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NoMaDhOoK

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Posts posted by NoMaDhOoK

  1. 29 minutes ago, Sev said:

    Hmm

    Seems like result ain't good...
    are you sure about it?

    D6-1 on 6 to hit doesnt sound right

     

    Ahh, You are right, I read the warscroll wrong. It's not on a 6. It's on any hit. You should be able to do D6 - 1 on a {the hit roll} (so 5 for rapid fire, 3 for single).

    Edit: I've attached examples of the 2 types of shots. The math does look correct by my quick calculations but I'll triple check and add it as a test case for the repo. 

    Screenshot_20191215-220644_Chrome.jpg

    Screenshot_20191215-220723_Chrome.jpg

  2. 1 hour ago, Sev said:

    Thanks for sharing it!

    It's awesome.

    How would you encode the D3 or D6 on hit?

    ex: balistas & co

    If you are talking about the celestar ballista. You use the "exploding" modifier. Since the ability is d6 instead of 1 (and not D6 extra like most others). Just set the extra hits parameter to D6 - 1

    Edit: this image is incorrect as I read the warscroll incorrectly. See my post below for updated

    Screenshot_20191215-204708_Chrome.jpg

  3. Version 0.4.0 has now been released (see above post for full details). Along with the following bug fixes:

    • Use React.memo and _.isEqual to avoid unnecessary re-renders when props
    • Ensure that attacks, and damage characteristics never go lower than 1
    • Fix a safari specific bug which caused the modifier inputs to change order when their values changed
    • Move from deprecated @babel/polyfill -> core-js and regenerator-runtime

    This was a larger release so please do let me know if anything looks off. FYI: @Planar, @Eevika this means you can now do proper dice notation 

    Lastly, I have noticed that most screenshots seem to be of the bar graph, so I am attaching a poll for whether the graph order should change: https://www.strawpoll.me/19084784

    statshammer_0_4_0.png

    • Like 1
    • Thanks 2
  4. 5 hours ago, Malakree said:

    EDIT: I SS'd it like a grandpa.

    Yeah, sorry, I am going to work on an export as PDF option soon so hopefully it shouldn't be too long (just have some other low hanging fruit to get out first) 

    • Haha 1
  5. On 12/11/2019 at 12:27 AM, Scurvydog said:

    All this is only a problem as petrifex.

    Take stalkers outside petrifex, compare them to a similar big guy unit for 200 points, kurnoth hunters.

    against 4+ saves Kurnoth with scythes dish out 7.2 damage and 1,5 mortal wound from stomping, so around 8-9 damage total. 

    Stalkers in precision stance is 11.1 damage.

    So stalkers deal a bit more damage, they have 1 more move. In any of the other offensive stances they have a pitiful output of 5.9. If they choose reroll saves 4.4...

    Kurnoth hunters have 5 wounds each instead of 4. If they do not charge they can reroll saves too with no less damage output, only 1" pile in then, but 2" reach.

    In summary, anything but precision stance on Stalkers is grossly overcosted. If they did not have that, there would be 0 reason to ever take them.

    Precision stance AND the +1 save and possible +1 rend from Petrifex brings them over the top.

    Stalkers in any other legion and precision stance er balanced just fine for their points, if they did less damage, there would be no point to them next to even Morghasts for about the same points and 6.7 damage and 9" fly and either 5+ mortal wound save or 3d6 charges.

    Yeah the stances are really wack. This is stance comparison right now (for a unit of 3 models, all spirit swords) 

    Screenshot_20191213-180727_Chrome.jpg.c4ca0dd076283a5e194e93727e00b811.jpg

    Maybe if the +1 damage was made baseline, and then the reroll all changed to reroll 1s to hit/wound, it would be better internal balance

    Screenshot_20191213-181333_Chrome.jpg.4f3855ef10c4f5fda8d9ff3450b85e7e.jpg

    This does make them slightly more powerful fighting against 6+ saves. They could have even dropped the to_wound to 4+, and the falchions up to 3+ to hit (to actually make them worthwhile) 

    • Like 1
  6. So after gathering some feedback from this thread, reddit (and mentions in other threads). The current plan for the next 2 releases are as follows:

    Release 0.4.0 (the next one) [RELEASED]

    • Full dice notation (e.g: `d3`, `2d3`, `3d6+2`, etc.)
    • Reordering of units, profiles, and modifiers (Buttons for now, draggable will come later, once I have got through some of the more important changes)
    • Graph axis labels
    • Ability to switch between tabbed graphs, and a graph list for Desktop
      • This is to make screenshots much easier until the next release, where I will tackle exporting as PDF
    • Extra modifiers that are identified between now and then
    • Some dark mode improvements to increase visibility (there is a dark mode currently, but it has some visibility issues)

    Release 0.5.0 [RELEASED]:

    • Ability to export results as PDF, containing the following items
      • Unit configuration
      • Stats Table
      • All 3 Graphs
    • Extra modifiers that are identified between now and then
    • Dark mode out of "beta"
    • Like 3
  7. 20 minutes ago, Eevika said:

    Is there a way to put an attacks characteristic of 2d6 for example?

