FASERIP-Slugfest: GHOTMU Psyched Shang-Chi vs a Baker’s Dozen

Allowing the Psyche up to get to superhuman strength means he comes up on top of 13 more often than not (14 flips a bit the other way), given the try for three attack option. I still haven’t implemented martial arts – which would boost initiative and make it easier to hit, making the 14 closer to even.

Battles: 1000; Sum of rounds: 8120; martialarts: 0.63 ± 0.02; boxer: 0.37 ± 0.02;

Team martialarts = winning battles: 627; perfect battles: 0; close-call battles: 0;
Team boxer = winning battles: 373; perfect battles: 0; close-call battles: 373;
------------------------------------------------- Combatants ------------------------------------------------
Boxer: {team=boxer; avg Health=-4.46 (from 24); damage done (per battle average)= 11.41; hits/slams/stuns/kills/misses (PBA)= 1.9/0.0/0.0/0.0/1.97; rounds (PBA)=3.96;}
Boxer: {team=boxer; avg Health=-4.904 (from 24); damage done (per battle average)= 11.63; hits/slams/stuns/kills/misses (PBA)= 1.94/0.0/0.0/0.0/1.93; rounds (PBA)=3.96;}
Boxer: {team=boxer; avg Health=-4.426 (from 24); damage done (per battle average)= 11.78; hits/slams/stuns/kills/misses (PBA)= 1.96/0.0/0.0/0.0/1.98; rounds (PBA)=4.03;}
Boxer: {team=boxer; avg Health=-4.188 (from 24); damage done (per battle average)= 11.96; hits/slams/stuns/kills/misses (PBA)= 1.99/0.0/0.0/0.0/2.08; rounds (PBA)=4.16;}
Boxer: {team=boxer; avg Health=-4.16 (from 24); damage done (per battle average)= 12.02; hits/slams/stuns/kills/misses (PBA)= 2.0/0.0/0.0/0.0/2.04; rounds (PBA)=4.13;}
Boxer: {team=boxer; avg Health=-4.868 (from 24); damage done (per battle average)= 11.91; hits/slams/stuns/kills/misses (PBA)= 1.99/0.0/0.0/0.0/2.05; rounds (PBA)=4.12;}
Boxer: {team=boxer; avg Health=-3.928 (from 24); damage done (per battle average)= 12.55; hits/slams/stuns/kills/misses (PBA)= 2.09/0.0/0.0/0.0/2.02; rounds (PBA)=4.2;}
GHOTMU Psyched Amazing Martial Artist: {team=martialarts; avg Health=30.248 (from 185); damage done (per battle average)= 370.21; hits/slams/stuns/kills/misses (PBA)= 10.92/5.03/1.37/0.0/4.09; rounds (PBA)=7.99;}
Boxer: {team=boxer; avg Health=-4.124 (from 24); damage done (per battle average)= 11.9; hits/slams/stuns/kills/misses (PBA)= 1.98/0.0/0.0/0.0/2.01; rounds (PBA)=4.09;}
Boxer: {team=boxer; avg Health=-4.84 (from 24); damage done (per battle average)= 11.86; hits/slams/stuns/kills/misses (PBA)= 1.98/0.0/0.0/0.0/1.97; rounds (PBA)=4.06;}
Boxer: {team=boxer; avg Health=-4.02 (from 24); damage done (per battle average)= 11.92; hits/slams/stuns/kills/misses (PBA)= 1.99/0.0/0.0/0.0/2.02; rounds (PBA)=4.09;}
Boxer: {team=boxer; avg Health=-4.708 (from 24); damage done (per battle average)= 11.95; hits/slams/stuns/kills/misses (PBA)= 1.99/0.0/0.0/0.0/2.01; rounds (PBA)=4.12;}
Boxer: {team=boxer; avg Health=-4.856 (from 24); damage done (per battle average)= 11.94; hits/slams/stuns/kills/misses (PBA)= 1.99/0.0/0.0/0.0/1.92; rounds (PBA)=3.98;}
Boxer: {team=boxer; avg Health=-4.728 (from 24); damage done (per battle average)= 11.9
1; hits/slams/stuns/kills/misses (PBA)= 1.99/0.0/0.0/0.0/1.97; rounds (PBA)=4.05;}

FASERIP-Slugfest: GHOTMU Shang-Chi vs the Six Boxers – combat style

I have implemented the multi attacks if you are good enough Fighting Feat rule for this.

