TatertotEatalot

TatertotEatalot

Joined Member # 3609700
5 Posts 115 Replies 357 Reputation

Yeah, I just think it would be an easy way to add another dimension into the combat system if it could be implemented. But I suppose the simpler system is sufficient for what the devs want to do.

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You don't even have to use just the rand() option in programming. R is an open source statistical program, which allows rnorm(),rpoisson(),rbinomial() as well as plenty of others. In all of these distributions, you control how much the numbers will vary, where they will be centered and all that good stuff. But using a discrete distribution like you have above is probably the easiest route. I just find you can probably make a fairly complex battl

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I was wondering how you guys are planning on doing the damage calculations. As a statistician, I find it lazy to use a pure random number generator to get a value for damage or defensive rolls. Why not make the weapons have damage distributions? Maybe a sword has a damage distribution of a normal distribution with a mean of 5. So most of the damage values will be near 5, depending on how much you want these numbers to vary. Then you mig

33 Replies 27,401 Views