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Made in no
Grisly Ghost Ark Driver





Updated with better Melee things.

You can now distribute your attacks between melee weapons, and it will keep track on how many available you have.

Also implemented some tyranid related CC options, that tail thing requires one and only one attack with given weapon etc.

It also marks with a red outline input fields that are missing required input for calculations (such as weapon strength and damage)

www.dice-hammer.com
   
Made in no
Grisly Ghost Ark Driver





It has been updated to allow pistol damage in CC, and properly handle shooting with units that have pistols (there's a button to toggle firing pistols or firing other ranged weapons that are not pistols)

It's becoming rather feature rich, here's a summary:

Spoiler:

Overview:

  • Ranged and Melee calculations

  • Multiple units

  • Multiple weapons per unit

  • Toggle pistols or other for shooting

  • Add pistol damage to melee damage output

  • Any dice notation for hits and damage output, eg D3, D6, 6+D6 etc.

  • Distribute attacks between weapons in melee

  • Support all weapon types



  • Defender

  • Invul save

  • Feel no pain

  • Cover bonus

  • -1 to hit



  • Attacker

  • +1 to hit

  • Hit reroll 1s or any

  • Wound reroll 1s or any



  • Weapon options

  • Auto hit

  • Melta

  • Tesla

  • +1 to hit Fly (-1 to hit ground)

  • 2+ to wound non-vehicle

  • -1 to hit with weapon

  • reroll 1s with weapon

  • Ignore cover bonus

  • wound any on 5+

  • require 1cc attack with weapon

  • +1 dmg on 6+ to wound

  • -4 AP on 6+ to wound

  • -6 AP dmg 3 on 6+ to wound



  • All cramped into a too small but hopefully still workable interface.

       
    Made in gb
    Norn Queen






    This is by far the best mathhammer app I have used.
       
    Made in no
    Grisly Ghost Ark Driver





    Thanks!

    It has been further updated to support grenades.

    If throwing grenades, one model will be set aside to throw grenades instead of shooting its weapons. Behavior (ie throw / shoot normally ) can be toggled on and off with a grenade button.
       
    Made in no
    Grisly Ghost Ark Driver





    New update: Grav weapon option available
       
    Made in gb
    Norn Queen






    Requests:
    Change the tooltip for the amount of shots to say "shots" or "rolls to hit", because right now it just says hits which implies that it's auto-hitting.

    Can we have the term D6+ or something to count as 2D6 pick the highest, or a tooltip highlighting the average of 4.47?

    The range field should be a little wider since there are some weapons with 3 digit ranges (like the Earthshaker Cannon).
       
    Made in no
    Grisly Ghost Ark Driver





     BaconCatBug wrote:
    Requests:
    Change the tooltip for the amount of shots to say "shots" or "rolls to hit", because right now it just says hits which implies that it's auto-hitting.

    Can we have the term D6+ or something to count as 2D6 pick the highest, or a tooltip highlighting the average of 4.47?

    The range field should be a little wider since there are some weapons with 3 digit ranges (like the Earthshaker Cannon).


    done, pending and done.

    Best of 2D6 damage, that's for the Earth shaker cannons damage, right?


    Automatically Appended Next Post:
    Ah, no its for tje hit-roll count, I'll look into it, the D6+ notation is nifty, could be doable.

    This message was edited 1 time. Last update was at 2017/08/09 14:11:38


     
       
    Made in gb
    Norn Queen






    Yeah it's the opposite side of melta. Thanks for all the hard work!
       
    Made in no
    Grisly Ghost Ark Driver





    Np! I use the tool myself a lot, its quite helpful, and if at least one other guy likes it, than its worth all the work. Currently the foundation is quite solid, so adding new things (unless they're too weird) is quite simple.

    D6+ notation is implemented (Ofcourse also works with D3+ or D8+ for that matter, not that I think its relevant). And it combines with static damage, ie 3+D6+, should you ever need that.
       
    Made in no
    Grisly Ghost Ark Driver





    New updates:

  • Quantum Sheidling added as option to defender.

  • Keywords cleaned up in a select box, and titanic added to allow macro weapons to have effect.


  • T.
       
    Made in no
    Grisly Ghost Ark Driver





    New update:

  • weapon option 'Snipe' - toggle it to enable sniper behavoiur, ie extra mortal wounds on 6+ to wound
  •    
    Made in no
    Grisly Ghost Ark Driver





    New update:

  • Ranged attack has a unit option to have 6s explode into additional hit rolls


  • Soon to come for melee attacks too.


