Close Combat calculation formulas

Post bug reports and ask for game support here.
davidss
Posts: 377
Joined: Thu Dec 10, 2009 5:24 am

RE: Close Combat calculation formulas

Post by davidss »

hi Steve,
Thanks for taking time to explain ... really appreciate it, and I'm sure other CC'ers will too.

Is experience also a 1-511 number?
User avatar
SteveMcClaire
Posts: 4341
Joined: Mon Nov 19, 2007 9:31 pm

RE: Close Combat calculation formulas

Post by SteveMcClaire »

ORIGINAL: davidss
Is experience also a 1-511 number?

Yes it is.

Steve
SchnelleMeyer
Posts: 255
Joined: Wed Mar 26, 2014 3:29 pm

RE: Close Combat calculation formulas

Post by SchnelleMeyer »

Great information in this post - Thanks for asking and answering Davidss and Steve.
davidss
Posts: 377
Joined: Thu Dec 10, 2009 5:24 am

Re: Close Combat calculation formulas

Post by davidss »

As a thought experiment (this morning) I was thinking about how it might be possible to visualize what calculations were being used to determine a specific engagement during a CC LSA game.

I figured it would be best to imagine the game being frozen in time at a specific event (like when a tank is destroyed by an enemy tank), and then collecting data from the game ... in order to explore what conditions were present at the moment the tank was hit/destroyed.

Then there would need to be a method on translating the game data into separate modules of information. And preferably, the data would be displayed in a linear timeline similar to how the game processes the calculation in real time.
For example:
Morale and Experience of Attacking tank, Base Accuracy of weapon, Firing static or moving, Angle of shot fired, etc. And then the result of the 2d255+1 Attacker's roll compared to the Defenders roll, along with Defender's roll determining factors, like was shown for the Attacker's roll.

I'm not sure if it's possible to make a graphic user interface that could explore the CC's data in this way, but it is interesting to think about.

This reminded me that (a long time ago) I have wanted to visualize even the basic CC 2d255+1 roll and how it relates to the Accuracy variable in the Weapons file.

Fortunately, I was able to make internet inquiries that got some results that helped make it happen.

Therefore, (if I'm thinking about this correctly) the dice rolling website is calculating two dice being rolled, each die has 255 sides ... then the two dice are added together, and lastly 1 is added to the total.
That is a CC 2d255+1 roll.

Then, if you find the mean and deviation values ... you can enter that info into a Normal Distribution calculator.
With this calculator you can find the probability of getting a number equal to or less than a specific number.
For example:
A weapon has a base accuracy of 398.
This has approx. a 90% chance of occurring, any time you do a 2d255+1 roll.

website enables the configuration of different dice and the result on a roll:
https://rgbstudios.org/projects/dnd-dice?m=

website enables calculation of mean and deviation:
https://anydice.com/

website enables calculation of Normal Distribution:
https://www.hackmath.net/en/calculator/ ... =Calculate
Attachments
Screenshot (272).png
Screenshot (272).png (60.39 KiB) Viewed 769 times
Screenshot (271).png
Screenshot (271).png (35.41 KiB) Viewed 769 times
Screenshot (270).png
Screenshot (270).png (71.28 KiB) Viewed 769 times
User avatar
tigercub
Posts: 2026
Joined: Mon Feb 03, 2003 12:25 pm
Location: brisbane oz

Re: Close Combat calculation formulas

Post by tigercub »

David and matrix Thx for this information.

Tigercub
Image
You have enemies? Good. That means you've stood up for something, sometime in your life
Post Reply

Return to “Tech Support”