Shadow Math-Top Line Shotguns Vs ARs |
Shadow Math-Top Line Shotguns Vs ARs |
Jul 19 2013, 10:32 PM
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#1
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Moving Target Group: Members Posts: 364 Joined: 12-July 13 Member No.: 127,215 |
We will assume that the shooter has 5 agility, 5 skill with an implanted smart link for a total of 12 dice on either the shotgun or automatics roll. We will also work under the assumption that the shooter has 5 points of recoil.
We will assume the defender has 5 reaction and 4 intuition for 9 on the dodge pool. Also the defender is wearing a lined coat for 9 armor and a body of 4. Lets look at the AR first (Ares Alpha). We will be using average rolls rounded to the nearest integer. so all attacks will generate 4 hits. Damage is 11 -2 ap so would be staged up to 15 In Semi auto the defender would score 3 hits. Damage is staged down to 12 In Burst fire the defender would roll 7 dice and score 2 hits. Damage is staged down to 13 In Full Auto "Long burst" the defender would roll 4 dice and score 1 hit. Damage is staged down to13 In Full Auto the defender would roll 0 Dice, However the attacker's dice pool is reduced to 8 for an average of 3 hits. Damage is staged up to 14 The Ares Alpha has armor pen of -2 so rolling 7 armor and 4 body the defender would achieve an average of 4 hits. Staging the listed damages down by 4 Now lets look at the shotgun (Enfield). Base damage of 13 (with slugs) -1 ap that would be staged up to 17 In Semi auto the defender would score 3 hits. Damage is staged down to 14 In Burst fire the defender would roll 7 dice and score 2 hits. Damage is staged down to 15 There are currently no shotguns in SR5 with Full Auto. The Enfield has armor pen of -1 so rolling 8 armor and 4 body the defender would achieve an average of 4 hits. Staging the listed damages down by 4 Finally we will look at the shotgun with buckshot. Damage is 15 (buckshot narrow spread -1 dodge) with ap +5 and is staged up to 19. In Semi auto the defender would roll 8 dice score 3 hits. Damage is staged down to 16 In Burst fire the defender would roll 6 dice and score 2 hits. Damage is staged down to 17 For medium spread at short ranges Damage is 14 (buckshot medium spread -3 dodge) and is staged up to 18. In Semi auto the defender would roll 6 dice score 2 hits. Damage is staged down to 16 In Burst fire the defender would roll 4 dice and score 1 hits. Damage is staged down to 17 note at close range medium spread the average damage is the same as narrow spread. However you can target 2 defenders The Enfield w/ buckshot has armor pen of +4 (rules check? With my rounding 17vs18 dice won't matter but it would be nice to know) so rolling 13 armor and 4 body the defender would achieve an average of 6 hits. Staging the listed damages down by 6. In Conclusion after all dodge/armor modifiers: Ares Alpha does 8 DV in Semi Auto 9 in a burst and 10 for full auto Enfield does 10 DV Semi Auto, and 11 in burstfire with slugs Enfield does 10 DV Semi auto, and 11 in burst fire with Shot in close range narrow or medium spread. Edit: after the staged up in armor the buck shot would be dealing non-lethal damage to this target. Looking at the numbers wide spread does nothing to help you. These are based on average rolls and your personal results may vary. I do not account for any "Special ammo" for the ARs or Shot guns. APDS or explosive ammo would increase the ending DV as well as increasing the ranges beyond short but you can do the math yourself. I hope this has been an informative post. |
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Jul 19 2013, 10:44 PM
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#2
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Moving Target Group: Members Posts: 239 Joined: 20-August 08 Member No.: 16,261 |
Neat, so buckshot is useful again? I like the sound of that.
Also, pretty colors, I was having Diablo II flashbacks for a while there. |
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Jul 19 2013, 10:49 PM
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#3
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Moving Target Group: Members Posts: 364 Joined: 12-July 13 Member No.: 127,215 |
I would also like to note even if in full auto the attacker had 9 recoil the damage would be upped to 11 DV after mods. The same as the Enfield burst. so you are looking at a complex vs. a simple action.
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Jul 21 2013, 12:12 AM
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#4
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Running Target Group: Members Posts: 1,451 Joined: 21-April 03 From: Austin, TX Member No.: 4,488 |
Neat, so buckshot is useful again? I like the sound of that. Also, pretty colors, I was having Diablo II flashbacks for a while there. Yes, but you have to keep in mind that you have to get through the armor for it to be physical damage rather than stun, and buckshot gives I believe +3 AP to the attacker. Also note that this didn't take into consideration the Limits of the two characters, but it wouldn't have matter since the lowest possible limit (Accuracy 4 on the Enfield, boosted to 6 by the smartlink) wasn't hit by any of the rolls. But it is something to keep in mind when making a character for actual play rather than a thought experiment. Personally, I'd love to see a mathematical breakdown of what Limits actually do to the curve on rolls. |
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Jul 21 2013, 12:21 AM
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#5
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Moving Target Group: Members Posts: 364 Joined: 12-July 13 Member No.: 127,215 |
the break down in the limits between the two guns is 1. I'll excel out what limits do to the curve, but.... you would need 3x the limit in dice to be hitting it more than half the time. so with a limit of six if you had +18 dice it would behoove you to take called shots, run and gun, and do backflips to get the most benefit out of your high dice pool.
My math took into consideration the +5 AP from the buckshot. so this data is pretty accurate for dealing with the armored targets. If the target is unarmored well... Both are death, but the shotty is extra death. |
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Jul 21 2013, 12:26 AM
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#6
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Moving Target Group: Members Posts: 364 Joined: 12-July 13 Member No.: 127,215 |
I also edited the data to reflect what you pointed out with non-lethal.
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Jul 21 2013, 08:38 AM
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#7
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Awakened Asset Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
Next level: Discard using averages for hitting.
For your chosen combatants (good baseline IMO) reducing defender dice is great, as 9 dice have a 35% chance of generating 4+ hits. Burst Fire (7 dice left) reduces that to about 1/2 (17.3%). Add that 12 dice have a 39.3% chance of generating less than 4 hits and defender odds start looking up. So one needs to actually calculate the odds of hitting. |
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Jul 21 2013, 08:38 AM
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#8
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Runner Group: Members Posts: 2,575 Joined: 5-February 10 Member No.: 18,115 |
I'm glad shotguns are noticeably useful now. They were useful in SR4 too, but they had more "Hidden Power", so to speak.
~Umi |
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Jul 21 2013, 10:53 AM
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#9
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Awakened Asset Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
Some time spend using Calc yielded some data that might help (warning: glitches ignored):
Attacker DP 12, Defender DP 9 Hit (total) 59,01%
Attackeer DP 12, Defender DP 7 Hit (total) 70,95%
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Jul 21 2013, 12:07 PM
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#10
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Prime Runner Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 |
The Enfield w/ buckshot has armor pen of +4 (rules check? With my rounding 17vs18 dice won't matter but it would be nice to know) All the shotguns do, base AP of -1+5=4 So nice that they finally got those correct in the book(something they failed to do for the whole of SR4) |
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Jul 21 2013, 03:30 PM
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#11
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Moving Target Group: Members Posts: 364 Joined: 12-July 13 Member No.: 127,215 |
http://forums.dumpshock.com/index.php?showtopic=39270
This is my first draft of a probablity calculator. I will be updating this thread latter. |
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