Switch Theme:

Chapter Approved 2018, What do we expect?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Omnipotent Necron Overlord






 Marmatag wrote:
I'm laughing at people who think Kabalite Warriors should be 8ppm.

For the first time in i can't remember when, Dark Eldar are actually playable. Leave Britney alone.

They were pretty OP in 7th before jink got nerfed to make passengers hit on 6's during jink.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Loyal Necron Lychguard





Kdash wrote:
 Mr Morden wrote:
gendoikari87 wrote:
Look people i have the calculator if anyone wants it but heres what straight math says a few units should be:

Marines: 9.5
Sisters: 9
Guard: 5.5
Terminator(pf sb): 39.3
Gk terminator: 39.2
Gk marine: 20.1


Ok how eactly does the Marine pay nothing but 0.5 pts for the following bonuses:

+1 WS, S, T, Chapter Tactics


You can't include Chapter Tactics in that, because we all know that SoB are getting their own versions pretty soon. So it is a mute point.

I do agree with the rest though, that any statline increases should be reflected by more than a 0.5 point increase.

I mean, should it actually? This is kind of a general marine problem, paying for stats that don't actually come into effect. A Devastator squad really does not care that they have WS3+, nor does a Khorne Berzerker care that he has BS3+. It's even more egregious with HQ's. WS2+ reroll 1's is a pretty insane melee statline for a Captain... but if he's just holding a chainsword and a bolt pistol those stats are pretty irrelevant. Far less so if you give him a Thunder Hammer instead.
   
Made in us
Fixture of Dakka





So Kabs were OP because their transports were undercosted for their protective ability. But Tacs were crap because you needed undercosted-to-zero transports for them to be OP? Double standard much?
   
Made in us
Longtime Dakkanaut





Bharring wrote:
16% is actually the lower-bound *limit* that a stat change can impact short of having no impact at all.

The mimimum non-zero impact a +1T gives is 20%: going from a 2+ to a 3+ to be wounded yields a 20% increase in durability. But 3+ to 4+ is a 25% increase, 4+ to a 5+ is a 33% increase, and 5+ to a 6+ is a 50% increase.

Now, 1pt of T often has a 0% increase. So the average might be lower than the above might suggest. For more detail, here's each step vs a couple common strengths:

Step : S3 : S4 : S5
1=>2 : 20% : 0 % : 0%
2=>3 : 25% : 20% : 20%
3=>4 : 33% : 25% : 0%
4=>5 : 0% : 33% : 25%
5=>6 : 50% : 0% : 33%

Note how going form 1 to 2 has barely any effect, whereas 2=>3, 4, 5, and 6 have a much larger effect. You can't fairly point +1T because it's not a consistent value.
*sigh* let me explain how my calculator works. It has 9 sections armiger ogryn and sister. It compares how the unit being measured compares in melee, ranged and defense against the stated units so a tabfor armiger melee defense and ranged. The same for ogryns and sisters it then averages all these factors together with an algorithm that weights shooting and defense the same and melee for half. Theres also an output that gives just the base average of all 9 sections

It is not as simple as +1 T is half a point

This message was edited 2 times. Last update was at 2018/11/14 17:53:46


011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in it
Longtime Dakkanaut





Bharring wrote:
Can all (or at least mostly) agree that Kabs being 6 and Guardians being 8 is bad?


Yeah theres a problem, but the problem is with the guardians.
   
Made in gb
Longtime Dakkanaut




 Xenomancers wrote:
They were pretty OP in 7th before jink got nerfed to make passengers hit on 6's during jink.


No. They were crap.
Everything but reaver spamming was crap unless you were playing an equally screwed bottom tier faction. (So... Orks. Tyranids without Flyrant Spam. Genuine CSM).
   
Made in us
Locked in the Tower of Amareo




For that to work, all underlying assumptions for the algorithm have to be true a vast majority of the time. That's incredibly unlikely.
   
Made in us
Regular Dakkanaut



Utah

Dandelion wrote:

Uh, vets don't have better WS than Guardsmen. Which puts your +1 BS at 2 points.

Ah, my bad. Vets are overcosted by 1 then.

Dandelion wrote:

Of course, if you look at current prices conscripts and infantry are the same points. Which means that +1 WS, +1 BS and +3 Ld are free...

Conscripts were nerfed to remove them from the game, not to make them appropriately priced.
When they were 3 points, there was a very clear floor for what the minimum a unit could cost was.

