Spectrar Ghost wrote:
It's not, quite. On average it is, but approximately 4% of the time (chances of triple hit) it's better.
Math can be funny that way. You also have to take into account that there's a 25% chance of not getting any hits with 2x4+. But it's 29% for 3x5+. There's that pesky 4% difference.
Code:
Hits 3x5+ 2x4+
0 29.6% 25%
1 44.4% 50%
2 22.2% 25%
3 3.7% N/A
Getting that "3 hits every 4%" chance comes from the other possibilities, and a bigger chance of the 0 Hits possibility. Singular circumstance might make it important, 4% of the time an assault will give you an advantage in a given situation. But in most other circumstances, you have a marginal penalty.
In the long run, those percentages actually hinder the 3x5+, in terms of long term gains. Assuming it's purely just comparative number of hits, 3x5+ wins 31.48% of the time, loses 33.33% of the time, and ties 35.18% of the time. It's an almost insignificant rounding, once you take all the other variables into account (saves, combat result roll) but that's the way it shakes out.
For those who want to check my math,
0 Successes = 64/216 = 0.296296296
1 Successes = 96/216 = 0.444444444
2 Successes = 48/216 = 0.222222222
3 Successes = 8/216 = 0.037037037
On rolling 0 successes, opponent (2x4+) has 25% chance of a tie, 75% chance of a win.
On rolling 1 successes, opponent (2x4+) has 25% chance of a win, 50% chance of a tie, 25% chance of a win.
On rolling 2 successes, opponent (2x4+) has 75% chance of a loss, 25% chance of a tie,.
On rolling 3 successes, opponent (2x4+) has 100% chance of a loss.
Win = (64/216*0/4) + (96/216*1/4) + (48/216*3/4) + (8/216*4/4)
Tie = (64/216*1/4) + (96/216*2/4) + (48/216*1/4) + (8/216*0/4)
Loss = (64/216*3/4) + (96/216*1/4) + (48/216*0/4) + (8/216*0/4)
Morgan Vening
- Wasn't sure how it'd all work out when he started the math.