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Sticky: 4e ask a simple question, get a simple answer
8 months ago  ::  Oct 22, 2012 - 1:20PM #15351
mellored
Date Joined: Jul 8, 2008
Posts: 19,482

Oct 22, 2012 -- 1:09PM, svendj wrote:

When rolling any number of dice, what's the formula for determining the chance of rolling the same number on two (and only two!) of the dice? (the dice can have any number of sides)


Need more info.

If you rolled a 1,1,2,2,2 would that count as a success or not?
and would 1,1,2,2,3,3 count? 

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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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8 months ago  ::  Oct 22, 2012 - 2:08PM #15352
svendj
Date Joined: Apr 14, 2010
Posts: 2,052
I'm sorry, let me rephrase that: when rolling any number of dice that all have the same number of sides, what's the formula for calculating the chance of rolling at least two of the same number? The formula has to work for any dice size.
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8 months ago  ::  Oct 22, 2012 - 4:16PM #15353
kalidrev
Date Joined: May 25, 2007
Posts: 17
I've been poking around the DPR king area for a bit, curious as to how my own characters stack up DPR wise.  I'm wanting to calculate the DPR for one of my PbP characters... but I'm not sure how to calculate DPR for AoE attacks/multi-target attacks.  Can anyone point me to where this is detailed or explain it for me? 

Also... when calculating DPR for a character (any character) do you figure out the DPR of ALL a character's attacks (including dalies and encounter powers) and then average them?
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8 months ago  ::  Oct 22, 2012 - 4:21PM #15354
Fardiz
Date Joined: Dec 22, 2010
Posts: 2,196
The most recent version uses kpr (kills per round) - damage/SMHP.

And your average kpr is your kpr across 2, 5 and 10 rounds, using encounter and at-will resources. 
Back to Basics - A Guide to Basic Attacks

You might be playing DnD wrong if...

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former."
Albert Einstein
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8 months ago  ::  Oct 22, 2012 - 4:25PM #15355
kalidrev
Date Joined: May 25, 2007
Posts: 17

Oct 22, 2012 -- 4:21PM, Fardiz wrote:

The most recent version uses kpr (kills per round) - damage/SMHP.

And your average kpr is your kpr across 2, 5 and 10 rounds, using encounter and at-will resources. 




Huh... okay.  Where is kpr explained?  Also, what is SMHP?  (sorry if I'm sounding noobish)

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8 months ago  ::  Oct 22, 2012 - 4:33PM #15356
kilpatds
Date Joined: Nov 23, 2003
Posts: 4,979
kpr is explained in the current DPR Kings thread.

SMHP is "Standard Monster Hit Points", which is something around 8/level + Con score (13+1/2 level), or 13+(8.25 * level).  I'm away from books right now, so I might be off by a constant factor.
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus

Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
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8 months ago  ::  Oct 22, 2012 - 4:34PM #15357
Jugulator007
Date Joined: Nov 16, 2010
Posts: 1,348

Oct 22, 2012 -- 4:25PM, kalidrev wrote:

Oct 22, 2012 -- 4:21PM, Fardiz wrote:

The most recent version uses kpr (kills per round) - damage/SMHP.

And your average kpr is your kpr across 2, 5 and 10 rounds, using encounter and at-will resources. 




Huh... okay.  Where is kpr explained?  Also, what is SMHP?  (sorry if I'm sounding noobish)




Standar monster HP for that level.  EG a build at level 12 would use the HP of a standard level 12 monster to determine KPR.

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8 months ago  ::  Oct 22, 2012 - 4:50PM #15358
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,901

Oct 22, 2012 -- 2:08PM, svendj wrote:

I'm sorry, let me rephrase that: when rolling any number of dice that all have the same number of sides, what's the formula for calculating the chance of rolling at least two of the same number? The formula has to work for any dice size.


Combinations that are the same/total possible combinations. So 2d6 is 36 possible combinations, 6 of which are the same, 6/36 = .167%

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8 months ago  ::  Oct 22, 2012 - 5:24PM #15359
warrl
Date Joined: Apr 16, 2009
Posts: 5,267

Oct 22, 2012 -- 8:55AM, Be3Al2 wrote:

Trying to figure out RAI vs. House rules for the campaigns I'm in. My questions are about RAI (and RAW when relevant).

1. Can the Knight's Battle Guardian be used against two enemies on the same turn if they both trigger it at the same time. Example: The knight is adjacent to two enemies, including them in his Defender Aura. Both enemies are also adjacent to a ranged ally of the Knight. If that ally triggers Opportunity attacks from the enemies, will that allow the Knight to hit both enemies? I assume that both fulfill the conditions in the trigger for Battle Guardian.


Both enemies, being in the defender aura, would *trigger* OAs from the Knight by doing OAs against the ally.

However, OAs are restricted to one per turn (and not during the character's own turn). So if all this is happening during the one ally's turn, the Knight can only do one of the two OAs. It's his choice which one, but he doesn't get two.

Hypothetically, if after the ally finishes his turn another ally, a Warlord, grants the first ally a charge and he again provoked OAs from the same two enemies and one makes the attempt... well, it's no longer the first ally's turn, it's the Warlord's turn, so the Knight gets to do another OA.

2. Can sliding in any circumstances trigger Battle Guardian?


No. Being slid is neither shifting nor making an attack, so does not trigger Battle Guardian. (Also, forced movement - pushes, pulls, and slides - does not trigger Opportunity Attacks.)

Your guess that both answers are 'no' was correct, but it's helpful to understand why.

"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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8 months ago  ::  Oct 22, 2012 - 6:36PM #15360
GreenOnion
Date Joined: Nov 25, 2010
Posts: 45
Q: Are Hexblades explicitly proficient in their pact blades?

If so, could a Hexblades with Arcane Implement Proficiency (Light Blades) use the Unseelie Agent feature power to summon thier pact blade?
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