Today’s Superhero Random Encounter
FASERIP-Slugfest: The Longshot comes in
Taking the same Danger Room approach as with Domino, Longshot vs a robot double of himself.
Battles: 10000; Sum of rounds: 30313; Longshot: 0.78 ± 0.0; Longshot No Luck: 0.22 ± 0.0;
Team Longshot = winning battles: 7753; perfect battles: 0; close-call battles: 0;
Team Longshot No Luck = winning battles: 2247; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Longshot No Luck: {team=Longshot No Luck; avg Health=54.84 (from 100); damage done (per battle average)= 23.01; hits/slams/stuns/kills/misses (PBA)= 2.3/0.0/1.05/0.3/0.8; rounds (PBA)=2.36;}
Longshot: {team=Longshot; avg Health=76.994 (from 100); damage done (per battle average)= 45.16; hits/slams/stuns/kills/misses (PBA)= 4.52/0.0/2.32/0.87/0.41; rounds (PBA)=2.77;}
FASERIP-Slugfest: Luck be a Lady!
Doing some more work, I have added the basic Probability Manipulation power.
So, get here to fight her robot double in the Danger Room – the robot double having her stats, but no powers. Here’s the result:
Battles: 10000; Sum of rounds: 14886; Domino No Luck: 0.35 ± 0.0; Domino: 0.65 ± 0.0;
Team Domino No Luck = winning battles: 3460; perfect battles: 0; close-call battles: 0;
Team Domino = winning battles: 6540; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Domino: {team=Domino; avg Health=93.756 (from 120); damage done (per battle average)= 40.52; hits/slams/stuns/kills/misses (PBA)= 1.01/0.0/0.51/0.19/0.14; rounds (PBA)=1.04;}
Domino No Luck: {team=Domino No Luck; avg Health=79.484 (from 120); damage done (per battle average)= 26.24; hits/slams/stuns/kills/misses (PBA)= 0.66/0.0/0.27/0.08/0.34; rounds (PBA)=0.84;}
Taking it from even to 65-35, thanks to the Luckiness.
FASERIP-Slugfest: Danger Room!
A Danger Room type scenario, Cyclops and Corsair using it for training. Cyclops is another example of using the ‘level’ attribute as a column shift holder. His writeup in the X-Men set points out he has Incredible agility with his Optic Blasts. This goes nicely with Corsair having Weapon Specialist in the Ben Riely version – in the box set he has Marksmanship.
The Riely stats have Cyclops with X-Men costume body armour at Excellent/Excellent – and Corsair only Good/Good – which means his Amazing Blaster Pistols take 3 shots to put Cyclops down. Cyclops also has an initiative advantage. All that running around in a zillion different scenarios, compared to spaceshift manoeuvring.
Anyway, an example of working on Energy and Force blast use, with a ‘best damage’ rank heuristic added.
Battles: 10000; Sum of rounds: 23178; Corsair: 0.2 ± 0.0; Cyclops: 0.8 ± 0.0;
Team Corsair = winning battles: 1958; perfect battles: 0; close-call battles: 0;
Team Cyclops = winning battles: 8042; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Corsair: {team=Corsair; avg Health=-22.9425 (from 80); damage done (per battle average)= 35.33; hits/slams/stuns/kills/misses (PBA)= 1.18/0.0/0.53/0.1/0.68; rounds (PBA)=1.26;}
Cyclops: {team=Cyclops; avg Health=44.666 (from 80); damage done (per battle average)= 102.94; hits/slams/stuns/kills/misses (PBA)= 1.45/0.63/0.12/0.0/0.85; rounds (PBA)=2.02;}
Remove both their armours:
Battles: 1000; Sum of rounds: 2097; Cyclops: 0.63 ± 0.02; Corsair: 0.37 ± 0.02;
Team Cyclops = winning battles: 629; perfect battles: 0; close-call battles: 0;
