Adam Dickstein has a great ghostbusters project going on here:-
http://barkingalien.blogspot.com/search/label/Ghostbusters
Lots of detail on how to run a game.
Take your proton pack and may Gozer not be with you.
Remarkable, Incredible and Amazing nerdiness
Adam Dickstein has a great ghostbusters project going on here:-
http://barkingalien.blogspot.com/search/label/Ghostbusters
Lots of detail on how to run a game.
Take your proton pack and may Gozer not be with you.
Thought I would give this a go, using the GPT clone model https://6b.eleuther.ai/
Here’s the few shot training data:-
The Abomination
Emil Blonsky
F) Rm30
A) Ex20
S) Un100
E) Un100
R) Gd10
I) Ex20
P) Ty6
Health: 250 Karma: 36
Resources: Fe Pop: -15
Known Powers:
Body Armor: Am protection vs. Physical and Energy attacks.
Resistances: Un resistance to Cold, Heat, Fire, and Disease. Extreme temperatures or lack of oxygen can force him to go into a coma-like hibernation state until more hospitable conditions return.
Leaping: CL5000, covering 2 miles in a single bound.
Water-Breathing
Equipment:
None
Talents: Detective/Espionage, Computers, Electronics, Engineering, Writing
Contacts: None
Samson
F) Ex20
A) Ex20
S) Mn75
E) Mn75
R) Ex20
I) Ex20
P) Ex20
Health: 190 Karma: 60
Resources: Gd Pop: 5
Known Powers:
Body Armor: In protection vs. Physical and Energy
Hyper-Leaping: Sh-Z
Equipment:
None
Talents: Martial Arts A, B, C, Psychology, Medicine, Detective/Espionage
Contacts: M.O.D.O.K., Red She-Hulk
The Harpy
Marlo Chandler-Jones
F) Ex20
A) Ex20
S) Mn75
E) Mn75
R) Ty6
I) Ex20
P) Ty6
Health: 190 Karma: 32
Resources: Ty Pop: 0
Known Powers:
Harpy Physiology: The Leader transformed Marlo into the Harpy. Her very body gives her the following abilities:
-Body Armor: Am protection vs. Physical and Energy
-Flight: Ty airspeed (6 areas/ 90 mph)
-Talons: Mn material, she can inflict Mn Edge or Crushing damage.
-Energy Blasts: Rm Force, 10 areas
Equipment:
None
Talents: (as Harpy) None
Contacts: None
The Panther
G) Mn75
A) Ex20
S) Mn75
E) Mn75
R) Mn75
I) Ex20
P) Mn75
Health: 180 Karma: 60
Resources: Fe Pop: -15
Known Powers:
Body Armor: Am protection vs. Physical and Energy attacks
Fur: Ty material, can use the fur to create a type of adhesives that are unbreakable, as well as anti-spike
Leaping: Ty airspeed (6 areas/ 120 mph)
Energy Blast: Rm Force, 5 areas
Talents: None
Feeding that all back in we add:-
The Parrot
Pilot Smith
F) Rm30
A) Mn75
S) Mn75
E) Mn75
R) Mn75
I) Mn75
P) Mn75
Health: 180 Karma: 26
Resources: Fe Pop: -15
Known Powers:
Flight: Mn airspeed (6 areas/ 60 mph)
Talons: Mn material, can inflict Mn Edge or Crushing damage.
Flight: Ty airspeed (6 areas
I think your players would be a bit worried with this teamup – maybe the Black Panther and Sheena can help out?
The Panther gets G instead of F – Gamma rank? A text robot is not going to work out things add up from this, but I think characters would prefer their Health and Karma version than actually adding them.
Related fur and leaping to panthers – but flight to parrots, so not bad. Wondering about uses for character naming of a ton of random generated characters – and training a model on those.
The, he’s tired and not psyched up now, send a new batch – rush him scenario!
