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Seik6

Combat Table Formulaish

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Roll dice compare result's

If the attacker rolled 30 or greater than the defender he/she does  Base Damage * (difference -(defenders armor type * 10))

If the Defender rolled higher than the attacker it allows a counterattack(assuming he/she can) with a bonus equal to half the difference rounded down.

This should be a way simpler way to do it then having to look at the table every attack.

Hope this helps.

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Unfortunately, your first formula is wrong. According to the table, if I were to achieve a difference of 100 with a base damage of 50 and an enemy AT of 1, I should get 100% damage, so 50 final damage. By your formula : 50*(100-0*10)=50*100=5000.

It would be simple to say that all is required is to divide by 100 at the end, but unfortunately even that doesn't work. If I were to achieve a difference of 50 with a same base damage and an enemy AT of 1, including the /100 at the end, then I would have 50*(50-1*10)/100 = 50*40/100=200/100=2, when according to the table I should have 30% of 50, which is roughly 15.

That's another flaw to any formula you could come up with: the increase in damage percentage doesn't always match the difference band of numbers associated to it - under AT 1, a difference of 30 to 39 gives 10% damage, (so 30-2*10=30-20=10), whereas a difference of 50 to 59 gives 40% damage (so 50-1*10=50-10=40). In other words, the percentage doesn't always match the result on the dice.

My conclusion: no simple formula is suitable, since the combat table doesn't behave as a linear function, and I doubt that it behaves as a function at all. Atleast, that is the case for ATs 0 and 1, it might be possible for all of the other ATs. But then again, if it doesn't work for even 1 AT, what is the point of the formula?
 

The second formula ALSO doesn't work, since the result bands don't follow those of the positive results (ie, the positive results go in bands of 0 to 9, whereas the negative results go in bands of -1 to -10). So, by your formula, if I were to achieve a -10 result, then the counterattack would have a +5 bonus to it, but the table says otherwise. That being said, it is easy to mend, since unlike before this one does behave as a function: B= -(D+1)/2, rounded down to the nearest multiple of 5, where B is the bonus to a counterattack (positive OR null) and D is the difference attack-defence (NEGATIVE in this case).

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Yeah it is too bad that your formulas don't work.  That being said, as you use the formula a lot you get a pretty good feel for what the damage will be.  You don't end up looking at the chart every time.

 

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My bad on the first part there was supposed to be a % symbol in front of the first (

Which would assuming you rolled 120 over and they had no armor it would times your base damage by 120%

for the second formula (-1 from difference round down then divide by 2)

Assume that the defender rolled 21 higher than the attacker he would -1 and get 20 round down still have 20 and end up with 10 but if he/she rolled 20 higher then it it go 20-1=19 rounded to 10/2 =5

that should work

But ya i honestly hate how they didn't do a linear formula cause that table can make people easly fear the system.

Thnks for the constructive critisismgui%C3%B1o.gif

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Here's how me and my players do it (it goes a lot faster than it may look).  Note that 2 of my 3 players use calculators, the other can do it in his head pretty fast.  I use a TI-30X so I can watch as I build up the whole formula.  On my calculator I make sure that attack numbers are always positive, and defense numbers are negative... and you need to be quick with adding modifiers: if its in the attacker's favor add it, defender's favor subtract it.

 

If I'm attacking the player with an NPC:

>Player rolls, adds base defense, adds in modifiers that I've made him aware of (like if I tell the party they've got a +10 bonus to rolls for this fight, or if he's aiming at a specific part of the body... this is all his job to sum and the player can do it pretty fast) when he's done he'll call out his total to me.

>I roll, add npc'd base attack, add in the rest of the roll modifiers the player's aren't aware of, and then subtract the total he calls out to me.

 

Note that up to now no armor has been included in calculations.

 

If its the defender's favor: (in this case, the calculator shows negative) the player may counterattack with a bonus half of what my calculator shows (make it positive, of course, since it is a bonus for the player not a penalty)

If its the attacker's favor: (in this case, the calculator shows positive) subtract 10x the armor of the defender.  If it goes negative the attack hits armor and fails.  If the calculator STILL shows positive (say it shows 36) then I type it back in quick as 0.36 while asking for the player's base damage (or in this case, checking the NPC'd base damage) and I multiply by that base damage to find how much damage was taken. (I don't like dividing by 100 in the middle of a calculation without using proper parentheses, and adding parentheses is too much of a hassle compared to typing it back in with a dot three six)

 

If I'm defending with an NPC things are pretty much the same, just remember:

>I roll and enter the roll with a - sign, subtract stuff thats in the npc's favor, etc

>Player still rolls and sums, I add what the player calls out (attacks always positive)

(the rest with counter/hit/armor is the same as I stated above)

 

 

* This method is technically incorrect if the armor is less than or equal to 2.  For roll differences over or equal to 50, though, the formula I use gives correct results, and me and my players don't care: this technique we use goes quite fast and we're ok with being a tad different in rare cases.  The main difference is just that the chart uses increments of 10%, and the calculated method is much more precise.

> -(attacker sum - defender sum)/2 = counterattack strength

> (attacker sum - defender sum - (armor * 10) ) * 0.01 * attacker base damage = damage delt

(don't actually bother using these formulas, but this is the results my method should give... you can check these against the combat tables)

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