Yeah! Flame wars! This forum is too nice, some real debate was needed
Quote:
Originally Posted by frogspawner
"a 91% guard spots a 90% sneaker 90% of the times"
That's not accurate, since one or other can special/critical/fail when the other doesn't. This statistic appears to assume they both have the same 'DoS' at the same time, which ain't necessarily so. If you examine the odds properly I think you'll find it's similar to the contentious MRQ method.
|
On the contrary, I have considered it, or else I would have stated 99% of the time. Mr 90% can still special/critical, and thus it still has some chances to win, but in _all_ cases that are not a special for Mr 90%, i.e. the vast majority, Mr 91% wins. We can make the maths if you like, it's just a matter of launching DevC++ and writing twenty lines of code, but I am sure the odds are somewhere around 85%-90% in favour of Mr. 91%, whereas they should be around 50%.
Quote:
|
Not as simple as it could/should be, and awfully unrealistic too. A parried hit is not simply a miss - it's a different event in it's own right, and could/should have different effects.
|
We have debated this on the other forum for
ages. Most people with rea l combat experience agree can a successful parry results in the blow being deflected and landing on the ground and/or off target, so the end result is almost the same. It is the mechanics of AP deduction from the damage that is unrealistic - a steel weapon is not more effective at parrying than a bronze one, except in the [uncommon] case that you hit it so hard that it breaks. At present, I use two differnet mechanics, one for shield blocks (unopposed) and one for weapon parries and dodges (opposed), and they work very fine.