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Re: (TFT) Rewrite of Melee simulator in JavaScript
Yes!
It's on github:
JavaScript: https://github.com/fuhrmanator/melee-sim-js
Java: https://github.com/fuhrmanator/tft-melee-simulator
The JavaScript version is very different design-wise and I'm still kind of
a newbie with it... I'd be happy to discuss details outside this list.
On Oct 15, 2015 17:05, "Thomas Fulmer" <tfulmer1@gmail.com> wrote:
> Cris,
>
> Is the source code available by any chance (Java or JS)?
>
> --Thomas
>
> On Thu, Oct 15, 2015 at 4:54 PM Cris Fuhrman <fuhrmanator@gmail.com>
> wrote:
>
> > Indeed defending was NOT working. You spotted the bug and I believe I
> fixed
> > it now (the logic was simply not activated because of a bad reference in
> > JavaScript). You'll have to reload the page (maybe even shift-reload
> > depending on how your browser caches) for it to work.
> >
> > My apologies for not verifying that option! I'm spoiled with Java
> catching
> > this kind of bug at compile time. It's hard to believe a technology that
> is
> > all the rage these days allows this kind of bug to happen. I feel like
> it's
> > related to Klingon ships not having toilets or something...
> >
> > While trying to validate my results with some stats, I came up with the
> > concept of "probable damage on first round." Basically, I use the to-hit
> > probability multiplied by the average roll for the weapon damage (which
> is
> > doubled if it's a pole weapon and you're charging).
> >
> > The number I came up with for a first-round charge with DX13 Spear no
> armor
> > (065 in the simulator) is 7.75 points damage. This is considering misses,
> > normal hit rolls, double damage and triple damage (I calculated it in a
> > spreadsheet).
> >
> > 7.75 means that any foe with no armor is very likely to be knocked down
> on
> > the first round, and probably hit again for a kill if he didn't die on
> the
> > first round.
> >
> > Check it with any foe that has no armor and a DX lower than 13 (so
> charger
> > goes first), say 069 (broadword, dx 12, small shield). Charger wins 76%
> > according to the runs I did.
> >
> > To avoid most of the time even a -2 dx penalty from the deadly charge, a
> > defender against that charge needs at least 3 points of armor. Pushing
> that
> > theory to an extreme, consider 076 (broadsword, plate, lg shield) which
> has
> > total armor of 7, stopping most of the probable first-round damage. In
> the
> > simulator, 065 loses most of the time against 076 (winning 55.24%).
> >
> > I calculated it assuming defending. The 7.75 drops to 3.99 using the 4
> dice
> > to-hit probabilities and assuming no double/triple damage possible.
> >
> > On Thu, Oct 15, 2015 at 2:43 PM, PvK <pvk@oz.net> wrote:
> >
> > > If I follow you, I don't see how ST11;DX13;SPEAR;NO_ARMOR;NO_SHIELD
> would
> > > defeat the same character charging it by choosing to Defend on the
> first
> > > turn, 70% of the time. That makes no sense to me, so I think either I
> > don't
> > > understand, or the simulation isn't correctly simulating what you think
> > it
> > > does. Because, it should be less than 50%, since the defender will
> still
> > > have a (fairly decent, with enemy DX 13) chance to get hit by the
> charge,
> > > and then it's just a poke-off between two equal foe, with the defender
> > > possibly starting with a major wound (or even being down or dead).
> > >
> > > If the numbers are good and I do get what you mean, and ignoring the
> > > result I don't get above, then it seems like
> > > ST12;DX12;BROADSWORD;NO_ARMOR;SMALL_SHIELD also answers your question
> > > pretty well, with a 63% success rate. That design always seemed to me
> to
> > be
> > > generally the best all-around design for generic duel purposes in
> Melee,
> > > from experience. Assuming a ST 11 DX 13 Mace/shield _dwarf_ is not
> > allowed.
> > >
> > > Also, I see a win by armor: Try ST12;DX12;BROADSWORD;PLATE;LARGE_SHIELD
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> >
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