No, it is not.50% to hit is the same as 50% DR on 100% to hit.
No, it is not.50% to hit is the same as 50% DR on 100% to hit.
Broadly we're members of the same congregation here, but the maths on evasion isn't really all that hard compared to Bulwark. It's perfectly possible to math things out be able to guarantee you'll cripple a target because you just multiply the chance to hit into the damage dealt: 50% to hit is the same as 50% DR on 100% to hit. The only trick is to make sure you're multiplying the percentages. To work out damage by region you then multiply in the chance to hit each location, and that's the percentage of the damage you'll expect in each region.
The biggest wrinkle is that damage dealt has a "grain" depending on the damage of the weapons being used.
@HBS Feature Request: can you translate this onto the paper doll during targeting to show me how much damage I can expect to do and where?
Actually, I think I might add that into the Q&A question queue when I can.
I didn't say calculate. I said account for, as in the flow of play.Broadly we're members of the same congregation here, but the maths on evasion isn't really all that hard compared to Bulwark. It's perfectly possible to math things out be able to guarantee you'll cripple a target because you just multiply the chance to hit into the damage dealt: 50% to hit is the same as 50% DR on 100% to hit. The only trick is to make sure you're multiplying the percentages. To work out damage by region you then multiply in the chance to hit each location, and that's the percentage of the damage you'll expect in each region.
The biggest wrinkle is that damage dealt has a "grain" depending on the damage of the weapons being used.
@HBS Feature Request: can you translate this onto the paper doll during targeting to show me how much damage I can expect to do and where?
Actually, I think I might add that into the Q&A question queue when I can.
Agreed. I don't even see a need for such a feature considering the amount of new player confusion and Dev work it would introduce. Especially since Imho we can just shoot from the hip with the current data and facing fire table experience like we've always done.One problem with translating that to the paper doll is that would be nightmarish from a UI perspective. Another is that, while it is mathematically correct, it would be confusing as heck to many players. "I have a 100 dmg AC/20 with a 50% chance to hit the CT. Why does it only show 50 damage?" On average, you would do 50 damage, yes. But that's because you're assuming 0 damage half the time and 100 damage half the time. 0 and 100 are not the same as 50.
Then combine that with all the other weapons and it would be a mish-mosh of confusing overlays. Think about how you would render a situation where you have 4 medium lasers, with hit percentages of 90%, 85%, 80%, and 75% (various +s and hardpoint locations) and damage outputs of 25, 25, 30, and 35 (various +s). Would it be as simple as adding all damage and then multiplying all the percentages? Would that make sense?
Maths don't bother me, but at a certain point, it's just easier to think in one dimension (can I hit?) than it is to factor out averages. Plus, you will NEVER do "average damage". At closest, you'll do median damage. More likely, you'll do a multiple of mode damage. But average? No. An AC/20 with a 40% to hit will never do 40 damage unless it hits a 60% DR target. So representing average damages is not the correct way to represent it.
It's not the same at all. Let's say you have four ML (4x25 dmg).Broadly we're members of the same congregation here, but the maths on evasion isn't really all that hard compared to Bulwark. It's perfectly possible to math things out be able to guarantee you'll cripple a target because you just multiply the chance to hit into the damage dealt: 50% to hit is the same as 50% DR on 100% to hit. The only trick is to make sure you're multiplying the percentages. To work out damage by region you then multiply in the chance to hit each location, and that's the percentage of the damage you'll expect in each region.
It's not the same at all. Let's say you have four ML (4x25 dmg).
- 50% DR on 100% to hit = 0.5 x 4x25 dmg = 50 dmg
- 50% to hit:
6% of landing all four ML: 100dmg
25% of landing three ML: 75dmg
37% of landing two ML: 50 dmg
25% of landing one ML: 25 dmg
6% of landing no ML: 0 dmg
Knowing that you will do for certain 50 dmg plays very different that knowing that you may do more than or less than that damage.
Yep, that adds another level and you cannot (that I know) calculate at hand many groups of different weapons. But the main difficulty comes when taking into account SRM diminishing returns and (a lot harder) LRM mechanics, in order to have reasonable performance. For example I use two modes: accurate and fast. In the fast one I treat LRM15s as LRM10*1.5 DMG and LRM20s as LRM10*2 dmg, decent as an approximation, but I also can use the accurate one, which takes a lot more time and requires a lot more memory (only if high caliber LRMs are involved).And I just realized the first additional wrinkle that makes it uglier still... that probability curve is only accounting for a single level of probability. We're not even including the probability curves for each component in the hit table.
