Equations for optimized characters.


Advice


The tittle says it all, I already know about h(d+s)+cds I think thats the equations are way, but what other equations are their?


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E = mc²


Link

It is basically a variation of the same equation.


thanks wraithstrike thats what I was reffering to.


beyond this formula I meant h(d+s)+tchd do any people have useful formulas for gaming


42

Scarab Sages

X=(-(b)+or-(root(b^2-4ac))/2a)

Or

F(sub'g')=G((m1*m2)/d^2)

(You have no idea how hard it was to type those on an iPhone)


Theos Imarion wrote:
beyond this formula I meant h(d+s)+tchd do any people have useful formulas for gaming

I don't know of any other things you would need formulas for.


Choon wrote:

X=(-(b)+or-(root(b^2-4ac))/2a)

Or

F(sub'g')=G((m1*m2)/d^2)

(You have no idea how hard it was to type those on an iPhone)

what are those for?


Those are math equations, but they are not for the game. People are just posting random equations now.

The first one is for quadratic equations.

The second one has to do with the mass of a interplanetary body, and its mass, and gravity. I would have to look at my old notes to figure out exactly what it is for.


something to do with the gravitational attraction between 2 bodies?

Scarab Sages

Yes, that was the law of universal gravitation. :)

Now, to end my thread-jack, could you explain what your letters are? I could make neither heads nor tails out of your original post. I've honestly never heard of these gaming formulas.


The formula is hd+tchd. This can be expressed as hd(1+tc)
Another way to write it is h(d+s)+tchd.

h = Chance to hit, expressed as a percentage
d = Damage per hit. Average damage is assumed.
s = Precision damage per hit (or other damage that isn't multiplied on a crit). Average damage is again assumed.
t = Chance to roll a critical threat, expressed as a percentage.
c = Critical hit bonus damage. x2 = 1, x3 = 2, x4 = 3.

Thats the correct equation, I found it on Wraithstrikes link.

Scarab Sages

the only thing i would add to that formula is a +modifier to confirm crit on the second 'h'

honestly dpr is probably the only thing in game complex enough for an equation. Most other tings consist of a series of + or - modifiers and is easy enough to just add up


Theos, if this is part of your quest to be a better optimizer I suggest you don't worry about these formulas too much. Get more familiar with the rules of the game first. Having a bunch of formulas won't really help you if you don't have the necessary grasp of the game to apply them.

Here are some other formulas:

=======
Ability Modifers
modifier = ability / 2 – 5

Division is rounded down.
Ability should be 0 or greater.
(Note this is equivalent to
modifier = (ability – 10) / 2 , round down.)
=======

Bonus Spells
bonus = (ability – (spellLevel + 1) * 2) / 8

Division is rounded down, to 0 minimum.
0-level spells receive no bonuses.
If the ability is less than 10+spellLevel,
no spells of that level can be cast.
Ability should be 0 or greater.
SpellLevel should be between 1 and 9.

=======

Base Attack Bonus
goodAttacks = classLevel * 1
normAttacks = classLevel * 3 / 4
poorAttacks = classLevel * 1 / 2

Division is rounded down.
Use the first category for Barbarians, Fighters,
Paladins, Rangers, Warriors, etc.
Use the last category for Adepts, Commoners,
Sorcerers, Wizards, etc.
ClassLevel should be greater than 0.

=======

Saving Throws
goodSave = classLevel / 2 + 2
poorSave = classLevel / 3

Division is rounded down.
ClassLevel should be greater than 0.

=======

Spell Cost
cost = spellLevel * casterLevel * 10

0-level spells count as ½ spell level.
SpellLevel should be between 1 and 9.
CasterLevel should be greater than 0.

=======

Speed
encumberedSpeed = baseSpeed * 0.7

Rounding is done to the nearest multiple of 5.
BaseSpeed should be greater than 0.
(Note: The FAQ expands movement table in way
that breaks any formula.)

=======

Encumbrance
if strength  10, then:
maxLoad = strength * 10
if strength > 10, then:
maxLoad = 1.1487 ^ (strength - 10) * 100

Rounding is done to the nearest multiple of 5, 10,
20, or 40 (in steps of 5 strength).
Other modifiers may be made per the d20 System
for character size, number of legs, etc.
Light load is 1/3 the max load; medium load is 2/3
the max load (round down).
(Note: 1.1487 approximates 4^(-10))
Strength should be greater than 0.

=======

Movement
movePerHour = speed / 10
movePerDay = speed / 10 * 8

Terrain modifiers may apply to these figures.
Speed should be greater than 0.

=======

Multipliers: (1+a+2b+3c)x where a=number of doublings, b=number of triplings and c=number of quadruplings, and x=base numbers.

=======

Note that these are formulas that I had lying around from 3.5 but I believe that they are still the same. These can help you ensure that a multiclass or prestige class keeps your character on track with single class builds.