Battles: 1000; Sum of rounds: 3255; martialarts: 0.79 ± 0.01; boxer: 0.21 ± 0.01;
Team martialarts = winning battles: 785; perfect battles: 0; close-call battles: 0;
Team boxer = winning battles: 215; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
GHOTMU Amazing Martial Artist: {team=martialarts; avg Health=59.776 (from 130); damage done (per battle average)= 522.42; hits/slams/stuns/kills/misses (PBA)= 21.55/0.58/0.13/0.0/0.98; rounds (PBA)=3.21;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.75; hits/slams/stuns/kills/misses (PBA)= 0.79/0.0/0.0/0.0/0.78; rounds (PBA)=1.73;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.48; hits/slams/stuns/kills/misses (PBA)= 0.75/0.0/0.0/0.0/0.82; rounds (PBA)=1.73;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.69; hits/slams/stuns/kills/misses (PBA)= 0.78/0.0/0.0/0.0/0.78; rounds (PBA)=1.72;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.48; hits/slams/stuns/kills/misses (PBA)= 0.75/0.0/0.0/0.0/0.83; rounds (PBA)=1.71;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.49; hits/slams/stuns/kills/misses (PBA)= 0.75/0.0/0.0/0.0/0.82; rounds (PBA)=1.73;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.9; hits/slams/stuns/kills/misses (PBA)= 0.82/0.0/0.0/0.0/0.73; rounds (PBA)=1.72;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.54; hits/slams/stuns/kills/misses (PBA)= 0.76/0.0/0.0/0.0/0.78; rounds (PBA)=1.72;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.85; hits/slams/stuns/kills/misses (PBA)= 0.81/0.0/0.0/0.0/0.79; rounds (PBA)=1.7;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.46; hits/slams/stuns/kills/misses (PBA)= 0.74/0.0/0.0/0.0/0.81; rounds (PBA)=1.74;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.79; hits/slams/stuns/kills/misses (PBA)= 0.8/0.0/0.0/0.0/0.8; rounds (PBA)=1.72;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.9; hits/slams/stuns/kills/misses (PBA)= 0.82/0.0/0.0/0.0/0.78; rounds (PBA)=1.72;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.75; hits/slams/stuns/kills/misses (PBA)= 0.79/0.0/0.0/0.0/0.75; rounds (PBA)=1.72;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.74; hits/slams/stuns/kills/misses (PBA)= 0.79/0.0/0.0/0.0/0.8; rounds (PBA)=1.71;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.86; hits/slams/stuns/kills/misses (PBA)= 0.81/0.0/0.0/0.0/0.76; rounds (PBA)=1.75;}
Boxer: {team=boxer; avg Health=-10.828 (from 24); damage done (per battle average)= 4.54; hits/slams/stuns/kills/misses (PBA)= 0.76/0.0/0.0/0.0/0.81; rounds (PBA)=1.72;}
So there’s a 1 in 5 strategy if they can all get to him and he stays put.
Adding the code to make a -4 CS attack on ALL the boxers at once does what you would expect, with the super strong Shang.
Battles: 1000; Sum of rounds: 2516; martialarts: 0.99 ± 0.0; boxer: 0.01 ± 0.0;
Team martialarts = winning battles: 986; perfect battles: 0; close-call battles: 0;
Team boxer = winning battles: 14; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 2.11; hits/slams/stuns/kills/misses (PBA)= 0.35/0.0/0.0/0.0/0.28; rounds (PBA)=0.7;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.72; hits/slams/stuns/kills/misses (PBA)= 0.29/0.0/0.0/0.0/0.3; rounds (PBA)=0.68;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.76; hits/slams/stuns/kills/misses (PBA)= 0.29/0.0/0.0/0.0/0.31; rounds (PBA)=0.69;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.87; hits/slams/stuns/kills/misses (PBA)= 0.31/0.0/0.0/0.0/0.31; rounds (PBA)=0.68;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.95; hits/slams/stuns/kills/misses (PBA)= 0.33/0.0/0.0/0.0/0.3; rounds (PBA)=0.69;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.82; hits/slams/stuns/kills/misses (PBA)= 0.3/0.0/0.0/0.0/0.34; rounds (PBA)=0.71;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.84; hits/slams/stuns/kills/misses (PBA)= 0.31/0.0/0.0/0.0/0.32; rounds (PBA)=0.7;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.88; hits/slams/stuns/kills/misses (PBA)= 0.31/0.0/0.0/0.0/0.32; rounds (PBA)=0.7;}
GHOTMU Psyched Amazing Martial Artist: {team=martialarts; avg Health=156.896 (from 185); damage done (per battle average)= 513.27; hits/slams/stuns/kills/misses (PBA)= 14.79/0.44/0.09/0.0/0.54; rounds (PBA)=2.51;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.96; hits/slams/stuns/kills/misses (PBA)= 0.33/0.0/0.0/0.0/0.29; rounds (PBA)=0.7;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.86; hits/slams/stuns/kills/misses (PBA)= 0.31/0.0/0.0/0.0/0.33; rounds (PBA)=0.69;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.88; hits/slams/stuns/kills/misses (PBA)= 0.31/0.0/0.0/0.0/0.31; rounds (PBA)=0.68;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.93; hits/slams/stuns/kills/misses (PBA)= 0.32/0.0/0.0/0.0/0.31; rounds (PBA)=0.7;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.89; hits/slams/stuns/kills/misses (PBA)= 0.32/0.0/0.0/0.0/0.31; rounds (PBA)=0.69;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.78; hits/slams/stuns/kills/misses (PBA)= 0.3/0.0/0.0/0.0/0.32; rounds (PBA)=0.69;}
Boxer: {team=boxer; avg Health=-10.218 (from 24); damage done (per battle average)= 1.85; hits/slams/stuns/kills/misses (PBA)= 0.31/0.0/0.0/0.0/0.31; rounds (PBA)=0.68;}
14 in a 1000 succeed, battles last 2.5 rounds, if you can get 15 in there. Will see how the normal version does next.
We could use this to test at what Fighting rank do you not try this? As a GM I’d be inclined to say no Mr Boxer, you can’t fight 15 at once – maybe a cutoff is one per Fighting rank if a PC.