The problem with brute statistics is that may be misleading and wrong or approximate and good enough. If you need to do 60 dmg with 4xML there is no way you can do it with 50% DR and 100% chance but you may with 0% DR and 50% chance. Both are very different scenarios, and in the last one you actually may want to take the risk, but knowing it's not a good shot.Flip it around though: if I ask "Roughly how much damage can I expect this component to take from this salvo or this called shot" we can generally reason out a good approximation. That's true for every single location, doesn't really involve particularly complicated maths and I literally use it every time I math out my odds of legging a mech. Abstractions aren't meant to give exact numbers, they're meant to give a feel and some brute statistics will give a pretty good feel: 66 damage on a location when I'm firing mlasers? Odds are good it's taking 75 points. If all you're firing is an AC20, the damge is just going to reflect the literal odds of hitting that spot minus the hit base rate.
Sure we'd probably make it optional, but I can promise you that you can read all sorts off of that kind of table.
The problem with brute statistics is that may be misleading and wrong or approximate and good enough. If you need to do 60 dmg with 4xML there is no way you can do it with 50% DR and 100% chance but you may with 0% DR and 50% chance. Both are very different scenarios, and in the last one you actually may want to take the risk, but knowing it's not a good shot.
One problem there is ignoring initial conditions: outside of the first salvo or two, 'mechs relying on Bulwark will tend to have less armour overall because they are getting hit more.
Incorrect, they are getting hit more, but may not necessarily have taken more damage and thus have less armour.
You may have taken 3 ML hits for 15 each with bulwark, thus taking 45 damage and you may have taken just 2 of those with an evasion strategy for 25 each and thus, 50 damage total.
Thus, you took less hits with evasion AND you have less armour as well.
Evasion is bad in cases where you need it most. It degrades and it's weak to powerful enemies with targetting computers and good pilots. You can overkill evasion with accuracy bonuses. Mitigation doesn't care.
I didn't say calculate. I said account for, as in the flow of play.
Agreed. I don't even see a need for such a feature considering the amount of new player confusion and Dev work it would introduce. Especially since Imho we can just shoot from the hip with the current data and facing fire table experience like we've always done.
Ymmv
One problem with translating that to the paper doll is that would be nightmarish from a UI perspective. Another is that, while it is mathematically correct, it would be confusing as heck to many players...
I started thinking about how I would account for calculating probability of kill with layered discrete damage chunks, and realized the “easier” way would be to just write something that applies the attacks in order and Monte Carlo it...
One problem there is ignoring initial conditions: outside of the first salvo or two, 'mechs relying on Bulwark will tend to have less armour overall because they are getting hit more.
That number is also heavily cherry-picked as in it's literally handing me an underpowered medium as an example and telling me that's representative of the damage statistics across the board.
So yeah, I guess DR has some single turn edge case advantages when you're under gunned. Wait a turn, follow up with another salvo or change my load out and the whole problem vanishes.
A final issue though is that doesn't really address my point at all either. Yes, reading statistics is a skill, but this is free information that can, for instance, give me an idea of whether it's worth aiming for a side-torso pilot injury, legging a mech or just saving my effort and coring a mech. I can math it, but a rough damage preview, even one with a margin of error bars, can easily save me wasting ammo heat or effort trying to do something I don't need to.
Incorrect, they are getting hit more, but may not necessarily have taken more damage and thus have less armour.
You may have taken 3 ML hits for 15 each with bulwark, thus taking 45 damage and you may have taken just 2 of those with an evasion strategy for 25 each and thus, 50 damage total.
Thus, you took less hits with evasion AND you have less armour as well.
Evasion is bad in cases where you need it most. It degrades and it's weak to powerful enemies with targetting computers and good pilots. You can overkill evasion with accuracy bonuses. Mitigation doesn't care.
You can calculate the binomial, then all combinations for all the different weapon binomials and/or SRM/LRM (with diminishing returns, LRM clustering, global clustering, ...) and at the end filter into the spreadsheet to generate a graph or just a couple of values.I started thinking about how I would account for calculating probability of kill with layered discrete damage chunks, and realized the “easier” way would be to just write something that applies the attacks in order and Monte Carlo it.
The formula (or formulas) doesn't break down. If you can calculate damage probabilities for one mech in principle you can make it work in all circumstances, for any number of mechs and with different modifiers, skills, ... for each one. That's the easy part.As has been noted somewhat obliquely earlier... this only works if the target has only one Hit Point count (one damage location). It only works if there is only one OPFOR firing at a single target. Once more than 1 thing fires at a target the formula breaks down. The formula only works in very narrow circumstances.