Dandelion wrote:

Also, did you just say that Skitarii rangers are overcosted? If anything they're undercosted, so your math can't be right. Can you imagine 6 pt Rangers?

Read the whole post. Rangers are correctly priced at 7 points because they pay for a bolter-equivalent upgrade, just the same as a Guardsman would have to. This is one of the reasons we can tell that units stem off of a Guardsman as the basic unit, and not off of a Marine.

To the people complaining that all stats aren't worth the same in practical application: And? That doesn't change the formula GW used to price things, and we can see where they've stuck with that model based on the point increase to Boys when they received exploding 6s at range (effectively +1 BS).
   
Made in us
Clousseau





East Bay, Ca, US

Spoletta wrote:
Bharring wrote:
Can all (or at least mostly) agree that Kabs being 6 and Guardians being 8 is bad?


Yeah theres a problem, but the problem is with the guardians.


This.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in it
Longtime Dakkanaut





gendoikari87 wrote:
Bharring wrote:
16% is actually the lower-bound *limit* that a stat change can impact short of having no impact at all.

The mimimum non-zero impact a +1T gives is 20%: going from a 2+ to a 3+ to be wounded yields a 20% increase in durability. But 3+ to 4+ is a 25% increase, 4+ to a 5+ is a 33% increase, and 5+ to a 6+ is a 50% increase.

Now, 1pt of T often has a 0% increase. So the average might be lower than the above might suggest. For more detail, here's each step vs a couple common strengths:

Step : S3 : S4 : S5
1=>2 : 20% : 0 % : 0%
2=>3 : 25% : 20% : 20%
3=>4 : 33% : 25% : 0%
4=>5 : 0% : 33% : 25%
5=>6 : 50% : 0% : 33%

Note how going form 1 to 2 has barely any effect, whereas 2=>3, 4, 5, and 6 have a much larger effect. You can't fairly point +1T because it's not a consistent value.
*sigh* let me explain how my calculator works. It has 9 sections armiger ogryn and sister. It compares how the unit being measured compares in melee, ranged and defense against the stated units so a tabfor armiger melee defense and ranged. The same for ogryns and sisters it then averages all these factors together with an algorithm that weights shooting and defense the same and melee for half. Theres also an output that gives just the base average of all 9 sections

It is not as simple as +1 T is half a point


I'll admit that this is the best attempt i have seen on this forum to math stuff out (surely better than pitting models one against the other ), yet that mathematical model is still awfully incomplete to math out something of this complexity.
Assigning points through a formula is absolutely impossible, that's the sad reality.
   
Made in us
Locked in the Tower of Amareo




So rather than laughing and assuming that the infantry paradigm you support is the cheap one, you could mention that. Because using guardian/marine/necron warrior/dire avenger paradigm, kabalites are nuts.

This message was edited 1 time. Last update was at 2018/11/14 18:01:00


 
   
Made in us
Fixture of Dakka





Gendo,
In other words, you overfit an equation based on maybe 18 data points (9 sections, across armiger, ogryn, and sisters), combined with vague assumptions (shooting = defense = 2x melee) and a very shortsighted postulate (unit is the sum of values, not the product) that various stats that actually do interplay are in fact independent.

Marines would be interpolation, I get that. But I would not trust that equation to be accurate.
   
Made in us
Loyal Necron Lychguard





I'm pretty sure GW doesn't use a strict formula, and if they do then doing so is misguided. Any formula would require too many false assumptions and fail to account for how stats actually interact with the game.
   
Made in us
Longtime Dakkanaut





Martel732 wrote:
We can use the canonical sister vs marine comparison to examine this issue.

S2 hit AP0:
Sister: 0.33*0.33= 0.11 wounds
Marine: 0.166*0.33= 0.055 wounds
Marine takes half the wounds, or 50% less.