    Automatically Appended Next Post:
    Melee attacks now also have the extra hits on a 6 option on the unit.

    This message was edited 1 time. Last update was at 2018/04/09 22:32:51


     
       
    Made in us
    Fixture of Dakka






    Should add Haywire rule

       
    Made in no
    Grisly Ghost Ark Driver





     Amishprn86 wrote:
    Should add Haywire rule


    MW on 4+ and D3 MW on 6+ to wound? I'll look into it, thanks for tip.

    Is it for both ranged and melee weapons?
       
    Made in no
    Grisly Ghost Ark Driver





    Haywire has been added as I asked
       
    Made in no
    Grisly Ghost Ark Driver





    I have added support for Overwatch. It is, as you know, slightly different from setting BS to 6, as hit modifiers don't apply.

    Though I wonder what would happen if a hypothetical unit that had +1 to hit, and had tesla, also could hit on 5+ on overwatch...

    anyway, looks like this:

    EDIT: Link as always: http://www.dice-hammer.com
    [Thumb - Selection_039.png]

    This message was edited 1 time. Last update was at 2018/05/29 18:44:26


     
       
    Made in gb
    Norn Queen






    torblind wrote:
    I have added support for Overwatch. It is, as you know, slightly different from setting BS to 6, as hit modifiers don't apply.

    Though I wonder what would happen if a hypothetical unit that had +1 to hit, and had tesla, also could hit on 5+ on overwatch...

    anyway, looks like this:

    EDIT: Link as always: http://www.dice-hammer.com
    If a unit has Tesla and +1 to hit, they cause 3 hits on a 5+, even though they miss, due to the wording of the Tesla rule (it doesn't care if you hit, and FAQs provide precedent you can replace something that didn't happen).

    As always thanks for the tool, it's super helpful.

    Just wondering in case I missed something, is there a way to have two weapons compared side by side without opening a 2nd tab? Would make comparing loadouts a lot easier.

    This message was edited 1 time. Last update was at 2018/05/29 19:02:48


     
       
    Made in no
    Grisly Ghost Ark Driver





     BaconCatBug wrote:
    torblind wrote:
    I have added support for Overwatch. It is, as you know, slightly different from setting BS to 6, as hit modifiers don't apply.

    Though I wonder what would happen if a hypothetical unit that had +1 to hit, and had tesla, also could hit on 5+ on overwatch...

    anyway, looks like this:

    EDIT: Link as always: http://www.dice-hammer.com
    If a unit has Tesla and +1 to hit, they cause 3 hits on a 5+, even though they miss, due to the wording of the Tesla rule (it doesn't care if you hit, and FAQs provide precedent you can replace something that didn't happen).

    As always thanks for the tool, it's super helpful.

    Just wondering in case I missed something, is there a way to have two weapons compared side by side without opening a 2nd tab? Would make comparing loadouts a lot easier.


    Thanks, currently there isn't.

    Not sure how to best present the comparison. Ideas welcome.

    One option would be to show the difference only, ie one minus the other in each cell, which is better than nothing I guess, though you miss the value it starts from, ie a difference of "+1" between 23 and 24 damage is probably negligible, while a difference between 1 and 2 is much larger.

    Could perhaps toggle between %-difference and real difference..
       
    Made in no
    Grisly Ghost Ark Driver





    I have added more possible negative hit modifiers, looks like this:



    [Thumb - Selection_040.png]

       
    Made in gb
    Despised Traitorous Cultist






    Looking great so far! One small issue though - with the melee option, I can only assign the same attacks characteristic to every model in the unit (e.g every model in a 5-man unit only gets 2 attacks), but the sergeant/champion/etc. often (always?) has an additional attack which I cannot find a way to include. Would I just have to input this as separate 4-man and a 1-man units?
       
    Made in no
    Grisly Ghost Ark Driver





     Total wrote:
    Looking great so far! One small issue though - with the melee option, I can only assign the same attacks characteristic to every model in the unit (e.g every model in a 5-man unit only gets 2 attacks), but the sergeant/champion/etc. often (always?) has an additional attack which I cannot find a way to include. Would I just have to input this as separate 4-man and a 1-man units?


    Yeah, you would. As such, the "Units" aren't 100% equivalent to in-game units, but more like homogeneous groups of models.

    Does he not also have different melee weapon options? If he has the same weapon stats, you could just add another guy to the group, making it 6 for the sake of getting the total number of swings right.
       
