Attacking a cloaked vessel.

archon96

Mongoose
Scenario: My ship is cloaked my son fires 4 photons and 2 hit. For the stealth trait, do i roll to negate the single to hit roll hit or do i have to roll against each of the 8hits from the multihit trait. I would think this would work just like shooting down the incoming AD of a drone or plasma, were 1 successful roll removes 1 AD.
 
Please note a hit (lower case h) is an attack that makes its "to hit" roll. A Hit (upper case H) is a point of damage caused by a successful attack

Stealth is rolled against each Hit (point of damage applied to the ship) not against each hit (weapon or attack that made its to hit roll.

If you hit with two Photons that does 8 Hits of damage, you roll stealth 8 times, once against each Hit that hit.

Plasmas and Drones auto hit and so roll a D6 for the number of Hits they cause. Stealth is rolled against the Hits.

Do not roll stealth against the hits (I.E. the attack dice rolls), roll stealth against the Hits (I.E. the damage caused).
 
You indeed roll against each of the 8 hits.

Think of it this way - he does not really know where your ship is. He can fire phasers, but they will likely miss (2+ to avoid each one). So, he uses a really big weapon, where the explosion is more likely to at least catch a bit of you.
 
archon96 said:
Scenario: My ship is cloaked my son fires 4 photons and 2 hit. For the stealth trait, do i roll to negate the single to hit roll hit or do i have to roll against each of the 8hits from the multihit trait. I would think this would work just like shooting down the incoming AD of a drone or plasma, were 1 successful roll removes 1 AD.

Think also about this: It doesn't matter!

Average is same whether it's 8x0.83333(6.6666666 hits) or (2*0.83333)*4=6.666666.

Rolling them 8 times just evens out the averages faster.

Well okay there's rare cases where it matters. Like when you have ship with 1-2 hp from crippled/destroyed and you need to do that only(obvious when 1 left from destroyed and no need to cause blow up) but then again having 1 save which if failed would turn to 4 would help if you need to cause 3-4 damage. Easier to luck out one failed save from 1 than 3-4 failed saves out of 4 dices. Average damage will be same in the long run though.
 
tneva82 said:
archon96 said:
Scenario: My ship is cloaked my son fires 4 photons and 2 hit. For the stealth trait, do i roll to negate the single to hit roll hit or do i have to roll against each of the 8hits from the multihit trait. I would think this would work just like shooting down the incoming AD of a drone or plasma, were 1 successful roll removes 1 AD.

Think also about this: It doesn't matter!

Yes it does - while the mean is the same over a very large number of throws, the distribution pattern is an entirely different matter and the distribution is the important part of linked throws ie that set of grouped shots at that target now (as opposed to averages over 3000ship battl).

Highly relevant for multihit 4s going through shields and grossly different enough to be well within the range of dice being thrown. If a photon hits and goes through the shields, if you use stealth to take out the AD the chance of escaping any internal damage is 83% (one roll probability), if you have to take out the hits individually then its a cumulative chance of only 48% (4 rolls of 2+ all going right) to escape internal damage from the shot. Then you have the obvious pattern differences for the chances of 1 2 3 or 4 hits going through...

Boom or bust
 
Myrm said:
Highly relevant for multihit 4s going through shields and grossly different enough to be well within the range of dice being thrown. If a photon hits and goes through the shields, if you use stealth to take out the AD the chance of escaping any internal damage is 83% (one roll probability), if you have to take out the hits individually then its a cumulative chance of only 48% (4 rolls of 2+ all going right) to escape internal damage from the shot. Then you have the obvious pattern differences for the chances of 1 2 3 or 4 hits going through...

Boom or bust

And unless you are within 1-2 points from treshold it's pretty much irrelevant. Long run both ways result in same result.

Myself I prefer the roll 8 times simply 'cause it evens out variance and results in less odd freak dice rolls turning game upside down but long run precise same damage result.
 
tneva82 said:
And unless you are within 1-2 points from treshold it's pretty much irrelevant. Long run both ways result in same result.

Myself I prefer the roll 8 times simply 'cause it evens out variance and results in less odd freak dice rolls turning game upside down but long run precise same damage result.

You just pointed out yourself why it is very relevant. In any given game you are not interested in the long run. You are interested in probabilities and distributions (if you are into the maths at all).
 
storeylf said:
tneva82 said:
And unless you are within 1-2 points from treshold it's pretty much irrelevant. Long run both ways result in same result.

Myself I prefer the roll 8 times simply 'cause it evens out variance and results in less odd freak dice rolls turning game upside down but long run precise same damage result.

You just pointed out yourself why it is very relevant. In any given game you are not interested in the long run. You are interested in probabilities and distributions (if you are into the maths at all).

The odd cases are so rare that in the long run they don't affect your winrate squash do...

Much like in poker the rare once in a lifetime hero folds don't affect your winrate one squash do. If you concentrate on such tiny details you are hindering your own winrate more than any gain you could hope to gain.
 
tneva82 said:
The odd cases are so rare that in the long run they don't affect your winrate squash do...

Rare?

Your snipe has been hit by a leaky photon. You have to decide which way to roll it.

Roll for each 4 hits separately leaves you with a 1/1296 chance of being crippled.
Roll for the one attack and you have a 1/6 chance.

Whilst pottering along under cloak, those overloads start coming in.

Your King Eagle has a 1/6 of being crippled when one leaks if you roll once.
Compared to 1 in a couple of hundred thousand.
The chance of 1+ devastating criticals significantly increases in that case as well.

And that's for 2+ stealth, 4+ stealth is much very different if you are not rolling each damage point. Rolling each damage point on 4+ will mean you have much better chance if being able to predict what position you will be in, rolling per attack makes it pretty random against photons/drones and plasma.

Long run averages are irrelevant in any given game if you are making few rolls. Not sure how you think understanding the maths hinders your win rate.
 
On OT, I have to agree the difference between "hit" and Hit" is confusing when the rulebook phrases it the way it does. It seems to refer to incoming, striking Attack Dice (Ah, a new term!).

The Stealth trait probably needs to be rephrased.
 
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