Post by Permutation Servitor on Mar 10, 2017 16:10:28 GMT
Transfinite Emergence Projector – Effectiveness against multi-wound targets
(Based on the work of CytoSlide from the PP CoC forums, updated to Mk3)
RAT 5 or RAT 7 with flare or aim - or RAT 9 with flare & aim.
dd = damage dice
ad = attack dice
Target: DEF 10 – ARM 19 (Quad Cyriss Heavy)
Damage Rolls: Dice minus 8.
RAT 5
2 dd = 0 average damage.
3 dd = 2.5 dmg per spray – 4 sprays = 10 dmg * .8333 = 8.33 avg dmg
4 dd = 6 dmg per spray – 3 sprays = 18 dmg * .8333 = 15 avg dmg
5 dd = 9.5 dmg per spray – 2 sprays = 19 dmg * .8333 = 15.83 avg dmg
RAT 7
2 dd = 0 average damage.
3 dd = 2.5 dmg per spray – 4 sprays = 10 dmg * .9722 = 9.72 avg dmg
4 dd = 6 dmg per spray – 3 sprays = 18 dmg * .9722 = 17.5 avg dmg
5 dd = 9.5 dmg per spray – 2 sprays = 19 dmg * .9722 = 18.5 avg dmg
Target: DEF 12 – ARM 16 (Base Heavy Infantry)
Damage Rolls: Dice minus 5.
Too lazy to factor in the lack of “spill-over damage.”
Will pretend you get 2 models under each spray. Against medium infantry with a huge 10” spray, this isn’t a crazy assumption. Shield wall heavy infantry would likely result in 2-4 under each template. 8 health per infantry model.
Will compare:
5 damage dice vs.
3 attack dice + 4 damage dice vs.
3 attack dice + 3 damage dice + 3 sprays
RAT 5
5 dd = 12.5 dmg per spray – 2 sprays = 25 * .5833 = 14.58 * 2 targets per spray = 29.17 avg dmg = 3.65 killed
3 ad + 4dd = 9 dmg per spray – 2 sprays = 18 * .9074 = 16.33 * 2 targets per spray = 32.67 avg dmg = 4.08 killed.
3ad + 3dd = 5.5 dmg per spray – 3 sprays = 16.5 * .9074 = 14.97 * 2 targets per spray = 29.94 avg dmg = 3.74 killed.
RAT 7
5 dd = 12.5 dmg per spray – 2 sprays = 25 * .8333 = 20.83 * 2 targets per spray = 41.67 avg dmg = 5.21 killed
3 ad + 4dd = 9 dmg per spray – 2 sprays = 18 * .9815 = 17.67 * 2 targets per spray = 35.33 avg dmg = 4.42 killed.
3ad + 3dd = 5.5 dmg per spray – 3 sprays = 16.5 * .9815 = 16.19 * 2 targets per spray = 32.39 avg dmg = 4.04 killed.
Target: DEF 12 – ARM 20 (Shield Wall Heavy Infantry)
Damage Rolls: Dice minus 9.
Too lazy to factor in the lack of “spill-over damage.”
Will pretend you get 4 models under each spray. Against medium shieldwall infantry, this is potentially reasonable. 8 health per infantry model.
Compare:
2 attack dice + 5 damage dice + 2 sprays vs.
3 attack dice + 4 damage dice + 2 sprays vs.
3 attack dice + 3 damage dice + 3 sprays
RAT 5
5 dd = 8.5 dmg per spray – 2 sprays = 17 * .5833 = 9.92 * 4 targets per spray = 39.66 avg dmg = 4.96 killed
3 ad + 4dd = 5 dmg per spray – 2 sprays = 10 * .9074 = 9.07 * 4 targets per spray = 36.28 avg dmg = 4.54 killed.
3ad + 3dd = 1.5 dmg per spray – 3 sprays = 4.5 * .9074 = 4.08 * 4 targets per spray = 16.33 avg dmg = 2.04 killed.
RAT 7
5 dd = 8.5 dmg per spray – 2 sprays = 17 * .8333 = 14.16 * 4 targets per spray = 56.66 avg dmg = 7.08 killed.
3 ad + 4dd = 5 dmg per spray – 2 sprays = 10 * .9815 = 9.81 * 4 targets per spray = 39.24 avg dmg = 4.91 killed.
3ad + 3dd = 1.5 dmg per spray – 3 sprays = 4.5 * .9815 = 4.42 * 4 targets per spray = 17.68 avg dmg = 2.21 killed.
HIGHLIGHTS
Target: DEF 10 – ARM 19 (Quad Cyriss Heavy)
RAT 5: 5 dd = 15.83 avg dmg
RAT 7: 5 dd = 18.5 avg dmg
Target: DEF 12 – ARM 16 (Base Heavy Infantry)
RAT 5: 3 ad + 4dd = 32.67 avg dmg = 4.08 killed.
RAT 7: 5 dd = 41.67 avg dmg = 5.21 killed
Target: DEF 12 – ARM 20 (Shield Wall Heavy Infantry)
RAT 5: 5 dd = 39.66 avg dmg = 4.96 killed.
RAT 7: 5 dd = 56.66 avg dmg = 7.08 killed.
SUMMARY
You wouldn't think that +1 POW, +1 RAT would make that much of a difference, but it sure does when you start getting multiple sprays.
The only Highlight that changed was Rat 4, Heavy Shield Wall Infantry, which does more damage with 5 damage dice now than the previous 3ad + 4dd. Given that we're often going to be dealing with lower wound heavy infantry than was specced here (5 wounds for most) you won't need those damage dice. I would swap out a damage die for an extra shot to give you reliability in case of a miss or bad damage roll. Rolling more trials gives you a smoother curve and approaches the average. Rolling fewer high die count rolls leaves you vulnerable to spikes in the wrong direction.
There are instances when shooting at 8 wound infantry where there is literally double the total wound count necessary to kill the models assumed under the template. You can afford to lose a die of damage for the extra shot in most cases in order to get reliability.