Dear All,
There has been a lot of talk on the forums lately about the relative merits of increasing the number of attack dice vs armour piercing against heavily armoured opponents. A lot of people have been using a basic calculation of around 1 point of damage per attack dice but, of course, this becomes more complicated in the presence of armour. More dice mean more chance of critical hits but armour piercing strikes will allow you to make the most of each dice.
Because I am a total geek, I realised that there was a way to calculate the probability of dealing a certain amount of damage for any given number of attack dice and the armour of the defender. I have written a small script for the
R statistical platform that will perform this calculation that I have posted
here. It defines a single function 'damageProbabilities' that takes three arguments: the first is the number of attack dice, the second is the effective armour of the defender (basic armour minus piercing), and the final argument is some text denoting the type of damage (this defaults of "normal" for normal damage type but can also be "incorporeal" or "resilient" to calculate damage for defenders with these traits).
As an illustration of this script I have attached to this post the results of an analysis of two different attacks against an opponent with 3 armour: a 4-dice attack with +3 piercing and a 6-dice attack. I ran this using the following calls of the 'damageProbabilities' function: damageProbabilities(4, 0, "normal") and damageProbabilities(6, 3, "normal"). The function will then provide the probability of dealing a certain amount of damage to the defender and the 'expected' amount of damage (which is sort of analogous to the mean amount of damage you'd expect from the attack, see information about
expected values). I have attached a figure with the probability mass distribution for the 4-dice +3 piercing attack given in red and the probability mass distribution for the 6-dice attack given in blue. The expected damage for the two attacks is shown by the dotted lines in the corresponding colours. You can see from this analysis that the expected damage for the 4-dice piercing attack is 4 whereas the expected damage for the 6-dice attack is only 3.74. This means that if you're up against a knight of westlock with a timber wolf then you're much more likely to do more damage by casting 'piercing strike' (2 mana) than revealing a bear strength enchantment (3 mana + original casting cost).
Feel free to use the script how you like for lots of different types of attacks. I can also post a description of the mathematics behind the calculation if people are interested.