Post by peddroelm on Sept 21, 2021 11:04:22 GMT -5
LETS TURN this:
"Rolled 'ELECTRONICS' 141 + 83 ?? [standard] vs 117 ?? + 144?? [standard]"
INTO THIS
"FAILED / PASSED] (~ 49.12%) `ELECTRONICS` check 141s + 83 vs 117s + 144
// 100% electronics pool; up to 200% - 100% electronics pool; unknown source ; unknown source "
EVERY TIME (more relevant) skill checks happen in-game !! (map travel survival mode / crew combat / ship combat / (patrol;blockade;spy;orbital;exploration;black market access) card game operations / mission checks / etc ..) . Keep map / zone / recruit attribute generation hidden ..
EVENT PROBABILITY APPROXIMATION:
141 * 0.4 + 83 * 0.2 = 73
117 * 0.4 + 144 * 0.2 = 75.6
73 / ( 75.6 + 73) = 0.4912 !!! // 49.12 %
Mathematically no dire need for the player to know what the numbers he is rolling against are supposed to simulate/represent (`unknown source `cold unforgiving vastness of space / map danger /game era / hull size \ quadrant rumor) but some string explanation couldn't hurt ! That's the number you're trying to beat(sometimes immune from player ability to alter), these are the APROXIMATE current ODDs IN EVERYDAY HUMAN READABLE form, WORK on improving YOUR dice rolls!.
(combat debuffs is a case of allowing players to alter the OTHER side of the equation)
The slightly more complex case of * (1 + Sum(factors)) also brings it to [0..1] interval.
A * (1 + Sum(factorsA)) / ( A * (1 + Sum(factorsA)) + B * (1 + Sum(factorsB)) ) = APROXIMATED probability of A * (1 + Sum(factorsA)) <= B * (1 + Sum(factorsB))
IF YOU HAVE A BETTER/MORE ACCURATE PROBABILITY APROXIMATION FORMULA BY ALL MEANS USE IT!
This is about Displaying a universally human readable approximated probability for various simulated in game events even if the math underneath is a bit more complex.
For the average gamer which question will be easier to answer ? A or B ?
A. probability for ingame event / skill check / hit check / etc is " ~49.51% "
B. probability for ingame event / skill check / hit check / etc is " 23s + 5 vs 10s + 32 ; verbosely :
(SUM(electronics skill poll) as strong dice rolls + SUM (floor(captain's Charisma /2) as standard dice rolls))
* (1 + mulX1 + mulX2 + .. )
<=
(SUM (era difficulty as strong dice) + SUM ship size as standard die rolls))
* (1 + mulY1 + mulY2 + .. )
Now answer B is not as you might be impulsively tempted to consider INSANE! It actually provides much more ACCURATE / RELEVANT / game mechanics data feedback which I'M ALL FOR, BUT this game CHEWS tens to hundreds of those 'CHECKS' per minute !
~90% of the time ( percent pulled from a@#) the player will be SATISFIED with the EXPECTED/PREDICTED probability of the event.
One would consider a player's ability to PREDICT/EXPECT OUTCOMES to ingame events with SOME DEGREE OF ACCURACY A CORE MECHANIC OF ANY GAME.
Otherwise we're but mindless monkeys RANDOMLY mashing buttons in response to stimuli ..
Why ?
To improve customers enjoyment/satisfaction while also providing DEV and modder teams with better ability to observe.smooth out potential rough edge difficulty scaling cases while illuminating dark areas of the game code where game mechanics calculation logic BUGs are GUARANTEED to thrive ..
Game mechanics calculation logic BUGs are a particularly insidious type of BUGS that because of their NON show stopping nature FLY UNDER THE RADAR.
If no one understands how a particular mechanic is currently implemented (designers know/vaguely remember how they designed a feature: they (hopefully) did some tests when first implemented it ADDED A BUNCH of new features, and because of lack of transparency - NO ONE HAS ANY ABILITY TO VERIFY if that feature still WORKS as it was DESIGNED .. Or what happens when 3-4 feature are interacting (or that they are even interacting in the first place !! ).
HEY IF NO ONE CAN TELL IS A BIT BROKEN IS IT REALLY BROKEN / WORTH THE EFFORT TO TRACK DOWN AN FIX IT ? (will it really improve `customer satisfaction` ? Or what they don't know can't hurt them !)
You have AN ARMY of players running your game systems every day ! But without granting (the willing ones) the ability to dig down / fallow game logic / calculations/ mechanics ...
