Jodokai wrote:
Are you adjusting your formula for size based on size of the party (which would be roughly from 1-infinity), if not, your math is wrong.
And no you really can't examine archetypical even and scenarios to get a fair estimate unless you can also determine the number of times each of those events come up, which of course, you can't
First things first you don't need to have the problem go from one to infinity since technically you aren't in a fight until you are within perception range of your opponent. So the problem is really from 1 to the edge of this perception range
Now here is the general way I'd go about determining the quantifiable value of any one of the monks various abilities.
Step 1. Stat up a few monk builds and enter them into your programming language of choice I'm only familiar with Matlab so I'll assume this is actually possible with that programming language though another may be more optimal. For each of these builds make sure you have an exact duplicate that is only missing the one ability you are testing for, in this example move speed
Step 2. Enter all the Monsters of Cr+-1 from the monk with all their abilities into this program. This may take awhile
Step 3. Make an imaginary battlefield that the monk and the creature will fight on
Step 3. Program a fight sequence where the two fighters start at fixed distance from each other. Then have them fight realistically,for instance if they get low enough on health they may attempt to abscond.
Step 4. Run a simulation of this 100,000 times keeping track of 4 things. Damage dealt ratio, Damage received ratio, Win rate, and Survival rate. Do this for every monster.
Step 5. Change the distance and run again till you've done every possible distance
Step 6. Change the battlefield then do step 4-5 again.
Eventually after tons and tons of testing and retesting you'll come out with the average percent, as well as the average variance, by which the monks combat and survivability are improved by the ability.
Admittedly there may be a few problems with the specific example I have given, I think there probably should be even more things analysed, yet do not let this distract from the main point of this post. Namely that there is indeed a method through which one can quantify how "good" any particular class ability is to a character.