damage distributions added to tool


Advice


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check it out

Made a lot of changes in the tool, the guide isn't updated yet.
You can create damage probability distributions now.


Updated with cumulative distributions and skill actions.


Do you mind if I ask what Python packages you used to make this tool?


kripdenn wrote:
Do you mind if I ask what Python packages you used to make this tool?

I think just plotly for making the graphs, and numpy for convolution.


Quite a lot added.


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You're a legit credit to the community. Thanks for all the hard work.


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vagrant-poet wrote:
You're a legit credit to the community. Thanks for all the hard work.

Thank you very much! That means a lot to me.

Doesn't seem like there's too much interest in this though…

The Exchange

not many people will click on a generic "check out these Anna K pics" link. A little context as to what it is referencing or linking it to the guide to the guides with a description.


Added more moves for barbarians.


Pathfinder Adventure Path Subscriber

This is wonderful. How would I look at the damage distribution for shocking grasp, vs a metal armored target with truestrike?


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Unicore wrote:
This is wonderful. How would I look at the damage distribution for shocking grasp, vs a metal armored target with truestrike?

Shocking Grasp: choose metal to include the persistent damage from hitting a target wearing metal armor. You still have to add the +1 status bonus to hit separately

To get to the damage distribution graph check the by level view check box and select damage distribution from the drop down to the right.


Pathfinder Adventure Path Subscriber

I didn't see any difference when I added true strike. I assume the problem is me


Did you put true strike together before the shocking grasp by clicking the combine button?


Oh I'm sorry, I was making changes and I broke out…


Fixed. Thank you for letting me know something was up.


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here's a graph of what it should look like


Pathfinder Adventure Path Subscriber

thank you!


citricking wrote:
here's a graph of what it should look like

Beautiful Work


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Added alchemist debilitating bombs


Thanks for this; I'll start using it for my damage projections.

I like that you made the persistent damage weight list. 2 is right in most situations, but 3 becomes right when you expect there will be 6 more rounds of combat versus the same monster, like the beginning of a tough boss fight.


Updated to be a lot faster, hopefully there aren't any errors…


Can apply persistent damage by turn now.


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Thank you very much for investing your time to give us this tool.


Fighter, Exacting Strike - When your 2nd Strike is an Exacting Strike AND you miss, your 3rd Strike is still at your 2nd Strike's Multi-Attack Penalty. Otherwise, it's at the full penalty. How does your code account for this, and how do we enter manual penalties to account for this conditional?


Plane wrote:
Fighter, Exacting Strike - When your 2nd Strike is an Exacting Strike AND you miss, your 3rd Strike is still at your 2nd Strike's Multi-Attack Penalty. Otherwise, it's at the full penalty. How does your code account for this, and how do we enter manual penalties to account for this conditional?

If the second attack misses it is exacting strike it gives a +5 bonus to the attack that follows it. So it doesn't work correctly with agile weapons. You can add a -5 or -10 attack bonus to your second or third attacks to implement MAP


If you are a Ranger who archetypes as a Fighter and begin with a Ranger feat attack followed by a Fighter Exacting Strike, whose proficiency modifier is used for the 2nd attack?


Fighters, so -2, also -damage at appropriate levels to account for less damage from weapon specialization.


Added MC caster spell levels and proficiency. Proficiency is in the feature section, like weapon runes.


Can now compare attacks/routines of different levels.

+1 level and -1 level in the feature section.


You can also change targets, but the ones like fighter Ac and monk Ac aren't implemented yet.

These also work with the level change features.


Added tiger styles critical bleed damage.
Also added flaming critical persistent damage as a feature option.


Hi Citricking,
Thanks again for your tool (I love it :D).

Could you add something to compare 2 graphs in %?
Sometimes, I want to compare 2 styles, one being better in damage and the other one being better in something else, and I want to see how much damage do I lose/gain in % and not in absolute. And also if the difference in % is reduced/increased when I get higher in level.
Thanks a lot.


I don't quite understand. You can select "percent of first selection". That's what I think you mean, or do you mean something else?


Ho, thanks, I didn't find it. I'll try it right now!


I have a real request:
You have a weakness attribute. But it asks for a static value, when there are weakness values defined in the monster creation guidelines. Could we use these ones? Like stating that a monster has a minimum/maximum weakness?
If possible, stating the weakness type, so we can compare an Alchemist bomb exploiting a weakness to a Barbarian strike. But I think that would make a lot of work for you, so forget about it if it's too much.


Weaknesses aren't well done yet, but I added double slice for precision damage, along with Magus stuff.

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