Examples
Examples
Try the starting example
- Normal damage dice
- 1
- Fair damage-die sides
- 6
- Total hit probability INCLUDING critical
- 0.5
- Critical-hit probability, part of total hit
- 0.1
- Critical damage-dice multiplier
- 2
- Flat damage modifier applied once on a hit
- 2
- Flat resistance subtracted on each hit, then clamp at zero
- 3
- Expected final damage
- 1.6
- Probability final damage is positive
- 0.433333
- Final damage probability distribution
- 0: 0.566666666667; 1: 0.0694444444444; 2: 0.0722222222222; 3: 0.075; 4: 0.0777777777778; 5: 0.0805555555556; 6: 0.0166666666667; 7: 0.0138888888889; 8: 0.0111111111111; 9: 0.00833333333333; 10: 0.00555555555556; 11: 0.00277777777778
Try another scenario
- Normal damage dice
- 1
- Fair damage-die sides
- 6
- Total hit probability INCLUDING critical
- 0.5
- Critical-hit probability, part of total hit
- 0.1
- Critical damage-dice multiplier
- 2
- Flat damage modifier applied once on a hit
- 2
- Flat resistance subtracted on each hit, then clamp at zero
- 0
- Expected final damage
- 3.1
- Probability final damage is positive
- 0.5
- Final damage probability distribution
- 0: 0.5; 3: 0.0666666666667; 4: 0.0694444444444; 5: 0.0722222222222; 6: 0.075; 7: 0.0777777777778; 8: 0.0805555555556; 9: 0.0166666666667; 10: 0.0138888888889; 11: 0.0111111111111; 12: 0.00833333333333; 13: 0.00555555555556; 14: 0.00277777777778
Calculation method
Calculation method
Expected final damage
Mix miss, ordinary hit and critical-hit sum distributions using supplied mutually exclusive probabilities.
Probability final damage is positive
Sum positive final-damage outcomes; zero-damage hits are not counted as positive.
Final damage probability distribution
Miss deals zero. On hits roll normal or multiplied dice, add modifier once, subtract supplied flat resistance, then clamp at zero.
Symbols and units
- a
- Normal damage dice
- b
- Fair damage-die sides
- c
- Total hit probability INCLUDING critical
- d
- Critical-hit probability, part of total hit
- e
- Critical damage-dice multiplier
- f
- Flat damage modifier applied once on a hit
- g
- Flat resistance subtracted on each hit, then clamp at zero
Use the units shown. A list keeps the order in which you enter its values. The symbol ^ means “raised to the power of”.
Assumptions & limits
Assumptions & limits
- A supplied tabletop damage model with flat resistance and critical dice multiplication. Critical chance is included within total hit chance; no armor, saving throws, vulnerabilities, half damage or named-game house rules are inferred.
Are these inputs private?
These calculations run in your browser. A shared link contains the values you choose to share. Only questions submitted to the separate AI finder are sent to OpenAI.
Further reading
Background reading; this does not imply endorsement or independent review of SumFizz.