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TinkerGnome
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?
Luke Hardison
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.
BitBasher
one thing:
QUOTE
16 points of deltaware reaction enhancers and deltaware MBW IV)
max rating of reaction enhancers is IIRC 6.
TinkerGnome
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).
BitBasher
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. biggrin.gif
TinkerGnome
Edges and flaws are optional rules so they don't count wink.gif

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.
Arethusa
Corollary to Adrenaline Surge: if you roll up to a 30 on a single die, enjoy your complementary heart attack.
BitBasher
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
TinkerGnome
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 wink.gif

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.
Eyeless Blond
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.
The White Dwarf
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.
Arethusa
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.
Kagetenshi
Is there anything a Rigger can do beyond VCR improvements and Structural Agility?

~J
Arethusa
He can get in a JIM suit.
Austere Emancipator
Boosted Reflexes doesn't stack with Wired Reflexes, Arethusa.
Arethusa
But Reaction Enhancer does.
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.
Moonstone Spider
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.
Arethusa
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.
TinkerGnome
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.
The White Dwarf
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)
TinkerGnome
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).
Kagetenshi
You can also open it with Appleworks if you swing that way.

~J
Eyeless Blond
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?
A Rodent of Unusual Size
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.
Cain
MBW IV is the best *single* initiative booster there is. A full combination of enhancers can exceed it rather rapidly. For example, assuming a character with 6 Int and 6 Quick: Add RE 6 + Wired 3 + Suprathyroid + EA, and we have a total of +14 +3d6, for a total of 20 + 4d6. Compare that to MBW 4, which would give that character a whopping 14 + 4d6-- nothing to sneeze at, but not nearly as good.
Kagetenshi
I'm still liking the two extra actions, though. I mean, even an otherwise unaugmented physad with Quick Strike can beat you to the first punch, so you might as well be able to punch that many more times.

~J
TinkerGnome
In terms of maximum capacity, the R6+W3+bioware2 combo doesn't give you anything over MBW IV. You'll get a slightly higher average initiative, though (+8 +4d6 vs +14 +3d6). Of course, at that point, you're spending enough on them both that you're out of the league of what most PCs will ever see.
toturi
QUOTE (Cain)
Compare that to MBW 4, which would give that character a whopping 14 + 4d6-- nothing to sneeze at, but not nearly as good.

It is 14 + 5d6.
Zeel De Mort
JIM suits: You get your the benefits of your VCR if you're rigged in. So I guess if you've blown essence on a VCR3 you can wear one of those and not need to blow a whole lot more on Wired 3 as well. Brings you up to speed with the other characters, although they're hardly very practical..


Another thing about MBW vs Boosted/SI vs Wired is that, since MBW isn't compatible with any other reaction enhancing bio/cyberware you can end up with a higher average initiative with something other than MBW. IF you blow a lot of essence and bio index on all the stuff. Although MBW itself isn't exactly cheap on that front!

It doesn't get you more actions than MBW, but it does make you more likely to go first, which is often more important.
Arethusa
Rodent, leave the childish antics and temper tantrums at the door. You're getting rather tiresome, and it was never really charming to begin with.

And, hell, you're not even right. JIM suits let riggers use their vehicle Reaction/Initiative and let them use Control pool in place of Combat pool. Practical? Not especially. But it is potentially very useful, very powerful, and easy to get ahold of.
A Rodent of Unusual Size
"Eh, all the rules are all stupid, especially gun rules, but I'll advocate walking around in a 600+-pound deep sea diving suit. 'Cause that's just too cool and the numbers look decent on paper. Someone thinks otherwise? Well you shut up! I'm the only one allowed to say rules are dumb!" Oy.

JIM suits suck. Period. There's nothing redeeming about them unless you're some kind of Panther Assault-toting Hardened MilSpec Armor-wearing Main Street-walking munchkin. Doing some kind of deep sea diving run? Yeah, they have merit then. Maybe even some kind of vacuum-variant for space travel. But that's about the only time. And, on topic, they certainly don't add anything whatsoever to a rigger's reaction. Not a single thing.

'Course, now that I read the rules in depth, it's even more stupid than I thought. At 300-kilos outside of the water, even with max Strength (a whopping 10), it can't move at all. It's not classified as a vehicle anywhere in the entry either, and there's no specific mention that the armor is hardened. So you get to be a big, immobile target that gets to, yanno, roll a bunch of dice for actions. Even though all someone has to do is stay behind cover (which is right behind you 'cause its doubtful if you can even move your arms to shoot to begin with, and with no Body rating, it can't mount a turret) until you run out of ammo, then shoot you with a heavy pistol with a low target number 'cause you can't dodge.
Shadow
QUOTE
CC pg 57

While wearing a the suit, the user suffers a -2 modifier to Quickness and Reaction and rolls only one die for initiative. A suit may be modified be modified for rigger interface, which eliminates these penalties and confers the benefits of a VCR.


