Quote:
Originally Posted by NTJedi
Quote:
Originally Posted by K
NTJedi wants successful saves to shave 2-10 rounds off per additional MR saves, which for a high MR unit means no Paralyze is lasting more than 10 turns in effect.
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It's inaccurate to say no Paralyze will last more than 10 turns considering no actual formula for removal of 2-10 rounds has been discussed. If the developers were even remotely interested in adjusting paralysis I'd provide an example formula, but I doubt any change will occur for paralysis, allowing the spell to be more realistic.
Please check my previous post.
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After checking your previous post, here is the exact thing you said:
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.