Damage calculator

By Bilateralrope, in Deathwatch

I have written a damage calculator program to quicken the process of rolling for damage against a single foe or a horde. I am looking for feedback on how the program could be improved.

For those familiar with Java, this is the line I use to roll d10s: int roll = (int) Math.floor(Math.random() * 10 + 1);

Things I plan to include:

- The ability to choose from several different ways to implement Righteous Fury beyond the Deathwatch RAW. Which RF house rules would you like to see ?*

- Support for targets with different armour on different locations.

*I already plan to include:

- One or more 10s adds a single extra d10 of damage. The added d10 may trigger another extra d10, etc

- Each 10 rolled adds an extra d10 damage.

I really like the program.

Is there a way you can add in the 'hit by' calculation?

By 'hit by' I refer to replacing one of the damage die with whatever degrees of success you hit by.

And if you're going to stick with the righteous fury rolls from the book, being able to indicate if additional die are from the accurate quality would help.

I tried out a few rolls as if I was firing a stalker pattern boltgun and while I could put in 4d10 w/ tearing and it would roll 5 dice, it also rolls all 5 for the righteous fury which for base weapon damage would be just the 2d10+5.

For example:

Using Righteous Fury rules from Deathwatch

Rolling for hit number 1
Dice rolled: 3 2 7 9 10
Righteous Fury Dice rolled: 10 5 2 7 2
Righteous Fury triggered another Righteous Fury
Righteous Fury Dice rolled: 6 1 8 9 4
Total damage rolled: 85
74 wounds dealt

Total damage dealt: 74
Number of damaging hits: 1

The righteous fury doesn't include the +damage.

So maybe 2 fields for +damage should be available? One for base weapon damage, and one for bonuses like strength, ammo, lightning claws hit-by, etc...?

All in all, I think you've got a great idea and this is a really promising first build.

Is there a way you can add in the 'hit by' calculation?

By 'hit by' I refer to replacing one of the damage die with whatever degrees of success you hit by.

I'll add that.

The righteous fury doesn't include the +damage.

Fixed.

So maybe 2 fields for +damage should be available? One for base weapon damage, and one for bonuses like strength, ammo, lightning claws hit-by, etc...?

My understanding is that the righteous fury damage roll is identical to the initial damage roll, meaning that it includes strength, extra dice from accurate, etc. I have contacted FFG to see what they say and will implement their answer.

I just realised that, when I get to implement location specific damage, it will be much easier to roll the location for each hit than to ask players for the first hit location and use the chart to decide where the additional hits go.

Dude, thank you so much for the work you are putting into this. This will speed up games by ALOT lol Meaning more time for my players to be epic

New Version

I have fixed the bug bmaynard found and added some optional house rules for Righteous Fury.

Looks great.

Our gaming group recently decided to opt for just an additional d10 per 10 as opposed to the whole base damage roll for righteous fury, so this thing works great for me.

I'm still interested to see what they respond back to you with regarding whether the book's righteous fury roll is the full original damage roll again or just the weapon's base damage.

Much appreciated. Very simple and elegant.

bmaynard said:

I'm still interested to see what they respond back to you with regarding whether the book's righteous fury roll is the full original damage roll again or just the weapon's base damage.

Their reply is taking longer than usual. Any holidays that might have slowed them down ?

As I make new versions, I'll be placing them here so the links won't change. Also, another build is out with these changes:


- Moved total damage and number of damaging hits out of detail box
- Added cover function

Currently the cover function assumes that all locations on the target are behind cover. Once I add in location-specific armour values you will be able to set each location as being behind cover or not.

I re-iterate....THANK YOU! You taking your time to do this is great, but to make it available to you fellow gamers is what makes you awesome =)

Nice simulator! Thanks for writing and sharing it.

Could you perhaps add a checkbox allowing RF to be autoconfirmed?

gruntl said:

Nice simulator! Thanks for writing and sharing it.

Could you perhaps add a checkbox allowing RF to be autoconfirmed?

That will be added.

Unfortunately due to a sudden personal issue, I'm not going to be able to do any more programming on this for about a week.

I'd suggest adding options for RF on a 9 & 10 (Hellfire comes to mind) and 8, 9 and 10 (blood angel solo) too.

Also, a option for "Xenos", so we don't get that semi-annoying confirm popup every time you roll RF.

Hi, I just tried this out and wanted to express my gratitude to you for making this, and to ask that you please continue updating this.

Calculating Damage in these dark heresy based games has been a nightmare. I honestly think it's the single worst thing in the game and responsible for dragging down gameplay sessions, which we all know becomes worse with all the high damage and high armor targets in deathwatch.

Is there any way for you to allow for lists of saved weapon and armor stats? I know there may legality issues with this, but allowing players to enter the data themselves should be fine, along with the data being only a few entries related only to damage rolls. This will help greatly in the case of fights with different enemy types, or several named characters with different gear (such as a high level group of rogue traders, or deathwatch marines with custom armor). There would be a list on the left where you can enter a name, and stats for the thing causing damage, then a list on the right for targets with location specific armor and more. These list entries would simply replace any data currently entered, and you can modify things on the fly just by entering new data. The data is only stored when you choose to save it (and choose a name)

I've found I can just run multiple instances of this damage calculator, but that can fill up a screen when I've already notes and more.

Hey, I just tried this tool out and I must say it makes things a lot easier and faster! Thanks very much for programming this.

Question: Are there any plans to add in the roll to hit as well? I know it's not actually damage calculation, but I figured I'd ask anyway. Either way is cool with me. =)

Thanks again.

I'd suggest adding options for RF on a 9 & 10 (Hellfire comes to mind) and 8, 9 and 10 (blood angel solo) too.

A good suggestion, I will add it.

Also, a option for "Xenos", so we don't get that semi-annoying confirm popup every time you roll RF.

I will be adding a checkbox that, when selected, will automatically confirm all RF rolls.

Is there any way for you to allow for lists of saved weapon and armor stats?

Being able to pre-loaded weapons and targets is going to be easy. It would probably take at most a minute per entry. But there are going to be a lot of things that need to be added.

Allowing people to load/save custom stats is going to be trickier as I will need to look up those parts of Java and will invalidate all the hard coded profiles. It will also be reliant on knowing the rest of the program, so this will be one of the later features to be implemented.

Question: Are there any plans to add in the roll to hit as well? I know it's not actually damage calculation, but I figured I'd ask anyway.

I won't be writing one that is integrated into this program.

Version 1-4 released

Changes:

- Added checkbox to automatically confirm Righteous Fury.
- Righteous Fury can be set to trigger on values other than 10. Setting it above 10 will disable RF. Attempting to set it to 1 or less will cause an error.
- Righteous Fury house rule options have been moved to a menu.

To do list:

- Seperate locations on target.
- Save/Load weapon profiles.
- Save/Load target profiles.

Again, I'd just like to say great work and thank you for continuing to make improvements to it.

Version 1-5 is released

Changes:

- Added the option to have a seperate armour value for each hit location. Hit locations are randomly selected by the program.
- When using individual hit locations, the detailed output also displays the cumulitive wounds total after each hit. If you know how many wounds the target could have taken before hitting 10 critical damage, you can use this to find the specific hit that pushed the target over (the first to equal or exceed your calculated number) and where it hit.
- Removed a menu item that did nothing.

Still to do:

- Save/Load weapon profiles
- Save/Load target profiles

These additions are great! Thanks again!