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> How fast is that, exactly?, Discussion of initiative statistics, etc
TinkerGnome
post May 29 2004, 04:17 AM
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Okay, I got bored and decided to see what the probabilties of getting a certain number of actions is for various types of initiative boost. Here is what I came up with. I considered reactions from 4 to 12, which would account for most bioware and racial maximums (a human maxes out at 11 reaction without cyberware, an elf at 12). Reaction enhancers weren't considered in this, but you'll probably be using them if you're at 12 reaction, anyway. Reaction boosts from the "Boost" cyber aren't counted under the R column. That's pure bioware+natural reaction (and reaction enhancers if you're trying to see how they fit in).

Using reaction enhancers, the fastest possible initiative boost is +24 reaction +4d6 initiative (16 points of deltaware reaction enhancers and deltaware MBW IV), or 36+5d6 (min 41 max 66 or 7 to 9 sets of actions per turn). That's a little beyond the scope of what I'm going for.

First, un-boosted initiative.
CODE
R Boost   1 P     2 P     3 P     4 P     5 P
4  None 100.00%   0.00%   0.00%   0.00%   0.00%
5  None 100.00%  16.67%   0.00%   0.00%   0.00%
6  None 100.00%  33.33%   0.00%   0.00%   0.00%
7  None 100.00%  50.00%   0.00%   0.00%   0.00%
8  None 100.00%  66.67%   0.00%   0.00%   0.00%
9  None 100.00%  83.33%   0.00%   0.00%   0.00%
10 None 100.00% 100.00%   0.00%   0.00%   0.00%
11 None 100.00% 100.00%   0.00%   0.00%   0.00%
12 None 100.00% 100.00%   0.00%   0.00%   0.00%


Now, common cyberware. The synaptic accelerator alone is not considered as it is inferior to Boosted III.
CODE
R  Boost      1 P     2 P     3 P     4 P     5 P
4  Bstd III 100.00%  98.15%   9.26%   0.00%   0.00%
5  Bstd III 100.00%  99.54%  16.20%   0.00%   0.00%
6  Bstd III 100.00% 100.00%  25.93%   0.00%   0.00%
7  Bstd III 100.00% 100.00%  37.50%   0.00%   0.00%
8  Bstd III 100.00% 100.00%  50.00%   0.00%   0.00%
9  Bstd III 100.00% 100.00%  62.50%   0.00%   0.00%
10 Bstd III 100.00% 100.00%  74.07%   0.00%   0.00%
11 Bstd III 100.00% 100.00%  83.80%   0.46%   0.00%
12 Bstd III 100.00% 100.00%  90.74%   1.85%   0.00%
4  Wired I  100.00%  83.33%   0.00%   0.00%   0.00%
5  Wired I  100.00%  91.67%   0.00%   0.00%   0.00%
6  Wired I  100.00%  97.22%   0.00%   0.00%   0.00%
7  Wired I  100.00% 100.00%   2.78%   0.00%   0.00%
8  Wired I  100.00% 100.00%   8.33%   0.00%   0.00%
9  Wired I  100.00% 100.00%  16.67%   0.00%   0.00%
10 Wired I  100.00% 100.00%  27.78%   0.00%   0.00%
11 Wired I  100.00% 100.00%  41.67%   0.00%   0.00%
12 Wired I  100.00% 100.00%  58.33%   0.00%   0.00%
4  Wired II 100.00% 100.00%  25.93%   0.00%   0.00%
5  Wired II 100.00% 100.00%  37.50%   0.00%   0.00%
6  Wired II 100.00% 100.00%  50.00%   0.00%   0.00%
7  Wired II 100.00% 100.00%  62.50%   0.00%   0.00%
8  Wired II 100.00% 100.00%  74.07%   0.00%   0.00%
9  Wired II 100.00% 100.00%  83.80%   0.46%   0.00%
10 Wired II 100.00% 100.00%  90.74%   1.85%   0.00%
11 Wired II 100.00% 100.00%  95.37%   4.63%   0.00%
12 Wired II 100.00% 100.00%  98.15%   9.26%   0.00%


