frzntundra4 wrote:
I think that finding ways to reduce the actual amount of damage one takes is vitally important in this game system, especially with the Massive Damage rules in effect.
So a good AR is, imo, slightly more important than have a good Fortitude defense, both of which are more important than AV.
Having run the numbers, I'm not sure I agree. Which is surprising as my inclination was to lean towards AR as well.
Note: The numbers below do not take into account exploding dice, which leads to slightly higher average attack #s and slightly more damage.
Consider being attacked at 2d10+d8+5 (avg. 20.5) for d8(d10)+1 (11) damage. Your chance of getting hit at a 21 AV is 50/50. At a 23 AV it's 34.25%. Let's say its 6 AR vs. 4 AR (Benediction +2 Armor vs. AV)
Over 10 attacks the 21 AV/AR 6 averages (10*.5[hits])*(11-6[base damage)] = 25 points.
Over 10 attacks the 23 AV/AR 4 averages (10*.3425[hits])*(11-4[base damage)] = 23.975 points.
Roughly equivalent. Increase the AV by 1 and you get the following:
Over 10 attacks the 22 AV/6 AR averages (10*.42)*(11-6) = 21 damage, a decrease of 4.
Over 10 attacks the 24 AV/4 AR averages (10*.27)*(11-4) = 18.9 damage, a decrease of 5.
Going the other direction compared to the original (mid) numbers:
Over 10 attacks the 20 AV/AR 6 averages (10*.58)*(11-6) = 29 damage, an increase of 4 points.
Over 10 attacks the 22 AV/AR 4 averages (10*.42)*(11-4) = 29.4 damage, an increase of 5.5 points.
Changing the damage equation to d10(d12)+5 for 17 points on average nets the following in the same order:
20 AV/AR 6 averages (10*.58)*(17-6) = 63.8 damage
22 AV/AR 4 averages (10*.42)*(17-4) = 54.6 damage
21 AV/AR 6 averages (10*.5)*(17-6) = 55 damage
23 AV/AR 4 averages (10*.3425)*(17-4) = 44.525 damage
22 AV/6 AR averages (10*.42)*(11-6) = 46.2 damage
24 AV/4 AR averages (10*.27)*(11-4) = 35.1 damage
Looking over the Bestiary guidelines, Minion (d6 or d8), Common (d6 or d8) and Elite (d8 or d10) creatures get +3 skill/Tier so Tier 1.5 =+4/5, 2.0 = +6, 2.5 = +7/8 and 3.0 = +9
Add an extra 1 or 2 for talents (wolf pack/swarm tactics, weapon mastery, etc.) and you're looking at
Minion (d8) T1.0 = 2d10+1d8+4 (18.5), T1.5 = 2d10+1d8+6 (20.5), T2.0 = 2d10+1d8+7 = 21.5, T2.5 = 2d10+1d8+9 = 23.5
Common (d8) [As Minion]
Elite (d10) [And assuming +2 to hit vs. +1] = 2d10+1d10+5 = 20.5, T1.5 = 2d10+1d10+7=22.5, T2.0 = 2d10+1d10+8=23.5, T2.5 = 2d10+1d10+10=25.5
Rough Estimate on Average Defenses (pre-magic / buff)
PC Tier 1.5 = 12 +3 or 4 (Pr) +3 (In) + 0 or 2 + 0/1 Racial = 18 to 22
Tier 1.10 = 12 + 3 or 4 (Pr) +3 (In) +2 Defenses + 0/1 Racial = 20 to 22
This doesn't factor in shields, runes or encumbrance.
Between Defense bumps, stat increases, spells and magic, I think it's possible to generally keep pace with the foes.
I ran the numbers at lunch, so I may be missing something more significant. It certainly looks like AV is better 1/1 than AR, but it depends on what your trade off is, and there's certainly a point of diminishing returns.
With a sweep of his hat,
Paul