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Post by Aguila Saber on Sept 8, 2008 15:49:30 GMT -5
Updated my list. Anything else I need to do? There is nothing else for the moment. As mentioned in other places, you are also free to change anything you need until the deadline on Saturday.
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Post by Aguila Saber on Sept 13, 2008 14:56:09 GMT -5
Summary of all the moves in Round 1. Please post any changes or comments below, do not edit the original posts. (Still 2 hours to go to make changes.)
Aguila Saber
Event choices: Selects a Longbow with Pull value 2. Selects place #13 to fire from.
Round 1-3 choices Pink banner. Random number: 0.
Activity: 8 + 1 (Inspire Courage) = 9 Strength: 2 Eye: 3 (1 + 1 (Items) + 1 (Battlecry)) Time to Load and Fire: 4
Actions: Activates Bardic Talent: Inspire Courage. Battle cry: Telchos Focus, 2 Health, Round 1, 4 Battle cry: Flame Weapon, 2 Health, Round 1, 8. Shot 1: Footman, Torso, (Distance 72.) Round 2. 2 Shot 2: Footman, Torso, (Distance 68.) Round 2. 6 Shot 3: Footman, Torso, (Distance 67.) Round 3. 1 Shot 4: Soldier, Torso, (Distance 63.) Round 3. 5 Shot 5: Soldier, Torso, (Distance 62.) Round 3. 9 Carry-over: 0 Health: 30 - 4 = 26.
Remaining effects. Battle-cry: Foucs lasts 2 more rounds. Battle-cry: Flame Weapon lasts 2 more rounds.
Doomy
Event choices: Selects a Bor Rifle. Has Dwarven Gunner Training and Rapid Reload specials. Selects place #11 to fire from.
Rounds 1-3 choices Chooses white banner. Random number =10. Two bullets and two loads per shot for all shots.
Activity: 7 + 1 (Inspire Courage) = 8 Eye: 2 Time to Load and Fire: 4
Shots fired Shot 1. Warrior, Torso (Distance 78). Round 1. 2. Shot 2. Warrior, Torso (Distance 74). Round 1. 6. Shot 3. Warrior, Torso (Distance 72). Round 2. 2. Shot 4. Warrior, Torso (Distance 68). Round 2. 6. Shot 5. Warrior, Head (Distance 66). Round 3. 2. Shot 6. Warrior, Head (Distance 62). Round 3. 6. Carry-over: 2.
Beowuuf:
Event choices: Selects a Longbow with Pull value 3 (activity 5 to fire). Selects place #5 to fire from.
Activity 6+ 1(items) = 7 Eye = 0 Strength = 2 +1 (power word) = 3 Time to Load and Fire: 5
Round 1 - 3 Red banner. Random number: 7
Actions: Power word: Strength (3 mana, 0 activity) Shot 1: Footman, torso (Distance 78) Round 1. 2. Shot 2: Footman, torso (Distance 74) Round 1. 7. Shot 3: Footman, torso (Distance 69) Round 2. 5. Shot 1: Footman, torso (Distance 65) Round 3. 3. Carry-over: 4. Mana: 15 -3 +1.5 (Restored) = 13.5
Trasken Blackpike
Event choices: Selects a Longbow with Pull value 2. Selects place #3 to fire from.
Round 1-3 choices Green banner. Random number: 4.
