RNG superstitions

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RNG superstitions

Postby Trau » May 17th, 2008, 6:20 pm

What with all this talk of the RNG flying around, I think it'd make an amusing thread where we share our superstitions regarding it... I'm sure you all have at least one :wink:

Mine :eng: :
- Once or twice every game, an Ulfserker will do something amazingly good or amazingly bad.
- A disproportionately large amount of firepower is always - ALWAYS - required to kill footpads. Fortunately, more dangerous units with 70% defense, like thieves and fencers, always die to disproportionately small amounts of fire.
- Heavy Infantry nearly never make both hits. Grunts always do.
- The likelihood of a unit's attacks landing is directly proportional to the length of his/her attacking animation.
- Magic attacks are actually more likely to hit enemies in 70% terrain than plains.
- One-shot attacks for large damage, like the dragoon crossbow or the assassin knife, never hit.
- Any and every retaliation attack against Charge will hit.
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Re: RNG superstitions

Postby Sangel » May 17th, 2008, 6:27 pm

- The magic of the Elvish Sorceress has a 70% chance to miss, rather than a 70% chance to hit.
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Re: RNG superstitions

Postby zookeeper » May 17th, 2008, 7:22 pm

When I first started playing, orcish assassins really did almost always hit with their single melee strike. Really. It was the only time I have seriously wondered whether there is something wrong with the RNG (it was one of the few units having just one strike on their attack, so I figured it might have had something to do with that).
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Re: RNG superstitions

Postby Sapient » May 17th, 2008, 7:36 pm

Dwarvish Thunderers have their own rules for hit percentage. If one player hits every shot with his thunderers, then you recruit them, you will always miss. The only way to reverse the luck of a dwarvish thunderer is by attacking it with the poison attack of an assassin or orcish slayer. Then it will do the least expected thing, especially if that slayer was a leader unit. ;)
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Re: RNG superstitions

Postby Thrawn » May 17th, 2008, 9:54 pm

gah, zoo beat me to pointing out the orcish assassin thing...

also, water units last longer in their 40% ctbh
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Re: RNG superstitions

Postby grrr » May 17th, 2008, 10:34 pm

Quick/intel units dodge better than strong/resilient. Also, they are more likely to get all their strikes in.
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Re: RNG superstitions

Postby Max » May 17th, 2008, 10:55 pm

Trau wrote:- Heavy Infantry nearly never make both hits.


so true^^ and in addition the first strike has a far better chance to hit...
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Re: RNG superstitions

Postby Aethaeryn » May 17th, 2008, 11:30 pm

Trau wrote:- Heavy Infantry nearly never make both hits.

Unfortunately, the same goes with the magical Dark Adepts...
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Re: RNG superstitions

Postby AI » May 18th, 2008, 1:52 am

-Marksmen aren't.
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Re: RNG superstitions

Postby TL » May 18th, 2008, 2:18 am

Whenever you need to soften up a wounded enemy without killing it (to allow a weaker unit to sponge up the XP), you will inevitably land four hits and make the 0.5% CTK on the throwaway unit you were using to knock its HP down.
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Re: RNG superstitions

Postby AI » May 18th, 2008, 2:30 am

TL wrote:Whenever you need to soften up a wounded enemy without killing it (to allow a weaker unit to sponge up the XP), you will inevitably land four hits and make the 0.5% CTK on the throwaway unit you were using to knock its HP down.


And if that by some miracle doesn't happen, the unit you were trying to level up will fail to kill or even get itself killed.
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Re: RNG superstitions

Postby uzy5o » May 18th, 2008, 3:08 am

If you use an attack with Y strikes and need to connect X of them to kill an enemy, where Y > X, you will always connect either the first X-1 hits or the last X-1 hits and miss everything else. Unless, of course, you're using it to soften up the enemy, in which case you'll always connect every hit.
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Re: RNG superstitions

Postby Lizard » May 18th, 2008, 8:05 am

AI wrote:
TL wrote:Whenever you need to soften up a wounded enemy without killing it (to allow a weaker unit to sponge up the XP), you will inevitably land four hits and make the 0.5% CTK on the throwaway unit you were using to knock its HP down.


And if that by some miracle doesn't happen, the unit you were trying to level up will fail to kill or even get itself killed.
This causes the enemy unit to level.

- UMC enemies with no animation hit when you thing the fight is over.
- Bats have 80% dodge, even against magic, their attack is magical.
- chaotic units have a higher change to hit :twisted:
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Re: RNG superstitions

Postby anakayub » May 18th, 2008, 8:16 am

Woo the RNG; those who publicly criticize her will be screwed by her, regardless of skill. :P
Take a breath.
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Re: RNG superstitions

Postby atly » May 18th, 2008, 10:01 am

- The less HP a wounded unit has, the more dodgy it is.
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