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dom6:fearbattleenchantments [2024/12/18 18:00]
isitaris
dom6:fearbattleenchantments [2025/04/19 20:50] (current)
isitaris
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   * A frighten effect reduces the morale of the target by 1, to a maximum of 5. If the target is alone in its squad like a commander, it will rout unless it succeeds on a morale check that we will call standard routing morale check (it is failed if the target fails an opposed DRN check of 5 + morale vs 14 + morale malus; ties are successes). This also affects squads if it is small enough, but this will not be modelled for now as it only affects very small squad with numbers below 5.   * A frighten effect reduces the morale of the target by 1, to a maximum of 5. If the target is alone in its squad like a commander, it will rout unless it succeeds on a morale check that we will call standard routing morale check (it is failed if the target fails an opposed DRN check of 5 + morale vs 14 + morale malus; ties are successes). This also affects squads if it is small enough, but this will not be modelled for now as it only affects very small squad with numbers below 5.
   * Wailing Winds hits with full fear effects on the condition that the hit unit fails a morale check that we will call moraleNegateMoraleCheck (it is failed if an open-ended 3d6 roll falls strictly below the unit current morale).    * Wailing Winds hits with full fear effects on the condition that the hit unit fails a morale check that we will call moraleNegateMoraleCheck (it is failed if an open-ended 3d6 roll falls strictly below the unit current morale). 
-  * A full fear effect reduces the morale of the target by 1, to a maximum of 5 (this was changed recently in a dom 6 patch, it was previously 10). The full fear target will rout unless it succeeds on a morale check that we will call individual morale check (it is failed if the target fails an opposed DRN check of morale vs 6 + morale malus; ties are successes). If the full fear target did not fail the previous check and is alone in its squad like a commander, it will rout unless it succeeds on an standard routing morale check. If the target is in a squad, morale problems are involved (see [[user:loggy:morale|Dom 5 fear mechanics]]), and if there are enough of them, the whole squad makes a standard routing morale check as a single entity, with morale equal to the average morale in the squad and a bonus equal to 4 + (squadSize/2 + squadSize*5)/squadSize), where / is a division that rounds down. If the squad fails the check, it routs.+  * A full fear effect reduces the morale of the target by 1, to a maximum of 5 (this was changed recently in a dom 6 patch, it was previously 10). The full fear target will rout unless it succeeds on a morale check that we will call individual morale check (it is failed if the target fails an opposed DRN check of morale vs 6 + morale malus; ties are successes). If the full fear target did not fail the previous check and is alone in its squad like a commander, it will rout unless it succeeds on an standard routing morale check (as said before, such a check is failed if the target fails an opposed DRN check of 5 + morale vs 14 + morale malus; ties are successes). If the target is in a squad, morale problems are involved (see [[user:loggy:morale|Dom 5 fear mechanics]]), and if there are enough of them, the whole squad makes a standard routing morale check as a single entity, with morale equal to the average morale in the squad and a bonus equal to 4 + (squadSize/2 + squadSize*5)/squadSize), where / is a division that rounds down. If the squad fails the check, it routs.
   * A single standard routing morale check can be done every round. A single individual routing morale check can be done every round.   * A single standard routing morale check can be done every round. A single individual routing morale check can be done every round.
   * The morale malus decays in the following way: every round, there is a 50% chance that the malus decreases by 1.   * The morale malus decays in the following way: every round, there is a 50% chance that the malus decreases by 1.
  
  
 +
 +[[https://github.com/isitaris/dom6Utils/blob/master/wailingWinds.py|The Python code of the simulation can be found here on Github (change names of morale checks to match those on this page)]]
 +
 +[[https://github.com/isitaris/dom6Utils/tree/master/WailingWindsPlots|A lot of plots that have been made can be found in this Github folder]]
  
  
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 +
 +====== A few figures of interest ======
 +
 +{{ :dom6:stats:moraleplays_moralecomparison_squad___bloodrain_on_wailingwinds_on.pdf |}}
 +
 +this should be made a png
 +
 +What to show:
 +
 +commanders
 +  * commanders vs blood rain at various morales
 +  * a few examples for 4 morales of bRain vs bRain+Wwinds vs wwinds, if possible resized to fit in the same size as previous plot
 +
 +units
 +  * density 3, squad size 50(or 100?), vs wWinds at various morales
 +  * same thing with wWinds+bRain
 +  * a few examples for 4 morales of bRain vs bRain+Wwinds vs wwinds, if possible resized to fit in the same size as previous plot
 +
 +  * effect of size for 4 morales, at density 3, for wWinds, resized to fit in same size as previous
 +  * same thing for wWinds+bRain, showing that there's no effect of squad size there
 +
 +let people check github for density 1 and 2
dom6/fearbattleenchantments.1734544834.txt.gz ยท Last modified: 2024/12/18 18:00 by isitaris