In the most recent Dark Avatar beta, some remnant of the off-type defense bug exists, but
we've tracked down exactly what's wrong with the current algorithm, so there's a good chance it'll be fixed quickly.
But there's more than one way to fix it, and it's not immediately obvious to me which way is better. So I wanted to ask you guys for your opinions.
The difference is most clearly illustrated in one combat simulation result, which actually has nothing to do with off-type defense at all:
Attack = 100 times 1 damage
Defense = 100 on-type 0 off-type
Number of runs = 100000
CodeCritter's method (i.e. what Dark Avatar 1.6b4 does)
Mean damage = 0.68638 Standard deviation = 0.82804
Ephafn's method
Mean damage = 0.68257 Standard deviation = 0.82579
Dog of Justice's method
Mean damage = 11.54482 Standard deviation = 15.12348In Dread Lords, having on-type defense equal to opposing attack would reduce expected damage by around 2/3, in this case from 50 to ~16.7. But in Dark Avatar, it makes you almost completely invincible here -- damage is reduced
to ~2/3! Instead of being three times as resilient, your ship can now take SEVENTY FIVE times the beating. The reason is the implementation of independently firing weapons in Dark Avatar.
The question is, do you like things better this way? Ephafn has figured out how to keep this new "invincible ship" functionality while fixing the remaining off-type bug. I've figured out how to make functionality very similar to what was the case in Dread Lords, where defense isn't nearly as powerful. Which system provides better gameplay in your eyes?