Sounds really cool right?

'cept it ways 300 Kilo grams and it can only get a max strength of 10.

Which if I do my math right makes you not strong enough to move it, outside of being underwater.


QUOTE
Rodent, leave the childish antics and temper tantrums at the door. You're getting rather tiresome, and it was never really charming to begin with.


What the hell are you talking about?
Kagetenshi
All right, folks, to your corners. It's true that Arethusa's mention of the JIM suit didn't actually address my question (which was how to squeeze more Reaction and/or Initiative dice out of a Rigger), but no need to get persnickety on either side.

~J
Zeel De Mort
Not much you can do for riggers really. After the VCR3, I guess a Cerebral Booster 2 would give you another +1, and likewise magic could help you out. Other than that, can't think of anything really.. Perhaps some drugs would work too, dunno about that.
Arethusa
QUOTE (Shadow)
What the hell are you talking about?

Kid starts fights in well over half the threads I post in. If you poke around in the last two weeks' worth of threads, you'll see what I mean. His tantrums are getting rather grating, and at this point, I'd kind of appreciate it if he'd grow up and learn to be quiet.

As for the suit, it's never stated anywhere that it's immobile out of water, and given the tech that's supposed to be available in the 2060s, I don't find it unbelievable that it doesn't rely on buoyant force to not be crippled. And it is hardened. p108 of M&M. Really, there's ample room to interpret vehicular armor.

And, Kagetenshi, I misinterpreted your question; thought you were looking for ways to get riggers to move faster in personnel combat, which is a function the JIM suit fills, even if not incredibly practically, for the most part.
Shadow
It says max 10 strenth though, and it weighs 300 kilograms... how do you move it out of water?
Arethusa
I don't have too much trouble with that one, really. I can swallow a 10 effective Strength after factoring ability to move its own weight. It's not like this'd be the first time body weights did not make sense with Strength scores.
A Rodent of Unusual Size
Point taken about the hardened aspect. I'll accept that (though it's in CC not M&M), even if it's not explicit.

In any case, your big mistake here is that this time, the immobility aspect is consistant with both reality and the rules. It needs the equivalence of at least 100 kilos of buoyancy in order to have any real mobility.

But I'll stop for now. I apologize for semi-hijacking the thread.
Shadow
It doesn't say anything about moving its own weight or having an engine, it simply says you can have up to a ten strength.

Considering it's a suit designed for diving and it is modeled after real life suits today, I would say that it can't move worth a crap out of water. Why would it be able to? You could save a ton of money on design and building it. It doesn't make sense for it to be made to walk around. I think this is a case where the rules do make sense, and some unfounded assumptions are being made.
Cain
QUOTE (TinkerGnome)
In terms of maximum capacity, the R6+W3+bioware2 combo doesn't give you anything over MBW IV. You'll get a slightly higher average initiative, though (+8 +4d6 vs +14 +3d6). Of course, at that point, you're spending enough on them both that you're out of the league of what most PCs will ever see.

Ah, yes, I forgot the Adrenal Pump 2. That takes you over the top.

And technically, given a liberal reading of the rules (e.g., ignoring the FAQ restrictions on cultured bioware) all of it is availiable to a starting character. MBW isn't, and never will be. But if you're willing to live with permanent Bio overstress, the full combination I mentioned is within the reach of a starting shadowrunner.

In 2nd ed, I got a speed sammie up to a base reaction of 30, without using the adrenal pump. With the 3rd ed rules, I can't quite get him as far without using it; but I can still get one way the hell up there. It made for a hell of a one-trick pony, that was for damn sure.
The White Dwarf
Back to original..
mbw= move by wire
wired = wired reflexes
re = reaction enchancers
boost = boosted reflexes
st= suprathyroid gland
sa = synaptic accelerator

Combos w/ averages
MBW4 : +8 reaction, +4 dice : avg of +22 w/ 2 free actions
Wired3, RE6, ST : +13 reaction, +3 dice : avg of +23.5
Boosted3, RE6, ST, SA2 : +9 reaction, +4 dice : avg of +23

Conclusions:

- MBW results in most actions per turn due to the bonus actions. But it isnt the best choice to get a high result to try and go first.
- MBW is by far the hardest and most expensive to obtain, and carries hefty drawbacks even if it is aquired.

- Wired is the best average boost because the least die rolling, meaning you get a more consistant initiative total.
- Wired is the best choice for surprise situations because of the most raw reaction boost, or other reaction test situations.
- Wired 2 is a good mid level bonus choice, at avg +11 for 3 ess/bio.

- Boosted ties MBW for effecieny taking up 7 points of ess/bio before any grade modifiers, compared to Wired's 8.2, if you 'max' the bonuses.
- Boosted can be the most effecient combo, of the high initiative combos, if you dont max out by dropping the suprathyroid gland. (avg +22 for 5.4 space).
- Boosted offers the highest max initiative because it ties for most dice but has a higher reaction boost in total
- Boosted 1 is the best low level bonus, at avg +3.5 for .5 space.