///////////////////////////////////////////////////////
///////////////////////////////////////////////////////
CREW COMBAT UI AND COMBAT LOG IMPROVEMENTS/SUGGESTION/MOD REQUEST
ISSUE:
"CURRENTLY SUPER SAYAN (dodgy/soaky/tanked/immune/1 hit kills you - NO CHANCE FIGHT!) COMBAT CHARACTERS AND THE WIMPIEST OF THE SMUCKS (hits like a wet paper / dies in one hit 0 CHALLANGE) with the same amount of max HP SHARE THE SAME SPRITE and ANIMATION !! "
How is the player able to predict combat action outcomes and react with any amount of efficiency ?
There are no thousands of animations/color schemes/subtle sounds effects/sublte combat music changes per enemy family to allow the player to gauge the level of threat he is facing & make combat decisions.
For the most part this CAN'T CHANGE ! This isn't a billion dollar FINAL FANTASY XVXXW !
COMBAT SIMULATION CAN BE FUN AND ENGAGING WITHOUT ALL THAT (that is just extra icing !).
PRESENT THE RELEVANT STATS - MAKE USE OF THE GAMEs ENGINE ABILITY TO CALCULATE EXPRESSIONS AND DISPLAY combat relevant parameters/ icons/strings - this GAME CAN EASILY(how easy?) BE MUCH MORE than a static carboard game with buckets of dices !!
Give the player relevant data BEFORE taking the action not ONLY AFTER (log)!
ON HOVER OFFENSIVE ACTION TARGETING CURSOR OUTCOME PREDICTION:
Offensive combat abilities have at most 5 possible OUTCOMES:
DURING OFFENSIVE ABILITY TARGETING TIME ALL THOSE ODDS CAN BE CALCULATED AND SERVED TO THE PLAYER ;
SORTED BY ODDS ON THE TARGETING CURSOR - when hovering a target !!
aCTH = xx.xx% CTC = xx.xx% CTP = xx.xx%
Outcomes SORTED BY approximated probability of occurrence. The order will change vs hard to hit enemies // when using high/low ctc / ctp attacks ..
MISS ; ~ probability = (1- aCTH)
no-crit & no-penetration ~ probability = aCTH * (1- CTC) * (1 - CTP)
CRIT & no-penetration ~ probability = aCTH * CTC * (1 - CTP)
no-crit & PENETRATION ~ probability = aCTH * (1 - CTC) * CTP
CRIT & PENETATION ~ probability = aCTH * CTC * CTP
(the summed Odds = Probability of any of them occurring = 100% ) ..
FURTHER MORE ALL THE 4 CASES OF NON-MISS - THE INTERVAL FOR (MIN-MAX) INFLICTED DAMAGE (interval because soaking RNG) CAN BE ADDED TO THAT LINE . (CONSIDERING ALL RELEVANT THINGs - crit multiplier / soaking)
FURTHER MORE THE CTK= CHANCE TO KILL CAN ALSO BE CALCULATED AND DISPLAED AT THE END OF THE LINE.( percent based on where curHP falls in predicted damage interval. )
Segway : Are/should (Player) crits be AUTO-PENETRATING. Would it even be beneficial for players for monsters to on occasion 1 shot tanks ? Could savy players even possibly mitigate this ?
SECOND THING - FULL COMBAT UNIT STATS while hovering a combat unit AND HOLDING DOWN HOTKEY !
This allows making use of on hover events on the modal "calculated stats & active effect info window" displayed while holding down hotkey over a combat unit.
Put there:
Cur Ranged and Melee Attack , Parry , Dodge scores.
(45d + 23) * (1 + sum multipliers) => most probable outcome 45 * 0.4 + 12 * 0.2 = 20.4 * (1 + sum multipliers) )
BASE DAMAGE, CTC, crit multiplier, current piercing , soaking intervals, debuffResist multiplier,etc ..
AND EVEYTHING ELSE I'M MISSING (IF ITS INVOLVED IN COMBAT ROLLS / DAMAGE CALCULATION IT NEED TO BE THERE!)
Bellow a scrolling bar of active effects ICONS - with ability description pop up on hover.
IF CURRENTLY SELECTED AN OFFENSIVE ABILITY - ADD ALL THE INFO on the offensive ability targeting cursor in a CLEARLY DELIMITED SUBSECTION !
(FULL ATTACK PREDICTED OUTCOMES FOR CHAR X using ABILITY Y vs this enemy )
No need to remind (any semi-modern engine) can do all this math without breaking a sweat on a frame by frame basis !!
