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Made in gb
Been Around the Block




I made a tool for MathHammer-ing in 8th edition

http://www.mathhammer8thed.com/

Features:

• Supports d6, 2d6, 2d3, d3, etc for Shots and Damage
• Supports re-roll to hit for all misses or ones
• Supports re-roll to hit for all failed wounds or ones
• Supports ignoring wounds on a 6+, 5+, 4+, 3+ and 2+
• Output number of hits, wounds, unsaved wounds and models killed
• No ads
• Works on mobile
• Works best on Desktop

Any ideas? Let me know!
   
Made in cl
Fresh-Faced New User




Doesn't appear to be working my man. Check the console.
   
Made in gb
Been Around the Block




NintiethTime wrote:
Doesn't appear to be working my man. Check the console.


Hi. What values are you trying? I can't break it?!
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Bit of feedback: Put 'damage caused' in there as well. I know you've got Unsaved Wounds (which you should multiply by the damage to get the result) but if I'm fighting a vehicle or the like I'd like to know how many wounds I'm getting off of it without doing the extra step of multiplication in my head. Even more important for random damage weapons.
   
Made in ca
Fresh-Faced New User




Hi. Also can't get it to give me any results;

I was testing the Porphyrion against a Regular Imperial Knight

Values;

Shots: 2d6
BS: 2
S: 12
AP: -3
D: 6
Reroll: Do not
Reroll W: Do Not

Toughness: 8
Wounds: 24
Save: 3
Inv Save: 5
Ignore: Never

Desktop Browser / Google Chrome (and IE for a second browser to test in)


*Playing with it further, it appears that it will record and update results as long as I don't have BS: 2 in place, nothing will alter unless you use BS 3, 4, 5, 6.*

This message was edited 3 times. Last update was at 2017/07/31 20:38:44


 
   
Made in us
Kid_Kyoto






Probably work

What exactly are you calculating here? Is it just figuring the average?

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Been Around the Block




I am not sure about some of your calculations... if you are looking at averages something seems off. For example, if I but 2d6 or 7 shots in I get different number of hits, even though 7 is the average of 2d6. In addition the unsaved wounds calculation seems off.

Example I am running: Tempest Launcher vs mech

2d6 shots, str 4, ap 3, bs 3
vs
t 4, +3 save, 1 w

2d6 = 7 shots on average at bs 3

7 *4/6 = 4.67 hits (your program says 4 hits when i type 2d6 shots and 4.7 when i type 7 shots)

4.67 * 3/6 = 2.333 wounds (your program says the same)

2.333 * 4/6 = 1.5555 wounds go unsaved (your program says 1.3 wounds go unsaved)
   
Made in gb
Been Around the Block




Clay_Puppington wrote:
Hi. Also can't get it to give me any results;

I was testing the Porphyrion against a Regular Imperial Knight

Values;

Shots: 2d6
BS: 2
S: 12
AP: -3
D: 6
Reroll: Do not
Reroll W: Do Not

Toughness: 8
Wounds: 24
Save: 3
Inv Save: 5
Ignore: Never

Desktop Browser / Google Chrome (and IE for a second browser to test in)


*Playing with it further, it appears that it will record and update results as long as I don't have BS: 2 in place, nothing will alter unless you use BS 3, 4, 5, 6.*


Thanks for the info, this is now fixed!


Automatically Appended Next Post:
 daedalus wrote:
What exactly are you calculating here? Is it just figuring the average?


Yes the average.


Automatically Appended Next Post:
NintiethTime wrote:
Doesn't appear to be working my man. Check the console.


This is now fixed, please retry.


Automatically Appended Next Post:
DSToast wrote:
I am not sure about some of your calculations... if you are looking at averages something seems off. For example, if I but 2d6 or 7 shots in I get different number of hits, even though 7 is the average of 2d6. In addition the unsaved wounds calculation seems off.

Example I am running: Tempest Launcher vs mech

2d6 shots, str 4, ap 3, bs 3
vs
t 4, +3 save, 1 w

2d6 = 7 shots on average at bs 3

7 *4/6 = 4.67 hits (your program says 4 hits when i type 2d6 shots and 4.7 when i type 7 shots)

4.67 * 3/6 = 2.333 wounds (your program says the same)

2.333 * 4/6 = 1.5555 wounds go unsaved (your program says 1.3 wounds go unsaved)


Thanks so much for that! This is now sorted!