Activity: 8 Strength: 3 Eye: 0. Time to Load and Fire: 4
Actions: Shot 1: Warrior, Right Leg. (Distance 78). Round 1. 2 Shot 2: Warrior, Right Leg. (Distance 74). Round 1. 6 Shot 3: Warrior, Right Leg. (Distance 72). Round 2. 2 Shot 4: Warrior, Right Leg. (Distance 68). Round 2. 6 Shot 5: Soldier, Right Leg. (Distance 66). Round 3. 2 Shot 6: Soldier, Right Leg. (Distance 62). Round 3. 6 Carry-over: 2
eviltb
Event choices: Longbow with pull of 0. Will fire from place #6
Round choices: Orange banner, random number 4
Activity: 8. Eye: 1 + 1 (Potion) = 2 Strength: 0 Time to Load and Fire: 2
Actions: Use Potion of Eye (2) Shot 1: Footman, Chest. (Distance 76). Round 1. 4 Shot 2: Footman, Chest. (Distance 74). Round 1. 6 Shot 3: Footman, Chest. (Distance 74). Round 1. 8 Shot 4: Footman, Chest. (Distance 72). Round 2. 2 Shot 5: Footman, Chest. (Distance 70). Round 2. 4 Shot 6: Footman, Chest. (Distance 68). Round 2. 6 Shot 7: Footman, Chest. (Distance 68). Round 2. 8 Shot 8: Footman, Chest. (Distance 66). Round 3. 2 Shot 9: Footman, Chest. (Distance 64). Round 3. 4 Shot 10: Footman, Chest. (Distance 62). Round 3. 6 Shot 11: Footman, Chest. (Distance 62). Round 3. 8 Carry-over: 0 Potion of Eye lasts 7 more Rounds.
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Post by Aguila Saber on Sept 13, 2008 15:21:47 GMT -5
Made some edits to the first post, adding Judging rules.
Also added rules for changing Bow. You can do this at Round 3, 6, and 9, but you have to pick a Bow with Pull 0.
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Post by Aguila Saber on Sept 13, 2008 17:03:30 GMT -5
Round 1 to 3 are now closed for further changes. Will start rolling on Invisible Castle....
Edited in the results.... Time for some number crunching, and posting the results...
Pink: 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [9,-1] = (8) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [7] = (7) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [95] = (95) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [28] = (28) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [2] = (2) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [2,-1] = (1) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [7] = (7) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [71] = (71) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [90] = (90) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [3,-1] = (2) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [8] = (8) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [79] = (79) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [6] = (6) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [3] = (3) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [2] = (2) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [1,-1] = (0) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [4] = (4) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [3] = (3) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [97] = (97) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [6] = (6) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [10,-1] = (9) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [3] = (3) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [15] = (15) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [12] = (12) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [6] = (6) 1d10-1;1d8;1d100;1d100;1d6;1d2 ¨ [1] = (1)