(is this game ported to mobile devices? IF SO MUST THE PC VERSION BE RUINED BECAUSE OF IT ? )
//////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////
COMBAT LOGGING: HOTKEY PAUSES (SINGLEPLAYER GAME!) GAME, FULL SCREEN POP UP with enough capacity to hold AT LEAST the current ROUND if not THE FULL COMBAT (10 round limit should cover most of them if an ISSUE).
WHEN above is implemented - lowers need for player log (still useful for bug hunting / edge case).
VERY MUCH NEEDED for AI vs Player combat chars ATTACKS ..
Making use of colors / font sizes / styles and icons with on hover events to gate some of the verbosity EXTRA NICE !
log ALL relevant combat score calculation: (What was rolled ( (45d + 23) * (1 + sum multipliers) ) NOT only the accumulated rolls 34.2 )
with proper naming of the terms. (strength / weapon init / stealth / pierce / soak / ...)
log CTC and CTP and chance to apply/resist debuffs dice rolls (and the values are were calculated )
(Ex CTC = 35.2 % = 0.1 tactics + (0,1 +0,04 stealth) + SUM (buffs) OR list all individual buffs&debuffs by name and value)
EXPAND COLLASE capability - (by combat round / by combat action / even third level ? (crit / soaking / etc) ) would be extra nice ..
ROUGH EXAMPLE of what I would expect of mid 2021 combat log to look like:
COMBAT ROUND X START:
XP reward multiplier goes down BY XX.
DOT applications:
ROLL For low Morale Freeze ? [how much - initiative ] ?
ROLL TO SKIP [how much initiative ACTION] from (STUN) (does resistance to debuffs rolls every time stun is checked ?)
Char 'name' takes XX damage of type 'plasma/bleed' ( YY * 1.xx ResistMultiplier ) from ability 'ability name' applied by 'unit name' . ## of COMBAT TURNS / COMBAT ACTIONS LEFT
...
Initiative ROLLS SORTED by ROLLED INITIATIVE FOR this combat round.
'unit name' initiative buff+ xx/2 + RNG(xx/2) = [zz + xx (min) ..+YY (Rolled) (43.23%) .. XX (MAX)]
'unit name' initiative buff+ xx/2 + RNG(xx/2) = [zz1 + xx1 (min) .. +YY1 (Rolled) (72.35%) .. XX1 (MAX)]
'unit name' initiative buff+ xx/2 + RNG(xx/2) = [zz2 + xx2 (min) .+YY2 (Rolled) (23.54%) .. XX2 (MAX)]
..
BONUS POINTS IF ALIGNING THE INITIATIVE INTERVALS (zz+xx zz+xx+yy and XX) ON THE X AXIS BY INITIATIVE VALUES
=================================================
'unit name' PERFORMS 'action name' VS 'unit name'
=================================================
HIT CHECK: APROXIMATED CTH = 67.23% (zz / (zz + ww) )
[!!HIT!! / miss] xx ? <= yy
ATTACKER ranged attack score:
PREDICTED MOST PROBABLE OUTCOME ww = (12s `blade skill + on weapon accur + ..` + 23 `quickness + floor(stelath/2)` * (1 + sum(multipliers ) )
ACTUAL ROLLED AND MULTIPLIED = xx (deviation was zz1)
DEFENDER DODGE score:
PREDICTED MOST PROBABLE OUTCOME ..zz =
ACTUAL ROLLED AND MULTIPLIED = yy (deviation was zz2)
START DAMAGE CHAIN CALCULATION: // if hit
Damage: XX = weapon Base damage * (1 + sum multipliers)
[!!CRIT!! / non crit] CTC = 23.34% = 0.12 tactics + (0,1 +0,04 stealth) + SUM (buffs) OR list all individual buffs&debuffs by name and value)
calculate/breakdown crit multiplier
apply crit multiplier to damage
calculate and display CTP
[!!PIERCING!! / !!DEFLECTED!!] CTP = ...............
(is crit before or after penetration? it matters right ? )
Roll armor soaking
apply armor soaking to damage
roll Fortitude soaking
apply fortitude soaking to damage
(separated rolls - single same roll for both ?)
!!(FINAL) APPLYIED DAMAGE = !! HP left OR !!DEAD!!
(For player units) Calculate & ROLL Death Roll (don't keep us hanging)
Calculate chance to resist debuffs
roll to apply debuff 1
..
