Posted 22 July 2014 - 08:40 PM
Thanks for pointing that out, but there isn't a better way, that I though of when I did the chart, of showing what gunner does in this format. If you have a better way let me know and I fix the chart.Now that I let my mind dwell on it, I could just use a slash to divide the two attacks.
There is some questionable math in relation to Gunner here. If you have a base 3 attack dice ship using Focus, Target Lock, Expose and Gunner you can never have more than 4 hits. Ever. Gunner does not double the number of hits you have.
You really can't determine Gunner's effectiveness without including a set of defense dice. If you don't want to do that, you could probably just drop it from the chart; it's not very useful to say 2/2 hits.
I agree. If you really want to do this, you have to have a nested spreadsheet with hit probabilities at various agility dice values to see if Gunner triggers. Thinking more about it, enemy Evade and Focus tokens come into play... Thinking more, my eyes are rolling into my head as I go insane...
Is there a mathematical way to model this? Yes, but it is extremely complicated. My rule of thumb is that the value of Gunner goes up as the agility of the target goes up and as your own attack dice value goes down.
Sets: Core x 2, TIE x 1, X-Wing x 1, Millennium Falcon x 1, Slave-1 x 1, TIE Bomber x 1, HWK x 1, TIE-Int x 1, A-Wing x 1, Y-Wing x 1, TIE Advanced x 1
Ships: Empire: TIE Fighters x 5, Firespray x 1, TIE Bomber x 1, TIE-Int x 1, TIE Adv x 1
Rebel: X-Wing x 3, Millennium Falcon x 1, HWK x 1, A-Wing x 1, Y-Wing x 1
Fight terrorism, join the Empire!