Hey guys, made a new dice calculator for calculating expected wounds from an N4 face to face roll. You can find it at https://infinitythecalculator.com Tried to condense amount of data you have to provide to make it as easy to use and as quick to operate as possible. It's also designed to be usable on a mobile device with one hand for all those moments of list inspiration while sitting on a toilet. Huge thanks to @toadchild for being such a chad to make his original dice calculator open source. The math is damn tricky and being able to look under the hood of the OG calculator made it so much easier! I've still got a couple of things I want to do before I call this project done, and I'm open to suggestions. The big missing feature is Continous damage, but let me know if any changes could make it more useful / easy to use. Edits: You can now install the website like a mobile app and use it offline. iOS Navigate to site and refresh Tap "Share" Tap "Add to home screen" Android Navigate to site and refresh Tap the "vertical elipsis" or "More" button Tap "Install app" Change Log: Added Continuous damage Added average "Wounds / Order" to both reactive and active players You can now directly enter the values for burst, damage and armor instead of clicking the buttons. Added a second graph showing who won the face to face roll. Added Plasma (ARM+BTS) weaponry Added Immunity (Critical) Added Progressive Web App enhancements. The website can now be used offline and installed like a mobile app.
Looks great. Love how it’s quicker than the infinity dice calculator. Didn’t test all scenarios, but here are a couple of suggestions Increase ARM value: example: shooting on a Jotum under cover without an AP ammo since your ARM value goes up to 10. This means you have to decrease the Damage value of the rifle, which can become quite convoluted Adding: ARM + BTS roll (I understand though that this might add quite a lot of complexity to the probability calculator for a rather “exotic” damage type) Really looking forward to its completion!! I really like it
This is great. I have a similar one, but mine doesn't have the nice frontend. I look forward to no longer having to edit inputs in a text file. Kudos! The Jotum scenario isn't any worse than any other F2F. You just have to calculate all the values yourself the way you would during a game. If you forget Mimetism or something you'll get wrong results, of course. Because I'm stuck in N3 mindset, I too add 3 to ARM when a unit is in cover. BUT, in N4 the "correct" way to do it is actually to reduce DAM, so I think it makes sense for ARM to max out at 10 in this interface, so the user has to reduce the rifle's DAM by 3 instead of increasing ARM by 3.
Being able to define "Cover" and AP to only halve Armor/BTS values is probably helpful from the coding perspective.
Looks pretty neat - looks like you used Icepool for stats, that looks like a great package and I may use it in future projects.
Hey guys thanks for the feedback! @Bignoob I've reworked the sliders into buttons as they were a bit fiddly, so now you can go up to 13 ARM and anywhere from 1-30 DAM. You can now also calculate uncontested rolls by setting reactive players burst to 0. Just click on the dice twice to de-select. @toadchild icepool has been awesome to work with, really recommend it. Much faster than all of the optimizations I could come up with, and the author is super responsive with any questions. He released a paper on the algorithm which I highly recommend, very entertaining.
It looks like you added Continuous Damage to the calculator. It definitely makes it clear that units like Phoenix and Azra'il hit like trucks. Thanks again for making this available to the community!
Thanks everybody for the thank-yous, makes me feel warm and fuzzy inside! I just added the ability to enter the values manually with the keyboard, should make using the app while on your desktop easier.
That's a great app, thanks for making it :) One oddity I encountered though is that dodge seems to be modified by burst: Also I somehow can't find the AP ammo type anymore...
Yup, that's correct, you can burst 2 dodge when throwing smoke / eclipse grenades in a fireteam. All DODGE ammo does is in my calculator is to cause zero "Saves per hit". I also don't limit the burst amount when you select the dodge ammo type, as that would force you to select another ammo type before changing the burst. My calculator never had the AP ammo type. It's a decision I made to simplify the user interface, and ask for the least amount of variables possible. You have to make all the relevant calculations by yourself, like subtract mimetism and cover from the Success Value, or modify the Armor or damage by the correct amount, taking into consideration AP and cover. Due to the way cover, armor and AP interact, if I add AP ammo, I'd also have to ask the user if the player is in cover. If I ask for cover, then I'd also have to modify the Success Value, as it would be weird to add cover and have it only affect the opponents damage value and not the actual hit roll. Once I do that I guess I'd also have to ask if the weapon is a template weapon, as those ignore the cover damage reduction, but not the cover hit calculation. Once you have that, we'd have to add mimetism, visors, ranges... So that was I decision I made early on in the design. I'm glad you like the app!
Thank you so much for making this program! I have a single request, but let me know if it is too much to implement: Is it possible to show the dodge success rate? Right now the program says nothing happens if a dodge is successful. I am trying to figure out the smoke attack success rate.
I just added the result of the face to face roll, you can check in the second graph if the dodge was successful. Hope that what you were looking for!
Currently, I don't see any changes to the chart(tried refreshing and opening a new browser), but I will be on the lookout for it! Thank you!
Looking great mate when using the genral view (computer) kuddos! Are you ever thinking of releasing it as an app, or is the mobile version ok?