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General Tabletop Discussion
*Pathfinder & Starfinder
Hit Probability is a Slippery Slope
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<blockquote data-quote="NeoNick" data-source="post: 4395072" data-attributes="member: 72244"><p>Thanks for understanding my point. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>As people got upset with me giving such an extreme example, please take a look at what that means in a "normal" combat exapmle with a 50% chance to hit.</p><p> </p><p>The difference in <u>relative hitrate </u>is +10% (favouring the 20-stat-char of course) meaning the 20-char produces 10% more damage than the 18-stat. </p><p>Then there is also a difference in <u>relative damage output</u>. Let's assume for this example that a normal average damages at lvl 1 could be 10 damage per round. Again the 20-stat-char have an advantage over the 18-stat-char by +10% in damage.</p><p> </p><p><strong>That means the 20-stat-char produces +21% more dpr than the 18-stat-char ALL OTHER THINGS EQUAL.</strong> </p><p> </p><p>Any changes in the difficulty of hitting the mob would affect the % in the following way:</p><p>- even harder than 50% to hit -> would mean bigger difference in relative dpr</p><p>- even easier than 50% to hit -> would mean smaller difference in relative dpr.</p><p> </p><p>I've been deeply involved in WoW for the last three years (taking a break now) and let me say that if those kind of figures and differences would be spotted there, a big cry of NERF!!! would be heard. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Of course I do <u>NOT</u> say there is any such need for nerfing here - but people should be aware of how painful it is dpr-wise to not opt your primary attack-value!</p></blockquote><p></p>
[QUOTE="NeoNick, post: 4395072, member: 72244"] Thanks for understanding my point. :) As people got upset with me giving such an extreme example, please take a look at what that means in a "normal" combat exapmle with a 50% chance to hit. The difference in [U]relative hitrate [/U]is +10% (favouring the 20-stat-char of course) meaning the 20-char produces 10% more damage than the 18-stat. Then there is also a difference in [U]relative damage output[/U]. Let's assume for this example that a normal average damages at lvl 1 could be 10 damage per round. Again the 20-stat-char have an advantage over the 18-stat-char by +10% in damage. [B]That means the 20-stat-char produces +21% more dpr than the 18-stat-char ALL OTHER THINGS EQUAL.[/B] Any changes in the difficulty of hitting the mob would affect the % in the following way: - even harder than 50% to hit -> would mean bigger difference in relative dpr - even easier than 50% to hit -> would mean smaller difference in relative dpr. I've been deeply involved in WoW for the last three years (taking a break now) and let me say that if those kind of figures and differences would be spotted there, a big cry of NERF!!! would be heard. ;) Of course I do [U]NOT[/U] say there is any such need for nerfing here - but people should be aware of how painful it is dpr-wise to not opt your primary attack-value! [/QUOTE]
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Hit Probability is a Slippery Slope
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