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![[Post New]](/s/i/i.gif) 2019/09/29 14:49:29
Subject: save versus feel no pain
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Been Around the Block
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Would you say +1 save is better (outside from 12") or +6 feel no pain.
Someone good in math could help for sure.
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![[Post New]](/s/i/i.gif) 2019/09/29 15:02:37
Subject: save versus feel no pain
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Pious Palatine
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No need for math. Reducing 16% of Wounds taken is less powerful than having your opponent miss 16% more attacks. An attack that doesn't hit does 0 wounds 100% of the time, while any hit has less than a 100% chance of doing any wounds for you to reduce.
This is why the new Codex: Space Marines reduced the power of the Raven Guard Tactic while improving the power of the Iron Hands Tactic. They were not balanced before.
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![[Post New]](/s/i/i.gif) 2019/09/29 15:18:39
Subject: save versus feel no pain
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Dakka Veteran
Illinois
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The bonus to your save is better in most cases compared to 6+ FNP. There are exceptions such as: your opponent has a rule to ignore the bonus to your save, or the save is an armor save and your opponent has enough AP to ignore your save even with the bonus. Other than that bonus to save is better, especially if we are talking about multiple damage weapons.
Edit: There are websites that will do the math for you for example: http://mathhammer.thefieldsofblood.com/
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This message was edited 1 time. Last update was at 2019/09/29 15:22:25
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![[Post New]](/s/i/i.gif) 2019/09/29 16:02:29
Subject: Re:save versus feel no pain
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Nihilistic Necron Lord
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Its always better to avoid getting hit, or saving it, instead of reducing the damage afterwards.
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![[Post New]](/s/i/i.gif) 2019/09/29 16:38:10
Subject: save versus feel no pain
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Fireknife Shas'el
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Simple rule.. the earlier you can affect the roll the better in this case the cycle is
Hits wounds armor fnp. (Simplified)
So armor has a greater base use but is mitigated by armor modifiers.
TLDR it depends on units but generally armor works .... Right now I would say FNP is temporarily better
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![[Post New]](/s/i/i.gif) 2019/09/29 17:54:29
Subject: save versus feel no pain
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Locked in the Tower of Amareo
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alextroy wrote:No need for math. Reducing 16% of Wounds taken is less powerful than having your opponent miss 16% more attacks. An attack that doesn't hit does 0 wounds 100% of the time, while any hit has less than a 100% chance of doing any wounds for you to reduce.
This is why the new Codex: Space Marines reduced the power of the Raven Guard Tactic while improving the power of the Iron Hands Tactic. They were not balanced before.
Ummm...and this is relevant comparing save bonus(like cover) and fnp?
Save bonus benefit depends a lot on whom. For 6+ guy not much. If you have inv save equal to your save again not much. On 3+? Much more useful
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2019/09/29 20:29:53
Subject: save versus feel no pain
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Pious Palatine
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Mostly relevant to my failure to read the questions properly. That being said, captain collius has it right. As long as you would get a save, a better Save is better than FNP. You don't have to FNP a Wound that was successfully saved, and a Save negates multiple points of damage when that is a possibility.
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