Even shitty little minors can afford to outfit at least 1 or 2 tank divisions. Having some armour on the go really isn't that expensive so long as you adjust the templates and the amount of them trained accordingly to the industry you have.
More precisely, your org damage die goes from d2 to d4.
Correct, I confused that with strength damage, which is always d2. Org damage is d4 and can become d6.It's d4 to d6 according to the wiki.
From: https://hoi4.paradoxwikis.com/Land_units#Combat_statsHigher armor than the enemy's piercing will also increase the number of unit attacks in combat and change the organization damage dice roll per attack from 1d4 to 1d6 as the unit can move around the battlefield more freely without getting pinned or damaged.
Template | Soft Attack | IC Cost | Soft Attack per 1000 IC |
8/8 1936 no doctrine | 266,0 | 1575 | 169 |
8/8 1939 SFP 5R | 392,7 | 1789 | 220 |
8/8 1939 SFP 5L | 397,2 | 1789 | 222 |
14/4 1939 SFP 5R | 322,8 | 1561 | 207 |
7/2 1939 SFP 5R | 184,3 | 867 | 213 |
4/4 1939 SFP 5R | 219,3 | 981 | 224 |
8 Mot/8 Mot Art 1939 SFP 5R | 392,7 | 3789 | 104 |
8 Mot/8 Mot Rocket Art 1939 SFP 5R | 416,7 | 3857 | 108 |
8/8 Rocket Art 1943 SFP RR | 676,6 | 2232 | 303 |
8/8 Rocket Art 1946 SFP RR | 727,9 | 2232 | 326 |
8 Mot/8 Mot Rocket Art 1946 SFP RR | 789,5 | 4012 | 197 |
8 Medium 6 Mot 4 MSPG 1939 MWF 5R | 402,2 | 7799 | 52 |
And:When armored units are in combat against targets with insufficient piercing, the organization dice size is increased to 6, representing the ability of the armored unit to move more freely under fire, obtain better positioning and thus deal more damage.
For 25 organization dice rolls, (1 + 6) / 2 = 3.5 per roll is expected.
Not the first time a tooltip is wrong.
I think dicerolls are defined in Hoi4 as:
1d2 = {1,2} equally distributed
1d4 = {1,2,3,4} equally distributed
1d6 = {1,2,3,4,5,6} equally distributed
Then the average of 1d4 is 2.5
The average of 1d6 is 3.5
3.5 is 40% more than 2.5
That means having more Armor than the other has Piercing, would lead to +40% damage.
In "our" example 1d2 means 0,1,2 !!!!
1d4 = 0,1,2,3,4 -> average = 2.0
1d6 = 0,1,2,3,4,5,6 -> average = 3.0
In the stochastics the probality calculation always includes the "not-happened-case" ( didn't found the right term for it )
Ok, someone could include some fantsy 7th outcome: "dice breaks during rolling"
That cannot be correct.
In what world exists a dice2 with 3 possibilities, a dice4 with 5 possibilities and a dice6 with 7 possibilities?
If it includes 0 it should be 0,1,2,3,4,5 -> average 2.5 but wiki says 3.5 and a dice has 1 to 6 not 0 to 5.
...
So I stated, that if the code includes the possibility of "nothing-happened", the outcome-values are equal to the tooltips.
I double checked and the wiki is correct; the tooltip is wrong. The tooltip calculates LAND_COMBAT_ORG_ARMOR_ON_SOFT_DICE_SIZE / LAND_COMBAT_ORG_DICE_SIZE - 1 = 50%.Not the first time a tooltip is wrong.