White: 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [1,-1] = (0) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [5] = (5) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [63] = (63) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [98] = (98) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [54] = (54) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [5] = (5) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [7] = (7) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [4,3] = (7) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [8,-1] = (7) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [5] = (5) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [80] = (80) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [58] = (58) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [20] = (20) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [5] = (5) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [3,8] = (11) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [4,-1] = (3) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [24] = (24) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [5] = (5) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [12] = (12) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [3] = (3) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [5] = (5) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [1,7] = (8) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [6,-1] = (5) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [7] = (7) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [76] = (76) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [97] = (97) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [80] = (80) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [6] = (6) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [1,7] = (8) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [7,-1] = (6) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [2] = (2) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [87] = (87) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [22] = (22) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [89] = (89) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [5] = (5) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [6] = (6) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [4,1] = (5) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [3,-1] = (2) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [2] = (2) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [19] = (19) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [87] = (87) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [13] = (13) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [6] = (6) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d100;1d8;1d8;2d8 ¨ [1,1] = (2)
Red banner: 1d10-1;1d8;1d100;1d100;1d6 ¨ [8,-1] = (7) 1d10-1;1d8;1d100;1d100;1d6 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6 ¨ [8] = (8) 1d10-1;1d8;1d100;1d100;1d6 ¨ [29] = (29) 1d10-1;1d8;1d100;1d100;1d6 ¨ [5] = (5) 1d10-1;1d8;1d100;1d100;1d6 ¨ [2,-1] = (1) 1d10-1;1d8;1d100;1d100;1d6 ¨ [8] = (8) 1d10-1;1d8;1d100;1d100;1d6 ¨ [86] = (86) 1d10-1;1d8;1d100;1d100;1d6 ¨ [31] = (31) 1d10-1;1d8;1d100;1d100;1d6 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6 ¨ [3,-1] = (2) 1d10-1;1d8;1d100;1d100;1d6 ¨ [3] = (3) 1d10-1;1d8;1d100;1d100;1d6 ¨ [27] = (27) 1d10-1;1d8;1d100;1d100;1d6 ¨ [96] = (96) 1d10-1;1d8;1d100;1d100;1d6 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6 ¨ [5,-1] = (4) 1d10-1;1d8;1d100;1d100;1d6 ¨ [6] = (6) 1d10-1;1d8;1d100;1d100;1d6 ¨ [22] = (22) 1d10-1;1d8;1d100;1d100;1d6 ¨ [83] = (83) 1d10-1;1d8;1d100;1d100;1d6 ¨ [1] = (1)
