Killer Cyborg wrote:Nothing higher than Alegebra II in high school, and I've forgotten a lot of that.
You're the numbers guy, go ahead and show us the numbers.
Edit:
To my under-educated mind, it seems that there would be a 50% chance of a straight d20 rolling higher than another straight d20.
With a +4 to strike and a +3 to dodge, that seems like there would be a +5% advantage to the attacker, making it about a 45% chance to dodge.
But I never really got into probability and such, so this is likely wrong, and you will likely gloat and sneer about it.
But what the hell, it's worth a guess.
Your latter assertion is correct, the calculation is wrong (this is not opinion). Particularly the +5% number (by your numbers, a +10 would give you a 100% chance to dodge, but as any juicer player will tell you, it's not that good). Now the question is, will you believe it when I give the correct answer?
For starters, there are three ways it can go. Either the guy A (shooter) can roll higher, guy B (dodger) can roll higher, or it can be a tie. There is a 5% chance of a tie. And, assuming *EQUAL* bonuses, an equal chance of higher or lower. Which means, on equal dice. 5% tie, 47.5% guy A gets higher, and 47.5% guy B gets higher.
However, ties go to the defender, so the chance of a successful dodge is 47.5+5=52.5% chance of a successful dodge on straight dice.
And, every +1 difference gives a +2.5% chance shift, now we are negating critical strikes (which become more important as the bonuses go up), but at the extreme case, when in this theory you have a 0% chance of hitting someone if you have +0 and they have +19, the reality is that you have a 4.75% chance (you roll a nat 20, and he does not). So factoring in the nat 20 can be more trouble than its worth (if you want to see it get complicated, for not a lot of gain, factor in crits).
However
+4 to strike, +3 to dodge... is an even 50/50 shot. It's almost perfect, missing is 100% out of the picture, so it's simple dodge vs strike. And the natural 20's cancel each other out, except in the Crit/crit, which shifts things slightly..
(factor that in, and the
absolute number is a cyberknight has 50.25% chance of dodging, toldja factoring in crits is more trouble than its worth).
Why this is important with dodging and cyber armor. The overestimating model....
Cyber armor blocks 60% of the time (at least in this case, ) a successful dodge works 50% of the time, which means, assuming no connection between cyber armor and dodge (
this is incorrect as I will talk later), Then the cyber armor will absorb ONE hit, 30% of the time (60% of the 50% that aren't dodged).
This assumes that, however, the cyber armor is blocking most of the undodged shots...
That assumption is
wrong.
(the real consideration)
The assumption is wrong because the shots that the cyber armor absorbs (the rolls between 5-16, are *also* the ones most likely to be dodged). Dodging and armor are *NOT* independent! This gets bad in cases when the attacker has a bonus to strike (which most attackers do), and gets even *worse* in the cases of high dodge bonuses (something, players try to
maximize). Add an extra melee attack (which means the cyberknight has more attacks to spend on dodge) and sixth sense (which means surprise is incredibly unlikely *and* dodge bonuses go up by an additional +3), and what you get is a whole heaping helping of cyber armor being not that good.
To put into words (I'm not going to do the stats until I have assurances that I will be believed), "The shots that the cyber armor blocks, are shots that the knight would have dodged anyway".
As for what are the statistical tests for? dice don't lie, but they do tell a different story every time you roll them. So if you're looking for differences.... you need to factor in that a lot of differences from time to time will simply come from the dice. It's why 10D6 is different fro 1d6x10 (despite the fact that both average to 35). How do you quantify the difference? Statistical tests. It's also a pet peeve from how Palladium does stats, because the folks at PB don't seem to think about this. The books are *filled* with bonuses that don't matter (+1 on init? Does that matter?), damage values that change for no good reason (what should be 10d6 becomes 1d6x10, totally changing how the weapon is), and percentiles which are silly ("Hi, I'm a Medical Doctor who can only successfully remove tonsils 65% of the time"... THESE ARE BAD DOCTORS!).
For whatever analysis we do, we need a way to tease out truth from 'random dice variation', already we have CK's who kill anywhere from 3-10 beasties.