So that strategy, if you can get to all of them, goes to 99% from 35%.
Adding in the +1 CS Martial Arts B gives and the +1 to initiative for Martial Arts E we get:
Battles: 1000; Sum of rounds: 7834; boxer: 0.45 ± 0.02; martialarts: 0.55 ± 0.02;
Team boxer = winning battles: 449; perfect battles: 0; close-call battles: 449;
Team martialarts = winning battles: 551; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
GHOTMU Psyched Amazing Martial Artist: {team=martialarts; avg Health=24.362 (from 185); damage done (per battle average)= 381.03; hits/slams/stuns/kills/misses (PBA)= 11.29/4.98/1.92/0.0/3.23; rounds (PBA)=7.71;}
Boxer: {team=boxer; avg Health=-3.78 (from 24); damage done (per battle average)= 11.45; hits/slams/stuns/kills/misses (PBA)= 1.91/0.0/0.0/0.0/1.87; rounds (PBA)=3.85;}
Boxer: {team=boxer; avg Health=-2.418 (from 24); damage done (per battle average)= 11.81; hits/slams/stuns/kills/misses (PBA)= 1.97/0.0/0.0/0.0/1.94; rounds (PBA)=3.97;}
Boxer: {team=boxer; avg Health=-3.08 (from 24); damage done (per battle average)= 11.59; hits/slams/stuns/kills/misses (PBA)= 1.93/0.0/0.0/0.0/1.94; rounds (PBA)=3.95;}
Boxer: {team=boxer; avg Health=-2.97 (from 24); damage done (per battle average)= 11.15; hits/slams/stuns/kills/misses (PBA)= 1.86/0.0/0.0/0.0/1.94; rounds (PBA)=3.88;}
Boxer: {team=boxer; avg Health=-3.534 (from 24); damage done (per battle average)= 11.32; hits/slams/stuns/kills/misses (PBA)= 1.89/0.0/0.0/0.0/1.88; rounds (PBA)=3.84;}
Boxer: {team=boxer; avg Health=-2.566 (from 24); damage done (per battle average)= 11.68; hits/slams/stuns/kills/misses (PBA)= 1.95/0.0/0.0/0.0/1.94; rounds (PBA)=3.95;}
Boxer: {team=boxer; avg Health=-2.746 (from 24); damage done (per battle average)= 11.65; hits/slams/stuns/kills/misses (PBA)= 1.94/0.0/0.0/0.0/1.91; rounds (PBA)=3.93;}
Boxer: {team=boxer; avg Health=-3.74 (from 24); damage done (per battle average)= 11.1; hits/slams/stuns/kills/misses (PBA)= 1.85/0.0/0.0/0.0/1.92; rounds (PBA)=3.85;}
Boxer: {team=boxer; avg Health=-2.906 (from 24); damage done (per battle average)= 12.09; hits/slams/stuns/kills/misses (PBA)= 2.02/0.0/0.0/0.0/1.97; rounds (PBA)=4.05;}
Boxer: {team=boxer; avg Health=-3.204 (from 24); damage done (per battle average)= 11.06; hits/slams/stuns/kills/misses (PBA)= 1.84/0.0/0.0/0.0/1.9; rounds (PBA)=3.83;}
Boxer: {team=boxer; avg Health=-3.41 (from 24); damage done (per battle average)= 11.65; hits/slams/stuns/kills/misses (PBA)= 1.94/0.0/0.0/0.0/1.89; rounds (PBA)=3.9;}
Boxer: {team=boxer; avg Health=-3.562 (from 24); damage done (per battle average)= 11.02; hits/slams/stuns/kills/misses (PBA)= 1.84/0.0/0.0/0.0/1.91; rounds (PBA)=3.83;}
Boxer: {team=boxer; avg Health=-3.644 (from 24); damage done (per battle average)= 11.76; hits/slams/stuns/kills/misses (PBA)= 1.96/0.0/0.0/0.0/1.84; rounds (PBA)=3.88;}
Boxer: {team=boxer; avg Health=-3.474 (from 24); damage done (per battle average)= 11.32; hits/slams/stuns/kills/misses (PBA)= 1.89/0.0/0.0/0.0/1.92; rounds (PBA)=3.9;}
Fifteen boxers is around 65% for the glovewearers.
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;
1; hits/slams/stuns/kills/misses (PBA)= 1.99/0.0/0.0/0.0/1.97; rounds (PBA)=4.05;}
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
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.
F | G | Y | m1CS | m3CS | 2att | 3 att |
Rm | 0.65 | 0.35 | 0.6 | 0.5 | 0.745 | |
Am | 0.75 | 0.45 | 0.7 | 0.6 | 1.2 | 1.275 |
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.
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;}
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;}
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 ------------------------------------------------
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=-4.732 (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; 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;}
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 ------------------------------------------------
hits/slams/stuns/kills/misses (PBA)= 0.82/0.0/0.0/0.0/0.85; rounds (PBA)=1.71;}
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;
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.