Green banner: 1d10-1;1d8;1d100;1d100;1d6 ¨ [5,-1] = (4) 1d10-1;1d8;1d100;1d100;1d6 ¨ [7] = (7) 1d10-1;1d8;1d100;1d100;1d6 ¨ [69] = (69) 1d10-1;1d8;1d100;1d100;1d6 ¨ [36] = (36) 1d10-1;1d8;1d100;1d100;1d6 ¨ [6] = (6) 1d10-1;1d8;1d100;1d100;1d6 ¨ [2,-1] = (1) 1d10-1;1d8;1d100;1d100;1d6 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6 ¨ [70] = (70) 1d10-1;1d8;1d100;1d100;1d6 ¨ [3] = (3) 1d10-1;1d8;1d100;1d100;1d6 ¨ [3] = (3) 1d10-1;1d8;1d100;1d100;1d6 ¨ [4,-1] = (3) 1d10-1;1d8;1d100;1d100;1d6 ¨ [2] = (2) 1d10-1;1d8;1d100;1d100;1d6 ¨ [85] = (85) 1d10-1;1d8;1d100;1d100;1d6 ¨ [90] = (90) 1d10-1;1d8;1d100;1d100;1d6 ¨ [4] = (4) 1d10-1;1d8;1d100;1d100;1d6 ¨ [9,-1] = (8) 1d10-1;1d8;1d100;1d100;1d6 ¨ [2] = (2) 1d10-1;1d8;1d100;1d100;1d6 ¨ [87] = (87) 1d10-1;1d8;1d100;1d100;1d6 ¨ [10] = (10) 1d10-1;1d8;1d100;1d100;1d6 ¨ [4] = (4) 1d10-1;1d8;1d100;1d100;1d6 ¨ [10,-1] = (9) 1d10-1;1d8;1d100;1d100;1d6 ¨ [4] = (4) 1d10-1;1d8;1d100;1d100;1d6 ¨ [60] = (60) 1d10-1;1d8;1d100;1d100;1d6 ¨ [88] = (88) 1d10-1;1d8;1d100;1d100;1d6 ¨ [5] = (5) 1d10-1;1d8;1d100;1d100;1d6 ¨ [2,-1] = (1) 1d10-1;1d8;1d100;1d100;1d6 ¨ [4] = (4) 1d10-1;1d8;1d100;1d100;1d6 ¨ [98] = (98) 1d10-1;1d8;1d100;1d100;1d6 ¨ [2] = (2) 1d10-1;1d8;1d100;1d100;1d6 ¨ [5] = (5)
Orange banner: 1d10-1;1d8;1d100;1d100;1d6 ¨ [3,-1] = (2) 1d10-1;1d8;1d100;1d100;1d6 ¨ [8] = (8) 1d10-1;1d8;1d100;1d100;1d6 ¨ [30] = (30) 1d10-1;1d8;1d100;1d100;1d6 ¨ [60] = (60) 1d10-1;1d8;1d100;1d100;1d6 ¨ [2] = (2) 1d10-1;1d8;1d100;1d100;1d6 ¨ [9,-1] = (8) 1d10-1;1d8;1d100;1d100;1d6 ¨ [7] = (7) 1d10-1;1d8;1d100;1d100;1d6 ¨ [50] = (50) 1d10-1;1d8;1d100;1d100;1d6 ¨ [77] = (77) 1d10-1;1d8;1d100;1d100;1d6 ¨ [3] = (3) 1d10-1;1d8;1d100;1d100;1d6 ¨ [4,-1] = (3) 1d10-1;1d8;1d100;1d100;1d6 ¨ [2] = (2) 1d10-1;1d8;1d100;1d100;1d6 ¨ [97] = (97) 1d10-1;1d8;1d100;1d100;1d6 ¨ [50] = (50) 1d10-1;1d8;1d100;1d100;1d6 ¨ [2] = (2) 1d10-1;1d8;1d100;1d100;1d6 ¨ [8,-1] = (7) 1d10-1;1d8;1d100;1d100;1d6 ¨ [6] = (6) 1d10-1;1d8;1d100;1d100;1d6 ¨ [99] = (99) 1d10-1;1d8;1d100;1d100;1d6 ¨ [42] = (42) 1d10-1;1d8;1d100;1d100;1d6 ¨ [3] = (3) 1d10-1;1d8;1d100;1d100;1d6 ¨ [6,-1] = (5) 1d10-1;1d8;1d100;1d100;1d6 ¨ [6] = (6) 1d10-1;1d8;1d100;1d100;1d6 ¨ [51] = (51) 1d10-1;1d8;1d100;1d100;1d6 ¨ [77] = (77) 1d10-1;1d8;1d100;1d100;1d6 ¨ [5] = (5) 1d10-1;1d8;1d100;1d100;1d6 ¨ [5,-1] = (4) 1d10-1;1d8;1d100;1d100;1d6 ¨ [4] = (4) 1d10-1;1d8;1d100;1d100;1d6 ¨ [93] = (93) 1d10-1;1d8;1d100;1d100;1d6 ¨ [21] = (21) 1d10-1;1d8;1d100;1d100;1d6 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6 ¨ [9,-1] = (8) 1d10-1;1d8;1d100;1d100;1d6 ¨ [3] = (3) 1d10-1;1d8;1d100;1d100;1d6 ¨ [81] = (81) 1d10-1;1d8;1d100;1d100;1d6 ¨ [57] = (57) 1d10-1;1d8;1d100;1d100;1d6 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6 ¨ [3,-1] = (2) 1d10-1;1d8;1d100;1d100;1d6 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6 ¨ [28] = (28) 1d10-1;1d8;1d100;1d100;1d6 ¨ [50] = (50) 1d10-1;1d8;1d100;1d100;1d6 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6 ¨ [10,-1] = (9) 1d10-1;1d8;1d100;1d100;1d6 ¨ [4] = (4) 1d10-1;1d8;1d100;1d100;1d6 ¨ [80] = (80) 1d10-1;1d8;1d100;1d100;1d6 ¨ [12] = (12) 1d10-1;1d8;1d100;1d100;1d6 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6 ¨ [7,-1] = (6) 1d10-1;1d8;1d100;1d100;1d6 ¨ [4] = (4) 1d10-1;1d8;1d100;1d100;1d6 ¨ [64] = (64) 1d10-1;1d8;1d100;1d100;1d6 ¨ [22] = (22) 1d10-1;1d8;1d100;1d100;1d6 ¨ [3] = (3) 1d10-1;1d8;1d100;1d100;1d6 ¨ [1,-1] = (0) 1d10-1;1d8;1d100;1d100;1d6 ¨ [2] = (2) 1d10-1;1d8;1d100;1d100;1d6 ¨ [62] = (62) 1d10-1;1d8;1d100;1d100;1d6 ¨ [53] = (53) 1d10-1;1d8;1d100;1d100;1d6 ¨ [2] = (2)
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Post by Aguila Saber on Sept 13, 2008 17:44:52 GMT -5
Aguila Saber.
Shot 1. Distance 72. Attack: 6 + 8 - 4.x = 9.x > 5. Hit. Drift if <4+72/3=28. No drift. Kick if <10. No kick. Shot hits torso. Target modifier = 1.0. Pull modifier = 1.2 Damage: (2+2+1-72/20)*1.2 = 1.68, rounded up to 1.7.
Shot 2. Distance 68. Attack: 6 + 1 - 4.x = 2.x < 5. Miss. Arrow hits area 7. Drift if <4+68/3=27. No drift. Kick if <10. No kick. Shot misses. No damage.
Shot 3. Distance 67. Attack: 6 + 2 - 4.x = 3.x < 5. Miss. Arrow hits area 8. Drift if <4+67/3=27. No drift. Kick if <10. Kick applies. Aim is down. Shot misses. No damage.
