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Small Charting tool for the greater good (Theoryhammer) in 8th  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in de
Fresh-Faced New User




Hello dakkadakka,

I just finished the first version of a small self contained webpage which allows you to compare different weapons and equipment. It calculates charts from data row inputs and shows probabilities for a number of wounds you can expect from it.
Started as a test for me and some friends but it might be worth sharing. The page contains some more brief explanations on what to fill where.

The input looks like this:


Just fill in the stats and generate a chart:



The chart shows Scions with Hot-Shot lasguns shooting on MEQ's which are not in cover. The x-achsis represents the number of wounds and the y-achsis represents probability (in %) at least X wounds are done. This chart shows that 40 Shots of Hot-Shot Lasgun do atleast 6 kills with a probability 73% and that 10 Shots are pretty much equal to loley wyvern shooting.

The charts are exportable so your insights might be shared.

beta
This is currently a beta state and I would really like some feedback and reports of any errors (I hope my calculations are correct so far)

The tool will change in the next weeks and I will keep this updated. If people are interesed I might host the page on some domain (Though I currently don't own webspace or a domain...)

Happy Theory.
 Filename StandaloneCalc_0.3.zip [Disk] Download
 Description
 File size 927 Kbytes

This message was edited 1 time. Last update was at 2017/06/05 11:40:21


 
   
Made in de
Fresh-Faced New User




Charts updated to cut everything under 0.5%. Visibility of data is increased.
   
Made in fi
Dakka Veteran





I always enjoy a good number crunching Is the source code visible somewhere so that we can check your math?

That place is the harsh dark future far left with only war left. 
   
Made in de
Fresh-Faced New User




Currently not I will open source it tonight on github.
   
Made in us
Longtime Dakkanaut





Is it possible to add in Damage?

I know Damage for Multiple Wound Squads would be difficult, but I'm honestly more curious about tank busting.


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in fi
Dakka Veteran





 Talamare wrote:
Is it possible to add in Damage?

I know Damage for Multiple Wound Squads would be difficult, but I'm honestly more curious about tank busting.


I guess it is possible but it is way more difficult to apply than most people realize. Damage is very easy to take into account in expected value, but probability is based on discrete results and thus it add a great number of permutations. I'm looking forward to see if XeZZ handles it though.

Personally, I prefer probability approach because expected values can be misleading.

That place is the harsh dark future far left with only war left. 
   
Made in us
Longtime Dakkanaut





jullevi wrote:
 Talamare wrote:
Is it possible to add in Damage?

I know Damage for Multiple Wound Squads would be difficult, but I'm honestly more curious about tank busting.


I guess it is possible but it is way more difficult to apply than most people realize. Damage is very easy to take into account in expected value, but probability is based on discrete results and thus it add a great number of permutations. I'm looking forward to see if XeZZ handles it though.

Personally, I prefer probability approach because expected values can be misleading.


Well, flat damage should easy right. Just multiply the final value by a flat number.
I would be fine with that for now. I understand it isn't as accurate. Tho it would still give us an idea.


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in de
Fresh-Faced New User




I actually have the formula to calculate damage. Its pretty much the same as for the randomized dice rolls to determine shots (Which is hell complicated). But it for now it will not consider targets hp which means its only really usefull for tankbusting and not for shooting MW Squads

I hope I can add it today or tomorrow.

I will try to make targets have a Wound value so that if target has 2 Wounds any die Roll of 2+ is just 2 to mitigate some overkill. But this solves not everything.

The real problem with Multiwound squads is this:
Say you Roll 2 Dice for dmg where one shows 1 DMG and one shows 2 DMG, then on a Squad with 2 Wounds each the sequence actually matters:
1 -> 2: One Model gets a Wound for dice one. The Same model gets 2 Wounds for dice two and dies -> dice 1 is overkill
2 -> 1: One Model gets two Wounds and dies. Another Model is left with one Wound

I must admit that I currently have no clue how to calculate this except a brute force method which gets out of hand in terms of computation real quick.

   
 
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