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Talk:Adorable (3.5e Equipment)

120 bytes added, 17:41, 16 October 2014
m
On the armor bonus: corrected error in percentage translations. the ease of making those is yet another reason I don't like using numbers like that. and slightly moar words
::::This was a bit of a rambling mind-flow, but I hope you do understand I'm not just flailing around going "fuck yo math!" or anything. I'm just saying that there are other variables which take precedence. -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 01:12, 16 October 2014 (UTC)
:::::''Uh Oh! A wild Tarkis appears armed and ready to argue technicalities!'' Eiji, Ghost's percentages aren't wrong, they're just looking at the event from a different perspective. If you get hit on an 11+ (10 numbers), getting that up to 12+ (9 numbers) is a 10% drop in the number of times that you get hit. It isn't quite a is also 10% increase in your dodge chance though, which is better identified as since you're going from 50% dodge to 55% dodge because the 10% doesn't consider the lots of times you're already not getting hit at all anyway. And I don't think he was wrong about the auto hit thing, since he said hit on 19+ (2 numbers) to 20+ (1 number, and he identified the lack of benefit of going above this point), I think he just made a mistake and didn't recognize that as a 50% drop in the (already small) number of times you get hit. Now, I think that's an extremely unhelpful way to look at the numbers from a systemic view and because it's ignoring the rest of the events on the RNG to focus on only a small portion of it, we're talking about differences on 1 in 20 times in these particular examples. 19 rolls out of 20 it won't even matter. It's only a really helpful characterization if you want to feel better about a +1 bonus, but because while 10% or 50% sounds nice. But it's not technically wrong when phrased properly... which I'm not sure he did but meh. That's not the technicality I'm here to argue.
:::::That out if the way, it shouldn't be surprising that I'm with Eiji and Span on this stacking not being a big deal at level 15 in a high balance game. I think it would be a larger problem at level 15 in a moderate or low balance game, and maybe in a lower balance H game that was focused on weapons and damage because so many other effects were considered unfun or something, but those games are off the rails by that point anyway without artifact swords or other shenanigans and I have a hard time being really worried about them. I'm kind of surprised that no one has discussed the opportunity costs of taking this 5 times in the discussion. Aren't there vastly more useful things you can stack on armor instead of this? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 04:49, 16 October 2014 (UTC)

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