Shot 4. Distance 63. Attack: 6 + 0 - 4.x = 1.x < 6. Miss. Arrow hits area 4. Drift if <4+63/3=25. Drifts to left. Kick if <10. No kick Shot misses. No damage.
Shot 5. Distance 62. Attack: 6 + 9 - 4.x = 8.x > 6. Hit. Drift if <4+62/3=25. Drifts to right. Kick if <10. No kick Shot hits right arm. Target modifier: 0.5. Pull modifier: 1.2 Damage: (2+6+1-62/20)*0.6 = 3.54 = 3.5 damage.
1 Footman wounded for 1.7 1 Soldier wounded for 3.5
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Post by Aguila Saber on Sept 13, 2008 18:16:02 GMT -5
Doomy
Shot 1. Distance 78. Attack: 4 + 0 - 3.x = 0.x < 7. Miss Aim is off to is Left Foot (5+10=15, adjusted to 7) Drift if <-10+78/5=6. No drift. Kick if <20. No kick. Scatter if <0. No risk. Shot hits left foot. Target modifier = 0.5. Load modifier = 1.1. Bullet modifier = 1.34 Damage: (7-78/30)*0.5*1.1*1.34 = 3.24, rounded to 3.2
Shot 2. Distance 74. Attack: 4 + 7 - 3.x = 7.x >= 7. Hit Drift if <-10+74/5=5. No drift. Kick if <20. No kick. Scatter if <0. No risk. Shot hits torso. Target modifier = 1.0. Load modifier = 1.1. Bullet modifier = 1.34 Damage: (11-74/30)*1.0*1.1*1.34 = 12.57, rounded to 12.6
Shot 3. Distance 72. Attack: 4 + 3 - 3.x = 3.x < 7. Miss Aim is off to Upper Right (1+10=11, adjusted to 3) Drift if <-10+78/5=6. No drift. Kick if <20. Kick applies. Aim is adjusted up. Scatter if <0. No risk. Shot misses. No damage.
Shot 4. Distance 68. Attack: 4 + 5 - 3.x = 5.x < 7. Miss Aim is off to Upper Left (7+10=17, adjusted to 1) Drift if <-10+68/5=4. No drift. Kick if <20. No kick. Scatter if <0. No risk. Shot misses. No damage.
Shot 5. Distance 66. Attack: 4 + 6 - 3.x = 6.x < 7. Miss Aim is off from Head to Upper Left (2+10=12, adjusted to 4) Drift if <-10+66/5=4. No drift. Kick if <20. No kick. Scatter if <0. No risk. Shot misses. No damage.
Shot 6. Distance 62. Attack: 4 + 2 - 3.x = 2.x < 7. Miss Aim is off from Head to Upper Left (2+10=12, adjusted to 4) Drift if <-10+62/5=4. No drift. Kick if <20. No kick. Scatter if <0. No risk. Shot misses. No damage.
Doomy does 3.2 + 12.6 = 15.8 damage to a Warrior.
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Post by Aguila Saber on Sept 13, 2008 18:40:30 GMT -5
Beowuuf:
Random number: 7
Shot 1. Distance 78. Attack: 0 + 4 - 4.x = 0 < 5. Miss. Aim is directed at Right Leg (1+7 = 8) Drift if <-4+78/3=22. No drift. Kick if <15. No kick. Shot hits Right Leg. Target modifier = 0.5 Pull modifier = 1.3 Damage: (3+5-78/20)*0.5*1.3 = 2.66, rounded to 2.7.
Shot 2. Distance 74. Attack: 0 + 8 - 4.x = 3.x < 5. Miss. Aim is directed between legs (8+7 = 15) Drift if <-4+74/3=21. No drift. Kick if <15. Kick applies. Kick is upwards. Shot hits Torso. Target modifier = 1.0 Pull modifier = 1.3 Damage: (3+1-74/20)*0.5*1.3 = 0.39, rounded to 0.4.
Shot 3. Distance 69. Attack: 0 + 9 - 4.x = 4.x < 5. Miss. Aim is directed at Head (3+7 = 10) Drift if <-4+69/3=19. No drift. Kick if <15. Kick applies. Kick is upwards. Shot hits Head. Target modifier = 1.5 Pull modifier = 1.3 Damage: (3+1-69/20)*1.5*1.3 = 1.07, rounded to 1.1.
