Quote:
Originally Posted by NTJedi
Quote:
Originally Posted by K
Quote:
Originally Posted by NTJedi
I think paralysis should allow those paralyzed to have another MR roll each turn, if they succeed the MR roll then an extra 2 to 10 turns of paralysis are removed. Those with strong MR should overcome the paralysis more quickly since battle turns are so limited.
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Now, base on simple statistics a high MR unit will make the next ten rolls against Paralysis if he failed once based on the 0.7 chance of failing a save for a MR 25 unit and a base path(as konming has shown, so ask him about the math). I assumed that even with a 60-turn Paralysis, this means an average of 6 turns([2+10]/2) per successful save is shaved off, meaning at the very outside you'd get 10 turns of Paralysis. Yes, I did make a guess that the 2-10 would be evenly distributed, but I think that it's a fair assumption (If the average is lower than 6 then the Paralysis is longer, and if the average is higher than 6 then it is shorter).
So yes, there was actual math at work there based on your suggestion with a little reasonable guesswork and not me misinterpreting what you said for my own purposes.
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Okay first mistake you made was assuming these MR rolls which will remove turns will be using the same formula as the one which actually strikes the creature/being with paralysis.
As I wrote earlier there is no current formula, please don't make guesses.
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Considering that there are only two kinds of MR rolls in the game(MR and MR+), I assumed the one most favorable to you(MR).
So yes, you got me. I did not take into account the possibility that you'd ask the designers to redesign the whole game just to make a third kind of MR roll for that one spell so that your proposed model might be reasonable in any way.