S3 hit AP0:
Sister: 0.5*0.33= 0.17 wounds
Marine=0.33*0.33=0.11 wounds
Marine takes 35% less wounds

S4 hit AP0
Sister: 0.66*0.33=0.22 wounds
Marine: 0.5*0.33=0.17 wounds
Marine takes 23% less wounds

S4 hit AP -1:
Sister: 0.66*0.5=0.33 wounds
Marine: 0.5*0.5=0.25 wounds
Marine takes 24% less wounds

S5 hit AP 0:
Sister: 0.66*0.33=0.22 wounds
Marine: 0.66*0.33=0.22 wounds
Marine takes identical wounds

S5 hit AP -1:
Sister: 0.66*0.5=0.33 wounds
Marine: 0.66*0.5=0.33 wounds
Marine takes identical wounds


S6 hit AP0:
SIster: 0.83*0.33=0.27 wounds
Marines: 0.66*0.33=0.22 wounds
Marine takes 19% less wounds

S6 hit AP-1:
Sister: 0.83*0.5=0.42 wounds
Marine: 0.66*0.5= 0.33 wounds
Marine takes 21% fewer wounds

S6 hit AP-2:
Sister: 0.833*0.66= 0.55 wounds
Marine: 0.66*0.66= 0.44 wounds
Marine takes 20% fewer wounds

This is just a sampling of weapon types. 20% pops up a lot in this analysis, but there is also a 0%. Enemy weapon distribution makes a huge difference. Obviously, S5 is the shaft for marines. How do you get a 16% average out without knowing enemy weapon distribution?

The analysis completely changes for boyz vs sisters. I'm a science guy, and I'm telling you the math is not simple on this at all.
your calculations are all wrong here. rather they are looking at the wrong perspective. The increase or decrease will always be 16.666% because thats 1/6

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in it
Longtime Dakkanaut





PuppetSoul wrote:
Dandelion wrote:

Uh, vets don't have better WS than Guardsmen. Which puts your +1 BS at 2 points.

Ah, my bad. Vets are overcosted by 1 then.

Dandelion wrote:

Of course, if you look at current prices conscripts and infantry are the same points. Which means that +1 WS, +1 BS and +3 Ld are free...

Conscripts were nerfed to remove them from the game, not to make them appropriately priced.
When they were 3 points, there was a very clear floor for what the minimum a unit could cost was.

Dandelion wrote:

Also, did you just say that Skitarii rangers are overcosted? If anything they're undercosted, so your math can't be right. Can you imagine 6 pt Rangers?

Read the whole post. Rangers are correctly priced at 7 points because they pay for a bolter-equivalent upgrade, just the same as a Guardsman would have to. This is one of the reasons we can tell that units stem off of a Guardsman as the basic unit, and not off of a Marine.

To the people complaining that all stats aren't worth the same in practical application: And? That doesn't change the formula GW used to price things, and we can see where they've stuck with that model based on the point increase to Boys when they received exploding 6s at range (effectively +1 BS).


Exploding 6's equals +0,33 BS.
   
Made in us
Locked in the Tower of Amareo




"your calculations are all wrong here. rather they are looking at the wrong perspective. The increase or decrease will always be 16.666% because thats 1/6"

That's not even remotely correct. My calculations show the exact pertinent result we need to look at.
   
Made in ca
Dakka Veteran




Lmao at the notion that exploding 6s is equivalent to +1BS.
   
Made in us
Locked in the Tower of Amareo




 Arachnofiend wrote:
I'm pretty sure GW doesn't use a strict formula, and if they do then doing so is misguided. Any formula would require too many false assumptions and fail to account for how stats actually interact with the game.


This. False assumptions will kill you.


Automatically Appended Next Post:
Bremon wrote:
Lmao at the notion that exploding 6s is equivalent to +1BS.


So many people who play this are so bad at math.

This message was edited 1 time. Last update was at 2018/11/14 18:04:01


 
   
Made in us
Longtime Dakkanaut





Spoletta wrote:
gendoikari87 wrote:
Bharring wrote:
16% is actually the lower-bound *limit* that a stat change can impact short of having no impact at all.

The mimimum non-zero impact a +1T gives is 20%: going from a 2+ to a 3+ to be wounded yields a 20% increase in durability. But 3+ to 4+ is a 25% increase, 4+ to a 5+ is a 33% increase, and 5+ to a 6+ is a 50% increase.

Now, 1pt of T often has a 0% increase. So the average might be lower than the above might suggest. For more detail, here's each step vs a couple common strengths:

Step : S3 : S4 : S5
1=>2 : 20% : 0 % : 0%
2=>3 : 25% : 20% : 20%
3=>4 : 33% : 25% : 0%
4=>5 : 0% : 33% : 25%
5=>6 : 50% : 0% : 33%

Note how going form 1 to 2 has barely any effect, whereas 2=>3, 4, 5, and 6 have a much larger effect. You can't fairly point +1T because it's not a consistent value.
*sigh* let me explain how my calculator works. It has 9 sections armiger ogryn and sister. It compares how the unit being measured compares in melee, ranged and defense against the stated units so a tabfor armiger melee defense and ranged. The same for ogryns and sisters it then averages all these factors together with an algorithm that weights shooting and defense the same and melee for half. Theres also an output that gives just the base average of all 9 sections