Now, top of the line cyber and cyber+bioware combinations. MBW I - III are equivalent to Wired I-III in terms of initiative.
CODE
R  Boost           1 P     2 P     3 P     4 P     5 P
4  B III + SA II 100.00% 100.00%  77.85%   3.24%   0.01%
5  B III + SA II 100.00% 100.00%  84.80%   5.88%   0.01%
6  B III + SA II 100.00% 100.00%  90.20%   9.80%   0.01%
7  B III + SA II 100.00% 100.00%  94.12%  15.20%   0.01%
8  B III + SA II 100.00% 100.00%  96.76%  22.15%   0.01%
9  B III + SA II 100.00% 100.00%  98.38%  30.52%   0.01%
10 B III + SA II 100.00% 100.00%  99.28%  39.97%   0.08%
11 B III + SA II 100.00% 100.00%  99.73%  50.00%   0.27%
12 B III + SA II 100.00% 100.00%  99.92%  60.03%   0.72%
4  Wired III     100.00% 100.00%  84.10%   2.70%   0.00%
5  Wired III     100.00% 100.00%  90.28%   5.40%   0.00%
6  Wired III     100.00% 100.00%  94.60%   9.72%   0.00%
7  Wired III     100.00% 100.00%  97.30%  15.90%   0.00%
8  Wired III     100.00% 100.00%  98.84%  23.92%   0.00%
9  Wired III     100.00% 100.00%  99.61%  33.56%   0.00%
10 Wired III     100.00% 100.00%  99.92%  44.37%   0.00%
11 Wired III     100.00% 100.00% 100.00%  55.63%   0.08%
12 Wired III     100.00% 100.00% 100.00%  66.44%   0.39%
4  MBW IV        100.00% 100.00%  99.28%  39.97%   0.08%
5  MBW IV        100.00% 100.00%  99.73%  50.00%   0.27%
6  MBW IV        100.00% 100.00%  99.92%  60.03%   0.72%
7  MBW IV        100.00% 100.00%  99.99%  69.48%   1.62%
8  MBW IV        100.00% 100.00% 100.00%  77.85%   3.24%
9  MBW IV        100.00% 100.00% 100.00%  84.80%   5.88%
10 MBW IV        100.00% 100.00% 100.00%  90.20%   9.80%
11 MBW IV        100.00% 100.00% 100.00%  94.12%  15.20%
12 MBW IV        100.00% 100.00% 100.00%  96.76%  22.15%


Finally, common magic.
CODE
R  Boost         1 P     2 P     3 P     4 P     5 P
4  Inc Ref +3  100.00%  98.84%  23.92%   0.00%   0.00%
5  Inc Ref +3  100.00%  99.61%  33.56%   0.00%   0.00%
6  Inc Ref +3  100.00%  99.92%  44.37%   0.00%   0.00%
7  Inc Ref +3  100.00% 100.00%  55.63%   0.08%   0.00%
8  Inc Ref +3  100.00% 100.00%  66.44%   0.39%   0.00%
9  Inc Ref +3  100.00% 100.00%  76.08%   1.16%   0.00%
10 Inc Ref +3  100.00% 100.00%  84.10%   2.70%   0.00%
11 Inc Ref +3  100.00% 100.00%  90.28%   5.40%   0.00%
12 Inc Ref +3  100.00% 100.00%  94.60%   9.72%   0.00%


Okay, so what does all that tell us? A fast metahuman can get two actions per turn, but never 3. MBW IV is fast provided you have the millions upon millions of nuyen necessary to get it at a usable grade.

In terms of starting cyberware, Boosted III is pretty good for your money. Wired I is a waste (provided speed is your primary goal). Wired III provides a slight advantage over Boosted III, but unless you intend to install a reflex trigger, it's not worth it. Wired III appears to be marginally better than Boosted III + Synaptic Accelerator II. The odds of getting that mythical fifth action out of the BIII+SAII combo is pretty much akin to winning the lottery. < 1%

Reaction enhancers can be added to any of these systems to make them faster, but even then it'll take a lot of enhancement to drop off the R12 scale. An "average" starting sam has a reaction of 9 (assuming quick 9, int 5, enhanced articulation, syprathyroid).

Thoughts?
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Luke Hardison
post May 29 2004, 04:33 AM
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QUOTE (TinkerGnome)
Using reaction enhancers, the fastest possible initiative boost is +24 reaction +4d6 initiative (16 points of deltaware reaction enhancers and deltaware MBW IV), or 36+5d6 (min 41 max 66 or 7 to 9 sets of actions per turn). That's a little beyond the scope of what I'm going for.


Nitpick: The maximum reaction enhancer rating is 6, and going with deltaware doesn't change that. I know it won't affect your calculations. Consider me Type 1.