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Theos, there are no magic formulae for learning how to make the most effective characters.

That's mostly because there is no universal agreement on what makes chracters effective.

Optimizing necessitates trade-offs. That means if you optimize to deal the most damage, you are sacrificing something else to do so. It is pointless to create the highest "hd(1+tc)" character if that character spends half of his encounters dazed, feared, stunned, prone or baffled by simple terrain.

Play the game. Learn how you enjoy playing the game. It might surprise you to learn that there is more to the game than dealing damage. Then you might actually begin to understand that true optimization is about optimizing character concepts not math equations.

I wish you luck. But right now from some of your posts I am concerned that I am witnessing the birth of yet another min-maxer.

I hope not.


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I played in a campaign where we squared off against the monster of the week, on a featureless map without terrain.

It was INCREDIBLY boring. Yet, that's the situation those equations are best at.

If you really want to play the game, learn when to take the attack of opportunity, when resist energy is better than protection from energy, and when to switch to one of your three back up weapons.

If you want to enjoy the game, optimize for FUN


Ok I get it don't look for equations thanks anyway.


It is not that equations don't matter, but the numbers don't tell the entire story.


ok I was going to use them anyway just to see what my characters could do


Your best bet to see what your characters can do is to just run them through CR appropriate encounters. You can avoid rolling dice and assume all average rolls. This will let you know if you have a 50% chance of success. Every bonus increases your chance. The more bonuses, the better you'll do. You don't really need to know the minutia.


thanks


I'll do as you sugest Bob_Loblaw


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Theos, we are not (or at least I am not) saying that you shouldn't use equations to look at what your character can do.

We're saying that building a character around a damage optimization equation is generally recognized as an exercise in optimization or min-maxing as opposed to building a viable, believable character concept.

My advice to you (and this is at least the second time I'm giving it, if not the third) is to come up with a character concept that provides an interesting, believable, living character you want to play. THEN use the mechanics of the game to bring that character into fruition. Once you are there, then use equations or spreadsheets to your heart's content. Optimizing your concept is a very important part of the game. Optimizing for mechanics is the realm of the min-maxer.

There will be plenty who tell you that if you don't optimize for damage that your characters will not be viable. That's utter nonsense. Your character will be precisely as viable as the GM allows it to be regardless of what you do. So focus on a character that you enjoy playing because of WHO he or she is, not what they can do in combat. Combat is only one aspect of the game, and for many of us, it is not even close to the most important aspect. It's just the most visible.

I do all sorts of analysis of my characters to ensure they are the best they can be within the bounds of their concept. That's a fun part of the game. I greatly enjoy taking a concept that other players think will be under-powered and showing how they can be as good as any other character in the group. I take it as a challenge.

If I wanted to just optimize for the most damage I could do, then by definition every melee character would be the same as every other optimized melee character. Every wizard would have the same feats, the same items...

There are people who play that way. And that's fine if they enjoy it. I just like the game for more than how much hurt my characters can pump out in 90 seconds.


To expand on what AD is saying, the way I build a character is this:

1) Concept. What do I want, in general terms.
2) Various class/race combinations
3) Begin builds
4) Delete any that are non-viable or non-fun.
5) Look at what's left and see if there is a better way to do it (go back to step 2-5)
6) When down to one build, us it.

That's it in a nutshell. I have a pretty good idea of what works and doesn't, but I didn't start that way. I had to really learn the rules. I had to spend a lot of time with them. I got a lot wrong. I had to learn and I'm still learning. I've been gaming for more than 30 years. I still post questions about concepts. I still make mistakes with builds. One of my biggest problems is that I GM all the time. That means when I do get the chance to play, I make the mistake of forgetting that I only have one character. Last time I played, I played an oracle of life. I had shield other up (and a few other ways to absorb damage). The party was hit with an area of effect. The defenses went off exactly as planned, except I didn't take into account the amount of damage I would take. 50% of everyone's damage is more than I could handle.

So my optimization for absorbing was fine. My optimization for not dying was not fine. I learned from that mistake and I will make better choices later. I don't think I need a formula for it though. I just need to use common sense.


Theos Imarion wrote:

The formula is hd+tchd. This can be expressed as hd(1+tc)

Another way to write it is h(d+s)+tchd.

h = Chance to hit, expressed as a percentage
d = Damage per hit. Average damage is assumed.
s = Precision damage per hit (or other damage that isn't multiplied on a crit). Average damage is again assumed.
t = Chance to roll a critical threat, expressed as a percentage.
c = Critical hit bonus damage. x2 = 1, x3 = 2, x4 = 3.

Thats the correct equation, I found it on Wraithstrikes link.

https://docs.google.com/spreadsheet/ccc?key=0Agi1_sfMtIkEdGtKMFl6Sm94YUFDaE 5PRy1Pb2ZQTkE

But it cannot catch the multitude of types of power there are.

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