It is not as simple as +1 T is half a point


I'll admit that this is the best attempt i have seen on this forum to math stuff out (surely better than pitting models one against the other ), yet that mathematical model is still awfully incomplete to math out something of this complexity.
Assigning points through a formula is absolutely impossible, that's the sad reality.
it gets close enough. 100% isimpossible 99.9% is possible if you do this for every unit in the game but you can get a good 90% close withthis, certainly better than gws gut feeling approach

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in us
Locked in the Tower of Amareo




So you claim. How do you know it's 90%?
   
Made in us
Longtime Dakkanaut





Bremon wrote:
Lmao at the notion that exploding 6s is equivalent to +1BS.
depends on what kind of exploding 6s


Automatically Appended Next Post:
Martel732 wrote:
So you claim. How do you know it's 90%?
since your criticizing it I assume you have a better model? Id like to see it

This message was edited 1 time. Last update was at 2018/11/14 18:07:12


011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in gb
Longtime Dakkanaut




I am starting to see how intelligent design endures in certain parts of the world.

The last time GW pointed units on this basis was maybe 2nd edition and 4th edition WHFB (if anyone can remember that far back).
   
Made in it
Longtime Dakkanaut





gendoikari87 wrote:
Spoletta wrote:
gendoikari87 wrote:
Bharring wrote:
16% is actually the lower-bound *limit* that a stat change can impact short of having no impact at all.

The mimimum non-zero impact a +1T gives is 20%: going from a 2+ to a 3+ to be wounded yields a 20% increase in durability. But 3+ to 4+ is a 25% increase, 4+ to a 5+ is a 33% increase, and 5+ to a 6+ is a 50% increase.

Now, 1pt of T often has a 0% increase. So the average might be lower than the above might suggest. For more detail, here's each step vs a couple common strengths:

Step : S3 : S4 : S5
1=>2 : 20% : 0 % : 0%
2=>3 : 25% : 20% : 20%
3=>4 : 33% : 25% : 0%
4=>5 : 0% : 33% : 25%
5=>6 : 50% : 0% : 33%

Note how going form 1 to 2 has barely any effect, whereas 2=>3, 4, 5, and 6 have a much larger effect. You can't fairly point +1T because it's not a consistent value.
*sigh* let me explain how my calculator works. It has 9 sections armiger ogryn and sister. It compares how the unit being measured compares in melee, ranged and defense against the stated units so a tabfor armiger melee defense and ranged. The same for ogryns and sisters it then averages all these factors together with an algorithm that weights shooting and defense the same and melee for half. Theres also an output that gives just the base average of all 9 sections

It is not as simple as +1 T is half a point


I'll admit that this is the best attempt i have seen on this forum to math stuff out (surely better than pitting models one against the other ), yet that mathematical model is still awfully incomplete to math out something of this complexity.
Assigning points through a formula is absolutely impossible, that's the sad reality.
it gets close enough. 100% isimpossible 99.9% is possible if you do this for every unit in the game but you can get a good 90% close withthis, certainly better than gws gut feeling approach


"Gut feeling" is 99% of the times more accurate than the corresponding algurithm when done by someone with enough experience. I know that at least for engineering that's how the world goes.
I would be ready to bet that if we payed a pro to create an algorithm that calculates the point and apply it to the game as is, the result would be more unbalanced than the actual state created with "Gut feelings".
   
Made in us
Omnipotent Necron Overlord






Bharring wrote:
So Kabs were OP because their transports were undercosted for their protective ability. But Tacs were crap because you needed undercosted-to-zero transports for them to be OP? Double standard much?

These things never existed at the same time. DE was pretty far gone once 7.5 codex came out. 7.5 was basically another edition that only a few armies got codex for.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Locked in the Tower of Amareo




"since your criticizing it I assume you have a better model? Id like to see it"

It can't be modeled accurately. You are the ones making the claims of accuracy.
   
Made in us
Fixture of Dakka





"your calculations are all wrong here. rather they are looking at the wrong perspective. The increase or decrease will always be 16.666% because thats 1/6"

This is a common mistake, similar to the "odds of 6 dice all showing the same number) being 1 in 6 to the 5th not the 6th. The intuitive answer is so appealing, but it misses the critical.

