterations of spreadsheets to analyze DPR. It started with comparing 2014 rules with the playtest rules, and then transitioned to 2024 rules. I started with a flat target hit rate (eg: 65%), but found it was easier to use target AC vs player attributes. By default it just uses a gradually increasing target AC (approximating typical ACs at various CRs), but I can also just plug in a specific target AC to see what it looks like. That's easier than asking, "What is the hit rate for this character with this Str score vs this enemy with this AC?" The entire point of using the spreadsheet was to let the spreadsheet do all the tedious calculations, after all. It also helped examine the impact of trying to get 18+ in a stat by level 4 (or even level 1), vs the 'expected' rate of hitting 18 by level 8. If you're just working out the numbers by hand, either way could work, but if you're doing more elaborate comparisons then you want to pick a mode that minimizes the extra work you have to do. / Anyway, on the broader issue of what DPR sets look like, any given graph for a given job will look very similar to any other graph for the same job, just shifted up or down some. There are a few major changes for each job (eg: Extra Attack at level 5 for most melee jobs), but most features are subtle shifts. That means that when I turn on the flag to give the character advantage, the entire DPR line shifts up some, but otherwise looks basically the same. If I swap from a glaive with Graze to a halberd with Cleave, there's just small shifts here and there, mostly dependent on how often Cleave can proc. Etc, etc. Likewise, different jobs have differently shaped curves, but generally aren't [I]that[/I] different. There are times where you can see that a job does indeed suck (eg: ranger after level ~12), but in general you're just looking at the larger shapes. Essentially, once you have the main features of a job in place, everything else is just, "How much different is this build from that build?" There's a margin within which differences don't really matter in practice. An extra 1 or 2 DPR is almost never going to reduce the number of attacks you need to make to kill an enemy. And that's the real comparison that needs to be made. DPR is just the basic info you need to even begin making such a model, but modeling things at that level is enormously complicated, so people stop at the DPR level and hope that it provides enough of a guesstimate to be workable. [/QUOTE]
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