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 |
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. |
Re: I made a descent formula for ST damage.
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Re: I made a decent formula for ST damage.
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Would you mind sharing your spreadsheet? I kinda wanted to see your plots. |
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