Team Corsair = winning battles: 371; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Corsair NA: {team=Corsair; avg Health=-19.795 (from 80); damage done (per battle average)= 49.05; hits/slams/stuns/kills/misses (PBA)= 0.98/0.0/0.42/0.08/0.56; rounds (PBA)=1.24;}
Cyclops NA: {team=Cyclops; avg Health=30.95 (from 80); damage done (per battle average)= 99.8; hits/slams/stuns/kills/misses (PBA)= 1.18/0.54/0.1/0.0/0.68; rounds (PBA)=1.61;}
Roll back to a younger version of Corsair’s son and only Amazing damage Optic Blasts: –
Battles: 10000; Sum of rounds: 21373; Corsair: 0.38 ± 0.0; Cyclops: 0.62 ± 0.0;
Team Corsair = winning battles: 3791; perfect battles: 0; close-call battles: 0;
Team Cyclops = winning battles: 6209; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Cyclops Early: {team=Cyclops; avg Health=30.435 (from 80); damage done (per battle average)= 69.83; hits/slams/stuns/kills/misses (PBA)= 1.18/0.51/0.1/0.0/0.7; rounds (PBA)=1.63;}
Corsair NA: {team=Corsair; avg Health=10.175 (from 80); damage done (per battle average)= 49.56; hits/slams/stuns/kills/misses (PBA)= 0.99/0.0/0.42/0.09/0.58; rounds (PBA)=1.27;}
Still basically similar – each take only two hits to win – +2 Initiative bonus is a big differentiator.
FASERIP-Slugfest: Hawkeye vs Boomerang
Two missile weapon specialists.
Their FASE stats are identical. They are both Weapon Specialists in their chosen projectiles. Both with Remarkable Agility, giving them Amazing checks for extra attacks.
If you assign the damage for a boomerang and an arrow to be the same, not counting the greater array of tricks Hawkeye has this is a 50-50 standup shootout.
The Judges Book writeup gives Hawkeye +3CS with a bow, which is not RAW – Weapon Skills don’t stack, this is stacking his Marksman with Weapon Specialist as a Super Archer of sorts. This is before Ultimate Skill in the UPB, which you could certainly see him having.
Battles: 10000; Sum of rounds: 27291; Hawkeye: 0.5 ± 0.0; Boomerang: 0.5 ± 0.0;
Team Hawkeye = winning battles: 5047; perfect battles: 0; close-call battles: 0;
Team Boomerang = winning battles: 4953; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Hawkeye: {team=Hawkeye; avg Health=21.701 (from 80); damage done (per battle average)= 58.38; hits/slams/stuns/kills/misses (PBA)= 1.95/0.0/0.81/0.26/0.95; rounds (PBA)=1.99;}
Boomerang: {team=Boomerang; avg Health=21.62 (from 80); damage done (per battle average)= 58.3; hits/slams/stuns/kills/misses (PBA)= 1.94/0.0/0.83/0.24/0.96; rounds (PBA)=1.97;}
Give Hawkeye that benefit:
Battles: 10000; Sum of rounds: 23243; Hawkeye: 0.69 ± 0.0; Boomerang: 0.31 ± 0.0;
Team Hawkeye = winning battles: 6907; perfect battles: 0; close-call battles: 0;
Team Boomerang = winning battles: 3093; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Boomerang: {team=Boomerang; avg Health=9.44 (from 80); damage done (per battle average)= 43.04; hits/slams/stuns/kills/misses (PBA)= 1.43/0.0/0.6/0.18/0.71; rounds (PBA)=1.42;}
Hawkeye: {team=Hawkeye; avg Health=36.962 (from 80); damage done (per battle average)= 70.56; hits/slams/stuns/kills/misses (PBA)= 2.35/0.0/1.08/0.31/0.81; rounds (PBA)=1.8;}
The extra attacks FEAT roll is then only a Green intensity, much easier and a considerable advantage. Some Hawkeye writeups specify ‘3 Attacks per Round’ This would involve writing code to make that a white roll to get extra attacks – which clearly would boost the win rate higher.