It is a Remarkable Intensity Fighting FEAT to get two attacks or an Amazing FEAT to get three. Therefore, not worth it unless you are really good, and not worth trying for three unless you have Amazing – so there’s the demarcation – limit of human fighting ability, it is worth trying for 3 attacks.

This table sets it out that you are better off trying for 2 at Remarkable and 3 at Amazing.

FGYm1CSm3CS2att3 att
Rm0.650.350.60.50.745
Am0.750.450.70.61.21.275

There’s another rule that you can multiattack the lot at once if feasible with a -4 CS, which would be. This would make for short fights if you went by the simple everyone can attack everyone, as more than half the time Shang Chi would put down all the boxers in reach [in Psyched up mode], then. Less and less friendly sparring then, but appropriate for mooks when you are Amazing. This would then be a case of how many waves of minions can you send in to finally wear them down when it is for real. Also will take more time to code that one.

When he has the option for 3 attacks then:-

Battles: 10000; Sum of rounds: 85915; martialarts: 0.96 ± 0.0; boxer: 0.04 ± 0.0;

Team martialarts = winning battles: 9567; perfect battles: 0; close-call battles: 0;
Team boxer = winning battles: 433; perfect battles: 0; close-call battles: 432;
------------------------------------------------- Combatants ------------------------------------------------
GHOTMU Amazing Martial Artist: {team=martialarts; avg Health=58.9378 (from 130); damage done (per battle average)= 230.99; hits/slams/stuns/kills/misses (PBA)= 9.8/4.16/1.27/0.0/4.84; rounds (PBA)=8.57;}
Boxer: {team=boxer; avg Health=-14.5156 (from 24); damage done (per battle average)= 11.93; hits/slams/stuns/kills/misses (PBA)= 1.99/0.0/0.0/0.0/1.97; rounds (PBA)=4.18;}
Boxer: {team=boxer; avg Health=-14.4204 (from 24); damage done (per battle average)= 11.83; hits/slams/stuns/kills/misses (PBA)= 1.97/0.0/0.0/0.0/2.0; rounds (PBA)=4.19;}
Boxer: {team=boxer; avg Health=-14.4516 (from 24); damage done (per battle average)= 11.83; hits/slams/stuns/kills/misses (PBA)= 1.97/0.0/0.0/0.0/1.98; rounds (PBA)=4.17;}
Boxer: {team=boxer; avg Health=-14.4732 (from 24); damage done (per battle average)= 11.83; hits/slams/stuns/kills/misses (PBA)= 1.97/0.0/0.0/0.0/1.98; rounds (PBA)=4.17;}
Boxer: {team=boxer; avg Health=-14.5448 (from 24); damage done (per battle average)= 11.77; hits/slams/stuns/kills/misses (PBA)= 1.96/0.0/0.0/0.0/1.99; rounds (PBA)=4.17;}
Boxer: {team=boxer; avg Health=-14.586 (from 24); damage done (per battle average)= 11.87; hits/slams/stuns/kills/misses (PBA)= 1.98/0.0/0.0/0.0/1.97; rounds (PBA)=4.18;}

This makes 8 boxers now the around about even point, in this situation.

FASERIP-Slugfest: GHOTMU Shang-Chi vs the Six Boxers

Classic Marvel Forever Shang-Chi

My Gamer’s Handbook of the Marvel Universe has Shang-Chi’s Endurance as Remarkable, which I would have expected – best Martial Artist in the world being untiring, having low level superhuman Endurance? Sure, how I would have modelled him from experience. Anyway, what does that do in this situation? 130 Health as opposed to 120 means it takes two more hits for the boxers to put him down, so his win rate goes up to 70% from 58% in this basic situation.

Battles: 10000; Sum of rounds: 60026; boxer: 0.42 ± 0.0; martialarts: 0.58 ± 0.0;

Team boxer = winning battles: 4194; perfect battles: 0; close-call battles: 4190;
Team martialarts = winning battles: 5806; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Amazing Martial Artist: {team=martialarts; avg Health=17.544 (from 120); damage done (per battle average)= 96.73; hits/slams/stuns/kills/misses (PBA)= 4.04/1.89/0.53/0.0/1.36; rounds (PBA)=5.69;}
Boxer: {team=boxer; avg Health=-8.3076 (from 24); damage done (per battle average)= 8.58; hits/slams/stuns/kills/misses (PBA)= 1.43/0.0/0.0/0.0/1.43; rounds (PBA)=3.02;}
Boxer: {team=boxer; avg Health=-8.2516 (from 24); damage done (per battle average)= 8.47; hits/slams/stuns/kills/misses (PBA)= 1.41/0.0/0.0/0.0/1.44; rounds (PBA)=3.0;}
Boxer: {team=boxer; avg Health=-8.2492 (from 24); damage done (per battle average)= 8.56; hits/slams/stuns/kills/misses (PBA)= 1.43/0.0/0.0/0.0/1.44; rounds (PBA)=3.02;}
Boxer: {team=boxer; avg Health=-8.1712 (from 24); damage done (per battle average)= 8.56; hits/slams/stuns/kills/misses (PBA)= 1.43/0.0/0.0/0.0/1.42; rounds (PBA)=3.0;}
Boxer: {team=boxer; avg Health=-8.208 (from 24); damage done (per battle average)= 8.61; hits/slams/stuns/kills/misses (PBA)= 1.44/0.0/0.0/0.0/1.42; rounds (PBA)=3.01;}
Boxer: {team=boxer; avg Health=-8.266 (from 24); damage done (per battle average)= 8.45; hits/slams/stuns/kills/misses (PBA)= 1.41/0.0/0.0/0.0/1.43; rounds (PBA)=3.0;}
Amazing Martial Artist: {team=martialarts; avg Health=17.544 (from 120); damage done (per battle average)= 96.73; hits/slams/stuns/kills/misses (PBA)= 4.04/1.89/0.53/0.0/1.36; rounds (PBA)=5.69;}
Boxer: {team=boxer; avg Health=-8.3076 (from 24); damage done (per battle average)= 8.58; hits/slams/stuns/kills/misses (PBA)= 1.43/0.0/0.0/0.0/1.43; rounds (PBA)=3.02;}
Boxer: {team=boxer; avg Health=-8.2516 (from 24); damage done (per battle average)= 8.47; hits/slams/stuns/kills/misses (PBA)= 1.41/0.0/0.0/0.0/1.44; rounds (PBA)=3.0;}
Boxer: {team=boxer; avg Health=-8.2492 (from 24); damage done (per battle average)= 8.56; hits/slams/stuns/kills/misses (PBA)= 1.43/0.0/0.0/0.0/1.44; rounds (PBA)=3.02;}
Boxer: {team=boxer; avg Health=-8.1712 (from 24); damage done (per battle average)= 8.56; hits/slams/stuns/kills/misses (PBA)= 1.43/0.0/0.0/0.0/1.42; rounds (PBA)=3.0;}
Boxer: {team=boxer; avg Health=-8.208 (from 24); damage done (per battle average)= 8.61; hits/slams/stuns/kills/misses (PBA)= 1.44/0.0/0.0/0.0/1.42; rounds (PBA)=3.01;}
Boxer: {team=boxer; avg Health=-8.266 (from 24); damage done (per battle average)= 8.45; hits/slams/stuns/kills/misses (PBA)= 1.41/0.0/0.0/0.0/1.43; rounds (PBA)=3.0;}

GHOTMU Shang-Chi

Battles: 10000; Sum of rounds: 64252; martialarts: 0.7 ± 0.0; boxer: 0.3 ± 0.0;

Team martialarts = winning battles: 7029; perfect battles: 0; close-call battles: 0;
Team boxer = winning battles: 2971; perfect battles: 0; close-call battles: 2968;
------------------------------------------------- Combatants ------------------------------------------------
GHOTMU Amazing Martial Artist: {team=martialarts; avg Health=23.3926 (from 130); damage done (per battle average)= 103.38; hits/slams/stuns/kills/misses (PBA)= 4.32/2.02/0.57/0.0/1.46; rounds (PBA)=6.13;}
GHOTMU Amazing Martial Artist: {team=martialarts; avg Health=23.3926 (from 130); damage done (per battle average)= 103.38; hits/slams/stuns/kills/misses (PBA)= 4.32/2.02/0.57/0.0/1.46; rounds (PBA)=6.13;}
Boxer: {team=boxer; avg Health=-10.582 (from 24); damage done (per battle average)= 8.83; hits/slams/stuns/kills/misses (PBA)= 1.47/0.0/0.0/0.0/1.47; rounds (PBA)=3.09;}
Boxer: {team=boxer; avg Health=-10.582 (from 24); damage done (per battle average)= 8.83; hits/slams/stuns/kills/misses (PBA)= 1.47/0.0/0.0/0.0/1.47; rounds (PBA)=3.09;}
Boxer: {team=boxer; avg Health=-10.5484 (from 24); damage done (per battle average)= 8.86; hits/slams/stuns/kills/misses (PBA)= 1.48/0.0/0.0/0.0/1.49; rounds (PBA)=3.11;}
Boxer: {team=boxer; avg Health=-10.1708 (from 24); damage done (per battle average)= 9.07; hits/slams/stuns/kills/misses (PBA)= 1.51/0.0/0.0/0.0/1.49; rounds (PBA)=3.15;}
Boxer: {team=boxer; avg Health=-10.688 (from 24); damage done (per battle average)= 8.82; hits/slams/stuns/kills/misses (PBA)= 1.47/0.0/0.0/0.0/1.48; rounds (PBA)=3.11;}
Boxer: {team=boxer; avg Health=-10.5112 (from 24); damage done (per battle average)= 8.84; hits/slams/stuns/kills/misses (PBA)= 1.47/0.0/0.0/0.0/1.48; rounds (PBA)=3.09;}
Boxer: {team=boxer; avg Health=-10.5484 (from 24); damage done (per battle average)= 8.86; hits/slams/stuns/kills/misses (PBA)= 1.48/0.0/0.0/0.0/1.49; rounds (PBA)=3.11;}
Boxer: {team=boxer; avg Health=-10.2612 (from 24); damage done (per battle average)= 8.88; hits/slams/stuns/kills/misses (PBA)= 1.48/0.0/0.0/0.0/1.49; rounds (PBA)=3.11;}
Boxer: {team=boxer; avg Health=-10.1708 (from 24); damage done (per battle average)= 9.07; hits/slams/stuns/kills/misses (PBA)= 1.51/0.0/0.0/0.0/1.49; rounds (PBA)=3.15;}
Boxer: {team=boxer; avg Health=-10.5112 (from 24); damage done (per battle average)= 8.84; hits/slams/stuns/kills/misses (PBA)= 1.47/0.0/0.0/0.0/1.48; rounds (PBA)=3.09;}
Boxer: {team=boxer; avg Health=-10.688 (from 24); damage done (per battle average)= 8.82; hits/slams/stuns/kills/misses (PBA)= 1.47/0.0/0.0/0.0/1.48; rounds (PBA)=3.11;}
Boxer: {team=boxer; avg Health=-10.2612 (from 24); damage done (per battle average)= 8.88; hits/slams/stuns/kills/misses (PBA)= 1.48/0.0/0.0/0.0/1.49; rounds (PBA)=3.11;}

FASERIP-Slugfest: Psyched Shang-Chi vs the Ten Gloves

So this ability and health boost makes a roughly even toe to toe punchup 10 boxers. In a real scenario unlikely that 10 guys could get to him at once to punch, so future work – simulate a queue of say six at a time, or easier, just give each one a 6/boxers probability of attacking – which means he would be able to do better than 10.


Battles: 1000; Sum of rounds: 5888; martialarts: 0.6 ± 0.02; boxer: 0.4 ± 0.02;

Team martialarts = winning battles: 599; perfect battles: 0; close-call battles: 0;
Team boxer = winning battles: 401; perfect battles: 0; close-call battles: 401;

------------------------------------------------ Combatants ------------------------------------------------
Boxer: {team=boxer; avg Health=-4.732 (from 24); damage done (per battle average)= 7.87; hits/slams/stuns/kills/misses (PBA)= 1.31/0.0/0.0/0.0/1.26; rounds (PBA)=2.63;}
Boxer: {team=boxer; avg Health=-4.122 (from 24); damage done (per battle average)= 8.21; hits/slams/stuns/kills/misses (PBA)= 1.37/0.0/0.0/0.0/1.35; rounds (PBA)=2.76;}
Boxer: {team=boxer; avg Health=-5.406 (from 24); damage done (per battle average)= 7.8; hits/slams/stuns/kills/misses (PBA)= 1.3/0.0/0.0/0.0/1.33; rounds (PBA)=2.7;}
Boxer: {team=boxer; avg Health=-5.406 (from 24); damage done (per battle average)= 7.8; hits/slams/stuns/kills/misses (PBA)= 1.3/0.0/0.0/0.0/1.33; rounds (PBA)=2.7;}
Boxer: {team=boxer; avg Health=-4.506 (from 24); damage done (per battle average)= 8.23; hits/slams/stuns/kills/misses (PBA)= 1.37/0.0/0.0/0.0/1.39; rounds (PBA)=2.82;}
Boxer: {team=boxer; avg Health=-4.506 (from 24); damage done (per battle average)= 8.23; hits/slams/stuns/kills/misses (PBA)= 1.37/0.0/0.0/0.0/1.39; rounds (PBA)=2.82;}
Psyched Amazing Martial Artist: {team=martialarts; avg Health=15.028 (from 175); damage done (per battle average)= 143.33; hits/slams/stuns/kills/misses (PBA)= 4.25/1.88/0.8/0.0/1.07; rounds (PBA)=5.61;}
Boxer: {team=boxer; avg Health=-5.45 (from 24); damage done (per battle average)= 7.85; hits/slams/stuns/kills/misses (PBA)= 1.31/0.0/0.0/0.0/1.33; rounds (PBA)=2.69;}
Boxer: {team=boxer; avg Health=-4.358 (from 24); damage done (per battle average)= 7.96; hits/slams/stuns/kills/misses (PBA)= 1.33/0.0/0.0/0.0/1.36; rounds (PBA)=2.74;}
Psyched Amazing Martial Artist: {team=martialarts; avg Health=15.028 (from 175); damage done (per battle average)= 143.33; hits/slams/stuns/kills/misses (PBA)= 4.25/1.88/0.8/0.0/1.07; rounds (PBA)=5.61;}
Boxer: {team=boxer; avg Health=-4.87 (from 24); damage done (per battle average)= 7.95; hits/slams/stuns/kills/misses (PBA)= 1.32/0.0/0.0/0.0/1.27; rounds (PBA)=2.65;}
Boxer: {team=boxer; avg Health=-4.308 (from 24); damage done (per battle average)= 7.79;
hits/slams/stuns/kills/misses (PBA)= 1.3/0.0/0.0/0.0/1.38; rounds (PBA)=2.73;}
Boxer: {team=boxer; avg Health=-4.122 (from 24); damage done (per battle average)= 8.21; hits/slams/stuns/kills/misses (PBA)= 1.37/0.0/0.0/0.0/1.35; rounds (PBA)=2.76;}
Boxer: {team=boxer; avg Health=-4.732 (from 24); damage done (per battle average)= 7.87; hits/slams/stuns/kills/misses (PBA)= 1.31/0.0/0.0/0.0/1.26; rounds (PBA)=2.63;}

FASERIP-Slugfest: Shang-Chi – the limits of superhuman Strength

The version of Shang-Chi here https://classicmarvelforever.com/cast/shang_chi.htm has an ability to make a Psyche Feat and put his physical FASE stats up a rank for 10 rounds. Which is longer than these simulated fights appear to take. So making a version of him boosted like that gives him Remarkable strength. Assuming for now it boosts Health as well, as don’t have it coded to reduce this – which I can add to a script later for this test.

Remarkable is an important demarcation point, as it means every punch puts down a normal human opponent on sheer damage, so one hit per opponent, not two.


Battles: 1000; Sum of rounds: 4564; boxer: 0.0 ± 0.0; martialarts: 1.0 ± 0.0;

Team boxer = winning battles: 0; perfect battles: 0; close-call battles: 0;

Team martialarts = winning battles: 1000; perfect battles: 0; close-call battles: 0

------------------------------------------------- Combatants ------------------------------------------------
Psyched Amazing Martial Artist: {team=martialarts; avg Health=117.262 (from 175); damage done (per battle average)= 100.89; hits/slams/stuns/kills/misses (PBA)= 3.0/1.3/0.54/0.0/0.77; rounds (PBA)=4.27;}
Boxer: {team=boxer; avg Health=-9.788 (from 24); damage done (per battle average)= 4.82; hits/slams/stuns/kills/misses (PBA)= 0.8/0.0/0.0/0.0/0.8; rounds (PBA)=1.65;}
Boxer: {team=boxer; avg Health=-9.512 (from 24); damage done (per battle average)= 4.83; hits/slams/stuns/kills/misses (PBA)= 0.81/0.0/0.0/0.0/0.83; rounds (PBA)=1.69;}
Boxer: {team=boxer; avg Health=-9.6 (from 24); damage done (per battle average)= 4.8; hits/slams/stuns/kills/misses (PBA)= 0.8/0.0/0.0/0.0/0.81; rounds (PBA)=1.67;}
Boxer: {team=boxer; avg Health=-9.6 (from 24); damage done (per battle average)= 4.8; hits/slams/stuns/kills/misses (PBA)= 0.8/0.0/0.0/0.0/0.81; rounds (PBA)=1.67;}
Psyched Amazing Martial Artist: {team=martialarts; avg Health=117.262 (from 175); damage done (per battle average)= 100.89; hits/slams/stuns/kills/misses (PBA)= 3.0/1.3/0.54/0.0/0.77; rounds (PBA)=4.27;}
Boxer: {team=boxer; avg Health=-9.748 (from 24); damage done (per battle average)= 4.67; hits/slams/stuns/kills/misses (PBA)= 0.78/0.0/0.0/0.0/0.81; rounds (PBA)=1.65;}
Boxer: {team=boxer; avg Health=-9.72 (from 24); damage done (per battle average)= 4.85; hits/slams/stuns/kills/misses (PBA)= 0.81/0.0/0.0/0.0/0.81; rounds (PBA)=1.68;}
Boxer: {team=boxer; avg Health=-9.748 (from 24); damage done (per battle average)= 4.67; hits/slams/stuns/kills/misses (PBA)= 0.78/0.0/0.0/0.0/0.81; rounds (PBA)=1.65;}
Boxer: {team=boxer; avg Health=-9.408 (from 24); damage done (per battle average)= 4.91; hits/slams/stuns/kills/misses (PBA)= 0.82/0.0/0.0/0.0/0.85; rounds (PBA)=1.71;}
Boxer: {team=boxer; avg Health=-9.788 (from 24); damage done (per battle average)= 4.82; hits/slams/stuns/kills/misses (PBA)= 0.8/0.0/0.0/0.0/0.8; rounds (PBA)=1.65;}
Boxer: {team=boxer; avg Health=-9.408 (from 24); damage done (per battle average)= 4.91;
hits/slams/stuns/kills/misses (PBA)= 0.82/0.0/0.0/0.0/0.85; rounds (PBA)=1.71;}
Boxer: {team=boxer; avg Health=-9.72 (from 24); damage done (per battle average)= 4.85; hits/slams/stuns/kills/misses (PBA)= 0.81/0.0/0.0/0.0/0.81; rounds (PBA)=1.68;}
Boxer: {team=boxer; avg Health=-9.512 (from 24); damage done (per battle average)= 4.83; hits/slams/stuns/kills/misses (PBA)= 0.81/0.0/0.0/0.0/0.83; rounds (PBA)=1.69;}

Same 6 boxers, but hit more and ‘much’ harder.

FASERIP-Slugfest: Shang-Chi vs the Six Boxers

I’ll post the rat pack vs the lawyer later – seems you will still be able to get some advice in James Herbert land though.

However, thought this is an interesting scenario – given anyone can hit in FASERIP, and this is just vanilla toe-to-toe, although have now added basic stuns in. Should also perhaps add that a slammed opponent misses a turn, and check that all this works. Added kills as well, so got worse for our rat friend vs the cat, would only prevail in a couple in a thousand.

Have not added in karma yet either, which should help those with more – Shang has enough to change one hit to a miss, anyway.

In my basic spreadsheet of stats had one that is all Typical. Which means a normal human with some training in Fighting, so could call them them a boxer, or something similar. Not programmed in any Talents as yet – martial arts will be first. In the above, Shang would get a column shift to hit and the ability to try for 3 multi-attacks and an initiative bonus. The framework does individual initiative, so that one won’t matter as much – would have to add in a ‘set all initiatives to first roll’ addition later to do group initiative.


Battles: 1000; Sum of rounds: 5980; martialarts: 0.59 ± 0.02; boxer: 0.41 ± 0.02;

Team martialarts = winning battles: 588; perfect battles: 0; close-call battles: 0;
Team boxer = winning battles: 412; perfect battles: 0; close-call battles: 412;
------------------------------------------------- Combattants ------------------------------------------------

Boxer: {team=boxer; avg Health=-8.576 (from 24); damage done (per battle average)= 8.98; hits/slams/stuns/kills/misses (PBA)= 1.5/0.0/0.0/0.0/1.43; rounds (PBA)=3.07;}
Boxer: {team=boxer; avg Health=-8.576 (from 24); damage done (per battle average)= 8.98; hits/slams/stuns/kills/misses (PBA)= 1.5/0.0/0.0/0.0/1.43; rounds (PBA)=3.07;}
Boxer: {team=boxer; avg Health=-8.688 (from 24); damage done (per battle average)= 8.52; hits/slams/stuns/kills/misses (PBA)= 1.42/0.0/0.0/0.0/1.39; rounds (PBA)=2.98;}
Amazing Martial Artist: {team=martialarts; avg Health=17.4 (from 120); damage done (per battle average)= 97.31; hits/slams/stuns/kills/misses (PBA)= 4.07/1.88/0.54/0.0/1.31; rounds (PBA)=5.67;}
Boxer: {team=boxer; avg Health=-8.412 (from 24); damage done (per battle average)= 8.39; hits/slams/stuns/kills/misses (PBA)= 1.4/0.0/0.0/0.0/1.42; rounds (PBA)=2.98;}
Amazing Martial Artist: {team=martialarts; avg Health=17.4 (from 120); damage done (per battle average)= 97.31; hits/slams/stuns/kills/misses (PBA)= 4.07/1.88/0.54/0.0/1.31; rounds (PBA)=5.67;}
Boxer: {team=boxer; avg Health=-8.688 (from 24); damage done (per battle average)= 8.52; hits/slams/stuns/kills/misses (PBA)= 1.42/0.0/0.0/0.0/1.39; rounds (PBA)=2.98;}
Boxer: {team=boxer; avg Health=-8.964 (from 24); damage done (per battle average)= 8.43; hits/slams/stuns/kills/misses (PBA)= 1.4/0.0/0.0/0.0/1.43; rounds (PBA)=3.0;}
Boxer: {team=boxer; avg Health=-8.412 (from 24); damage done (per battle average)= 8.39; hits/slams/stuns/kills/misses (PBA)= 1.4/0.0/0.0/0.0/1.42; rounds (PBA)=2.98;}
Boxer: {team=boxer; avg Health=-8.468 (from 24); damage done (per battle average)= 8.14; hits/slams/stuns/kills/misses (PBA)= 1.36/0.0/0.0/0.0/1.39; rounds (PBA)=2.88;}
Boxer: {team=boxer; avg Health=-7.504 (from 24); damage done (per battle average)= 8.84; hits/slams/stuns/kills/misses (PBA)= 1.47/0.0/0.0/0.0/1.36; rounds (PBA)=2.98;}
Boxer: {team=boxer; avg Health=-8.468 (from 24); damage done (per battle average)= 8.14; hits/slams/stuns/kills/misses (PBA)= 1.36/0.0/0.0/0.0/1.39; rounds (PBA)=2.88;}
Boxer: {team=boxer; avg Health=-7.504 (from 24); damage done (per battle average)= 8.84; hits/slams/stuns/kills/misses (PBA)= 1.47/0.0/0.0/0.0/1.36; rounds (PBA)=2.98;}
Boxer: {team=boxer; avg Health=-8.964 (from 24); damage done (per battle average)= 8.43; hits/slams/stuns/kills/misses (PBA)= 1.4/0.0/0.0/0.0/1.43; rounds (PBA)=3.0;}

Shang-Chi stats currently from here https://classicmarvelforever.com/cast/shang_chi.htm

FASERIP-Slugfest – rats on the run

Things are tough in ratland when you add in a cat’s killing ability. Maybe we should go James Herbert next and have a rat pack versus a person as a test. Not that those are giant mutant killer rats. Although possible good superhuman testing ground?