You can calculate the binomial, then all combinations for all the different weapon binomials and/or SRM/LRM (with diminishing returns, LRM clustering, global clustering, ...) and at the end filter into the spreadsheet to generate a graph or just a couple of values.
The formula (or formulas) doesn't break down. If you can calculate damage probabilities for one mech in principle you can make it work in all circumstances, for any number of mechs and with different modifiers, skills, ... for each one. That's the easy part.
I don't think you understood me. Yes, you can calculate all of these, and the hardest part are not resolve, pilots, etc... but the main probabilities of the build. And for that binomials are used for most weapons and then specific functions for SRM/LRMs. I never said is nearly enough with binomials. They are just a very small but important part nonetheless.Yeah, binomials...
You like totally missed my point, The map, biome, opfor, my movement, my weapons, my pilots, my resolve use, my mech design, my choice to fire N weapons, my choice to fire an Alpha, OPFORs see all of the above.
You can not calculate all of these within reason.
OMG it is not a binomial!
It is a multi-dimensional array!
What you can do.... super-pimp GHR is going to get an answer by the AI.
I didn't say that's easy but "that's the easy part", in the context of other parts of the same problem being way harder.@Doctor Machete "easy" is all perspective-based. "I can write it on a whiteboard and say 'just repeat for X times' or write the calculation in a program" is different from "do it in a program and display the output in a clear, meaningful, and understandable way".
I don't think it's hard to represent, just a chart, which I think can be very understandable with many builds at the same time. That's if you do the calculation offline, if you want it within the game it could probably made to show for a selected weapons setup during the game the chance of destroying the hit location.From a theoretical perspective, yes, it can be done. From a practical perspective, representing that information in a way that is understandable to everyone (and updated real-time as the player clicks and unclicks weapon systems or changes p-shot locations, etc) is a completely different and arguably pointless exercise.
Yep, that adds another level and you cannot (that I know) calculate at hand many groups of different weapons. But the main difficulty comes when taking into account SRM diminishing returns and (a lot harder) LRM mechanics, in order to have reasonable performance.
The graph shows the X chance for doing Y damage to the CT with a Precision Shot at 95% base chance and from the front. But the base chance is not fixed, you can put any value to account for evasion; the Precision Shot can be set at different levels of skill (or with no PS), and instead CT can be the head or leg, and then compare different builds. If I want to go for headcapping, which is the most efficient build? the graph doesn't solve that, because there are a lot more variables than just chance to hit and damage, but no doubt it's a tool to help with.You're right...you did say it was the 'easy part'. And my response was that even as an "easy part", it's nowhere near as easy as you claim and then the other parts are harder still. The chart you've produced is not (from my perspective) meaningful, understandable, or clear. I don't know what you are trying to illustrate, why, or how it applies. I can make assumptions. It looks like you're modelling a bunch of different builds (not sure why) and that you're assuming a 95% chance to-hit attack that will always hit the CT if it connects. Just looking at one line, you might be able to convince me that it was straight-forward in that scenario, but we're not talking about shooting buildings, turrets, or other targets with 1 hit box...we're talking about shooting at targets with up to eight hit boxes all with different percent chances of being hit depending on angle of attack and p-shot. You yourself said:
Keep in mind that this is a discussion about representing this to players during the game so things that impact performance of the calculation would tend to be tossed away in favor of something "cruder" but faster (i.e. plain to-hit numbers instead of complex formulae and graphs). We were (or at least, I was) discussing the issue of "well shit, it's annoying when you go to p-shot a mech and the p-shot goes everywhere except where you said to shoot". I understand that it's maths and probability...and I'm okay with that. It doesn't stop me from being annoyed by it...and no amount of graphs would reduce my annoyance (in fact, having graphs of probable damage-to-component information would likely increase the frustration if the damage application wasn't close to what the graph claimed it might be. "Oh my god. The gorram graph said that I should've been able to get 50 damage to the RT of that Hunchback 4G with a 99% likelihood of success and I only hit it with 25 dmg. AAAARRRRGGGGGHHHHH. Why did I waste my time / attack / whatever? Blah blah blah game bad blah blah blah RNG rigged blah blah".
Anyway... this forum has seen more than its share of probability and RNG discussions and how bad humans are at comprehending the implementation and expression of such things. I wouldn't blame @Havamal or any other mod for banging their head against a wall and then ripping out the probability / RNG comments into their own thread and leaving the "After playing with the ability beta, I think I'm going to put <this> kind of lance together for these situations" kinds of comments. (and I apologize for adding more than a few comments to the probability / RNG discussion instead of taking it to a different thread).