Battles: 10000; Sum of rounds: 21632; Boomerang: 0.25 ± 0.0; Hawkeye: 0.75 ± 0.0;
Team Boomerang = winning battles: 2540; perfect battles: 0; close-call battles: 0;
Team Hawkeye = winning battles: 7460; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Boomerang: {team=Boomerang; avg Health=5.741 (from 80); damage done (per battle average)= 38.08; hits/slams/stuns/kills/misses (PBA)= 1.27/0.0/0.53/0.17/0.63; rounds (PBA)=1.23;}
Hawkeye: {team=Hawkeye; avg Health=41.924 (from 80); damage done (per battle average)= 74.26; hits/slams/stuns/kills/misses (PBA)= 2.48/0.0/1.16/0.32/0.81; rounds (PBA)=1.7;}
FASERIP-Slugfest: Wolverine vs Sabretooth
Taking the recent versions from Ben Riely, we have the stronger and more during Sabretooth vs Wolverine’s Adamantium Claws, basically. There’s an earlier version that just had Wolverine with Excellent damage with Claws – but the X-Men boxed set version also said he just restrained himself to Excellent vs human opponents. Not sure he counts Creed as human. Wolvering has a slight initiative edge, too. Also, faster simulations with more damage.
This meant instituting Weapon Specialist rules, Edged weapon checks and artificial body armour shredding. I have not put Berserk in, but this would have the effect of more hits, fewer stuns, so can compare the two once I write the Berserk code.
Battles: 10000; Sum of rounds: 37975; Sabretooth: 0.27 ± 0.0; Wolverine: 0.73 ± 0.0;
Team Sabretooth = winning battles: 2721; perfect battles: 0; close-call battles: 0;
Team Wolverine = winning battles: 7279; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Sabretooth: {team=Sabretooth; avg Health=-18.5115 (from 160); damage done (per battle average)= 65.14; hits/slams/stuns/kills/misses (PBA)= 3.26/0.0/1.37/0.43/1.6; rounds (PBA)=2.8;}
Wolverine: {team=Wolverine; avg Health=52.7345 (from 110); damage done (per battle average)= 187.4; hits/slams/stuns/kills/misses (PBA)= 2.5/0.0/1.09/0.21/1.44; rounds (PBA)=2.92;}
If you chuck Sabretooth in a vat of adamantium, and he gets Monstrous claws it flips the other way, although not as far as Wolverine still has the initiative advantage, but can now be put down in two hits. Neither of them will regenerate fast enough to matter in fights this short. Another thing to do – a number of rounds distribution.
FASERIP-Slugfest: It’s Clobberin’ Time!
The version of The Thing in the Marvel Super Heroes Advanced Set Judges book has Monstrous Strength and Endurance.
The Ben Riely updated version has Unearthly Strength and Monstrous Endurance. The original version, if fighting the Hulk toe to toe can’t hurt him or Stun him by the rules (Strength is less than the Hulk’s Unearthly Endurance). That makes a 100% win rate for The Hulk in those times, despite the Thing being a superior fighter – at Incredible and Martial Arts B. He’d have to charge or get tricky to be able to do anythng.
The Hulk has Monstrous Body Armour vs Physical – The Thing only Incredible.
A Good test of the FASERIP-Slugfest Body Armour code changes.
The Thing’s superior Fighting Skills allow him to compete here:-
Battles: 5000; Sum of rounds: 30452; The Hulk: 0.87 ± 0.0; The Thing: 0.13 ± 0.0;
Team The Hulk = winning battles: 4368; perfect battles: 0; close-call battles: 0;
Team The Thing = winning battles: 632; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
The Hulk: {team=The Hulk; avg Health=101.55 (from 240); damage done (per battle average)= 228.36; hits/slams/stuns/kills/misses (PBA)= 3.81/1.43/0.31/0.0/3.1; rounds (PBA)=5.92;}
The Thing: {team=The Thing; avg Health=-3.36 (from 225); damage done (per battle average)= 138.45; hits/slams/stuns/kills/misses (PBA)= 5.54/2.43/0.44/0.0/3.43; rounds (PBA)=5.09;}
Of course, if the Hulk gets mad, very different story. Also a bunch more code to do those +1 CS a round changes.
Sidious’ FASERIP Builds
OOCities FASERIP character list
https://www.oocities.org/area51/vault/7732/
Quite a few here – the source of the previous WildCATs