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40kdice's Issues

Enhance options for shaking off damage

Shaking off damage should allow you to pick any number up to 3+. This comes up more in AoS than 40K, but probably this makes the most sense as its own input field. Also, the quantum shielding option is outdated, anyway...

Increase AP on critical wounds

From a user report:

One of the Tyranids detachments has an Enhancement that gives this ability:

"On a Critical Wound, improve the Armour Penetration characteristic of that attack by 1."

Necrons' Canoptek Acanthrites have a similar ability, and T'au Empire's Cadre Fireblades have a -3 AP version. I'm not sure about anyone else.

Add defense "profiles"

It would be nice to allow users to create various defense "profiles" and do the rolls for each for easy comparison. For example, you could see how a particular weapon profile works against a "Tank" profile that has a single model with high wounds/toughness and a low save or a "Swarm" profile with low wounds/toughness, low saves and many models.

I can implement and make a PR.

Bug: "Wound rolls of 6" select box AP options cause form submission to fail

I stumbled upon this while simulating genestealers vs tactical marines.

To reproduce, enter the values as shown in this screenshot:
image

Then, change the "Wound rolls of 6" to one of the armor piercing options (seems to happen for all of three of them) and hit "Roll". You'll get a console error that reads:

ReferenceError: wound_prob is not defined dice-1551158823.js:453:32
do_saves http://40k.ghostlords.com/dice/dice-1551158823.js:453
roll_40k http://40k.ghostlords.com/dice/dice-1551158823.js:648
onclick http://40k.ghostlords.com/dice/:1

Looks like wound_prob is out of scope for the do_saves function.

Reroll non-critical rolls

Add options to hit and wound rolls to reroll all non-critical results. This is useful for cases where there's a special effect on 6 but regular rolls are unlikely to get past the target's defenses.

Sustained + Lethal hits broken

The tool will apply the lethal (autowound) effect to the extra hits generated by sustained hits. This is incorrect. The lethal effect should apply to the original roll.

Anti-X isn't working and/or devastating wounds

I have the data filled out for Drukhari Haywire Blasters shooting into Leman Russ's and the Anti-X and/or devastating wounds isn't being registered as the wound count is way too low.
Screenshot 2024-01-28 141308

Reroll damage

Shalaxi Helbane has:

Monarch of the Hunt: Each time this model declares a charge that targets a Monster, Vehicle or Character unit, you can re-roll the Charge roll. Each time this model makes a melee attack that targets a Monster, Vehicle or Character unit, you can re-roll the Hit roll, the Wound roll and the Damage roll.

Add some options for rerolling damage if it's <= X.

Mortal wound cap

Many new (9th edition) stratagems put a cap on the number of mortal wounds, such as 6. This is independent of the number of triggers, so needs to be an additional filter.

Saves seem to be capped at 6, can't auto-fail on base 7+ or AP

It seems that the saves can't be entirely ignored even when starting from 7+ or when the armour penetration would bring the value to a number strictly superior to 6+. In every case, the formula seems to consider that damage can be saved as if the defender had a 6+ save.

Here's a screenshot (with auto-hit, auto-wound, 7+ save) :
image

We can see that the expected value after save should still be "1" but it becomes "0.83", as if you had a 1/6 chance to save.

Devastating wound

Noticed that the damage for devastating wound and Lethal hits seem to be the same.
Devastating wound should be higher than lethal hits since Devastating wound ignores saves and inv saves, while the lethal hits seems pretty correct.

Devastating would = attack_roll(attacker)(((hitrollwoundroll_result+autowound)*savevalue)+mortalwound)*damage(attacker)

am quite new to Warhammer and coding so... I might be wrong

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