
  Math Hammer  
 Author  Message 

DominicJ Wych
Posts : 662 Join date : 20130123
 Subject: Math Hammer Sat Apr 27 2013, 12:45  
 Its a very long time since I did Statistics, choosing decision maths and mechanics as my modules at college.
Now, I'm fine with simple things, working out hits, wounds, saves ect, using the simple process of dividing by 6 and multiplying by 7the dice roll needed.
So if you have one shot, and you need a 4 to hit, 1/6*(74) = 0.5 And if you have rerolls, original shots,  predicted hits, gives you predicted rerolls.
For Melta, I simply created a matrix and used a variety of ifs and lookups.
And now I have got to fleet. Now, my matrix works for normal charges, one out of 36 results gets you a 12" charge, 3 in 36 get you an 11" charge, 6 in 36 give you a ten" charge and so on. Now, with a flat reroll, thats workable.
But its not a flat reroll. If you need an 8" charge, and roll a 6 and a 1, you would just reroll the one Thats fairly simple, but I've seen people argue if you rolled a 5 and 2, if you rerolled the 2 for another 2, you could reroll the 5 hoping for a 6. And that raises a lot more issues Now, without mapping every possible combination, of which there are at least 1296, possibly a LOT more, I cant think of a way to make the numbers dance.
So, does anyone have any thoughts? Has anyone brute forced the results?  
   Mushkilla Arena Champion
Posts : 4017 Join date : 20120716 Location : Toroid Arena
 Subject: Re: Math Hammer Sat Apr 27 2013, 13:38  
 The link bellow should be helpful. Fleet and Charging in 6th EditionHowever it doesn't take into account the situation you mentioned. I never actually though of rerolling one dice, seeing the result and then potentially rerolling the second dice. I'm not even sure you are allowed to do it. If it's allowed. I'll knock out a quick brute force program to see what it would yield.  
   DominicJ Wych
Posts : 662 Join date : 20130123
 Subject: Re: Math Hammer Sat Apr 27 2013, 16:31  
 Very interesting, but, I'm not sure its quite, correct.
Rerolling 3 or less is a way to look at it, but from my understanding, your graph calculates rolling a four and a three, rerolling the three and gettng a one. Correct in its way, but only applicable for trying to charge 8" or more.
Because we can now measure, we selectivly reroll a lot more than we would at first glance.
 
   DominicJ Wych
Posts : 662 Join date : 20130123
 Subject: Re: Math Hammer Fri May 10 2013, 18:45  
 Brute forced this today, results to come  
   DominicJ Wych
Posts : 662 Join date : 20130123
 Subject: Re: Math Hammer Fri May 10 2013, 22:17  
 Ok, here goes. I've worked these out using 72000 randomly generated numbers. If the first two results didnt get a high enough charge result, I rerolled the lowest, and if that wasnt high enough, rerolled the second. Anyway
A 12" charge without reroll has a 2.78% chance of success With, 9.44% 11" without 8.33% 24.24% with 10" without 16.67% 41.83% 9", 27.78% / 59.74%
Yes, thats right, a 60% charge of a 9" charge!!!!!
8", 41.66 / 75.37 7", 72.22 / 87.37
We shouldnt rely on extreme range charges, but we have a credible chance of hitting 11", and a near evens of hitting 10"  
   Brom Wych
Posts : 755 Join date : 20130328
 Subject: Re: Math Hammer Sat May 11 2013, 19:05  
 Thanks for this, its nice to know the chances of success are that good even at such distances.  
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    Math Hammer  

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