This is a thread to look at the math behind different aspects and equipment choices in the first beta release. There's going to be some math, but I'm going to hopefully keep it basic and understandable. To start with, though, I'm going to need to define some variables and terms:

DPS- Damage per swing. The expected average damage from one attack - you can calculate this by hand by adding up every possible outcome from a 1-20 roll, and then divide by 20. We'll mostly be talking about DPS gains, and most gains are going to be expressed as 0.05* some other number.

V- The average damage from a damage die roll, not counting anything else. The average for dice is the (the value of the die +1)/2, so a 1d8 has an average of 4.5, a 2d8 has an average of 9, etc. This is how much damage you can expect to deal on a penetrating hit.

M- The maximum damage from a damage die roll. The M for d8 is 8, the M for 2d8 is 16, etc. This is how much damage you'll deal on a penetrate.

B - The barrier value, Toughness or Resistance, that applies to this attack.

D- Dodge or Willpower, whichever is being used to avoid an attack, when talking about player defenses.

T - Your tier, needed to compare weapons.

Successful attack- Any attack that's a crit, pen, or hit. One in which you've actually succeeded on your roll against the enemy.

Hit - A non-critical, non-penetrating, still succesful attack: a roll that's triggering the A option of CAP.

"Displacing" - The net effect of losing an outcome possibility on a dieroll because it's being replaced by a better one. When you get +1P, you're "displacing" a hit in exchange for a penetrate. When you get +1C, you're "displacing" a penetrate most of the time - but if your C>=P to start, you're displacing a hit, instead.

Riders- Any effect that applies on a successful attack is a rider: most commonly these are conditions, but sometimes they're things like self-heals, too.

DPS- Damage per swing. The expected average damage from one attack - you can calculate this by hand by adding up every possible outcome from a 1-20 roll, and then divide by 20. We'll mostly be talking about DPS gains, and most gains are going to be expressed as 0.05* some other number.

V- The average damage from a damage die roll, not counting anything else. The average for dice is the (the value of the die +1)/2, so a 1d8 has an average of 4.5, a 2d8 has an average of 9, etc. This is how much damage you can expect to deal on a penetrating hit.

M- The maximum damage from a damage die roll. The M for d8 is 8, the M for 2d8 is 16, etc. This is how much damage you'll deal on a penetrate.

B - The barrier value, Toughness or Resistance, that applies to this attack.

D- Dodge or Willpower, whichever is being used to avoid an attack, when talking about player defenses.

T - Your tier, needed to compare weapons.

Successful attack- Any attack that's a crit, pen, or hit. One in which you've actually succeeded on your roll against the enemy.

Hit - A non-critical, non-penetrating, still succesful attack: a roll that's triggering the A option of CAP.

"Displacing" - The net effect of losing an outcome possibility on a dieroll because it's being replaced by a better one. When you get +1P, you're "displacing" a hit in exchange for a penetrate. When you get +1C, you're "displacing" a penetrate most of the time - but if your C>=P to start, you're displacing a hit, instead.

Riders- Any effect that applies on a successful attack is a rider: most commonly these are conditions, but sometimes they're things like self-heals, too.

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