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A question about damage

 
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kieros



Joined: 30 Aug 2008
Posts: 151

PostPosted: Sat Apr 17, 2010 5:22 pm    Post subject: A question about damage

a dagger
Object 'long curved dagger' is type weapon, material metal.
Extra flags: none.
Weight is 4 lbs, value is 40, level is 33.
Weapon type is dagger.
Damage is 6-30 (average 1Cool.

a hunter's knife
Object 'hunter's knife' is type weapon, material steel.
Extra flags: none.
Weight is 6, value is 2000, level is 30.
Weapon type is dagger.
Damage is 4d8 (average 1Cool.

Ok this is something that I have always wondered. Are all weapons that are the same average do the same damage? In this case one dagger is 6-30 what does that mean the other is 4d8 what does that mean.... If someone could explain that I would feel more complete thank you
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kieros



Joined: 30 Aug 2008
Posts: 151

PostPosted: Sat Apr 17, 2010 5:24 pm    Post subject:

btw I dunno why there is a smiley face where the 8 should be but both daggers are average eighteen
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Xerties



Joined: 24 Feb 2006
Posts: 484

PostPosted: Sat Apr 17, 2010 5:37 pm    Post subject:

4d8 is a reference to D&D, which is what most muds are based on. It means that the damage dealt by the weapon is calculated by rolling 4 eight sided dice.
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kieros



Joined: 30 Aug 2008
Posts: 151

PostPosted: Sat Apr 17, 2010 5:39 pm    Post subject:

hmm i get it so 8-32 is the 4d8 so the knife is better
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dead



Joined: 21 Jun 2009
Posts: 100
Location: The Missouri Ozarks

PostPosted: Sat Apr 17, 2010 5:49 pm    Post subject:

kieros wrote:
hmm i get it so 8-32 is the 4d8 so the knife is better


4d8 = 4-32
Other dagger is 6-30

So. Avg damage would be the exact same. Knife just has a wider range.
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Olyn
Immortal


Joined: 23 Jul 2008
Posts: 3249
Location: Pennsylvania

PostPosted: Sat Apr 17, 2010 5:50 pm    Post subject:

Xerties wrote:
4d8 is a reference to D&D, which is what most muds are based on. It means that the damage dealt by the weapon is calculated by rolling 4 eight sided dice.


Looking at two weapons with the same average damage, more dice is more consistent while larger dice is more sporadic.

2d20 would be average 21 but could actually roll anything from 2-40

7d5 would still average 21 but would roll between 7 and 35

I don't know if either could be considered better, since over time they'll average the same amount (obviously).
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Dogran
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Joined: 13 Jun 2009
Posts: 1797

PostPosted: Sat Apr 17, 2010 6:04 pm    Post subject:

Your Damage roll makes you more likely to hit the higher end of the weapons no?
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Nyub101
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Joined: 30 Jun 2009
Posts: 120

PostPosted: Sat Apr 17, 2010 6:45 pm    Post subject:

I've noticed that some weapons show 4d4 and some 4-21 (random numbers placed here for example). Now I was wondering, for sake of consistancy, are the weapons eventually all going to be the d&d show or the simple show(4d4 Vs. 4-21)? I know how to read both, it's just one of my little tid bits of curiosity coming out. Reason I ask is that it seems most old weapons have d&d style damage and the newer weapons do not.
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Mandor



Joined: 03 Mar 2006
Posts: 794

PostPosted: Sat Apr 17, 2010 7:09 pm    Post subject:

if something is 4-20, it has 4 dice, since 1 is the minimum, and these dice are 5 sided.

if its 1-20, its 1 dice and 20 sided.

the average is .5 higher for the 4-20, and if it works like oldschool it probably gets rounded down.

because of the number of rolls, you have a lower probability of getting extreme ends of damage with the 4 dice, wheras the probability of getting extreme ends or somewhere in the middle with the 20 sided is equal.

I'd say the damage should be 4dwhatever, instead of 4-10, because not a lot of people would understand the concept without knowing a little about it.
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divsky
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Joined: 13 Mar 2004
Posts: 1054
Location: Iowa City, IA

PostPosted: Sun Apr 18, 2010 3:18 am    Post subject:

I was going to point out what Mandor said. The more die that are involved the more consistent the damage will be. 5d6 damage will be far more consistent then 5-30 damage, which would vary in damage more wildly.

Although they kind of even out once you attach the damroll to the number.
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Vhrael
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Joined: 06 Jan 2006
Posts: 1085
Location: Texas

PostPosted: Sun Apr 18, 2010 2:55 pm    Post subject:

For those that haven't played D&D or another d20 dice-based system...