    Not in the released build at the moment. To get the equivalent you can do d6 for attacks and add a bonus attacks modifier of another d6. 

    In the branch I am currently working on I am added the functionality for 2d6 or d6+2 etc. So it shouldn't be long 

  8. 41 minutes ago, The_Dudemeister said:

    All the features it already has are working perfectly! Can't wait for the updates, this will be my go-to tool for sure.

    Can you already rearrange the 5 units or is it always dependant on which unit's profile you created first? If so, I'd like that feature added.

    Re-arranging is something I plan on adding very soon. 

  9. 1 hour ago, TheCovenLord said:

    Make a unit of 3 models with 2 attacks each. 4+ to hit 3+ to wound -2 rend 3 damage with conditional modifier 6 to hit is an additional wound that is what generated the Stats Fetch Error. Its definitely the conditional modifier generating an extra damage on 6's to hit or wound causing it (it caused it whether the 6 was to hit or to wound). 

     

     

    As for the reroll ones I had to scroll down on the menu to find it so my bad it does exist which is fantastic!

     

    loving the tool so far

    Awesome, thanks for the info. I'll dig into it some more tomorrow

    *Edit:* I can't replicate it in chrome. But got it replicated on Samsung browser. I think it is an incompatibility with some browsers

    I'll try get it all fixed up over the weekend. Thanks again. 

  10. 8 minutes ago, TheCovenLord said:

    Small things. There is no reroll of anything less than total rerolls (ie  no option for rerolls of 1 to hit)

     

    Also if you add conditional modifiers it results in an error "Failed to Fetch Stats"

     

    Otherwise very cool tool. Just makes me sad to see the true output of some of my units haha

    Thanks for checking it out and giving feedback

     

    There should be 3 separate modifier options for rerolls (reroll, reroll failed, and reroll 1s). 

     

    Conditional modifiers are very new (since this afternoon). Maybe there is some combination that causes the error. If possible could you let me know the configuration you tried so I can replicate it 

  11.  

    aos-statshammer-reddit.png.371ee4db26d54f2b6a2538e83e23c71b.png

    AoS Statshammer:

    Over the last month, in my free time, I have been building a website that allows you to add units -> weapon profiles (with modifiers) and it will calculate the average damage that unit would do against various saves (2+, 3+, 4+, 5+, 6+, -).

    A reminder that there is a lot more to a unit than just their damage output. This is a tool, not a definitive answer of which unit is better

    Note: I am going to keep this thread updated with release notes. 

    Current features include:

    • Ability to add up to 5 different Units, with up to 8 profiles each
    • Ability to add up to 5 modifiers per profile
    • Results are in the form of a table, line chart, bar chart, and radar chart
    • Dark Theme
    • Ability to use dice values where applicable (e.g: D3, D6)
    • Persistent storage for theme and units so a refresh won't lose all of your data
    • Import / Export of unit data
    • Export stats (table and graphs) to PDF
    • Ability to add modifiers to target (e.g: Reroll 1's to save, FNP, ethereal, etc.)

    Planned Features include:

    • More modifiers
    • An actual domain name
    • Ability to add modifiers to the unit as a whole (instead of just to each profile)
    • Ability to optionally add points values to unit to give an average damage / 100 points for better comparisons

    Other notes:

    • If you do this sort of math in your free time, and you notice that something is not right, please do let me know
    • The repo is public, so you are free to contribute through PR's or creating issues for feature requests/bugs

     

    compare.png.02a9bcdbac2458f359ddb3fe3767c174.png

     

    • Like 13
    • Thanks 6
    • LOVE IT! 7
  12. Just now, Reuben Parker said:

    I understand that, I was making the point that buffs debuffs of different types can change which is better in addition to that spell so picking one buff and saying it makes the blades a better choice isn’t a particularly valid argument was my point.

     

    The unmodified 6's is innate to the unit. The 5+ spell I understand.

    I would still build the greatsword and just say to your opponent whether you are using it or not (before the game begins). I doubt anyone would care.

    Honestly I just hope the greatsword gets FAQ'd into a nadirite weapon 

  13. 18 minutes ago, Reuben Parker said:

    Buff / debuff works both ways though. Anything that gives + to hit helps greatswords more. If opponent has a to wound debuff or re roll hit 6s debuff greatswords are massively better, where as minus to hit makes the greatswords worse. 

    But if you prefer the look there’s no arguing with that :) rule of cool trumps all. 

    It's not about a bonus to hit. It's unmodified 6's (5's with the spell) of nadrite weapons explode into 2 hits (1 extra) . 

    This does not affect the greatsword as it is not a nadrite weapon (no exploding hits at all) 

    It means mathematically with the spell (5+ exploding) normal swords do more wounds on average than greatswords

    • Like 1
  14. 27 minutes ago, TheKingInYellow said:

    I think I have my first 2K list sorted.  My only issue is lack of RDP points, but I think it's a solid list overall:

    
    Petrifex Elite
    
    Arkhan the Black
    
    Mortisan Soulmason - General, Mighty Archaeossian, Godbone Armour, Drain Vitality
    
    Mortek Guard x 20 - Blades, Necrophoros, Hekatos
    
    Mortek Guard x 20 - Blades, Necrophoros, Hekatos
    
    Kavalos Deahtriders x 10 - Spears, Necrophoros, Hekatos
    
    Gothizzar Harvester - Sickles
    
    Mortek Crawler
    
    Mortek Crawler
    
    Soulstealer Carrion
    
    Bone-Tithe Nexus

    2k points exactly.  Thoughts?

