Re: How does fatigue work?
Posted: Wed Mar 19, 2014 6:26 am
10 orcs seems to be too many to get a good statistical variance.
Try 5.
Try 5.
This was exactly my thought.vs. Cave Troll
with no armor: 24.6% win rate
with mail shirt and cap: 26.5% win rate
with mail hauberk and helm: 26.1% win rate
vs. 5 Wild Wolves
with no armor: 33.7% win rate
with mail shirt and cap: 55.6% win rate
with mail hauberk and helm: 44.9% win rate
I decided to try one more thing, and put the Hero in Forward stance against the wolves.
with no armor: 5.7% win rate
with mail shirt and cap: 24.3% win rate
with mail hauberk and helm: 7.7% win rate
That conclusion has to be mitigated by the "high skill" effect: when you have enough dice on the table you can overcome the high TN of defensive stance, which in almost every case is more skill dice than your opponent has. (In fact, the metagamey rule of thumb is probably: "Defensive if you have higher weapon skill than your opponent, Open if they are equal, and Forward if your skill is lower." I'll sim that at some point.)Michebugio wrote: One last point: looking at Elfcrusher simulations, you see that in Forward stance heavy armor is at its worst. This seems counter-intuitive to me: a character should rely more on his armor when he is all-out, not less! If his ability to parry is less efficient, then it’s up to his armor to compensate. Yet we see that if he was wearing a lighter armor, he would perform better.
You are right, it does have to be a tactical advantage, but in all these discussions about realism we forget about fun. If heavier armor is better, why wouldn't everybody wear heavy armor? In D&D they try to mitigate this by giving armor high costs, but every Fighter and Paladin starts with chain and has plate by level 5. It's not really a "choice" if everybody makes the same choice. (cf. Blizzard's talent tree changes)Something is wrong here. Heavier armor HAS TO BE a tactical advantage, except in hard terrain or where mobility is a key factor. In a straightforward duel, as it has been pointed out before, between two warriors of the same skill level, the one with better protection has much more chances to win.
Not sure I agree that Mail Hauberk should be the clearly optimal choice. (Which is what it would be if it's a wash on single opponents and a distinct advantage against multiple opponents.) Why wouldn't every character take it as their armor from the very beginning?Angelalex242 wrote:Hmmmm. Well, first, take one character, and put him up against 5 orcs with, say, a longsword and every armor/shield/helmet combination in the game, and find out what yields the highest win/loss percentage.
It'd interest me to know what armor combination is actually most optimal at present. Because that's the encumberance value a mail hauberk ought to have.
Just a few ideas off the top of my head - not sure how they'd work as haven't thought them through...Elfcrusher wrote:I'd really like to see armor interact with other character choices somehow, so that optimality is more fluid.
That's what immediately sprung to mind when I read your post; "what are other reasons/advantages for wearing armour?"Elfcrusher wrote:All interesting ideas, Rich. And I think largely in the spirit of the game. I like that you're factoring non-combat skills into the equation. Makes it impossible to truly optimize.
Yeah that certainly crossed my mind too. Reason I went with EYE results is that for my game I've been through compiling a list of EYE results and what they could mean when they occur in specific elements of the game... eg:Elfcrusher wrote:On the "damage to armor on Sauron" thing, maybe Armor needs a couple more stats, analogous to Edge and Injury, that reflect its resistance to damage? Or is that getting too complicated....