This message was edited 3 times. Last update was at 2017/08/01 07:14:18


 
   
Made in gb
Been Around the Block




 Unit1126PLL wrote:
Bit of feedback: Put 'damage caused' in there as well. I know you've got Unsaved Wounds (which you should multiply by the damage to get the result) but if I'm fighting a vehicle or the like I'd like to know how many wounds I'm getting off of it without doing the extra step of multiplication in my head. Even more important for random damage weapons.


This is now fixed!
   
Made in gb
Been Around the Block




Just added Sniper ability!
   
Made in gb
Lord of the Fleet






Distributions are really important in this edition. Simply knowing the average is no longer sufficient to compare options.
   
Made in us
Clousseau





East Bay, Ca, US

 Scott-S6 wrote:
Distributions are really important in this edition. Simply knowing the average is no longer sufficient to compare options.


Sqrt(Trials)*Probability*(1-Probability)

 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 gb
Lord of the Fleet






 Marmatag wrote:
 Scott-S6 wrote:
Distributions are really important in this edition. Simply knowing the average is no longer sufficient to compare options.


Sqrt(Trials)*Probability*(1-Probability)


That only works for a binary result.

When a weapon can generate a range of results from 0 to many wounds it's a bit more complicated.

Example:

Rapid Fire Battlecannon shooting at a Leman Russ:



Thermal Cannon at a Leman Russ:



(helps if I post the right images)

So the Thermal Cannon has a higher average and high potential (5x more likely to cause 10 damage) but it also has a higher chance of doing nothing. The RFBC has a substantial higher chance of getting a result close to it's average (less likely to be substantially worse or better).

The TC has a higher potential but the RFBC is more reliable. This is not apparent simply from looking at the average result which suggests that there is little difference.

This message was edited 10 times. Last update was at 2018/03/30 15:27:09


 
   
Made in gb
Been Around the Block




 Scott-S6 wrote:
Distributions are really important in this edition. Simply knowing the average is no longer sufficient to compare options.


Do you mean to run the dice many many times to determine a distribution of results?
   
Made in gb
Lord of the Fleet






cadianshock wrote:
 Scott-S6 wrote:
Distributions are really important in this edition. Simply knowing the average is no longer sufficient to compare options.


Do you mean to run the dice many many times to determine a distribution of results?


No, I mean the range of results and their relative likelyhood.

If two weapons have an equal change of doing 2 wounds but one does a maximum of 3 with a high chance of doing nothing while the other does a maximum of 6 with a smaller chance of doing nothing which is better?

If you want to understand probability you need to understand the range of possible results and the associated probabilities with the various points of those ranges.

This message was edited 1 time. Last update was at 2018/03/30 15:27:18


 
   
Made in gb
Been Around the Block




Thats something that the user needs to understand, and calculating that removes a lot of the process of tactical thought and list building.
   
Made in gb
Lord of the Fleet






cadianshock wrote:
Thats something that the user needs to understand, and calculating that removes a lot of the process of tactical thought and list building.


I'm sorry but that's ridiculous. It's somehow more tactical to not use a tool to make the maths easier?

I can work out a distribution table for the results of a weapon but with up to five steps to calculate (shots, hits, wounds, saves, damage) rather than the old three steps (hits, wounds, saves) it's extremely laborious.

Even showing the average and standard deviation would add a lot more useful data.

This message was edited 2 times. Last update was at 2017/08/18 22:28:53


 
   
Made in us
Sneaky Striking Scorpion




Seattle Area

 Scott-S6 wrote:
cadianshock wrote:
 Scott-S6 wrote:
Distributions are really important in this edition. Simply knowing the average is no longer sufficient to compare options.


Do you mean to run the dice many many times to determine a distribution of results?


No, I mean the range of results and their relative likelyhood.

If two weapons have an equal change of doing 2 wounds but one does a maximum of 3 with a high chance of doing nothing while the other does a maximum of 6 with a smaller chance of doing nothing which is better?

If you want to understand probability you need to understand the range of possible results and the associated probabilities with the various points of those ranges.



^^ This. There was a thread discussing the efficiency of Hemlocks vs Crimson Hunters vs Dark Reapers, and I really could have used a distribution graph.

(Nice graphs, BTW)

Does anyone have a resource that will plot this kind of stuff for me? I would really benefit for having this kind of data, and trying to hand-calc that gak is waaaay too time consuming.

