code logs -> 2021 -> Sun, 24 Oct 2021< code.20211023.log - code.20211025.log >
--- Log opened Sun Oct 24 00:00:05 2021
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11:59
<&Reiver>
...hm, fun math problem
11:59
<&Reiver>
HEY VORN
11:59
<&Reiver>
I am trying to compare two systems mathematically.
12:00
<&Reiver>
4-5 soldiers with 6 HP each, D&D-style 1-hp-is-still-fine combat.
12:00
<&Reiver>
Let's go with 5 today for simplicity.
12:01
<&Reiver>
Old system: Player chooses where damage goes, so of course to maintain their squad they will helpfully assign damage one at a time to the troops until, 25HP later, there are 5x troops with 1 HP left, at which point they start to fall like flies.
12:02
<&Reiver>
Intermediate system, to be discarded: Rolling a d6 for each point of damage to determine which Trooper it hits, with invalid rolls (too high, or rolls a dead trooper) being rerolled. I have dismissed this convincingly as Too Many Rerolls.
12:03
<&Reiver>
New System (my brainchild): Roll a d6 for each point of damage to determine which trooper it hits, with invalid rolls applied by the player as they see fit.
12:04
<&Reiver>
So teeeechnically, if your dice were perfectly even, the first system... but they're not. Oh, in the long run, you expect the same number of rolls... but we're counting a finite number. Some of the randomness is able to be gamed away, but not all of it!
12:04 * Reiver coughs
12:04
<&Reiver>
I have absolutely no idea how to calculate the effect on overall durability sucker has.
12:17
<~Vorntastic>
This sounds like a job for simulation.
12:33
< abudhabi__>
Monte Carlo it.
12:37
<&Reiver>
Ah, I suppose so, aye.
12:49
<~Vorntastic>
Best strategy is generally to, when given a choice, aim at lowest hp
12:54
<&Reiver>
Yes indeed
12:54
<&Reiver>
Oh, I misspoke
12:55
<&Reiver>
Defender chooses
12:55
<&Reiver>
(So they target highest HP instead, obv)
13:22
<~Vorntastic>
Okay slightly different code then~
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--- Log closed Mon Oct 25 00:00:06 2021
code logs -> 2021 -> Sun, 24 Oct 2021< code.20211023.log - code.20211025.log >

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