    Made in us
    Fixture of Dakka






    Did you want to or could you add the Haywire rules? (4+ does a MW 6+ does D3 in addition to any other damage)

       
    Made in no
    Grisly Ghost Ark Driver





     Amishprn86 wrote:
    Did you want to or could you add the Haywire rules? (4+ does a MW 6+ does D3 in addition to any other damage)


    I added it shortly after back when you first asked about it, its somewhat hidden away as a weapon option called "HW". Mouse over will show the help text that explains it.

    T.
       
    Made in no
    Grisly Ghost Ark Driver





    Here it is, mouse over it to show the help text
    [Thumb - Selection_121.png]

       
    Made in us
    Fixture of Dakka






    AH ok, i didnt see that i was looking must have over looked, sweet! thanks!

       
    Made in no
    Grisly Ghost Ark Driver





    I have updated dice-hammer with a Compare Mode which lets you inspect the difference in damage output between two groups of units.

    Acccess it by changing to "Compare" mode, from the default "Basic" mode.



    This brings up a slightly different view, instructing you to add another army.



    Now set up 10 necron warriors shooting BS3+ S4/-1 and 20 imperial guard shooting BS4 S3/AP0 and put the guardsmen in Army 2:



    Now you get to see where exactly the guardsmen are better than the necron warriors and by how much:



    And indeed, against, T5 3+ and up the guardsmen are better. And at T8 and up where the S4 no longer has an advantage over S3.

    The numbers displayed are the differences between the highest performing army (in terms of damage output) and the second best army (you can add more). An army is just a group of units assigned to the same army number.

    Each army has a distinct, unchangable color. The color indicates which army is the top performer. The stronger the color, the bigger the damage output difference.

    This is pretty untested so far from me, if there are bugs, or better ways to visualize the data, please let me know.

    One option could have to switch to percentage increase instead of raw damage difference (with a button to toggle between the two), perhaps showing a small bargraph in each cell too.
       
    Made in us
    Freaky Flayed One




    torblind wrote:

    The numbers displayed are the differences between the highest performing army (in terms of damage output) and the second best army (you can add more). An army is just a group of units assigned to the same army number.

    Each army has a distinct, unchangable color. The color indicates which army is the top performer. The stronger the color, the bigger the damage output difference.

    This is pretty untested so far from me, if there are bugs, or better ways to visualize the data, please let me know.

    One option could have to switch to percentage increase instead of raw damage difference (with a button to toggle between the two), perhaps showing a small bargraph in each cell too.


    I love this new feature, but is there a way to make the contrast higher? more solid color? It's almost impossible to read the color differences.

    This message was edited 1 time. Last update was at 2018/06/19 07:35:53


    Necrons 7500+
    IG 4000+
    Custodes 2500
    Knights 1500
    Chaos / Daemons / Death Guard : 7500+ 
       
    Made in no
    Grisly Ghost Ark Driver





    There is, I'll see what I can do about it. Note the color will get stronger for higher numbers
       
    Made in no
    Grisly Ghost Ark Driver





    valdier wrote:
    torblind wrote:

    The numbers displayed are the differences between the highest performing army (in terms of damage output) and the second best army (you can add more). An army is just a group of units assigned to the same army number.

    Each army has a distinct, unchangable color. The color indicates which army is the top performer. The stronger the color, the bigger the damage output difference.

    This is pretty untested so far from me, if there are bugs, or better ways to visualize the data, please let me know.

    One option could have to switch to percentage increase instead of raw damage difference (with a button to toggle between the two), perhaps showing a small bargraph in each cell too.


    I love this new feature, but is there a way to make the contrast higher? more solid color? It's almost impossible to read the color differences.


    I have increased the color gradient somewhat.

    For small differences (where it might be hard to tell the difference), its probably also not very important who is the best performer.
    I plan to add mouse-overs for each cell that tells you the ranking of different armies for that cell.

    And I added a small "+" in front of numbers to make it clearer that its a comparison and not absolute numbers.


    Automatically Appended Next Post:
    .. and I made the Toughness split smarter, it now only separates (at T4 default) if there are multi-damage weapons in play

    This message was edited 1 time. Last update was at 2018/06/21 19:55:13


     
       
    Made in eu
    Fresh-Faced New User




    Hy I´m new here but I really look into using your app as it looks quite good but I´m missing the option for poison 4+. There is one for posion 2+ but as I´m a Drukhari Player i am much more often confronted with the former. Thanks for your efford and keep up the good work.
       
     
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