    You might find yourself RDP starved with only 2 guaranteed a round. I would maybe get yourself a Liege-Kavalos (200 points) to take you to 4 guaranteed (Liege gives you 1 on top of the hero 1). You would have to drop something though

  15. 33 minutes ago, Sception said:

    If you build the stalkers, four swords is almost always better than paired greatsword, by enough that it kind of foes matter.  Their unit upgrade is actually a downgrade, at least for now.  Kind of sad.  Not a huge one, so if you value aesthetics over gameplay you shouldn't feel too bad for taking it anyway, but yeah.

    Honestly, if you end up building the greatswords (rule of cool), just let your opponent know before you start that you are not playing with the "upgraded" weapons. I doubt anyone would mind

    Kind of disappointing that pretty much all of our "upgrades" are worse than the normal weapons

  16. I am really liking the look of this army, and it is a good thing that building a list is so hard (varied lists are good for your mental health). However, It would have been nice to have some battleline if's for our more expensive heroes

    • Nagash
      • Morghast Harbingers/Archai as battleline (like LON)
        • Probably won't use it, but its nice to have the option for more friendly games
    • Katakros
      • Necropolos Stalkers as battleline
        • Immortis Guard are probably more thematic, but stalkers are probably more balanced
  17. 49 minutes ago, Arcian said:

    Ah ok got it! That sounds pretty good . So does that in theory let you bypass the negative modifiers, or would they still apply?

    The negative modifiers still apply after your rerolls, but it means you can still reroll it. 

    E.g: you have a 3+ save and something hits you with -2 rend (so you need a 5+ to save) . 

    - In the first case of "reroll failed x" (not mortek guard), you can only reroll 1, and 2's. And you need a 5+ to save

    - The second case of "reroll x" (like mortek guard CA) you can reroll 1,2,3, and 4's (those that would fail after rend). However, after the reroll you still need a 5+ to save 

    • Like 2
  18. 23 minutes ago, Arcian said:

    So i'm a little confused on how Shieldwall works for the mortek guards. When I do the reroll, am I rerolling say the 3+ (if petrifex) minus and negative modifiers or am I rerolling the save with negative modifiers? 

    You can reroll any (so you can reroll a 3 if you want). There are two types of rerolls in the game:

    - Reroll failed x

    - Reroll x

    The former means you can only reroll ones that fail (before any modifiers). 

    The latter means you can even reroll successful rolls of you want to (essentially allowing you to reroll all those that would have failed after modifiers) 

  19. 18 minutes ago, Souleater said:

    @DioRa same here. 

    Rend is valuable but only of your models are in melee range to use it.

    Opponent will often try to either bottleneck your advance or engage your unit to minimize retaliation.  Spears would reduce the effectiveness of such tactics. It isn't just about the raw numbers.

    I'm tempted just to go with two units of twenty. One with each weapon type just to make them easier to differentiate on the tabletop.

    As an side, I am disappointed by their weapon upgrade. Apart from picking out the unit leader, it doesn't seem that useful. I would rather have the cleaner and faster dice rolling.

    True. But since mortek guard are 25mm bases, you can fight in 2 ranks with 1" reach weapons (swords). So 20 size units will probably benefit more from the extra rend. 

    Though I will probably go 1 of each for variety as well 

  20. 15 minutes ago, Captain Badruk said:

    Ah ok then so the catapult is an exception rather than the rule I see now!

    No it isn't the exception. The designers note is not about the part about enemy wounds characteristic. But about the fact that if you look at the damage table, the modifier for cursed stele increases with the more wounds the catapult has taken (attacking model refers to the catapult, not the thing you are shooting) 

    • Like 1
  21. 3 hours ago, Captain Badruk said:

    See that's what I thought too until I read the designers not on the martek crawler which makes it seem like the wounds characteristic could mean the wounds the model currently has? That's the way it's worded in that profile and the ressurect mechanic on the mortisans scrolls is worded nearly the same

    When a warscroll refers to a "characteristic" . It always refers to the number on the warscroll istself (unmodified and total wounds). This is in the core rulebook somewhere (I don't have it on me at the moment) 

  22. 9 minutes ago, Captain Badruk said:

    The designers not on the mortek crawlers makes me think that you can Rez the stalkers and gaurd but with only 3 wounds instead of the full four? The wording seems a little odd

    No, you cannot bring back a unit with partial wounds. You can heal it (probably what they meant) but not bring back. 

    The guard are 1 wound a piece so you can bring those back

    The harvester can bring back models with more than 3 wounds because if something with 10 or more wounds dies near it, it heals D6 wounds (so you could, on a roll of 6, bring back a stalker or morghast model) 

    You also can't bring back models whose entire unit is completely destroyed 

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