Shot 4. Distance 65. Attack: 0 + 1 - 4.x = 0 < 5. Miss. Aim is directed at Right Arm (6+7 = 13) Drift if <-4+65/3=18. No drift. Kick if <15. No kick. Shot hits Right Arm. Target modifier = 0.5 Pull modifier = 1.3 Damage: (3+1-65/20)*0.5*1.3 = 0.48, rounded to 0.5.
Damage: 2.7 + 0.4 + 1.1 + 0.5 = 4.7 damage.
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Post by Aguila Saber on Sept 13, 2008 19:12:00 GMT -5
Trasken Blackpike
Random number: 4.
Shot 1. Distance 78. Attack: 0 + 8 - 4.x = 3.x < 7. Miss. Aim is redirected to Upper Left. 7+4 = 11 Drift if <4+78/3=36. Drifts to the Left. Kick if <7. No kick. Shot hits Left Arm. Target modifier = 0.5. Pull modifier = 1.2 Damage: (2+6-72/20)*1.2 = 2.64, rounded 2.6
Shot 2. Distance 74. Attack: 0 + 5 - 4.x = 0.x < 7. Miss. Aim is redirected to the Right. 1+4 = 5 Drift if <4+78/3=36. Drifts to the Right. Kick if <7. No kick. Misses target. No damage.
Shot 3. Distance 72. Attack: 0 + 7 - 4.x = 2.x < 7. Miss. Aim is redirected to Lower Left. 2+4 = 6 Drift if <4+72/3=28. Drifts to the Left. Kick if <7. No kick. Misses target. No damage.
Shot 4. Distance 68. Attack: 0 + 2 - 4.x = 0 < 7. Miss. Aim is redirected to Lower Left. 2+4 = 6 Drift if <4+68/3=27. No drift (26 2/3 < 27) Kick if <7. No kick. Misses target. No damage.
Shot 5. Distance 66. Attack: 0 + 3 - 4.x = 0 < 6. Miss. Aim is redirected downwards. 4+4 = 8 Drift if <4+72/3=28. Drifts to the Right. Kick if <7. No kick. Misses target. No damage.
Shot 4. Distance 62. Attack: 0 + 5 - 4.x = 0.x < 7. Miss. Aim is redirected down. 4+4 = 8 Drift if <4+62/3=25. No drift Kick if <7. No kick. Misses target. No damage.
Trasken does 2.6 damage to a Warrior.
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Post by Aguila Saber on Sept 13, 2008 19:46:11 GMT -5
eviltb
Random number 4
Shot 1. Distance 76. Attack: 4 + 6 - 4.x = 5.x > 5. Hit. Drift if <20+76/3=45. No drift. Kick if <0. Never Kicks. Shot hits torso. Target modifier = 1.0. Damage: (2-76/20)*1.0 = 0.0 damage.
Shot 2. Distance 74. Attack: 4 + 2 - 4.x = 1.x < 5. Miss. Arrow changes target to 7+4=11 the Upper Right Drift if <20+74/3=45. No drift. Kick if <0. Never Kicks. Shot misses. No damage.
Shot 3. Distance 74. Attack: 4 + 7 - 4.x = 6.x > 5. Hit. Drift if <20+74/3=45. No drift. Kick if <0. Never Kicks. Shot hits torso. Target modifier = 1.0. Damage: (2-74/20)*1.0 = 0.0 damage.
Shot 4. Distance 72. Attack: 4 + 1 - 4.x = 0.x < 5. Miss. Arrow changes target to 6+4=10 Up. Drift if <20+72/3=44. Drifts to the Left. Kick if <0. Never Kicks. Shot misses. No damage.
Shot 5. Distance 70. Attack: 4 + 9 - 4.x = 8.x > 5. Hit. Drift if <20+70/3=43. No drift. Kick if <0. Never Kicks. Shot hits torso. Target modifier = 1.0. Damage: (5-70/20)*1.0 = 1.5 damage.