If an event is 16% likely to happen, and the odds change such that 16% of the time that it would have not happened, now it will happen, the event now has a 32% chance of happening. The odds of it occuring have increasd by 16% *of the attempts*. The odds of it occuring have increased by 100% *of it's original chance*.

The odds of succeeding on a 2+ are 83%. If you change that to a 3+ (AP-1, for instance), the odds go down by 16% of the total possibilities. So 16% of the time, you now fail when you would have succeeded. But the odds go down by 20% of the chance of success: for every 5 times you would have succeeded, now you only pass 4 of them (out of 5). Conversely, your failure rate has doubled: for every 1 failure you would have had, now you have 2. So, when discussing the impact of a -1 on a 2+ save, if it took 6 wounds to kill you, it now takes 3. You have halved your durability.

The difference is because a saved would may as well not have happened. So you have a 1/6 chance of dying to the first wound. Assuming you pass that, you have a 1/6 chance of dying on the next wound. And again. And again.
   
Made in it
Longtime Dakkanaut





gendoikari87 wrote:
Bremon wrote:
Lmao at the notion that exploding 6s is equivalent to +1BS.
depends on what kind of exploding 6s


Automatically Appended Next Post:
Martel732 wrote:
So you claim. How do you know it's 90%?
since your criticizing it I assume you have a better model? Id like to see it


Indeed the problem here is a matter of terms. "Exploding dice" is tipically referred to something like the Tesla rule, where a 6 generates 2 hits. In that case, it is indeed an additional point of BS.
Dakkadakkadakka is not truly an "Exploding dice", it's less powerfull and the effect depends on the BS of the model.
   
Made in us
Fixture of Dakka





Writing the equations to properly balance this game would likely be categorically more difficult and complicated than writing the actual values that balance this game.
   
Made in us
Omnipotent Necron Overlord






Spoletta wrote:
gendoikari87 wrote:
Spoletta wrote:
gendoikari87 wrote:
Bharring wrote:
16% is actually the lower-bound *limit* that a stat change can impact short of having no impact at all.

The mimimum non-zero impact a +1T gives is 20%: going from a 2+ to a 3+ to be wounded yields a 20% increase in durability. But 3+ to 4+ is a 25% increase, 4+ to a 5+ is a 33% increase, and 5+ to a 6+ is a 50% increase.

Now, 1pt of T often has a 0% increase. So the average might be lower than the above might suggest. For more detail, here's each step vs a couple common strengths:

Step : S3 : S4 : S5
1=>2 : 20% : 0 % : 0%
2=>3 : 25% : 20% : 20%
3=>4 : 33% : 25% : 0%
4=>5 : 0% : 33% : 25%
5=>6 : 50% : 0% : 33%

Note how going form 1 to 2 has barely any effect, whereas 2=>3, 4, 5, and 6 have a much larger effect. You can't fairly point +1T because it's not a consistent value.
*sigh* let me explain how my calculator works. It has 9 sections armiger ogryn and sister. It compares how the unit being measured compares in melee, ranged and defense against the stated units so a tabfor armiger melee defense and ranged. The same for ogryns and sisters it then averages all these factors together with an algorithm that weights shooting and defense the same and melee for half. Theres also an output that gives just the base average of all 9 sections

It is not as simple as +1 T is half a point


I'll admit that this is the best attempt i have seen on this forum to math stuff out (surely better than pitting models one against the other ), yet that mathematical model is still awfully incomplete to math out something of this complexity.
Assigning points through a formula is absolutely impossible, that's the sad reality.
it gets close enough. 100% isimpossible 99.9% is possible if you do this for every unit in the game but you can get a good 90% close withthis, certainly better than gws gut feeling approach


"Gut feeling" is 99% of the times more accurate than the corresponding algurithm when done by someone with enough experience. I know that at least for engineering that's how the world goes.
I would be ready to bet that if we payed a pro to create an algorithm that calculates the point and apply it to the game as is, the result would be more unbalanced than the actual state created with "Gut feelings".

Dude...are centurians and tactical marines part of this gut feeling? Gut feeling is worthless. Formula like this should have been the basis for every point cost in the index when play testing started. Then obvious discrepancies get moved up on down based on experience. If that were done in the beginning. We'd basically have a balanced game.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Locked in the Tower of Amareo




It's not gut feeling. It's probably anecdotal testing.
   
 
Forum Index » 40K General Discussion
Go to: