Arydia Combat Simulator

Average Results

Players took 4 actions, 1.3 turns per player, with 3 actions per player turn. Players inflicted 6.1 damage.

Mobs took 2.9 actions. Mobs inflicted 8.7 damage.

Bosses took 0.8 actions. Bosses inflicted 1.4 damage.

Number of times threat reached 7 and triggered enemy attacks: 0.01 per battle

Who is still standing?
Round Player Mob Boss
1 0.6 3.7 1
2 0.5 3.1 1
3 0.5 2 1
4 0.7 0.7 1
5 0.9 0.1 0.8
6 0.8 0 0.4
7 0.8 0 0.3
8 0.9 0 0.1

When Battle Ends, How Many
Players Have Been KO'ed?
Round that
Battle Ends
0 1
1 41%
2 27%
3 15%
4 6%
5 3% 2%
6 5% 1%
7 1%
8
Total 9% 92%
Activations
Threat Mob 1 Mob 2 Boss 1
0 1.1 1.2 0.5
1 0.2 0.2 0.2
2 0 0 0
3 0.1 0.1 0.1
4 0 0 0
5 0 0 0
6 0 0 0
7 0 0 0
Mob 1 Mob 2
#:      HP: #:      HP:
t:     Dam:
t:     Dam:
t:     Dam:
t:     Dam:
t:     Dam:
t:     Dam:
t:     Dam:
t:     Dam:
 
Boss 1 Boss 2
#:      HP: #:      HP:
t:     Dam:
t:     Dam:
t:     Dam:
t:     Dam:
t:     Dam:
t:     Dam:
t:     Dam:
t:     Dam:
 
+1 threat:
+2 threat:
+3 threat:
Boss & Mob:
Mob & Boss:
Mob OR +1t:
Boss OR +1t:

Enemy AI:
Player AI:
Player Damage
Roll Needed:   Damage:
Roll Needed:   Damage:
Roll Needed:   Damage:
 
# of Players:
   Actions per Player:
HP per Player:
Trials:
Assumptions:
Players focus Mob 1 before Mob 2, and Boss 1 before Boss 2.
When threat reaches 7, bosses attack before mobs.


Future Work:
Implement move action chance for player and enemies.
Implement special round 1 move action chance.
Allow different setups per player.
Implement healing in some way.
Implement single-use resources for players, if they want to go all-out.
Implement area attacks.
Add iconography.
Implement player armor.
Implement negative effects like prone, or increase move action chance.
Track overflow damage.