Battles: 1101; Sum of rounds: 6336; rodent: 0.0 ± 0.0; feline: 1.01 ± NA; rodent: 0.0 ± 0.0; feline: 1.099 ± NA;
Team rodent = winning battles: 2; perfect battles: 0; close-call battles: 0;
Team feline = winning battles: 1099; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combattants ------------------------------------------------
Rat: {team=rodent; avg hp=0.005449591280653951 (from 8); avg healing spells left=0.0 (from 0); damage done (per battle average)= 3.6412352406902815; hits/slams/stuns/kills/misses (PBA)= 1.8206176203451407/0.0/0.0/0.0/2.751135331516803; rounds (PBA)=4.572661217075386;}
Cat: {team=feline; avg hp=16.717529518619436 (from 24); avg healing spells left=0.0 (from 0); damage done (per battle average)= 3.997275204359673; hits/slams/stuns/kills/misses (PBA)= 1.9986376021798364/0.0/0.45049954586739327/0.05131698455949137/2.9981834695731155; rounds (PBA)=5.4959128065395095;}
Rat: {team=rodent; avg hp=0.005449591280653951 (from 8); avg healing spells left=0.0 (from 0); damage done (per battle average)= 3.6412352406902815; hits/slams/stuns/kills/misses (PBA)= 1.8206176203451407/0.0/0.0/0.0/2.751135331516803; rounds (PBA)=4.572661217075386;}
Cat: {team=feline; avg hp=16.717529518619436 (from 24); avg healing spells left=0.0 (from 0); damage done (per battle average)= 3.997275204359673; hits/slams/stuns/kills/misses (PBA)= 1.9986376021798364/0.0/0.45049954586739327/0.05131698455949137/2.9981834695731155; rounds (PBA)=5.4959128065395095;}

FASERIP-Slugfest

I mentioned Matteo Ferla’s DnD-battler yesterday.

https://github.com/bluetyson/FASERIP-Slugfest

I have started adapting this to work with FASERIP. Obviously the mechanics are different, but the basic framework is there, which is why I wanted to use it – all the hard work with creatures, encounters, arenas, running many simulations and tallying them just needs different characteristics and algorithms inserted.

Very much a work in progress, this is like version 0.01.

You can do this, however :-


————————————————————————————————————–
Battles: 100; Sum of rounds: 506; feline: 0.97 ± 0.02; rodent: 0.03 ± 0.02;
> Team feline = winning battles: 97; perfect battles: 0; close-call battles: 0;
> Team rodent = winning battles: 3; perfect battles: 0; close-call battles: 0;
————————————————- Combattants ————————————————
Rat: {team=rodent; avg hp=-0.56 (from 8); avg healing spells left=0.0 (from 0); damage done (per battle average)= 3.31; hits/misses (PBA)= 1.655/2.305; rounds (PBA)=3.975;}
Cat: {team=feline; avg hp=9.38 (from 16); avg healing spells left=0.0 (from 0); damage done (per battle average)= 4.28; hits/misses (PBA)= 1.62/2.595; rounds (PBA)=4.7;}
Rat: {team=rodent; avg hp=-0.56 (from 8); avg healing spells left=0.0 (from 0); damage done (per battle average)= 3.31; hits/misses (PBA)= 1.655/2.305; rounds (PBA)=3.975;}
Cat: {team=feline; avg hp=9.38 (from 16); avg healing spells left=0.0 (from 0); damage done (per battle average)= 4.28; hits/misses (PBA)= 1.62/2.595; rounds (PBA)=4.7;}

DnDBattler

Matteo Ferla has written a python 5E D&D encounter simulator that I have been meaning to get to for some time. Too many real life models to deal with until now.

https://github.com/matteoferla/DnD-battler

He also has an online version here:- https://dnd.matteoferla.com/

http://squidonius.blogspot.com/

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