Gorman wrote:Sure we can, but there is a big difference between 48 and 50 or 32 and 34 damage. Even if we say "the means are 49 and 33" we still have to deal with that the player who gets the 50 will kill the other player a shot earlier, same with the player who rolls a 34.
As I said before (I don't think you have yet even commented on it), there is no way to have both a balanced and meaningful randomized values. Either they will be imba and gamebreaking (49 vs 50 damage), or be irrelevant and pointless (39 vs 40 damage). So why even bother trying in that sense?
I think you should abandon the randomization and just discuss damage drop.
As I said before (I don't think you have yet even commented on it), there is no way to have both a balanced and meaningful randomized values.
Paratrooper wrote:I'm asking for a tiny bit of deviation, not a deviation that could roll something from 3 billion to 1.
Of course that was a hyperbole. But essentially big deviations mean trouble. That 34 and 50 example of yours is very variable.
Anyway, there IS a way to balance the damage randomization. We need a type of randomization that we could reasonably depend on. Of course, we would probably need some field testing for this.
That's what Beta stage is for, right?
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