08-24-2014, 03:48 PM | #1 |
Join Date: Jun 2011
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I made a decent formula for ST damage.
I have through tinkering made a pretty descent formula for ST damage.
After meticulously encoding the mean, maxima and minima for the swing and thrust damage rolls for each ST from 1 through 129, into a spreadsheet; graphing it and then fiddling with parameters for hours, I have found out the following: Damage scales more steeply until ST 40, then it mellows out. Especially swing damage has an odd sort of hunchback. To make the mathematics smooth I use what I like to call a damage rating. Damage ratings is a number which can be converted to a dice pool with ease:
IF the damage rating is below four, use 1d and subtract the difference: 0 -> 1d-4, 1 -> 1d-3, 2 -> 1d-2, 3 -> 1d-1. The trick is that a damage rating represents the mean of the die roll (favouring more dice.) Now that we have a neat figure to get our dice pools from we need a formula for working out the damage ratings for swing and thrust. I have found two good ones:
Q: Why? A: Because spreadsheets handle lookup tables poorly. And here is a table for convenience (but bear in mind the values interpolate): Code:
ST Thrust Swing ST Thrust Swing 1 1d-5 1d-5 29 3d+1 5d 2 1d-5 1d-4 30 3d+2 5d+1 3 1d-4 1d-4 31 3d+2 5d+1 4 1d-4 1d-4 32 4d 5d+2 5 1d-4 1d-3 33 4d 6d 6 1d-3 1d-2 34 4d+1 6d 7 1d-3 1d-2 35 4d+1 6d+1 8 1d-2 1d-1 36 4d+2 6d+2 9 1d-2 1d 37 4d+2 6d+2 10 1d-1 1d+1 38 4d+3 6d+3 11 1d-1 1d+1 39 4d+3 7d 12 1d 1d+2 40 5d 7d+1 13 1d 2d 45 5d+1 7d+2 14 1d+1 2d 50 6d 8d+1 15 1d+1 2d+1 55 6d+1 8d+3 16 1d+2 2d+2 60 6d+3 9d+1 17 1d+2 2d+2 65 7d 10d 18 2d 2d+3 70 7d+2 10d+2 19 2d 3d 75 8d 10d+3 20 2d+1 3d+1 80 8d+2 11d+1 21 2d+1 3d+1 85 8d+3 12d 22 2d+2 3d+2 90 9d+1 12d+2 23 2d+2 4d 95 9d+2 13d 24 2d+3 4d 100 10d+1 13d+2 25 2d+3 4d+1 110 11d 14d+2 26 3d 4d+2 120 12d 15d+2 27 3d 4d+2 130 12d+3 16d+3 28 3d+1 4d+3 140 13d+2 17d+2 Last edited by MagnetoHydroDynamics; 08-24-2014 at 03:56 PM. |
08-24-2014, 04:31 PM | #2 |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: I made a descent formula for ST damage.
Up to ST 27, a formula giving identical results to RAW is:
Thrust: (ST-5)/8 Swing: (ST-6)/4 Convert fractions as follows: Up to .125 is discarded. Up to .375 is +1. Up to .625 is +2. Up to .875 is +1d-1. I never bothered with a formula for the slowdown that RAW provides for, as our games either don't get that high or balancing ST-based damage doesn't matter when they do. |
08-25-2014, 07:43 AM | #3 | |
Join Date: Jun 2011
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Re: I made a descent formula for ST damage.
Quote:
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08-25-2014, 08:45 AM | #4 | |
Join Date: Dec 2009
Location: Brazil
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Re: I made a decent formula for ST damage.
Quote:
Would you mind sharing your spreadsheet? I kinda wanted to see your plots. |
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damage, gurps |
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