Quote:
Originally posted by Borg:
Under GWW, it's actually a 50% chance of dieing (excluding the save factor) during that round, given the 5% vorpal chance per attack. Heck, even under regular use, the average fighter with 3/2 attacks per round would die once every 14 rounds if the save were removed. With a 3 saving throw, you have a little better longevity, but probably wouldn't make it through one of the longer chapters of the game.
With my current evil party, I wouldn't mind giving the Hackmaster to Minsc and making him go into every battle just to see how long he lasts! Fun, fun.
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Hehe, didn't do your probability calculus class correctly, did you?
According to your logic:
1 attack -> 5%
10 attacks -> 50%
20 attacks -> 100%
This is obviously wrong because there is a some possibility not to roll a "1" for twenty times in a row.
Let's look at this:
5% chance means 1 in 20 = rolling a 1 on a twenty-sided die (rather common in RPGs)
- Your chance of rolling a "1" during ONE roll is obviously 1/20
- Your chance of NOT rolling a "1" therefore is 19/20
- Your chance of rolling a "1" two times in a row are (1/20)^2 because your chance for the first roll is 1/20 and only IF that occurs you get your second chance of 1/20 so 1/20*1/20=(1/20)^2
- Your chance of NOT rolling a "1" two times in a row are therefore (19/20)^2
- Your chance of NOT rolling a "1" 10 times in a row are therefore (19/20)^10=0.5987
- Your chance of survival like calculated above is 59.87%. So your chance of dying (i.e. rolling "1" for AT LEAST one time) is about 40%
- If you calculate it for 20 rolls you get (19/20)^20=0.3585 (35.8% survival chance)
- To get to a fatality chance of 90% you have to take about 45 swings and for 99% you need about 90. For a 50:50 chance you need 13.5 attacks.
While that is still pretty high considering how often you fight my main point was that a warrior with nice saving throws can use some (easily available) magical equipment to get them to 1 or lower and then would be unaffected by the Vorpal Hit disabling the main disadvantage of the weapon.
If the save was removed a user could deal out 236.25dmg with a 50% chance to die in the course of this action. I think that's pretty fair considering that this can be easily increased with abilities like Kai or Critical Strike and does not include any (weapon style, strenghth,...) boni. So I say remove the save and maybe add a resurrection spell to the abilities that does some permanent damage (HPs, CON) to the raised
This will make the Hackmaster the ultimate last-resort weapon. Or maybe it could be toned down a bit (+3 only, no Vorpal) and only activate the +12&Vorpal at special (conversational) request ("OK Hackmaster, go nuts!").
[ 10-03-2003, 06:05 PM: Message edited by: Faceman ]