[Apologies in advance to everyone else, this is going to be a pretty sad spectacle of maths deconstruction]That was a nice post, sir, for mechanics efficiency geeks like me! As for where to post this, I think a whole new Maths Geek category will be needed!
In a game of infinite length,
mean damage from 1 burn = 3. I can't remember the infinite series equation (Wikipedia!) but this can be easily demonstrated in Excel
Dmg / Prob
0 = 0.333333
1.5 = 0.222222
3 = 0.148148
4.5 = 0.098765
6 = 0.065844
7.5 = 0.043896
9 = 0.029264
10.5 = 0.019509
12 = 0.013006
13.5 = 0.008671
15 = 0.005781
16.5 = 0.003854
18 = 0.002569
19.5 = 0.001713
21 = 0.001142
22.5 = 0.000761
24 = 0.000507
25.5 = 0.000338
27 = 0.000226
28.5 = 0.000150
30 = 0.000100
31.5 = 0.000067
33 = 0.000045
34.5 = 0.000030
36 = 0.000020
37.5 = 0.000013
39 = 0.000009
If you SUMPRODUCT damage array with probability array, your mean damage = 2.999. In an infinite series, this will hit its asymptote of 3.
However, when you have an infinite series like burn, surely
median damage is a more reliable indicator?
In this case 3/2 damage = 5/9 probability.
Therefore median = 3/2 x 9/5 x 1/2 = 27/20 damage = 1.35 median damage.
The reality is, if you test 100 burn counters repeatedly in a Monte Carlo simulation, half the time, they will deal less than 135 damage and the other half of the time, they deal more. With the ability to deal a significant amount in outlier cases. Median identifies its 50th percentile, unbiased by the high damage of those outlier observations which raises the mean.
I look at cards like Lash of Hellfire (7-10 1 Burn, 11+ 2 Burn) as dealing (3/6 + 1/6) x 27/20 = 27/30 extra
direct damage.
All those effects that deal 7-10 1 Burn, 11+ 2 Burn really only deals roughly 1 more direct damage on a 50/50 case basis. But in a game where you have plentiful burn, I would look at this d12 roll as 2 direct damage (mean is slightly more than double median) as the mean becomes more relevant the more times the mechanic is used. This is why everybody remembers "that Warlock match" when that burn lasted the entire remaining game. We remember the outliers and this distorts our evaluation of its potency.
i don't know if mean or median is better. I try not to rely on d12 rolls (the dice hate me) so I guess because I use effects sparsely, I prefer relying on the conservative median. Maybe a maths expert reading this will know how best to quantify burn?
Coming from ultra-analytical games, I think Mage Wars is meant to be played far more laid back (look at some of these rules fuzziness still unresolved), certainly no removal of the game's mystique by deconstructing it down to maths mechanics. Hey, the next set has you literally fighting with Flower Power - you can't get more hippy than that!
Nice post though, Zuberi. Hopefully, it may get a few more players looking at the game in a similarly analytical fashion.
For everyone else, sorry for this lapse, I couldn't resist. I feel dirty and ashamed revealing this side of me...