Skasian Posted October 1, 2018 Share Posted October 1, 2018 My maths is failing me, I cannot work out if it's better to take a trait/spell that allows re-rolling fails or give a +1 to that stat? e.g. Evocators have empower to re-roll wounds but they can also take Celestial Blades now which gives +1 wound instead. Which would be the better option mathematically? Link to comment Share on other sites More sharing options...
Yoshiya Posted October 1, 2018 Share Posted October 1, 2018 The only time that +1 is strictly better is going from a 6+ to a 5+ (the difference is 1/36 so very minor). As an example, something hitting on a 4+ hits 50% of the time. +1: turns to a 3+ meaning 66.66% hit Rerolls: effectively add 50% of 50% (the original misses) to the original 50% meaning 75% hit Note this is only true for full rerolls, the maths is more complicated for partial rerolls. Link to comment Share on other sites More sharing options...
XReN Posted October 1, 2018 Share Posted October 1, 2018 In that case - rerolls all the way Link to comment Share on other sites More sharing options...
Keldaur Posted October 1, 2018 Share Posted October 1, 2018 13 hours ago, Skasian said: My maths is failing me, I cannot work out if it's better to take a trait/spell that allows re-rolling fails or give a +1 to that stat? e.g. Evocators have empower to re-roll wounds but they can also take Celestial Blades now which gives +1 wound instead. Which would be the better option mathematically? Except if you hit on 6s, rerolls are always better Comparatively 3+ to hit (+1 to hit gets to 83%) (RR to hit gets to 89%) 4+ to hit, (+1 to hit gets to 66%) (RR to hit gets to 75%) 5+ to hit (+1 to hit gets to 50%) (RR to hit gets to 56%) 6+ to hit (+1 to hit gets to 33%) (RR to hit gets to 30%) Link to comment Share on other sites More sharing options...
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