Thanks for the analysis, but one thing you also might consider in your summary is the essence cost. Not everyone that wants to be fast on the draw is okay with burning themselves out of essence.
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BitBasher
post May 29 2004, 04:39 AM
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one thing:
QUOTE
16 points of deltaware reaction enhancers and deltaware MBW IV)
max rating of reaction enhancers is IIRC 6.
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TinkerGnome
post May 29 2004, 04:40 AM
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Damn. That's what happens when someone decides it's a good idea to write "six" instead of "6". I looked right at it half a dozen times without realizing it was the limitation.

That makes max initiative instead +14 +4d6 or 26+5d6. Still big, but only a max of 6 passes (8 actions).
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BitBasher
post May 29 2004, 04:47 AM
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Oh, than also:
QUOTE
A fast metahuman can get two actions per turn, but never 3.

Yes he can. Adrenaline Surge Edge. He can technically get 30 if he sells his sould to the gods of repeating 6's. :D
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TinkerGnome
post May 29 2004, 04:49 AM
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Edges and flaws are optional rules so they don't count ;)

Your odds of 3 actions are still pretty low, even with them. If your reaction is 9, you're still only at approximately a 30% chance of three actions.
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Arethusa
post May 29 2004, 04:49 AM
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Corollary to Adrenaline Surge: if you roll up to a 30 on a single die, enjoy your complementary heart attack.
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BitBasher
post May 29 2004, 04:55 AM
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I've had a player roll a 39 on a single die before, without karma, in front of me, and his target number was 29 IIRC. =P
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TinkerGnome
post May 29 2004, 05:16 AM
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Playing Brave New World one time, I hit the high 20s on a single d6. Intimidated an entire room full of gangers like no one's business ;)

You know... I really hate Adrenaline Surge as an edge. The wording is such that a mage can start the game with it and then cast increased reflexes +3 to get +3d6 initiative which all use the rule of 6... Same goes for adding cyber.
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Eyeless Blond
post May 29 2004, 05:19 AM
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Alpha Boosted I and SA 2 is a good route to go for an essence-friendly initiative boost: .4 Essence and 1.00 Bio for +3d6 to initiative.
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The White Dwarf
post May 29 2004, 06:05 AM
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Ive already done a more comprehensive run of numbers for my own use, lost in a folder somewhere.

But the results were boosted1 as the most effecient initative for the cost and essence.

Boosted3 + SA + Reaction enchancer 6 was the highest initiative increase.

Move by Wire 4 is the most number of actions due to the bonus actions, but not the highest (ie first) number.

Wired reflexes 2 is the other effecient one, in terms of cost and essence.

Wired 1 and 3 are ineffecient but significant increases in terms of statistical chance to act more or sooner.
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Arethusa
post May 29 2004, 06:41 AM
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Uh, Dwarf, fastest average speed comes from Boosted 3 and Wired 3, not Boosted 3, SA 2, and RE 6.

Character with all attribute stats at 4:
Unaugmented initiative is 4+1d6: average 7.5
Wired 2 and Reaction Enhancer 6 is 14+3d6: average 24.5
Synaptic Accelerator 2, Reaction Enhancer 6, and Boosted Reflexes 3 is 12+5d6: average 29.5
Wired 3 and Reaction Enhancer 6 is 16 + 4d6: average 30

Yes, at its absolute max, SA2 + RE6 + BR3 can give you 42 initiative while Wired 3 and RE 6 'only' max out at 40. Really, the difference is miniscule, and average matters more. In either case, they're really quite close, and Wired 3 has the benefit of being less reliant on dice (not to mention giving you a somewhat substantially better Reaction scote). And I don't know why you think Wired 2 is inefficient. That shit is really cheap. There's a reason its de rigeur for mid range combat and bodyguard types.
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Kagetenshi
post May 29 2004, 06:52 AM
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Is there anything a Rigger can do beyond VCR improvements and Structural Agility?

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Arethusa
post May 29 2004, 06:53 AM
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He can get in a JIM suit.
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Austere Emancipa...
post May 29 2004, 07:08 PM
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Boosted Reflexes doesn't stack with Wired Reflexes, Arethusa.
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Arethusa
post May 29 2004, 07:21 PM
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But Reaction Enhancer does.
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Austere Emancipa...
post May 29 2004, 07:29 PM
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Yes, absolutely. However, you said:
QUOTE (Arethusa)
Uh, Dwarf, fastest average speed comes from Boosted 3 and Wired 3, not Boosted 3, SA 2, and RE 6.