Anytime you see an "x d y" syntax (like 4d8, for example), it means "x number of rolls of dice of type y," where y is the number of sides on the dice. The typical dice that most people are accustomed to in real-life (from Yahtzee, Monopoly, craps, etc.) have six sides, thus those dice are called "d6" dice.

Example:
4d8 = 4 dice of type 8 (an 8-sided dice can be rolled to show a result of 1, 2, 3, 4, 5, 6, 7 or 8).

So if you roll a d8 dice 4 times, you could end up with any result from a 4 (1+1+1+1) up to a max of 32 (8+8+8+8), or any combination therein. Hence the damage range is 4-32 for a 4d8. The average is computed by taking the mean of any rolls, which in this case would be 18 (4+4+5+5).

In your first posting, you mention the difference between a 6-30 damage range (which is a 6d5 roll range), and a 4-32 damage range (4d8). Anytime you have more dice involved (6 versus 4 in this case) your *MINIMUM* damage rolled will always be higher (in this case, assuming you roll all 1's, 6 > 4), but if the average is the same I'd probably take the one with more dice being rolled to guarantee a higher minimum.

I'm sure there's a reason to argue taking the one with a higher max damage, but if the random number generator didn't like me, I'd rather have the highest low-end damage possible, all other things being the same.
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Davairus
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Joined: 16 Jan 2004
Posts: 10351
Location: 0x0000

PostPosted: Sun Apr 18, 2010 9:50 pm    Post subject:

A ways to illustrate the concept from DND is the series of "cure" spells:

Level 1 cure light: 1d5, 10 mana
Level 2 cure moderate: 2d5, 15 mana
Level 3 cure serious: 3d5, 20 mana

Results get more predictable as the amount of rolls is increased, it isn't just a matter of increasing the healing. For e.g. in "2d6", there are more combinations to make 7 than any other outcome.

A while ago I decided showing the dice was confusing to players.. but showing the range (which it is) isn't the entire story.
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kento
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Joined: 03 Nov 2004
Posts: 338

PostPosted: Mon Apr 19, 2010 2:09 am    Post subject:

Given that several weapons with the same damage range can have multiple die combinations, for strategetic purposes it would be better to show the die combinations '4d6' along with the damage range '4-24'.

Though I don't know that in the end it actually would matter enough in the end to go through all the work to do that.
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Olyn
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Joined: 23 Jul 2008
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Location: Pennsylvania

PostPosted: Mon Apr 19, 2010 2:36 am    Post subject:

Since the given damage roll only ever uses one type of die and has no modifiers when the range is shown, there's only one possible set of dice. 3d13 is the only way to get 3-39, 4d6 is the only way to get 4-24 etc.
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Davairus
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Joined: 16 Jan 2004
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PostPosted: Mon Apr 19, 2010 6:44 am    Post subject:

^in other words just divide the max value by the min and you get the dice rolls, the min is the sides.
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Mandor



Joined: 03 Mar 2006
Posts: 794

PostPosted: Mon Apr 19, 2010 9:32 pm    Post subject:

are you sure it isnt the number of sides are what you get when you divide the max by the min, and the min is the number of dice?

cause the way you put it, sounds like it would be 13 dice with 3 sides.
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Davairus
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Joined: 16 Jan 2004
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PostPosted: Mon Apr 19, 2010 9:39 pm    Post subject:

Right, I translated it backwards again. That's why I've said its confusing. Min/Max damage isn't particularly important to know in AR at the moment anyway, since there isn't any skills taking the max value of your weapon. Although this could be changed. Were that to be changed, this would be worth worrying about. Neither are dicerolls really worth worrying about. Right now, you just need to know the ave dam. Swing the weapon to see if its consistent or not.
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Olyn
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Joined: 23 Jul 2008
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Location: Pennsylvania

PostPosted: Mon Apr 19, 2010 10:09 pm    Post subject:

Take a given set of dice where n = the number of dice being rolled and s = the number of sides on each die. For example, if a weapon rolls 4d8 (four eight-sided dice are rolled), n = 4 and s =8. To find the minimum roll, you multiply the lowest possible result on each die by the number of dice rolled. Since every die's lowest roll is 1, the minimum value will equal n. To find the maximum roll, multiply the highest possible result on each die by the total number of dice rolled. Since every die's maximum roll is equal to the number of sides, the maximum value will equal n * s. To find the average damage, take (1+s)/2 to determine the average roll of each die and multiply that by the total number of dice rolled. So, average damage of a weapon is n[(1+s)/2]. I noticed in the case that the average damage is a fraction (only when n is odd AND s is even) the id in game rounds the average down, showing a weapon with average 22.5 as average 22.

To summarize:
n = number of dice, s = number of sides on each die
minimum damage = n
maximum damage = n * s
average damage = n[(1+s)/2]
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