- 2,060
- 3,920
So this discussion sprang up initially because of this thread that @Dark_Soul20189 pointed out to me, and more specifically this comment where someone argues that because X ability is “chance based,” as in there’s only a chance it’ll work, it would alter the outcome of the fight.
The question this thread aims to answer is: if there’s X ability that has, for instance, a ~70% or a 0.3% chance of landing, how would that be treated in a vs thread?
Originally I was thinking that any ability, regardless of how low the probability of it landing, should be considered since the point of these threads was to simulate the battle where a character has everything in their arsenal for that key, and because we already assume other things kinda just occur (like bloodlust for example) solely for the sake of the thread.
The glaring problem with this though is that it’s gonna make certain characters (particularly a lot of game characters), obnoxiously stronger than they would be, as Agnaa mentions.
So… a good standard would probably be that if a character has a >50% chance of landing whatever the ability, then it should be considered, and if the ability has a <50% chance of landing the thread participants should consider how many times the character can attempt the ability before they would be beaten and/or use other shit.
For example, if an ability has a 30% chance of landing, the character probably won’t land it in one go, but if they’re able to try again before their opponent can respond, they probably will. In math, that’s the complement rule. To be exact, 1 try = 30%, 2 tries = 51%, 3 tries = 65.7% etc etc.
Now (1) I don’t expect/believe that people will workout exact numbers like the above and (2) often times we’re usually not even given exact numbers like “30%” or “0.01%”
But the idea is that if you roughly recall a character landing some chance-based attack in 1/10 tries and 1/1,000,000 tries, that needs to be treated accordingly with respect to how many times the character can attempt to use the ability.
That actually brings me to my last point, characters that are just clearly pretty lucky, and land these kinda things regardless of the low probability. For example, Hakari in Jujutsu Kaisen has a 1/239 chance of landing his jackpot, but literally always pulls it off in-verse cus he actually is just lucky lmao. In this case, consider it on a case-by-case basis.
Laying down the green (0):
Put it all on red (1): Agnaa
The question this thread aims to answer is: if there’s X ability that has, for instance, a ~70% or a 0.3% chance of landing, how would that be treated in a vs thread?
Originally I was thinking that any ability, regardless of how low the probability of it landing, should be considered since the point of these threads was to simulate the battle where a character has everything in their arsenal for that key, and because we already assume other things kinda just occur (like bloodlust for example) solely for the sake of the thread.
The glaring problem with this though is that it’s gonna make certain characters (particularly a lot of game characters), obnoxiously stronger than they would be, as Agnaa mentions.
So… a good standard would probably be that if a character has a >50% chance of landing whatever the ability, then it should be considered, and if the ability has a <50% chance of landing the thread participants should consider how many times the character can attempt the ability before they would be beaten and/or use other shit.
For example, if an ability has a 30% chance of landing, the character probably won’t land it in one go, but if they’re able to try again before their opponent can respond, they probably will. In math, that’s the complement rule. To be exact, 1 try = 30%, 2 tries = 51%, 3 tries = 65.7% etc etc.
Now (1) I don’t expect/believe that people will workout exact numbers like the above and (2) often times we’re usually not even given exact numbers like “30%” or “0.01%”
But the idea is that if you roughly recall a character landing some chance-based attack in 1/10 tries and 1/1,000,000 tries, that needs to be treated accordingly with respect to how many times the character can attempt to use the ability.
That actually brings me to my last point, characters that are just clearly pretty lucky, and land these kinda things regardless of the low probability. For example, Hakari in Jujutsu Kaisen has a 1/239 chance of landing his jackpot, but literally always pulls it off in-verse cus he actually is just lucky lmao. In this case, consider it on a case-by-case basis.
Laying down the green (0):
Put it all on red (1): Agnaa
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