Some peculiarities of Tesla Math

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Some peculiarities of Tesla Math

Post  Lore Weaver on Wed Nov 16, 2011 8:01 am

Turns out, for a tesla gun, it'd be most effective at BS3 twin-linked.

BS4 twin-linked out preforms BS5 twin-linked, so leave your nebuloscopes off your tomb blades.

I'd show you the math, but it takes over a page to show the results as it relates to twin-linked calculations.

As for immortals, gauss vs tesla is a toss up. Will you have a Phaeron? Will you be moving around? Are you going to be within 12"? I think they're quite equivalent. Depends more on the tactical situation you're going to put them in.
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Re: Some peculiarities of Tesla Math

Post  Roland on Wed Nov 16, 2011 10:26 am

More effective @ lower BS? IS this because the misses are obvious;y NOT a 6, and you're getting a second chance @ the extra hits?

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Re: Some peculiarities of Tesla Math

Post  Lore Weaver on Wed Nov 16, 2011 10:31 am

Roland wrote:More effective @ lower BS? IS this because the misses are obvious;y NOT a 6, and you're getting a second chance @ the extra hits?

That's right. At BS2 though, you're missing too much to make up for it (barely!).

Also, math-hammering out the destructor is almost impossible, due to the arc rule.

At AP - you'd think it sucks against Rhino's, but 4 S7 Twin-Linked Tesla shots get 2 pens and a glance on "average" (although, the standard deviation on Tesla weapons is too high for the "average" to have the same meaning we're used to) Even at -1 on the result chart, you've got a pretty good chance at either stopping the Rhino for a turn. (You'd still rather shoot at dudes on foot though).

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Re: Some peculiarities of Tesla Math

Post  Spamus Eatus on Wed Nov 16, 2011 12:51 pm

Mathey details aside, I just love the fact I can end up rolling more dice than I started with, if the dice gods are on my side Very Happy
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Re: Some peculiarities of Tesla Math

Post  Lore Weaver on Wed Nov 16, 2011 1:14 pm

Spamus Eatus wrote:Mathey details aside, I just love the fact I can end up rolling more dice than I started with, if the dice gods are on my side Very Happy

Not only that, but for a Twin-Linked Tesla Destructor, it's likely. (78.7%)

Edit 1
(To think of it logically: out of 4-dice, with re-rolling misses (BS4), that's 1 "6" and two other hits, or better)

Edit 2
To help make sense some more... any "not-sixes" you roll yield a 2/5 (40%) chance to give you an opportunity to score another 6, which is a 17% chance on any single die roll. Part of what makes the probability of twin-linked tesla's tough, is that the die rolls become dependent in some cases when we're really after the probability of 5 or more hits.
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Re: Some peculiarities of Tesla Math

Post  Lore Weaver on Wed Nov 16, 2011 6:46 pm

Average is 5 hits for a twin-linked tesla destructor, not factoring arc.

I'll re-calc the standard deviation in a bit, but last time I did it, it was like 1.8 or something.

(You'll see 8 hits sometimes).

It's also not a bell curve.
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Re: Some peculiarities of Tesla Math

Post  Dom.0 on Mon Nov 21, 2011 10:08 pm

heres my opinon on this F**k MATH
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Re: Some peculiarities of Tesla Math

Post  dusktiger on Tue Nov 22, 2011 12:28 am

Dom.0 wrote:heres my opinon on this F**k MATH
FAIL!

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Re: Some peculiarities of Tesla Math

Post  Rhaevyn on Tue Nov 22, 2011 10:52 am

Dom.0 wrote:heres my opinon on this F**k MATH

The entire game is math Dom. just about every game is about math.

Its just probability exercises dressed up with some paint and aggression.
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Re: Some peculiarities of Tesla Math

Post  Dom.0 on Wed Nov 23, 2011 6:58 pm

ya i know, but this game is simpal math. ya know 2+2=4
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Re: Some peculiarities of Tesla Math

Post  Lore Weaver on Wed Nov 23, 2011 7:39 pm

Dom.0 wrote:ya i know, but this game is simpal math. ya know 2+2=4

This thread explains that the number of hits you can expect to get with a twin-linked tesla destructor (S7 Assault 4 Tesla) is 5, with results of 3 and 8 also being common.

40k is usually simple math, but the new Necron rules brought it into my realm of mathematics :-)
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Re: Some peculiarities of Tesla Math

Post  Roland on Wed Nov 23, 2011 7:55 pm

figuring out the hit probability of a twin-linked weapon IS simple math...

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Re: Some peculiarities of Tesla Math

Post  ScottRadom on Wed Nov 23, 2011 9:12 pm

Roland wrote:figuring out the hit probability of a twin-linked weapon IS simple math...

Uhm... no. It's actually simpal math. I don't know what the difference is, but I am sure it's quantum.
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Re: Some peculiarities of Tesla Math

Post  Lore Weaver on Wed Nov 23, 2011 9:24 pm

Roland wrote:figuring out the hit probability of a twin-linked weapon IS simple math...

For most, yes. For tesla, when the reroll gives you a 1/6 chance for 3 hits, 1/2 a chance for 1 hit, and 1/3 a chance to miss again, all predicated on a 1/3rd chance that you missed in the first place, plus the 1/6th that you got 3 hits in the first place or the other 1/2 that you got a plain Jane hit....

Yep. Simple. That's why it only took me an hour to prove the calculation :-)
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Re: Some peculiarities of Tesla Math

Post  Roland on Thu Nov 24, 2011 12:48 am

I said twin-linked, not tesla:) I give you mad props for doing it tho.

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Re: Some peculiarities of Tesla Math

Post  Dom.0 on Sat Nov 26, 2011 10:44 pm

ok this the only thing i FELL i need to know about the odds in this game. The more dice i role the more likly im gona see wut i want.
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Re: Some peculiarities of Tesla Math

Post  Lore Weaver on Sun Nov 27, 2011 11:33 am

Dom.0 wrote:ok this the only thing i FELL i need to know about the odds in this game. The more dice i role the more likly im gona see wut i want.

Sorta, the more dice you roll, the more things can happen.

This is why Orks are a blast to play. My 20 Shoota Boyz get 35 S4 shots and 6 S5 shots. Sometimes, they get 11 S4 hits and 2 S5 hits... Sometimes they get A LOT MORE :-)

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