Shot 6. Distance 68. Attack: 4 + 8 - 4.x = 7.x > 5. Hit. Drift if <20+68/3=43. Drift to the left (odd). Kick if <0. Never Kicks. Shot hits Left Arm. Target modifier = 0.5. Damage: (1-70/20)*0.5 = 0.0 damage.
Shot 7. Distance 68. Attack: 4 + 2 - 4.x = 1.x < 5. Miss. Arrow changes target to 3+4=7. Down and Left. Drift if <20+68/3=43. Drift to the Left (odd). Kick if <0. Never Kicks. Shot misses. No damage.
Shot 8. Distance 66. Attack: 4 + 6 - 4.x = 5.x > 5. Hit. Drift if <20+66/3=42. No drift. Kick if <0. Never Kicks. Shot hits torso. Target modifier = 1.0. Damage: (1-70/20)*1.0 = 0.0 damage.
Shot 9. Distance 64. Attack: 4 + 3 - 4 = 2 < 5. Miss. Arrow changes target to 4+4=8. Down Drift if <20+64/3=42. Drifts to the Right. Kick if <0. Never Kicks. Shot hits Right Leg. Target modifier = 0.5. Damage: (1-70/20)*0.5 = 0.0 damage.
Shot 10. Distance 62. Attack: 4 + 0 - 3.x = 0.x < 5. Miss. Arrow changes target to 4+4=8. Down Drift if <20+64/3=41. Drifts to the Right. Kick if <0. Never Kicks. Shot hits Right Leg. Target modifier = 0.5. Damage: (3-62/20)*0.5 = 0.0 damage.
Shot 11. Distance 62. Attack: 4 + 6 - 3.x = 6.x > 5. Hit. Arrow changes target to 2+4=6. Right. Drift if <20+62/3=41. Drifts to the Right. Kick if <0. Never Kicks. Shot misses. No damage.
eviltb does 1.5 damage to a Footman.
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Post by Aguila Saber on Sept 13, 2008 19:49:39 GMT -5
Hmmm... damage is moderate to low for all the champions.
Still, the distance penalites are huge so nothing else to expect. Some of us were unlucky with Hit rolls other with Damage rolls.
Can someone (Woofy?) roll a 1d6 on Invisible Castle and post the number here. This number is the number of Footmen downed by the other archers during the first 3 rounds.
In case someone wonders: There is no rule for modifying damage rolls, so those are taken directly from the rolls at invisible castle.
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Post by Beowuuf on Sept 13, 2008 22:55:11 GMT -5
Hence why I had to take the pull 3 bow! I realised just how crippling those penalties were! Hmm, Doomy has done considerably more damage with the bor rifle compared to his three bow wielding cohorts. Why the high initial damage again? Dice roll: Round 1 - 3 downed footmen (1d6=6) (woohoo!) If you ever need to check my rolls, the quickest way is just to search for 'dirac sil' in the search menu I think, it lists all my rolls in order, and I only roll with that account
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Post by Aguila Saber on Sept 14, 2008 1:22:12 GMT -5
Hmm, Doomy has done considerably more damage with the bor rifle compared to his three bow wielding cohorts. Why the high initial damage again? Had Doomy not spent 2 specials each of which reduced the penalty to Reload with 2, he would be firing with a rate of 1/Round instead of as now 2/Round. Without Specials spent the Rate of Fire is lower for the Bow, therefore to balance the damage must be lower. As a comparison: If you had taken Expert Bowman then you would have Fired one arrow every 2 activity instead of every 5 activity as you do now. You would have shot 2.5 times as many shots.
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Post by Doomy on Sept 14, 2008 4:07:19 GMT -5
Hmm... 94 enemies left, and not enough time to kill even half of them. We're going to be swamped in the melee phase.
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Post by Aguila Saber on Sept 14, 2008 4:13:21 GMT -5
Hmm... 94 enemies left, and not enough time to kill even half of them. We're going to be swamped in the melee phase. 97 enemies left. Both the champions and the other archers will down more when they get nearer. There are still 3 more events like this firing and damage and downed enemies will increase considerably each time.
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Post by Doomy on Sept 14, 2008 4:18:28 GMT -5
You halved Wuufy's roll? Oh, OK. I'll post my next shots in a couple of minutes.
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