Froth at the top, dregs at the bottom, but the middle - excellent 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Nice tool !! Favorited it, and subbed.

   
Made in us
Hellish Haemonculus






Boskydell, IL

If the shooting attack has a D6 for number of shots or for damage, an option to reroll 1's would be another really useful feature.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in gb
Been Around the Block




adamsouza wrote:Nice tool !! Favorited it, and subbed.


Thanks!

Scott-S6 wrote:
cadianshock wrote:
Thats something that the user needs to understand, and calculating that removes a lot of the process of tactical thought and list building.


I'm sorry but that's ridiculous. It's somehow more tactical to not use a tool to make the maths easier?

I can work out a distribution table for the results of a weapon but with up to five steps to calculate (shots, hits, wounds, saves, damage) rather than the old three steps (hits, wounds, saves) it's extremely laborious.

Even showing the average and standard deviation would add a lot more useful data.


In short, its a lot more time to get something like that done.

Jimsolo wrote:If the shooting attack has a D6 for number of shots or for damage, an option to reroll 1's would be another really useful feature.


I did not know that was even a "thing" thanks I will look into it!
   
Made in no
Grisly Ghost Ark Driver





znelson wrote:
 Scott-S6 wrote:
cadianshock wrote:
 Scott-S6 wrote:
Distributions are really important in this edition. Simply knowing the average is no longer sufficient to compare options.


Do you mean to run the dice many many times to determine a distribution of results?


No, I mean the range of results and their relative likelyhood.

If two weapons have an equal change of doing 2 wounds but one does a maximum of 3 with a high chance of doing nothing while the other does a maximum of 6 with a smaller chance of doing nothing which is better?

If you want to understand probability you need to understand the range of possible results and the associated probabilities with the various points of those ranges.



^^ This. There was a thread discussing the efficiency of Hemlocks vs Crimson Hunters vs Dark Reapers, and I really could have used a distribution graph.

(Nice graphs, BTW)

Does anyone have a resource that will plot this kind of stuff for me? I would really benefit for having this kind of data, and trying to hand-calc that gak is waaaay too time consuming.


What were the weapon and unit stats in that case, and how different were a conclusion based on the simple expectation as compared to the distribution?


Automatically Appended Next Post:
cadianshock wrote:
I made a tool for MathHammer-ing in 8th edition


Nice user interface!

I glanced through the source, and there are a couple of errors in the way you represent dice averages in this function:



3+d3 should be 5, d6min3 should be 4 ( from calculating: sum(3,3,3,4,5,6)/6 = 24/6 = 4 )

Also its not too hard to write a generic dice expression parser that could do this right so you wouldn't have to rely on manually specifying every possible damage output, this would let you combine distributions with things like quantum shielding more easily and you could let users write their dice expressions however they like.

Otherwise by grepping through the battlescribe source files, I found these damage outputs not accounted for in your function, might want to add them aswell:

4+D6
D3+6

This message was edited 1 time. Last update was at 2017/08/20 18:34:58


 
   
Made in gb
Been Around the Block





Also its not too hard to write a generic dice expression parser that could do this right so you wouldn't have to rely on manually specifying every possible damage output, this would let you combine distributions with things like quantum shielding more easily and you could let users write their dice expressions however they like.

Otherwise by grepping through the battlescribe source files, I found these damage outputs not accounted for in your function, might want to add them aswell:

4+D6
D3+6


Thanks for the idea! I just added in https://github.com/thebinarypenguin/droll
   
Made in gb
Been Around the Block




Now it has multiple attacking profiles!
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

Good work, man!

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion & X-Wing: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Focused Fire Warrior





West Virginia

This is cool.
   
Made in gb
Been Around the Block




Vector Strike wrote:Good work, man!


Mud Turkey 13 wrote:This is cool.


Thanks!

Now it has Melta ability and the one dice Salamander re-rolls! Enjoy!

http://www.mathhammer8thed.com/
   
Made in gb
Been Around the Block




MathHammer now has + and - modifiers for wound and hit rolls.

And probably some other stuff since I updated this thread, like a Return on Investment calculator.
   
Made in us
Regular Dakkanaut




Any way to incorporate a feel no pain?
   
Made in nl
Longtime Dakkanaut





Riggs wrote:
Any way to incorporate a feel no pain?
use http://mathhammer.thefieldsofblood.com/
   
 
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