01-05-2011, 07:15 AM | #41 | |
Join Date: Sep 2004
Location: Torino, Italy
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Re: Evaluate useless? (from Why Wait)
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Joking aside, I think this thread has been very interesting, both for people who like Evaluate and for people who think it is "too weak". The thread provided many situations where Evaluate *is* indeed useful (surprising some of us "Evaluate-haters"), and debunked some persistent myths about Evaluate being generically useful to improve your chances of hitting (surprising some of the "Evaluate-lovers") I will try to recap what has been said, this could be useful as a memorandum for tactically-inclined players: A brief essay on Evaluate, by the Hivemind Evaluate seems to always be inefficient when you are within Step + Reach of a ready opponent, unless there are special circumstances. Attacking two times gives a higher chance of landing a blow than attacking once with +1 to skill . There are, however, many special circumstances and situations where Evaluate becomes a good tactical choice, or the best possible option. 1) when your opponent does not see you (e.g. ambushes) or he is not aware a fight is about to start (e.g., your character might use Evaluate on a particularly dangerous potential opponent in a negotiation, just in case the negotiations go sour). 2) If your weapon is unbalanced, or will become unready after you strike, or otherwise when attacking costs you resources. For instance if attacking costs you a fatigue point each time you attack (such as from an imbuement skill) and you need your attacks to land because of this evaluate becomes a better an increasingly better option to take as your resources get lower and lower. 3) when you absolutely need to make a difficult shot 4) while advancing toward an opponent who is distant(like 4-5 yards), as you can evaluate as you walk forward. If you don't want to Move and attack (which is risky), Evaluate can be used at some range particularly with a long reach weapon. At least in the first turns this might be handy. 5) If your opponent is skilled in Counter-Attack or makes a lot of ripostes, attacking every turn is a bad idea. 6) Evaluate also hands you nice defensive bonuses against feints. 7) several techniques are used when the opponent has done a parry on your attack (like a Judo throw): Evaluate, then make a very deceptive attack to avoid the parry and the risk to finish prone or worse. 8) When your misses become dangerous. Fairly rare but occasionally an important consideration when the opponent is using something or someone to shield himself from you and if you hit on a miss or successful block by him its a bad thing from your sides prospective. For example a demon using a child as a living shield against your character and any successful block by the demon means that you hit the child. 9) When your opponent will let you have 1 free hit before he [does something]. Once you attack you have to deal with the event triggered, so it's better to Evaluate first, to maximize chances. 10) if, for any tactical reason, you want to move backward, using Retreat, you must not attack to avoid that your opponent does the same thing; then, after several moves, you have a chance to land an accurate attack; 11) if your opponent has a better reach than you and stays out of your reach, you can use Evaluate to prepare an All-Out Attack that may break this situation. == On the other hand, Evaluate is NOT a good tactical choice: - when you just want to hit your opponent. Repeated attacks are quicker and more reliable than Evaluating + Attacking. - when you just want to overcome your opponent's defenses. Feints and multiple attacks are (usually) more efficient in that regard. - when you fear your opponent's attacks, and you don't want to expose yourself to more of them by "slowing down" the fight Evaluating.
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01-05-2011, 12:50 PM | #42 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Evaluate useless? (from Why Wait)
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02-18-2011, 01:58 PM | #43 | |
Join Date: Feb 2011
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Re: Evaluate useless? (from Why Wait)
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There's something wrong about it: If a skill-12 warrior chooses to attack and also attack next turn, the probability of success is 0.74 * 0.74 = 0.55 So, we have two different situations here: 1) you Evaluate and increase your probability to make one successful attack about 10% ( (skill 13=83,9%) - (skill 12=74,1%) ) 2) you try to make two successful attacks (skill-12), but the probability of this happen is 55%. I think Evaluate isn't useless at all ! |
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02-18-2011, 02:16 PM | #44 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Evaluate useless? (from Why Wait)
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02-18-2011, 02:18 PM | #45 | |
Join Date: Oct 2007
Location: Vermont
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Re: Evaluate useless? (from Why Wait)
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My ongoing thread of GURPS versions of DC Comics characters. |
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02-18-2011, 02:20 PM | #46 | |
Join Date: Aug 2007
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Re: Evaluate useless? (from Why Wait)
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The comparison is getting one successful attacks in two turns, thus you need to count the situations where only one of those attacks hits. Which was done. |
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02-18-2011, 02:26 PM | #47 | |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: Evaluate useless? (from Why Wait)
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The probability of at least one success is equivalent to 1-(probability of two failures). In other words: 1-(1-.74)*(1-.74)=0.93. That said, there are plenty of times you want to increase your chances of not missing, rather than just the chances of hitting. When you might hit the wrong target, for example, or when you want to limit the number of attacks made. Innate Attack (Melee, Costs FP) perhaps?
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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02-18-2011, 02:31 PM | #48 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Evaluate useless? (from Why Wait)
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02-18-2011, 05:12 PM | #49 | |||
Join Date: Feb 2011
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Re: Evaluate useless? (from Why Wait)
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So, to skill-12: X) 1 hit/1 miss = 0.74 * (1-0.74) = 0.1924 Y) 1 miss/1 hit = (1-0.74) * 0.74 = 0.1924 And the probability of one of the attacks hits is X + Y = 0.3848 Comparing with the "Evaluate alternative" (84% to hit), you have more than twice the chance to hit. Quote:
2 hits = 0.74 * 0.74 = 0,5476 1 hit/1 miss (or vice versa) = 0.3848 --> calculated above 2 misses = (1-.74) * (1-.74) = 0,0676 You should take your 0.93 (0.9324 to be exact) and subtract the 2-hits probability (0.5476) And guess what? We have 0.3848 precisely. |
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02-18-2011, 05:40 PM | #50 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Evaluate useless? (from Why Wait)
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You absolutely need to include the probability of two successes, and since it's much better to hit twice, than to merely hit once, that makes your posts all the stranger. |
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