From: B Lin <lin@r...>
Date: Mon, 24 Oct 2005 17:46:38 -0600
Subject: [OT] Statistics - was RE: [GZG] Re: laser classes
The reason it's confusing is that you haven't stated the problem clearly. You have taken the re-roll portion out of context and re-applied it. For instance, your example, for some reason, adds more dice rolls past 4, they should be compared directly to 4 dice rolls- it doesn't matter if the 5th or subsequent rolls are a 1 or a 6, only the that the first 4 were 6's (by the assumed definition of "EXACTLY 4 6's" and not 4 6's and a couple of other numbers...). You've added points that are irrelevant to generate your numbers so they don't compare directly with each other. Along those lines, your example has you rolling many more times in your 4 dice example than the single die example which produces an artificially high probability. To make it comparable you have to compare rolling a set of 4 dice once (4 rolls total) against rolling 4 single dice (4 rolls total). Your example is rolling a single die and re-rolling only sixes, vs. rolling a set of 4 dice and re-rolling 6's. It's a clear case where you are comparing 1 against 4. The chance to roll 4 sixes with a die rolled 4 times is 1 in 1296. It doesn't matter if you take one die, roll it 4 times or take 4 dice, roll them once each or 2 dice and roll one 3 times and one once, you still roll a total of 4 dice that are independent of each other and produce the exact same number of permutations - 1296. Of those permutations only one has 4 sixes in it. Therefore the odds of rolling 4 sixes and EXACTLY 4 6's is 1 in 1296 no matter which order or grouping of dice you use. The dice are only linked because the FT rule says that to get a re-roll you have to roll a 6, this narrows the search to only dice rolls that contain a 6, except for the last one, which is looking for a 4 or 5. This means to produce 19 points of damage you need 9 rolls of 6 followed by a roll of 4 or 5. The problem is carefully delineated and already has taken the re-rolls into account. There are exactly 2 possibilities that follow this definition 9,9,9,9,9,9,9,9,9,5 and 9,9,9,9,9,9,9,9,9,4 out of 60,466,176 permutations. By defining the problem as 9 6's we have already taken the re-roll in account, in addition, the exact number of re-rolls was already determined (9). Your example seems to imply that if you get a six you are allowed an additional roll even past the stated number of rolls (4). You don't have to consider multiple batteries for the following reasons- Part 1)The total is an odd number of points (19). You can only get a re-roll on a 6 and that produces 2 points (an even number). So to generate an odd number of points you need an odd point roll (4 or 5). Two odd rolls make an even and three would not be possible since you wouldn't get the reqired number of re-rolls. Therefore only 1 die can roll a 4 or 5 to produce a single or odd number of points. Part 2) Batteries are batteries - a class 1 beam battery gets one die, no special modifiers or rules. Same batteries are interchangeable (i.e. a class 1 is the exact same as any other class 1) each produces 1 die of fire that has the same to hit chance as any other Class 1. Part 3) If batteries are the same then it doesn't matter which die roll is associated with which battery as they give the same result - a 6 is a 6, and a 6 by a class 1 battery is the same as a 6 by a class 1 battery. Part 4) if the 6's are equivalent then it doesn't matter if they come from 1 battery or 2. And it doesn't matter which battery rolls the 4 or 5. Final - All the rolls can be treated as having come from a single Class 1 battery. If there were three or more batteries involved, then the calculation would then have to include partial hits from multiple batteries and would be much more complicated. --Binhan [quoted original message omitted]