Next unit acts
'unit name' performs 'action name' vs 'unit name'
..
"Rolled 'ELECTRONICS' 141 + 83 ?? [standard] vs 117 ?? + 144?? [standard]"
INTO THIS
"FAILED / PASSED] (~ 49.12%) `ELECTRONICS` check 141s + 83 vs 117s + 144
// 100% electronics pool; up to 200% - 100% electronics pool; unknown source ; unknown source "
EVERY TIME (more relevant) skill checks happen in-game !! (map travel survival mode / crew combat / ship combat / (patrol;blockade;spy;orbital;exploration;black market access) card game operations / mission checks / etc ..) . Keep map / zone / recruit attribute generation hidden ..
EVENT PROBABILITY APPROXIMATION:
141 * 0.4 + 83 * 0.2 = 73
117 * 0.4 + 144 * 0.2 = 75.6
73 / ( 75.6 + 73) = 0.4912 !!! // 49.12 %
Mathematically no dire need for the player to know what the numbers he is rolling against are supposed to simulate/represent (`unknown source `cold unforgiving vastness of space / map danger /game era / hull size \ quadrant rumor) but some string explanation couldn't hurt ! That's the number you're trying to beat(sometimes immune from player ability to alter), these are the APROXIMATE current ODDs IN EVERYDAY HUMAN READABLE form, WORK on improving YOUR dice rolls!.
(combat debuffs is a case of allowing players to alter the OTHER side of the equation)
The slightly more complex case of * (1 + Sum(factors)) also brings it to [0..1] interval.
A * (1 + Sum(factorsA)) / ( A * (1 + Sum(factorsA)) + B * (1 + Sum(factorsB)) ) = APROXIMATED probability of A * (1 + Sum(factorsA)) <= B * (1 + Sum(factorsB))
IF YOU HAVE A BETTER/MORE ACCURATE PROBABILITY APROXIMATION FORMULA BY ALL MEANS USE IT!
This is about Displaying a universally human readable approximated probability for various simulated in game events even if the math underneath is a bit more complex.
For the average gamer which question will be easier to answer ? A or B ?
A. probability for ingame event / skill check / hit check / etc is " ~49.51% "
B. probability for ingame event / skill check / hit check / etc is " 23s + 5 vs 10s + 32 ; verbosely :
(SUM(electronics skill poll) as strong dice rolls + SUM (floor(captain's Charisma /2) as standard dice rolls))
* (1 + mulX1 + mulX2 + .. )
<=
(SUM (era difficulty as strong dice) + SUM ship size as standard die rolls))
* (1 + mulY1 + mulY2 + .. )
Now answer B is not as you might be impulsively tempted to consider INSANE! It actually provides much more ACCURATE / RELEVANT / game mechanics data feedback which I'M ALL FOR, BUT this game CHEWS tens to hundreds of those 'CHECKS' per minute !
~90% of the time ( percent pulled from a@#) the player will be SATISFIED with the EXPECTED/PREDICTED probability of the event.
One would consider a player's ability to PREDICT/EXPECT OUTCOMES to ingame events with SOME DEGREE OF ACCURACY A CORE MECHANIC OF ANY GAME.
Otherwise we're but mindless monkeys RANDOMLY mashing buttons in response to stimuli ..
Why ?
To improve customers enjoyment/satisfaction while also providing DEV and modder teams with better ability to observe.smooth out potential rough edge difficulty scaling cases while illuminating dark areas of the game code where game mechanics calculation logic BUGs are GUARANTEED to thrive ..
Game mechanics calculation logic BUGs are a particularly insidious type of BUGS that because of their NON show stopping nature FLY UNDER THE RADAR.
If no one understands how a particular mechanic is currently implemented (designers know/vaguely remember how they designed a feature: they (hopefully) did some tests when first implemented it ADDED A BUNCH of new features, and because of lack of transparency - NO ONE HAS ANY ABILITY TO VERIFY if that feature still WORKS as it was DESIGNED .. Or what happens when 3-4 feature are interacting (or that they are even interacting in the first place !! ).
HEY IF NO ONE CAN TELL IS A BIT BROKEN IS IT REALLY BROKEN / WORTH THE EFFORT TO TRACK DOWN AN FIX IT ? (will it really improve `customer satisfaction` ? Or what they don't know can't hurt them !)
You have AN ARMY of players running your game systems every day ! But without granting (the willing ones) the ability to dig down / fallow game logic / calculations/ mechanics ...
