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Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

There is this thread

http://www.dakkadakka.com/dakkaforum/posts/list/464850.page

which is about (roughly) why do players do so much math? So I decided to provide a warhammer 40K shooting calculator. Free of charge! (But I'll accept gratuities. )

This is a modification of a file that I posted here a few weeks ago when we were concerned about the differences between 5th and 6th edition vehicles. I have removed the 5th edition stuff from this, but I have added a calculator for shooting at non-vehicle models. I've also fixed an error in the computation that was pointed out to me by elrabin and added in the option to compute "rending" shots.

Enjoy!

EDIT : Here is the old thread.

http://www.dakkadakka.com/dakkaforum/posts/list/461330.page#4511663

 Filename MATH_HAMMER.xls [Disk] Download
 Description
 File size 237 Kbytes

This message was edited 1 time. Last update was at 2012/07/24 19:49:48


2500 pts

Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.



 
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Nice work GK!


Edit: nm, Found the tab, the other list I downloaded got corrupted apparently since excell tried to convert something. I really appreciate the work and effort.


After messing with it for a while, it appears that rending for vehicles has an error. It seems to have the AP2 in place. I think you just get d3 pen. Rending doesn't give Ap2 anymore so not increased chance to destroy vehicles. Only Ap2 vs to wound models.

This message was edited 2 times. Last update was at 2012/07/25 13:04:51


+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Also the FnP thing appears to be a bit faulty. When you set it to armor save of 2, and FnP - it gives you no chance to cause any unsaved wounds. Seems to increase chance to save to 111% so nothing is calculated lol. I think it's upposed to be 88% chance to resist with 2+ and FnP

This message was edited 1 time. Last update was at 2012/07/29 12:17:47


+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

sudojoe wrote:Also the FnP thing appears to be a bit faulty. When you set it to armor save of 2, and FnP - it gives you no chance to cause any unsaved wounds. Seems to increase chance to save to 11.1% so nothing is calculated lol. I think it's upposed to be 88% chance to resist with 2+ and FnP




Yes, the chance to save a wound with 2+ armor and 5+ FNP is 88.89%%. But, if you also factor in the possibility that the shooter either fails to hit or fails to wound, the chance of NOT losing a wound goes up even more. Hence a terminator with FNP being shot at with boltguns has a VERY small chance of losing a wound. Here's the math for one shot...

Chance to hit (BS4) = 2/3 = 66.67%

Chance to wound (S4 vs T4) = 1/2 = 50.00%

Chance to save = 5/6 + (1/6)(1/3) = 15/18 + 1/18 = 8/9 = 88.89%

Hence the chance that a single shot will cause AT LEAST 1 one un-saved wound is

(chance to Hit)*(Chance to wound)*(chance to fail save) = (2/3)*(1/2)*(1 - 8/9) = 1/27 = 3.70%

Ok...Now if you want to figure out what the chances of causing EXACTLY k unsaved wounds with n shots (k<n or k=n) then you go into excel and type into a cell

= BINOMDIST( k , n , 1/27 , FALSE)

The odds get small when n is large and either k or (n-k) is small. For example, the odds of causing exactly 5 wounds with 7 shots are literally one in a million...1.35712 in a million to be exact. For our purposes, the odds are 0.00%.




>

2500 pts

Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.



 
   
 
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