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Re: Multiple equipped items providing same actor conditions

Posted: Sun Jan 05, 2014 2:13 am
by Pyrizzle
rijackson741 wrote:
Mayweed wrote:So I think:
Item 1 (30%) inflicts condition with 3 rounds & item 2 (20%) inflicts same condition with 4 rounds => 4-rounds-condition replaces 3-rounds-one.
Item 1 (20%) inflicts condition with 4 rounds & item 2 (30%) inflicts same condition with 3 rounds => 4-rounds-condition remains active.
That sounds logical.
Mayweed wrote:More complicated it would be, if one instance of the codition has a higher multiplier, but a shorter duration than the other one.
Perhaps then the total effect is calculated.
I would expect that you get the higher multiplier to start, and it then drops to the lower multiplier for the remainder of the longer duration (so for example, if you had 5x for 3 rounds and 2x for 5 rounds, for the first 3 rounds it would be 5x, then for the remaining 2 rounds it would be 2x). I have no idea if that's how it actually works though.
As far as i can tell that is how it works.

Sounds very logical to me too

Re: Multiple equipped items providing same actor conditions

Posted: Sun Jan 05, 2014 3:15 pm
by Duke
rijackson741 wrote:
Duke wrote:My additional question is, what is the actual percentage chance you have to inflict said condition when using the two pieces of equipment you mentioned? One has a 30% chance and the other a 20%, so together what is it?
The probability that only piece 1 inflicts the condition is 0.3*(1-0.2)=0.24 (because if the probability of something happening is 0.2, the probability of it not happening is 1-0.2=0.8)
The probability that only piece 2 inflicts the condition is 0.2*(1-0.3)=0.14
The probability that both pieces inflict the condition is 0.2*0.3=0.06
So the probability that at least one inflicts the condition is 0.24+0.14+0.06=0.44 (i.e. 44%).
:geek:

Thank you kind sir for the crazy math....that is what I was looking for. ;)