///////////////////////////////////////////////////////
///////////////////////////////////////////////////////
CREW COMBAT UI AND COMBAT LOG IMPROVEMENTS/SUGGESTION/MOD REQUEST
ISSUE:
"CURRENTLY SUPER SAYAN (dodgy/soaky/tanked/immune/1 hit kills you - NO CHANCE FIGHT!) COMBAT CHARACTERS AND THE WIMPIEST OF THE SMUCKS (hits like a wet paper / dies in one hit 0 CHALLANGE) with the same amount of max HP SHARE THE SAME SPRITE and ANIMATION !! "
How is the player able to predict combat action outcomes and react with any amount of efficiency ?
There are no thousands of animations/color schemes/subtle sounds effects/sublte combat music changes per enemy family to allow the player to gauge the level of threat he is facing & make combat decisions.
For the most part this CAN'T CHANGE ! This isn't a billion dollar FINAL FANTASY XVXXW !
COMBAT SIMULATION CAN BE FUN AND ENGAGING WITHOUT ALL THAT (that is just extra icing !).
PRESENT THE RELEVANT STATS - MAKE USE OF THE GAMEs ENGINE ABILITY TO CALCULATE EXPRESSIONS AND DISPLAY combat relevant parameters/ icons/strings - this GAME CAN EASILY(how easy?) BE MUCH MORE than a static carboard game with buckets of dices !!
Give the player relevant data BEFORE taking the action not ONLY AFTER (log)!
ON HOVER OFFENSIVE ACTION TARGETING CURSOR OUTCOME PREDICTION:
Offensive combat abilities have at most 5 possible OUTCOMES:
DURING OFFENSIVE ABILITY TARGETING TIME ALL THOSE ODDS CAN BE CALCULATED AND SERVED TO THE PLAYER ;
SORTED BY ODDS ON THE TARGETING CURSOR - when hovering a target !!
aCTH = xx.xx% CTC = xx.xx% CTP = xx.xx%
Outcomes SORTED BY approximated probability of occurrence. The order will change vs hard to hit enemies // when using high/low ctc / ctp attacks ..
MISS ; ~ probability = (1- aCTH)
no-crit & no-penetration ~ probability = aCTH * (1- CTC) * (1 - CTP)
CRIT & no-penetration ~ probability = aCTH * CTC * (1 - CTP)
no-crit & PENETRATION ~ probability = aCTH * (1 - CTC) * CTP
CRIT & PENETATION ~ probability = aCTH * CTC * CTP
(the summed Odds = Probability of any of them occurring = 100% ) ..
FURTHER MORE ALL THE 4 CASES OF NON-MISS - THE INTERVAL FOR (MIN-MAX) INFLICTED DAMAGE (interval because soaking RNG) CAN BE ADDED TO THAT LINE . (CONSIDERING ALL RELEVANT THINGs - crit multiplier / soaking)
FURTHER MORE THE CTK= CHANCE TO KILL CAN ALSO BE CALCULATED AND DISPLAED AT THE END OF THE LINE.( percent based on where curHP falls in predicted damage interval. )
Segway : Are/should (Player) crits be AUTO-PENETRATING. Would it even be beneficial for players for monsters to on occasion 1 shot tanks ? Could savy players even possibly mitigate this ?
SECOND THING - FULL COMBAT UNIT STATS while hovering a combat unit AND HOLDING DOWN HOTKEY !
This allows making use of on hover events on the modal "calculated stats & active effect info window" displayed while holding down hotkey over a combat unit.
Put there:
Cur Ranged and Melee Attack , Parry , Dodge scores.
(45d + 23) * (1 + sum multipliers) => most probable outcome 45 * 0.4 + 12 * 0.2 = 20.4 * (1 + sum multipliers) )
BASE DAMAGE, CTC, crit multiplier, current piercing , soaking intervals, debuffResist multiplier,etc ..
AND EVEYTHING ELSE I'M MISSING (IF ITS INVOLVED IN COMBAT ROLLS / DAMAGE CALCULATION IT NEED TO BE THERE!)
Bellow a scrolling bar of active effects ICONS - with ability description pop up on hover.
IF CURRENTLY SELECTED AN OFFENSIVE ABILITY - ADD ALL THE INFO on the offensive ability targeting cursor in a CLEARLY DELIMITED SUBSECTION !
(FULL ATTACK PREDICTED OUTCOMES FOR CHAR X using ABILITY Y vs this enemy )
No need to remind (any semi-modern engine) can do all this math without breaking a sweat on a frame by frame basis !!