Which would imply that BR and WR stack. And they don't.
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Moonstone Spider
post May 29 2004, 08:16 PM
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QUOTE (Kagetenshi)
Is there anything a Rigger can do beyond VCR improvements and Structural Agility?

~J

Get a mage to cast "Improve Cybered Reaction" on you and pray that they miraculously get many successes?

Since theoretically there's no upper limit to improve Cybered Reaction, how high could you get it? A force 12 spell from a Great Dragon could give you an insane speed edge.
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Arethusa
post May 29 2004, 09:16 PM
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QUOTE (Austere Emancipator)
Yes, absolutely. However, you said:
QUOTE (Arethusa)
Uh, Dwarf, fastest average speed comes from Boosted 3 and Wired 3, not Boosted 3, SA 2, and RE 6.

Which would imply that BR and WR stack. And they don't.

My mistake. Was late, and those two can be easy to mix up. Meant RE 6 and Wired 3.

And, seriously, for riggers, just get a JIM suit. Check out Man & Machine to see what I mean.
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TinkerGnome
post May 29 2004, 11:06 PM
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QUOTE (The White Dwarf)
Boosted3 + SA + Reaction enchancer 6 was the highest initiative increase.

Move by Wire 4 is the most number of actions due to the bonus actions, but not the highest (ie first) number.

Eh? you realize that these two combinations are the exact same boost to initiative, right? +8 reaction +4d6 initiative.

Also, I see from reading up that MBW can't take reaction enhancers at all (never used the stuff, personally).

My curiosity was more aligned along the path of, for a given character, how good is each initiative boost. The difference between Boosted III and Wired II for a street sam in terms of pure numbers is a rather small 25% chance at a third action. Boosted I + SA II is pretty good (though Boosted III + SA II is still much better).

You'll notice that I didn't consider the combination in these tables (these are just the "example" tables I pulled out). That'd be because you often can't get cultured bioware at character gen so it wasn't worth mentioning. Essence and nuyen costs are also an exercise for the reader. Personally, I don't look at "average" rolls. Percentage chances of a given number of actions is more important, in my mind.

If anyone wants to see the complete tables, check here.
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The White Dwarf
post May 30 2004, 01:52 AM
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The boost may be the same Tinker. But I mean since MBW4 gives you two "free" actions at the bottom of the pass it does indeed give you the most chances to act. If thats what you meant and I read your post right.

And Wired 3 / Reaction Enchance 6 might be slightly higher boost on average. But when you run the same math with a base reaction of 6, and consider the entier range of die rolls, Boosted 3 / SA 2 / Reaction Enchnce 6 is better. Because theres more dice involved theres more variance, and with base of 6 you wind up with more actions more often due to the break points on 10s. Least thats what my math showed.

Also, Boosted3/SA2/RE6 takes up less essece/bio space than does the wired 3 track, allowing you to do more with the rest of your guy.

(cant read tinkers chart, /cry)
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TinkerGnome
post May 30 2004, 02:26 AM
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What I read was that you said MBW didn't give numbers as high as the B3+S2+R6 combo which isn't really true. MBW IV is the best initiative booster in the game. Which is only fitting if you can aford the millions of nuyen to get it (and don't mind taking stress every month and having a high risk of serious side effects).

There are advantages to every setup, though, and no one is the "best". I was only talking about pure speed with the charts.

The file is .xls, can you download it at all? Or just not view it? Standard Excel format (you can view it with open office, which is free, too).
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Kagetenshi
post May 30 2004, 02:35 AM
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You can also open it with Appleworks if you swing that way.

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Eyeless Blond
post May 30 2004, 03:14 AM
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QUOTE (Arethusa @ May 29 2004, 04:16 PM)
And, seriously, for riggers, just get a JIM suit.  Check out Man & Machine to see what I mean.

Er, what is this, exactly? Or where is it?
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A Rodent of Unus...
post May 30 2004, 03:17 AM
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It's a lame deep sea diving suit in the Cannon Companion, p. 57. I have no idea what crack Arethusa is smoking, though. They don't do anything for Reaction or Initiative (and only penalize you if you're not rigging it), and even if you're rigging it you can't be rigging a vehicle or drone. Whooptido.
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