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#1 |
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Join Date: Oct 2008
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Min/maxers rejoice, I have calculated the optimum levels of Deceptive Attack you should take, assuming knowledge of the defender's Active Defense score.
UPDATED! http://img696.imageshack.us/img696/4...eattacksma.png This was accomplished by calculating the overall probability of a hit (attack succeeds, defense fails) including Critical Hits and automatic Fails. You'll notice the effect of critical hits along the bottom especially, where you lose the benefits of DA by dropping your chance at a critical hit (on a 5 or 6) combined with the odds of a defense roll of a 17 or 18 always being a failed defense (lowering a defense of 18 to 17 or 16 garners the attacker no benefit in odds of a successful attack). The rules prevent you from dropping your effective skill below 10, so I started the chart at Skill = 12. And while I've never run across such a high defense in a real game, I assume it's possible and so there's no reason not to include all possible defense scores. Last edited by dublindog; 08-18-2010 at 03:53 PM. Reason: updated photo link, fixed chart to note rules violations |
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#2 |
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Join Date: Oct 2008
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System crunchers might find these two charts interesting.
The first is the probability of success, effective skill vs. effective defense. You can use this chart to decide if DA will work by moving left two, up one from any cell and if the value is larger, it's better to use DA. http://img231.imageshack.us/img231/3...ulblowchar.png The next chart is the amount of benefit (out of 100%) that applying the optimal level of DA will get you. For instance, with a skill level of 21 and an defense of 12, you can expect a success rate of 32.3%. If you take 4 levels of DA (-8 skill, -4 defense) to 13/8, you gain 30.35% for a 62.55 success rate. http://img32.imageshack.us/img32/124...eattackben.png Last edited by dublindog; 08-18-2010 at 01:48 PM. Reason: updated photo links |
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#3 |
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Join Date: Aug 2008
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Nymdok has done extensive work in this area. You might find his tables and advice useful, if you like this sort of thing.
http://forums.sjgames.com/showthread.php?t=62664
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Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
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#4 |
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Join Date: Oct 2008
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Thanks for the link. I hadn't seen that. His numbers for P(Success) match with mine. A good thing.
He stops short of really analyzing Deceptive Attack from a player's position though. Non-crunchers can use the first chart I produced as a cheat sheet to optimal play, sort of like those cards they hand out for Black Jack strategy. His chart looks great for GM creating balance, I produced mine for the players. I think if he added my DA benefit chart to his P(Success) chart, he'd have to recalculate his "Want players to land hits 75%-50%-25% of the time" chart a little bit to account for better play by the players. DA really changes the game for skills above 16. Last edited by dublindog; 08-16-2010 at 06:47 AM. |
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#5 | |
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Join Date: Sep 2004
Location: Canada
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Quote:
Of course, in a practical situation it's better not to DA at all in that situation if you can help it, because it's better to attack a different way, or at least not directly. Grenades, area effect attacks of all kinds, or trying to relocate the battle to someplace the defender doesn't have such a staggering advantage over you are all better tactics at that point. If you don't have the resources to try an indirect attack like that, a skill 22-23+ attacker vs a high-defense foe is better off to Rapid Strike as much as possible than to DA, because he can double or even triple his chance of a critical success (which completely negates even the highest defenses).
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#6 | |
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Join Date: Mar 2006
Location: Iceland*
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Quote:
This particularly applies if the foe is otherwise not as skilled as you, but has many bonses to Parry.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#7 | |
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Join Date: Oct 2008
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Quote:
The "Percent of benefit" chart I posted shows how light the benefits are on the edges of the range. Most DA1 benefits are 1-3%, the highest I think (quick look) is 8.64% at 18/8. |
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#8 | |
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Join Date: Dec 2006
Location: Houston
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Quote:
That was one of the first posts I made on the topic, and have made a few since then, some with worked examples. For a more complete treatment, feel free to check the website in my sig. I came to similar conclusions as you did on where the optimums are, but since I normally figure the players dont know the AD of the opponents and I attempt to play the NPCs as not knowing the AD of the players, I ususally just DA down to 15 or 16 and ommited the chart both from the google spreadsheet and the balance one sheet pdf. Notice that the linked thread didnt get a single reply! I figured that the lack of interest meant that I wasnt providing a granular enough resolution, so I continued to develop it. Keep crunching the numbers! Im always interested in seeing what people come up with in the spirit of providing game and especially combat balance. Of course, if any of my work can speed you towards the answers you are looking for, you are completely welcome to them and feel free to PM or Email me if you have any questions :) Nymdok |
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#9 | |
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Join Date: Sep 2004
Location: Canada
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Quote:
Wuxia-style high cinematic martial arts games, and of course their weird obsessed stalker-fan Dungeon Fantasy Ninjas and Monks (and swashbucklers) can have Dodges and parries that shoot skyward on a regular basis. A Retreating Acrobatic Dodge is good for a +5 bonus, never mind All Out Defense Dodge or extra effort in combat - a base of 13 requires Combat Reflexes, and either a significant investment in DX, HT and/or Speed, or a little Enhanced Dodge, or just some spells or magic items. Parry 15 (to hit 18 with just the Retreat bonus for fencing weapons or Karate) is also totally achievable on ~300 points with CR and a shield, and possibly some Enhanced Parry or magic items if you want a more defensive character than one with an attack skill of 22+ Once you're playing with 300+ point characters, you can definitely expect to see Skill 22+, especially after things like Accuracy enchantments, weapon bond, and balanced weapons are factored in. ~20% critical hit chance per attack is pretty terrifying when this can be sustained over a flurry of attacks. Add Luck into the mix to distort the odds further or to improve defenses.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#10 | |
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Join Date: Sep 2004
Location: Canada
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Quote:
Face is another good choice - usually low armor, usually lovely high knockdown/stunning penalties to help spoil any reaction he had planned. And you do NOT sacrifice your own defenses to try this unless you have something like Luck or lots of DR (or failing that a good healer or too many HP) to back you up when he retaliates. I suppose I should also mention I was using a Flail at the time, which of course comes with Parry penalties built in which helps dampen Ripostes.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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| Tags |
| deceptive attack, gurps, min max |
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