(is this game ported to mobile devices? IF SO MUST THE PC VERSION BE RUINED BECAUSE OF IT ? )
//////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////
COMBAT LOGGING: HOTKEY PAUSES (SINGLEPLAYER GAME!) GAME, FULL SCREEN POP UP with enough capacity to hold AT LEAST the current ROUND if not THE FULL COMBAT (10 round limit should cover most of them if an ISSUE).
WHEN above is implemented - lowers need for player log (still useful for bug hunting / edge case).
VERY MUCH NEEDED for AI vs Player combat chars ATTACKS ..
Making use of colors / font sizes / styles and icons with on hover events to gate some of the verbosity EXTRA NICE !
log ALL relevant combat score calculation: (What was rolled ( (45d + 23) * (1 + sum multipliers) ) NOT only the accumulated rolls 34.2 )
with proper naming of the terms. (strength / weapon init / stealth / pierce / soak / ...)
log CTC and CTP and chance to apply/resist debuffs dice rolls (and the values are were calculated )
(Ex CTC = 35.2 % = 0.1 tactics + (0,1 +0,04 stealth) + SUM (buffs) OR list all individual buffs&debuffs by name and value)
EXPAND COLLASE capability - (by combat round / by combat action / even third level ? (crit / soaking / etc) ) would be extra nice ..
ROUGH EXAMPLE of what I would expect of mid 2021 combat log to look like:
COMBAT ROUND X START:
XP reward multiplier goes down BY XX.
DOT applications:
ROLL For low Morale Freeze ? [how much - initiative ] ?
ROLL TO SKIP [how much initiative ACTION] from (STUN) (does resistance to debuffs rolls every time stun is checked ?)
Char 'name' takes XX damage of type 'plasma/bleed' ( YY * 1.xx ResistMultiplier ) from ability 'ability name' applied by 'unit name' . ## of COMBAT TURNS / COMBAT ACTIONS LEFT
...
Initiative ROLLS SORTED by ROLLED INITIATIVE FOR this combat round.
'unit name' initiative buff+ xx/2 + RNG(xx/2) = [zz + xx (min) ..+YY (Rolled) (43.23%) .. XX (MAX)]
'unit name' initiative buff+ xx/2 + RNG(xx/2) = [zz1 + xx1 (min) .. +YY1 (Rolled) (72.35%) .. XX1 (MAX)]
'unit name' initiative buff+ xx/2 + RNG(xx/2) = [zz2 + xx2 (min) .+YY2 (Rolled) (23.54%) .. XX2 (MAX)]
..
BONUS POINTS IF ALIGNING THE INITIATIVE INTERVALS (zz+xx zz+xx+yy and XX) ON THE X AXIS BY INITIATIVE VALUES
=================================================
'unit name' PERFORMS 'action name' VS 'unit name'
=================================================
HIT CHECK: APROXIMATED CTH = 67.23% (zz / (zz + ww) )
[!!HIT!! / miss] xx ? <= yy
ATTACKER ranged attack score:
PREDICTED MOST PROBABLE OUTCOME ww = (12s `blade skill + on weapon accur + ..` + 23 `quickness + floor(stelath/2)` * (1 + sum(multipliers ) )
ACTUAL ROLLED AND MULTIPLIED = xx (deviation was zz1)
DEFENDER DODGE score:
PREDICTED MOST PROBABLE OUTCOME ..zz =
ACTUAL ROLLED AND MULTIPLIED = yy (deviation was zz2)
START DAMAGE CHAIN CALCULATION: // if hit
Damage: XX = weapon Base damage * (1 + sum multipliers)
[!!CRIT!! / non crit] CTC = 23.34% = 0.12 tactics + (0,1 +0,04 stealth) + SUM (buffs) OR list all individual buffs&debuffs by name and value)
calculate/breakdown crit multiplier
apply crit multiplier to damage
calculate and display CTP
[!!PIERCING!! / !!DEFLECTED!!] CTP = ...............
(is crit before or after penetration? it matters right ? )
Roll armor soaking
apply armor soaking to damage
roll Fortitude soaking
apply fortitude soaking to damage
(separated rolls - single same roll for both ?)
!!(FINAL) APPLYIED DAMAGE = !! HP left OR !!DEAD!!
(For player units) Calculate & ROLL Death Roll (don't keep us hanging)
Calculate chance to resist debuffs
roll to apply debuff 1
..
Next unit acts
'unit name' performs 'action name' vs 'unit name'
..