Notes:

Based on your characters base reaction, each of these will have differing effects on your average number of actions per turn, based on how the above values affect where you land on the ten-digits scale. This means that your characters base attributes and role determine what sort of iniative youre looking for, which changes whats best for you.

For example, on a speed character I prefer the Boosted Combo. It leaves the most room for other mods, and because we play where you cant start with cultured bioware it gives me some long term character goals to keep the character from getting 1 dimensional (where the sam starts out with 0.01 ess and doesnt really need to 'advance'). On non-speed characters I usually take boosted 1 because its good bang for the investment and usually means you most always get 2 actions, unless you roll snake eyes or are greviously wounded, and if you roll really well you could get 3. But on adepts, Ill either go with quick strike or improved reflexes 2, because its too point intensive to start with level 3 and level 1 isnt enough bang for the 2 point cost (imo).

So there isnt really a best one, theyre all close. But how much you like or hate to roll for part of your initiative, whether or not you want to max it at chargen or not, and what sort of character its for all change what to get.

There, explained my angle a bit better =p
The White Dwarf
Addendum, post above mine just reminded me of the adrenal pump, which I really hate due to the details of the item. But, if you add that onto the Wired and Boosted Combos, they do pass MBW by a greater margin.

The stuff I listed is all consistent without any drawbacks or situational stuff (except the MBW brain tumor thing) so its a good reference. But if youre insane and have a character death wish you can use adrenal pump I suppose...
TinkerGnome
You also left out enhnaced articulation wink.gif If you ignore bioware overstress (and you pretty much have to), the combos would be:

MBW IV: +8 +4d6
W3+R6+EA+ST+A2= +18 +3d6
B3+R6+EA+ST+A2+S2= +14 +4d6

MBW IV is the king in terms of numbers of actions because of the bonus actions, highest initiative goes to the Wired 3 combo.

Base costs:
CODE
Boost   Ess Bio     Nuyen
MBW IV: 7.0 0.0 2,000,000
W3+etc: 6.8 4.5 1,050,000
B3+etc: 4.8 5.5   840,000
The White Dwarf
I left that out cause it stacks with everything, same as quickness aug bioware for example. Maybe I added wrong, but I got higher with boosted (using what I said above). It has less reaction boost but if all the dice come up 6 it wins out. Of course it may very well have a lower average, or less average actions per turn; I didnt run those numbers for anything but the character I did the whole list for. Regardless its a very tiny difference in the end result, theyre all actually pretty close. Which, to me, shows that this area of the game is pretty well balanced: theres several paths and combinations you can juggle depending on character, but none outshines the other in the end. Nice work.
Phaeton
I find it surprising that no one has mentioned combat drugs in this thread yet...Or else I missed it when someone did mention them.
A Rodent of Unusual Size
Actually I don't think Enhanced Articulation can work with Move-By-Wire and a few other augmentations that specifically state that they do not work with *any* Reaction-boosting 'ware.

A quick scan shows that its pretty much restricted only to Move-By-Wire, the Improved Reflexes adept power, and the Increase Reflexes spell. Everything else has no such restriction or limits it only to Initiative-boosting augmentations only.

But yeah, combat drugs can skyrocket the dice beyond the limits for everything except the magical boosts. This is definitely true of Increase Reflexes (it's not compatible with *anything* that boosts Initiative), but one can argue the case for Improved Reflexes since it only restricts magical and technological boosts. I'm of the mind that drugs, especially tailored combat drugs, should count as technological if for no other reason that it fits the flavor of the adept's restriction.

So beyond effectively eliminating magical boosts from the running to see which combo is the fastest, combat drugs cancel out since they can be applied to everything else equally.
Phaeton
How someone with MBW-4 manages for their hearts not to explode when they pump some Kamikaze into their system is beyond me...
Cain
QUOTE
Actually I don't think Enhanced Articulation can work with Move-By-Wire and a few other augmentations that specifically state that they do not work with *any* Reaction-boosting 'ware.

A quick scan shows that its pretty much restricted only to Move-By-Wire, the Improved Reflexes adept power, and the Increase Reflexes spell. Everything else has no such restriction or limits it only to Initiative-boosting augmentations only.

If you really want to get technical, only MBW specifically excludes bioware-based reaction enhancers. Increase Reflexes/Improved reflexes only block cyber and magical increases, although different copies of the BBB may read differently on that one. (Mine only specifies cyber, but I think I've seen "technological improvements" banned as well.) At any event, since bioware alterations are considered to be "natural" as opposed to "augmented", it gets argueable fairly quickly.
Cirenya
BTW the adrenalin surge edge is incompatible with any reaction enhancement, inclusive magic...
No one have mentioned the ligthning reflexes edge yet, gives a 1-3 reaction bonus for 2-6BP, but I don't remenber if it haves limitations, or it just is a flat bonus to reaction...
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