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Re: Combat Equation

Posted: Wed Mar 29, 2023 3:30 pm
by jugasa77
ThvN wrote: Fri Mar 06, 2015 10:03 pm Hi, sorry for the late reply, but what exactly are you looking for? Some combat mechanics are completely or partially 'hidden' (RoF, trait bonuses), other factors are external, like the weather/terrain (ini caps). I'm trying to mod some unit stats so I have compiled a fair amount of data to better understand what is happening.

If you want to know how the hit/miss percentages are determined, these are hardcoded and are the result of the absolute difference between the total attack and defense values, there are two sets, one for direct attacks and one for artillery/level bombers. So HA=20 vs. GD=18 combat would have the same miss/suppressed/kill chances as a SA=9 vs. GD=7 (both a 2 point difference).
If the combat odds tables are hardcoded it seems that we cannot edit them.

I would like to have a simple pzdat file or something like that to edit the odds in a next patch. Could it be possible? I find that direct attacks are too deadly so I would like to increase the supression chances and to decrease kill chances at direct fire table.

Re: Combat Equation

Posted: Sun Mar 03, 2024 11:31 pm
by OpT1mUs
ThvN wrote: Mon Mar 09, 2015 1:42 am The basics: at the bottom of the Combat Log there are those all-important numbers that show the chance of inflicting a miss (grey), a point of suppression (blue) or a kill (red). These are based on the ratio between the Effective Attack and Effective Defense. These 'Effective' Attack/Defense values are simply the result of the game applying all relevant modifiers to the basic stats of the units.

Note that these chances are independant of Initiative (Ini), Strength (Str), Rate of Fire (RoF), etc.
Those values influence only when, and how many times you can try to make a 'dice roll' with these Miss/Suppress/Kill chances. Having a very high kill chance per attack (or shot/dice roll, whatever you want to call it) still means little if the strength or initiative are too low to make effective use of a high kill chance.

Panzer Corps v1.22 - Combat Odds Table for direct attacks.
Disclaimer: may contain errors, after a while all numbers start to look alike and it's easy to miss one or two...

A-D = Attack minus Defense
Miss%, Supp% , Kill% are in percentages

Code: Select all

A-D	Miss%Supp%Kill%
>14	10	 9	81
 14	10	 9	81
 13	12	 9	79
 12	14	 9	77
 11	16	 9	75
 10	18	 9	73
  9	20	 9	71
  8	22	10	68
  7	24	10	66
  6	26	11	63
  5	28	11	61
  4	30	12	58
  3	35	12	53
  2	40	11	49
  1	45	11	44
  0	50	10	40
 -1	55	10	35
 -2	60	 9	31
 -3	65	 9	26
 -4	70	 8	22
 -5	72	 7	21
 -6	74	 7	19
 -7	76	 7	17
 -8	78	 7	15
 -9	80	 6	14
-10	82	 6	12
-11	84	 5	11
-12	86	 5	 9
-13	88	 4	 8
-14	90	 4	 6
-15	90	 4	 6
-16	90	 4	 6
-17	90	 4	 6
-18	90	 4	 6
-19	90	 4	 6
-20	90	 4 	 6
-21	90	 5	 5
-22 through -30 idem
-31	90	 6	 4
-32 through -40 idem
-41	90	 7	 3
<-41?	90	 7	 3

Slight thread necro but..

So there are the odds, but how do the actual dice rolls work?

If I press L after combat , I can see the actual rolls, some colored some blue. What are target value for the rolls etc?

Re: Combat Equation

Posted: Mon Mar 04, 2024 10:17 pm
by dalfrede
A Die Roll creates a random number between 1 and 100.
For A-D >14:
1-10 is a miss; 11-19 is Suppress; 20-100 is kill.
For A-D=3:
1-35 is a miss; 36-47 is Suppress; 48-100 is kill.

Software has pseudo random number generators that generate random number sequences from a key word.
If you reused the same key word you get the same sequence of numbers, hence pseudo random, not pure random.
Often the key will be the clock, so the sequence always changes.